/* ** 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: W3DTreeDraw.h ////////////////////////////////////////////////////////////////////////// // Author: // Desc: /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __W3DTreeDraw_H_ #define __W3DTreeDraw_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/DrawModule.h" #include "WW3D2/Line3D.h" //------------------------------------------------------------------------------------------------- class W3DTreeDrawModuleData : public ModuleData { public: AsciiString m_modelName; AsciiString m_textureName; // Push aside parameters. [5/29/2003] UnsignedInt m_framesToMoveOutward; UnsignedInt m_framesToMoveInward; Real m_maxOutwardMovement; Real m_darkening; // Topple parameters. [7/7/2003] const FXList* m_toppleFX; const FXList* m_bounceFX; AsciiString m_stumpName; Real m_initialVelocityPercent; Real m_initialAccelPercent; Real m_bounceVelocityPercent; Real m_minimumToppleSpeed; Bool m_killWhenToppled; Bool m_doTopple; UnsignedInt m_sinkFrames; // How long it takes to sink after toppling. [7/11/2003] Real m_sinkDistance; // How far it sinks. Bool m_doShadow; W3DTreeDrawModuleData(); ~W3DTreeDrawModuleData(); static void buildFieldParse(MultiIniFieldParse& p); // ugh, hack virtual const W3DTreeDrawModuleData* getAsW3DTreeDrawModuleData() const { return this; } }; //------------------------------------------------------------------------------------------------- /** W3D tree draw */ //------------------------------------------------------------------------------------------------- class W3DTreeDraw : public DrawModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DTreeDraw, "W3DTreeDraw" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( W3DTreeDraw, W3DTreeDrawModuleData ) public: W3DTreeDraw( 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() { } protected: Bool m_treeAdded; }; #endif // __W3DTreeDraw_H_