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https://github.com/nillerusr/source-engine.git
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77 lines
2.5 KiB
C
77 lines
2.5 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Model eyeposition node, kind of a top level
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//
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//=============================================================================
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#ifndef DMEEYEBALL_H
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#define DMEEYEBALL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "movieobjects/dmedag.h"
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/*
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$eyeposition 0 83.274592 0
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$attachment "eyes" "bip_head" 0 83.274592 1.41954 absolute
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$attachment "righteye" "bip_head" -1.425952 83.274592 1.41954 absolute
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$attachment "lefteye" "bip_head" 1.425952 83.274592 1.41954 absolute
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$cdmaterials "models/player/hvyweapon/"
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$model heavy "parts/dmx/heavy_reference_lo.dmx"{
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eyeball righteye "bip_head" -1.425952 83.274592 1.41954 "eyeball_r" 1.80
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356 -1 "pupil_r" 0.6
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eyeball lefteye "bip_head" 1.425952 83.274592 1.41954 "eyeball_l" 1.80
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356 1 "pupil_l" 0.6
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localvar %dummy_eyelid_flex
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flexcontroller eyes range -30 30 eyes_updown
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flexcontroller eyes range -30 30 eyes_rightleft
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}
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$model eyeball
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(name) Name of eyeball, used to match eyelid rules.
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(bone name) Name of bone that the eye is parented to, typically the head.
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(X) (Y) (Z) World location of the center of the ball of the eye.
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(material name) Material name to use when searching for vertices to consider as the <EFBFBD>white<EFBFBD> of the eye (used in dynamically texture mapping the iris and cornea onto the eye).
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(diameter) Diameter of the ball of the eye
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(angle) Default yaw offset from <EFBFBD>forward<EFBFBD> for iris. Humans are typically 2-4 degrees walleyed. Not setting this correctly will result in your either characters appearing cross-eyed, or if you<EFBFBD>ve compensated by misplacing the ball of the eye, them not tracking side to side.
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(iris material) no longer used but still in the option list.
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(pupil scale) World scale of the iris texture
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[edit]
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Syntax
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eyeball (name) (bone name) (X) (Y) (Z) (material name) (diameter) (angle) (iris material) (pupil scale)
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*/
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//-----------------------------------------------------------------------------
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// A class representing a transformation matrix
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//-----------------------------------------------------------------------------
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class CDmeEyeball : public CDmeDag
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{
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DEFINE_ELEMENT( CDmeEyeball, CDmeDag );
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public:
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void GetWorldPosition( Vector &worldPosition );
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CDmaVar< float > m_flDiameter; // Diameter of the ball of the eye
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CDmaVar< float > m_flYawAngle; // Yaw offset from "forward" for iris. Humans are typically 2-4 degrees walleyed.
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CDmaVar< float > m_flPupilScale; // Scale of the iris texture
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};
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#endif // DMEEYEBALL_H
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