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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/>.
- */
- /* $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
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