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W3DTreeDraw.h
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96 lines (80 loc) · 3.55 KB
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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: W3DTreeDraw.h //////////////////////////////////////////////////////////////////////////
// Author:
// Desc:
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
// 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();
virtual ~W3DTreeDrawModuleData() override;
static void buildFieldParse(MultiIniFieldParse& p);
// ugh, hack
virtual const W3DTreeDrawModuleData* getAsW3DTreeDrawModuleData() const override { 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) override {}
virtual void setShadowsEnabled(Bool enable) override {}
virtual void releaseShadows() override {} ///< we don't care about preserving temporary shadows.
virtual void allocateShadows() override {} ///< we don't care about preserving temporary shadows.
virtual void setFullyObscuredByShroud(Bool fullyObscured) override {}
virtual void reactToTransformChange(const Matrix3D* oldMtx, const Coord3D* oldPos, Real oldAngle) override {}
virtual void reactToGeometryChange() override {}
protected:
void addToTreeBuffer();
};