コード例 #1
0
void CFirstPersonHandIKContext::Initialize(ICharacterInstance* pCharacterInstance)
{
	++m_instanceCount;

	if (m_pCharacterInstance != 0)
		return;

	m_pCharacterInstance = pCharacterInstance;
	CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_pPoseModifier);
	m_params = SParams(m_pCharacterInstance->GetIDefaultSkeleton());
}
CVehicleSeatActionOrientateBoneToView::CVehicleSeatActionOrientateBoneToView() : m_pSeat(NULL)
																																								,m_pVehicle(NULL)
																																								,m_MoveBoneId(-1)
																																								,m_LookBoneId(-1)
																																								,m_Sluggishness(0.f)
																																								,m_BoneOrientationAngles(0.f, 0.f, 0.f)
																																								,m_BoneSmoothingRate(0.f, 0.f, 0.f)
																																								,m_pAnimatedCharacter(NULL)
{
	CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_poseModifier);
}
コード例 #3
0
void CProceduralWeaponAnimationContext::Initialize(IScope* pScope)
{
	++m_instanceCount;

	if (m_pScope != 0)
		return;

	m_pScope = pScope;
	ICharacterInstance* pCharacter = m_pScope->GetCharInst();
	if (pCharacter)
	{
		CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_pPoseModifier);
		m_params = SParams(pCharacter->GetICharacterModel()->GetICharacterModelSkeleton());
	}
}
コード例 #4
0
ファイル: VehiclePartTread.cpp プロジェクト: amrhead/eaascode
//------------------------------------------------------------------------
CVehiclePartTread::CVehiclePartTread() 
{ 
	m_pCharInstance = NULL;
	m_slot = -1;
	m_lastWheelIndex = 0;
	m_pMaterial = 0;
	m_damageRatio = 0.0f; 

	m_uvSpeedMultiplier = 0.0f;
	m_bForceSetU = true;
	m_wantedU = 0.0f;
	m_currentU = m_wantedU + 1.0f;

	m_pShaderResources = NULL;
	m_pMaterial = NULL;
	CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_operatorQueue);
}