About Store Forum Documentation Contact
Donations:
309$/mo



Post Reply 
Mesh Control (Front Back)
Author Message
ziya13 Offline
Member

Post: #1
Mesh Control (Front Back)
Hi, in example source (11 - Character Facial Animations) i want control character from back but this code from front. which i change line ?


Code:
/******************************************************************************/
#include "stdafx.h"
#include "../../../../../data/enum/_enums.h"
/******************************************************************************/
struct Player : Game::Chr
{
   virtual void animate(); // extend skeleton animation
   virtual void update ();

   // optionally you can override default 'face blend' value by defining your own function
   virtual Flt animateFaceBlend();
};
/******************************************************************************/
void Player::animate()
{
   __super::animate(); // call default animations

   // facial animation
   {
      Flt blend=animateFaceBlend(); // get facial animation blending value
      // this is a factor which determines the intensity of facial animations
      // for example if the character is near the camera the blend is full (1.0) so facial animations will be performed normally
      // and if the character is far away so face isn't visible very well, blending value will be disabled (0.0)
      // disabling facial animations speeds up rendering process, so its visible only in some distance from camera

      if(blend>0)
      {
         Flt time       =Tm.time(),
             smile_blend=1;

         cskel.animate("anim/face/smile.anim",time,smile_blend*blend);
      }
   }
}
Flt Player::animateFaceBlend()
{
   Flt distance        =Dist(pos(),Cam.matrix.pos), // distance from camera
       full_blend_range=1  ,                        // custom range where the facial animation should be full     (1   meter)
         no_blend_range=1.5;                        // custom range where the facial animation should be disabled (1.5 meter)

   return LerpRS(no_blend_range,full_blend_range,distance); // this will returned a saturated value 0..1
}
/******************************************************************************/
void Player::update()
{
   if(action)
   {
      if(Kb.b(KB_W) || Kb.b(KB_S) || Kb.b(KB_A) || Kb.b(KB_D) || Kb.b(KB_Q) || Kb.b(KB_E))actionBreak();
   }

   if(!action)
   {
      // turn & move
      input.anglei.x=Kb.b(KB_Q)-Kb.b(KB_E);
      input.anglei.y=Kb.b(KB_T)-Kb.b(KB_G);
      input.diri  .x=Kb.b(KB_D)-Kb.b(KB_A);
      input.diri  .z=Kb.b(KB_W)-Kb.b(KB_S);
      input.diri  .y=Kb.b(KB_SPACE)-Kb.b(KB_LSHIFT);

      // dodge, crouch, walk, jump
      input.dodge = Kb.bd(KB_D)-Kb.bd(KB_A);
      input.crouch= Kb.b (KB_LSHIFT);
      input.walk  = Kb.b (KB_LCTRL );
      input.jump  =(Kb.bp(KB_SPACE ) ? 3.5 : 0);

      // mouse turn
      Flt max=DegToRad(900)*Tm.d,
          dx =Ms.dir_ds.x*1.7,
          dy =Ms.dir_ds.y*1.7*Ms.inv();
      angle.x-=Mid(dx,-max,max);
      angle.y+=Mid(dy,-max,max);

      // ready stance change
      ready^=Kb.bp(KB_R);
   }

   __super::update();
}
/******************************************************************************/
Game::ObjMemx<Game::Static> Statics; // container for static objects
Game::ObjMemx<      Player> Players; // container for player objects
/******************************************************************************/
void InitPre()
{
   App.name="Character Facial Animation";
   App.flag=APP_MS_EXCLUSIVE|APP_FULL_TOGGLE;
   IOPath="../data/";
   PakAdd("engine.pak");

   D.full(true).sync(true).shdMapSize(1024).shdSoft(1);
   ViewportFull.range=20;
}
/******************************************************************************/
Bool Init()
{
   Physics.create();
   Sky    .set   ();
   Sun    .set   (*Gfxs("gfx/sky/sun.gfx"));

   // create the world
   Game::World.init()
              .setType(Statics,OBJ_STATIC)
              .setType(Players,OBJ_CHR   )
              .New    ("world/sample"    );

   return true;
}
/******************************************************************************/
void Shut()
{
}
/******************************************************************************/
Bool Main()
{
   if(Kb.bp(KB_ESC))return false;

   Game::World.update(Cam.at);

   if(Players.elms())Cam.setSpherical(Players[0].cskel.getPoint("Head").pos,Players[0].angle.x+PI,-Players[0].angle.y,0,Max(0.1f,Cam.dist*ScaleMul(Ms.wheel*-0.2))).updateVelocities().set();

   return true;
}
/******************************************************************************/
void Render()
{
   Game::World.draw();
}
void Draw()
{
   Renderer(Render);

   if(Players.elms())D.text(0,0.9,S+"Facial blending factor for Players[0] is: "+Players[0].animateFaceBlend());
}
/******************************************************************************/
12-05-2008 12:02 AM
Find all posts by this user Quote this message in a reply
Esenthel Offline
Administrator

Post: #2
Re: Mesh Control (Front Back)
Hi,

setting the camera in this tutorial is done in Main function:

Code:
Bool Main()
{
   if(Kb.bp(KB_ESC))return false;

   Game::World.update(Cam.at);

   if(Players.elms())Cam.setSpherical(Players[0].cskel.getPoint("Head").pos,Players[0].angle.x+PI,-Players[0].angle.y,0,Max(0.1f,Cam.dist*ScaleMul(Ms.wheel*-0.2))).updateVelocities().set(); // <- Here

   return true;
}

please look at the parameters for camera setting
12-05-2008 12:06 AM
Find all posts by this user Quote this message in a reply
ziya13 Offline
Member

Post: #3
Re: Mesh Control (Front Back)
Sorry but, i cant find. Can u write code pls?
12-05-2008 12:45 AM
Find all posts by this user Quote this message in a reply
Esenthel Offline
Administrator

Post: #4
Re: Mesh Control (Front Back)
Hi, I've already pointed you to the code which controls the camera, play around with the parameters and see how it works
12-05-2008 12:35 PM
Find all posts by this user Quote this message in a reply
Post Reply