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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: W3DDebrisDraw.h //////////////////////////////////////////////////////////////////////////
- // Author: Steven Johnson
- // Desc: Debris drawing
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __W3D_DEBRIS_DRAW_H_
- #define __W3D_DEBRIS_DRAW_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/GameType.h"
- #include "Common/DrawModule.h"
- #include "Common/FileSystem.h" // this is only here to pull in LOAD_TEST_ASSETS
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class Thing;
- class RenderObjClass;
- class HAnimClass;
- class Shadow;
- class FXList;
- //-------------------------------------------------------------------------------------------------
- class W3DDebrisDraw : public DrawModule, public DebrisDrawInterface
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DDebrisDraw, "W3DDebrisDraw" )
- MAKE_STANDARD_MODULE_MACRO( W3DDebrisDraw )
- public:
- W3DDebrisDraw( Thing *thing, const ModuleData* moduleData );
- // virtual destructor prototype provided by memory pool declaration
- /// the draw method
- 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 setModelName(AsciiString name, Color color, ShadowType t);
- virtual void setAnimNames(AsciiString initial, AsciiString flying, AsciiString final, const FXList* finalFX);
- virtual DebrisDrawInterface* getDebrisDrawInterface() { return this; }
- virtual const DebrisDrawInterface* getDebrisDrawInterface() const { return this; }
- private:
- enum AnimStateType
- {
- INITIAL,
- FLYING,
- FINAL,
- STATECOUNT
- };
- AsciiString m_modelName;
- Color m_modelColor;
- AsciiString m_animInitial;
- AsciiString m_animFlying;
- AsciiString m_animFinal;
- RenderObjClass* m_renderObject; ///< W3D Render object for this drawable
- HAnimClass* m_anims[STATECOUNT];
- const FXList* m_fxFinal;
- Int m_state;
- Int m_frames;
- Bool m_finalStop;
- Shadow* m_shadow; ///< Updates/Renders shadows of this object
- };
- #endif // __W3D_DEBRIS_DRAW_H_
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