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Thx :)
Now, I've got a pure C++ problem :(
How can I access a CStudioModelRenderer function ?? There isn't
any object of this class... I wanted to make a function which returns
the actual position of a bone... Is there any way to get the position of
a bone from a global function I can call from other classes or must I
code a static function into CStudioModelRenderer ????
Thx :)
- Cortex : mapper & coder www.hlalbator.fr.st
----- Original Message -----
From: Ken Birdwell
To: '[EMAIL PROTECTED]'
Sent: Friday, February 15, 2002 12:35 AM
Subject: RE: [hlcoders] Bone position
Assuming you've already called StudioSetupBones(), the transformed, blended,
frame accurate position is in:
m_plighttransform[iBone][0][3], m_plighttransform[iBone][1][3],
m_plighttransform[iBone][2][3].
-----Original Message-----
From: Cortex [mailto:[EMAIL PROTECTED]]
Sent: Thursday, February 14, 2002 12:04 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Bone position
Taking inspiration of your LookupBone function, I've done one :
void GetOrgBone ( void* pmodel, char *name, float* org )
{
studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
if (!pstudiohdr)
return;
mstudiobone_t *pbones = (mstudiobone_t *)( (byte *)pstudiohdr +
pstudiohdr->boneindex );
for (int i = 0; i < pstudiohdr->numbones; i++)
{
if (stricmp(pbones[i].name, name) == 0)
{
org[0] = pbones[i].value[0]; // I have to add pEnt->origin
later
org[1] = pbones[i].value[1];
org[2] = pbones[i].value[2];
return;
}
}
return;
}
I think it'd work nice but... the origin of the bone I want ( "Bip01 L
Foot" ) is always the same (its origin is perhaps coherent, x and y are
equal to 0 :-( ).
So, how could I get the "dynamic" origin of a bone ?
Thx :)
- Cortex : mapper & coder www.hlalbator.fr.st
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