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- /*
- ** Command & Conquer Generals(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.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 <string.h>
- /***********************************************************************************************
- * 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
- }
- }
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