//-----------------------------------------------------------------------------
void C_CHostage::UpdateClientSideAnimation()
{
	if (IsDormant())
	{
		return;
	}

	m_PlayerAnimState->Update( GetAbsAngles()[YAW], GetAbsAngles()[PITCH] );

	// initialize pose parameters
	char *setToZero[] =
	{
		"spine_yaw",
		"head_roll"
	};
	CStudioHdr *pStudioHdr = GetModelPtr();
	for ( int i=0; i < ARRAYSIZE( setToZero ); i++ )
	{
		int index = LookupPoseParameter( pStudioHdr, setToZero[i] );
		if ( index >= 0 )
			SetPoseParameter( pStudioHdr, index, 0 );
	}

	// orient head and eyes
	LookAround();
	UpdateLookAt( pStudioHdr );


	BaseClass::UpdateClientSideAnimation();
}
Example #2
0
void Camera::MoveCameraTo(XMFLOAT3 pos, XMFLOAT3 rot) {

	m_CameraPosition = pos;
	m_CameraRotation = rot;
	UpdateLookAt();

}
Example #3
0
// look at an object over time
void CCamera::LookAt(CObject *object)
{
	CVector v = CVector(object->position - lookAt);

	initLookAt = lookAt;
	finalLookAt = object->position;

	lookAtAccel = -lookAt * 0.25f;

	UpdateLookAt();
}
Example #4
0
Camera::Camera(HWND& hwnd, Player* p, Input* in) : m_Player(p), m_Input(in){

	RECT rc = { 0,0,0,0 };
	GetClientRect(hwnd, &rc);
	m_ClientWidth =  rc.right;
	m_ClientHeight = rc.bottom;
	m_Fov = XMConvertToRadians(45);
	m_AspectRatio = static_cast<float>(m_ClientWidth) / static_cast<float>(m_ClientHeight);
	m_NearClip = 0.1f;
	m_FarClip = 1000.0f;

	m_CameraPosition = m_Player->GetPosition();
	m_CameraLookAt = XMFLOAT3(0.0f, 0.0f, 0.0f);
	m_CameraUp = XMFLOAT3(0.0f, 1.0f, 0.0f);
	m_CameraSpeed = 0.02f;

	m_CameraPosition = XMFLOAT3{ 5.0f, 2.0f, 5.0f };
	m_CameraRotation = XMFLOAT3{ 0.0f, 0.0f, 0.0f };
	UpdateLookAt();
	m_PrevMousePosition = m_Input->GetMousePosition();
}