This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/ww3d2/pivot.h

93 lines
No EOL
3.3 KiB
C++

/*
** Command & Conquer Renegade(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/>.
*/
/* $Header: /Commando/Code/ww3d2/pivot.h 1 1/22/01 3:36p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando / G 3D Library *
* *
* $Archive:: /Commando/Code/ww3d2/pivot.h $*
* *
* Author:: Greg_h *
* *
* $Modtime:: 1/08/01 10:04a $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef PIVOT_H
#define PIVOT_H
#include "always.h"
#include "vector3.h"
#include "matrix3d.h"
#include "quat.h"
#include "w3d_file.h"
/*
PivotClass
Each node of the hierarchy tree is represented by a
PivotClass.
*/
struct PivotClass
{
public:
PivotClass(void);
~PivotClass(void) {}
char Name[W3D_NAME_LEN];
int Index;
PivotClass * Parent;
// Base configuration of this pivot
Matrix3D BaseTransform; // base-pose transform (relative to parent).
Matrix3D Transform; // computed transform for this pivot
bool IsVisible; // result of the visibility channel
// User control. When a pivot is 'captured' animation data is ignored and the
// user data is used to control the pivot.
bool IsCaptured;
Matrix3D CapTransform;
bool WorldSpaceTranslation;
void Capture_Update(void);
};
#endif