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- /*
- ** Command & Conquer Generals(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FIEL: W3DTankDraw.h ////////////////////////////////////////////////////////////////////////////
- // Draw a tank
- // Author: Michael S. Booth, October 2001
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef _W3D_TANK_DRAW_H_
- #define _W3D_TANK_DRAW_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/DrawModule.h"
- #include "GameClient/ParticleSys.h"
- #include "W3DDevice/GameClient/Module/W3DModelDraw.h"
- #include "WW3D2/HAnim.h"
- #include "WW3D2/RendObj.h"
- #include "WW3D2/Part_Emt.h"
- //-------------------------------------------------------------------------------------------------
- class W3DTankDrawModuleData : public W3DModelDrawModuleData
- {
- public:
- AsciiString m_treadDebrisNameLeft;
- AsciiString m_treadDebrisNameRight;
- Real m_treadAnimationRate; ///<amount of tread texture to scroll per sec. 1.0 == full width.
- Real m_treadPivotSpeedFraction; ///<fraction of locomotor speed below which we allow pivoting.
- Real m_treadDriveSpeedFraction; ///<fraction of locomotor speed below which treads stop animating.
- W3DTankDrawModuleData();
- ~W3DTankDrawModuleData();
- static void buildFieldParse(MultiIniFieldParse& p);
- };
- //-------------------------------------------------------------------------------------------------
- class W3DTankDraw : public W3DModelDraw
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DTankDraw, "W3DTankDraw" )
- MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( W3DTankDraw, W3DTankDrawModuleData )
-
- public:
- W3DTankDraw( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- virtual void setHidden(Bool h);
- virtual void doDrawModule(const Matrix3D* transformMtx);
- virtual void setFullyObscuredByShroud(Bool fullyObscured);
- protected:
- virtual void onRenderObjRecreated(void);
- protected:
- /// debris emitters for when tank is moving
- ParticleSystem* m_treadDebrisLeft;
- ParticleSystem* m_treadDebrisRight;
- RenderObjClass *m_prevRenderObj;
- enum TreadType { TREAD_LEFT, TREAD_RIGHT, TREAD_MIDDLE }; //types of treads for different vehicles
- enum {MAX_TREADS_PER_TANK=4};
- struct TreadObjectInfo
- {
- RenderObjClass *m_robj; ///<sub-object for tread
- TreadType m_type; ///<kind of tread
- RenderObjClass::Material_Override m_materialSettings; ///<used to set current uv scroll amount.
- };
- TreadObjectInfo m_treads[MAX_TREADS_PER_TANK];
- Int m_treadCount;
- Coord3D m_lastDirection; ///< orientation of tank last time it was drawn.
- void createEmitters( void ); ///< Create particle effects.
- void tossEmitters( void ); ///< Create particle effects.
- void startMoveDebris( void ); ///< start creating debris from the tank treads
- void stopMoveDebris( void ); ///< stop creating debris from the tank treads
- void updateTreadObjects(void); ///< update pointers to sub-objects like treads.
- void updateTreadPositions(Real uvDelta); ///< update uv coordinates on each tread
- };
- #endif // _W3D_TANK_DRAW_H_
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