/*
**	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 <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.
	
*/

//#define LAZY_CAP_MTX_ALLOC

struct PivotClass
{
public:

	PivotClass(void);
	PivotClass(const PivotClass& that);
	PivotClass& operator=(const PivotClass& that);

	~PivotClass(void) 
	{
#ifdef LAZY_CAP_MTX_ALLOC
		if (CapTransformPtr)
			delete CapTransformPtr;
#endif
	}

	void Capture_Update(void);
	bool Is_Captured() const
	{
#ifdef LAZY_CAP_MTX_ALLOC
		return CapTransformPtr != NULL;
#else
		return IsCaptured;
#endif
	}

public:
	char							Name[W3D_NAME_LEN];
	PivotClass *			Parent;
	Matrix3D					BaseTransform;		// base-pose transform (relative to parent).
	Matrix3D					Transform;				// computed transform for this pivot
	// User control.  When a pivot is 'captured' animation data is ignored and the
	// user data is used to control the pivot.
#ifdef LAZY_CAP_MTX_ALLOC
	DynamicMatrix3D*	CapTransformPtr;
	short							Index;
	bool							IsVisible;				// result of the visibility channel
	bool							WorldSpaceTranslation;
#else
	Matrix3D					CapTransform;
	int								Index;
	bool							IsVisible;				// result of the visibility channel
	bool							WorldSpaceTranslation;
	bool							IsCaptured;
	bool							Unused;						// padding
#endif

};



#endif