/* ** 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 . */ /* $Header: /Commando/Code/ww3d2/pivot.cpp 1 1/22/01 3:36p Greg_h $ */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando / G 3D Library * * * * $Archive:: /Commando/Code/ww3d2/pivot.cpp $* * * * Author:: Greg_h * * * * $Modtime:: 1/08/01 10:04a $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * PivotClass::PivotClass -- Constructor for PivotClass * * PivotClass::Compute_Transform -- Update the pivot's transformation matrix * * PivotClass::Compute_Transform -- Update the pivot's transformation matrix * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "pivot.h" #include "wwmath.h" #include /*********************************************************************************************** * PivotClass::PivotClass -- Constructor for PivotClass * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 07/24/1997 GH : Created. * *=============================================================================================*/ PivotClass::PivotClass(void) : Parent(NULL), BaseTransform(1), Transform(1), #ifdef LAZY_CAP_MTX_ALLOC CapTransformPtr(NULL), Index(0), IsVisible(true), WorldSpaceTranslation(false) #else CapTransform(1), Index(0), IsVisible(true), WorldSpaceTranslation(false), IsCaptured(false), Unused(false) #endif { Name[0] = 0; } PivotClass::PivotClass(const PivotClass& that) : Parent(that.Parent), BaseTransform(that.BaseTransform), Transform(that.Transform), #ifdef LAZY_CAP_MTX_ALLOC CapTransformPtr(NULL), Index(that.Index), IsVisible(that.IsVisible), WorldSpaceTranslation(that.WorldSpaceTranslation) #else CapTransform(that.CapTransform), Index(that.Index), IsVisible(that.IsVisible), WorldSpaceTranslation(that.WorldSpaceTranslation), IsCaptured(that.IsCaptured), Unused(that.Unused) #endif { memcpy(Name, that.Name, sizeof(Name)); #ifdef LAZY_CAP_MTX_ALLOC if (that.CapTransformPtr != NULL) { CapTransformPtr = MSGW3DNEW("PivotClassCaptureBoneMtx") DynamicMatrix3D; CapTransformPtr->Mat = that.CapTransformPtr->Mat; } #endif } PivotClass& PivotClass::operator=(const PivotClass& that) { if (this != &that) { memcpy(Name, that.Name, sizeof(Name)); Parent = that.Parent; BaseTransform = that.BaseTransform; Transform = that.Transform; #ifdef LAZY_CAP_MTX_ALLOC CapTransformPtr = NULL; Index = that.Index; IsVisible = that.IsVisible; WorldSpaceTranslation = that.WorldSpaceTranslation; if (that.CapTransformPtr != NULL) { CapTransformPtr = MSGW3DNEW("PivotClassCaptureBoneMtx") DynamicMatrix3D; CapTransformPtr->Mat = that.CapTransformPtr->Mat; } #else CapTransform = that.CapTransform; Index = that.Index; IsVisible = that.IsVisible; WorldSpaceTranslation = that.WorldSpaceTranslation; IsCaptured = that.IsCaptured; Unused = that.Unused; #endif } return *this; } void PivotClass::Capture_Update(void) { #ifdef LAZY_CAP_MTX_ALLOC if (!CapTransformPtr) return; const Matrix3D* ct = &CapTransformPtr->Mat; #else const Matrix3D* ct = &CapTransform; #endif if ( WorldSpaceTranslation ) { // The Translation of CapTransform is meant to be in world space, // so remove before applying orientation Matrix3D CapOrientation = *ct; CapOrientation.Set_Translation( Vector3( 0,0,0 ) ); #ifdef ALLOW_TEMPORARIES Matrix3D::Multiply(Transform,CapOrientation,&(Transform)); #else Transform.postMul(CapOrientation); #endif // Now apply translation in world space Transform.Adjust_Translation( ct->Get_Translation() ); } else { #ifdef ALLOW_TEMPORARIES Matrix3D::Multiply(Transform, *ct, &(Transform)); #else Transform.postMul(*ct); #endif } }