/* ** 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_