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weapon attach
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khces Offline
Member

Post: #1
weapon attach
^^hi
source code see...

Code:
if(slot[SLOT_ARM_R].valid())
   {
      if(C OrientP *point=owner.cskel.findPoint("HandR"))
      {
         Item   &item  =slot[SLOT_ARM_R]();
         Matrix  matrix=item.matrix(); // get current matrix

         item.matrix(Matrix().setPosDir(point->pos,point->cross(),point->dir)); // set new matrix
         item.update();

         // immediately overwrite item members after calling 'update'
         Vec vel,ang_vel; GetVel(vel,ang_vel,matrix,item.matrix()); // calculate velocities between old and new matrixes
         item.setDrawingVelocities(vel,ang_vel); // put the velocities to be used in motion blur drawing
      }
   }
Look at the code... using OrientP
CSkelBone as possible ? Not OrientP

Max makes the bone can attach weapons

My english sorry
thanks ^^
04-06-2011 05:44 PM
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Esenthel Offline
Administrator

Post: #2
RE: weapon attach
Hi,

yes you can use skeleton bone
just transform i-th Skeleton::bones by CSkeleton::bone(i).matrix()
it will give you skeleton bone matrix, animated, in world space
04-06-2011 05:48 PM
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khces Offline
Member

Post: #3
RE: weapon attach
hi, Fast Answer thanks ^^

if(slot[SLOT_ARM_R].valid())
{
if(C OrientP *point=owner.cskel.findPoint("HandR"))
{
Item &item =slot[SLOT_ARM_R]();
Matrix matrix=item.matrix(); // get current matrix
CSkelBone* sword=owner.cskel.findBone("Sword");
Matrix mat_dummy=sword->matrix(); < --- this use?

// item.matrix(Matrix().setPosDir(point->pos,point->cross(),point->dir)); // set new matrix
item.update();

// immediately overwrite item members after calling 'update'
Vec vel,ang_vel; GetVel(vel,ang_vel,matrix,item.matrix()); // calculate velocities between old and new matrixes
item.setDrawingVelocities(vel,ang_vel); // put the velocities to be used in motion blur drawing
}
}
(This post was last modified: 04-06-2011 06:46 PM by khces.)
04-06-2011 06:45 PM
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Esenthel Offline
Administrator

Post: #4
RE: weapon attach
you need to transform Skeleton.bone * CSkeleton.bone.matrix
SkelBone is OrientP
OrientP skel_bone=cskel.skeleton()->bone(0);
skel_bone*=CSkeleton.bone(0).matrix();
04-06-2011 06:55 PM
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Sadahar Offline
Member

Post: #5
RE: weapon attach
Im interested in this issue...

I dont get what to do to get the weapon correctly displayed :/

Currently I have that, the weapon is correctly positioned but (the club for example) is vertical, so I guess the orientation parts arent correct or even considered in the matrixes :(

EDIT: OK! I just read carefull (4:37 am, cant sleep ^^) and got it working smile

Here is the code if someone needs it:

Code:
if(slot[SLOT_ARM_R].valid())
   {
      if(CSkelBone* bone=owner.cskel.findBone("Weapon_R_Bone"))
      {
         Item   &item  =slot[SLOT_ARM_R]();
         Matrix  matrix=item.matrix(); // get current matrix

         OrientP point = *owner.cskel.skeleton()->findBone("Weapon_R_Bone");
         point*= bone->matrix();
         item.matrix(Matrix().setPosDir(point.pos,point.cross(),point.dir)); // set new matrix
         Vec vel,ang_vel; GetVel(vel,ang_vel,matrix,item.matrix()); // calculate velocities between old and new matrixes
         item.setDrawingVelocities(vel,ang_vel); // put the velocities to be used in motion blur drawing
      }
   }
(This post was last modified: 07-30-2011 03:38 AM by Sadahar.)
07-30-2011 03:30 AM
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