93 lines
No EOL
3.3 KiB
C++
93 lines
No EOL
3.3 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /Commando/Code/ww3d2/pivot.h 1 1/22/01 3:36p Greg_h $ */
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando / G 3D Library *
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* *
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* $Archive:: /Commando/Code/ww3d2/pivot.h $*
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* *
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* Author:: Greg_h *
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* *
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* $Modtime:: 1/08/01 10:04a $*
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* *
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* $Revision:: 1 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef PIVOT_H
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#define PIVOT_H
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#include "always.h"
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#include "vector3.h"
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#include "matrix3d.h"
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#include "quat.h"
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#include "w3d_file.h"
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/*
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PivotClass
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Each node of the hierarchy tree is represented by a
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PivotClass.
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*/
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struct PivotClass
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{
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public:
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PivotClass(void);
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~PivotClass(void) {}
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char Name[W3D_NAME_LEN];
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int Index;
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PivotClass * Parent;
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// Base configuration of this pivot
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Matrix3D BaseTransform; // base-pose transform (relative to parent).
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Matrix3D Transform; // computed transform for this pivot
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bool IsVisible; // result of the visibility channel
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// User control. When a pivot is 'captured' animation data is ignored and the
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// user data is used to control the pivot.
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bool IsCaptured;
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Matrix3D CapTransform;
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bool WorldSpaceTranslation;
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void Capture_Update(void);
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};
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#endif |