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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /public/movieobjects/dmeeyeball.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Model eyeposition node, kind of a top level
+//
+//=============================================================================
+
+#ifndef DMEEYEBALL_H
+#define DMEEYEBALL_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "movieobjects/dmedag.h"
+
+/*
+$eyeposition 0 83.274592 0
+$attachment "eyes" "bip_head" 0 83.274592 1.41954 absolute
+$attachment "righteye" "bip_head" -1.425952 83.274592 1.41954 absolute
+$attachment "lefteye" "bip_head" 1.425952 83.274592 1.41954 absolute
+
+$cdmaterials "models/player/hvyweapon/"
+$model heavy "parts/dmx/heavy_reference_lo.dmx"{
+
+eyeball righteye "bip_head" -1.425952 83.274592 1.41954 "eyeball_r" 1.80
+356 -1 "pupil_r" 0.6
+eyeball lefteye "bip_head" 1.425952 83.274592 1.41954 "eyeball_l" 1.80
+356 1 "pupil_l" 0.6
+
+localvar %dummy_eyelid_flex
+
+flexcontroller eyes range -30 30 eyes_updown
+flexcontroller eyes range -30 30 eyes_rightleft
+
+}
+
+$model eyeball
+
+(name) Name of eyeball, used to match eyelid rules.
+
+(bone name) Name of bone that the eye is parented to, typically the head.
+
+(X) (Y) (Z) World location of the center of the ball of the eye.
+
+(material name) Material name to use when searching for vertices to consider as the �white� of the eye (used in dynamically texture mapping the iris and cornea onto the eye).
+
+(diameter) Diameter of the ball of the eye
+
+(angle) Default yaw offset from �forward� 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�ve compensated by misplacing the ball of the eye, them not tracking side to side.
+
+(iris material) no longer used but still in the option list.
+
+(pupil scale) World scale of the iris texture
+[edit]
+Syntax
+
+eyeball (name) (bone name) (X) (Y) (Z) (material name) (diameter) (angle) (iris material) (pupil scale)
+
+*/
+
+//-----------------------------------------------------------------------------
+// A class representing a transformation matrix
+//-----------------------------------------------------------------------------
+class CDmeEyeball : public CDmeDag
+{
+ DEFINE_ELEMENT( CDmeEyeball, CDmeDag );
+
+public:
+ void GetWorldPosition( Vector &worldPosition );
+
+ CDmaVar< float > m_flDiameter; // Diameter of the ball of the eye
+ CDmaVar< float > m_flYawAngle; // Yaw offset from "forward" for iris. Humans are typically 2-4 degrees walleyed.
+ CDmaVar< float > m_flPupilScale; // Scale of the iris texture
+};
+
+
+#endif // DMEEYEBALL_H