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- /*
- ** 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/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Combat *
- * *
- * $Archive:: /Commando/Code/Combat/humanrecoil.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 8/22/00 8:09a $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef HUMANRECOIL_H
- #define HUMANRECOIL_H
- #include "always.h"
- class RenderObjClass;
- class Matrix3D;
- /**
- ** HumanRecoilClass
- ** This class encapsulates all of the code to perform a programatic 'recoil' animation on
- ** a human skeleton in Renegade.
- **
- ** WARNING: this code assumes that you are using the same bone structure for every model
- ** that you apply recoils to. The first time it is called, it caches bone indexes for
- ** the named bones that it modifies. If you call it with two totally different skeletons
- ** the wrong bones will be moved. If this is needed in the future we can extend this class
- ** and store an instance of it per game object or something...
- */
- class HumanRecoilClass
- {
- public:
- HumanRecoilClass(void);
- void Capture_Bones(RenderObjClass * model);
- void Apply_Recoil(const Matrix3D & recoil_tm,RenderObjClass * model,float scale);
- void Release_Bones(RenderObjClass * model);
- protected:
- void Initialize(RenderObjClass * model);
- static bool IsInitted;
- };
- #endif //HUMANRECOIL_H
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