/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see .
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: W3DRopeDraw.h //////////////////////////////////////////////////////////////////////////
// Author:
// Desc:
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __W3DRopeDraw_H_
#define __W3DRopeDraw_H_
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "Common/DrawModule.h"
#include "WW3D2/Line3D.h"
//-------------------------------------------------------------------------------------------------
/** W3D rope draw */
//-------------------------------------------------------------------------------------------------
class W3DRopeDraw : public DrawModule, public RopeDrawInterface
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DRopeDraw, "W3DRopeDraw" )
MAKE_STANDARD_MODULE_MACRO( W3DRopeDraw )
public:
W3DRopeDraw( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration
virtual void doDrawModule(const Matrix3D* transformMtx);
virtual void setShadowsEnabled(Bool enable) { }
virtual void releaseShadows(void) {}; ///< we don't care about preserving temporary shadows.
virtual void allocateShadows(void) {}; ///< we don't care about preserving temporary shadows.
virtual void setFullyObscuredByShroud(Bool fullyObscured) { }
virtual void reactToTransformChange(const Matrix3D* oldMtx, const Coord3D* oldPos, Real oldAngle) { }
virtual void reactToGeometryChange() { }
virtual void initRopeParms(Real length, Real width, const RGBColor& color, Real wobbleLen, Real wobbleAmp, Real wobbleRate);
virtual void setRopeCurLen(Real length);
virtual void setRopeSpeed(Real curSpeed, Real maxSpeed, Real accel);
virtual RopeDrawInterface* getRopeDrawInterface() { return this; }
virtual const RopeDrawInterface* getRopeDrawInterface() const { return this; }
private:
struct SegInfo
{
Line3DClass* line;
Line3DClass* softLine;
Real wobbleAxisX;
Real wobbleAxisY;
};
std::vector m_segments; ///< the rope render object in the W3D scene
Real m_curLen; ///< length of rope
Real m_maxLen; ///< length of rope
Real m_width; ///< width of rope
RGBColor m_color; ///< color of rope
Real m_curSpeed;
Real m_maxSpeed;
Real m_accel;
Real m_wobbleLen;
Real m_wobbleAmp;
Real m_wobbleRate;
Real m_curWobblePhase;
Real m_curZOffset;
void tossSegments();
void buildSegments();
};
#endif // __W3DRopeDraw_H_