Game Development Reference
In-Depth Information
pos.y=tpos[0].y * oneminustime + tpos[1].y * time;
pos.z=tpos[0].z * oneminustime + tpos[1].z * time;
}
if (toonrot){
rot.x=trot[0].x * oneminustime + trot[1].x * time + toonrot->x;
rot.y=trot[0].y * oneminustime + trot[1].y * time + toonrot->y;
rot.z=trot[0].z * oneminustime + trot[1].z * time + toonrot->z;
}else{
rot.x=trot[0].x * oneminustime + trot[1].x * time;
rot.y=trot[0].y * oneminustime + trot[1].y * time;
rot.z=trot[0].z * oneminustime + trot[1].z * time;
}
if (toonscale){
scale.x=(tscale[0].x * oneminustime +
tscale[1].x * time)*toonscale->x;
scale.y=(tscale[0].y * oneminustime +
tscale[1].y * time)*toonscale->y;
scale.z=(tscale[0].z * oneminustime +
tscale[1].z * time)*toonscale->z;
}else{
scale.x=tscale[0].x * oneminustime + tscale[1].x * time;
scale.y=tscale[0].y * oneminustime + tscale[1].y * time;
scale.z=tscale[0].z * oneminustime + tscale[1].z * time;
}
AlignToParent();
Transform();
CToon3DObject *obj=objList;
while(obj){
if (obj->parent==this){
obj->Tween(tweenTime,duration,objList);
}
obj=obj->next;
}
}
Using this blending makes a huge difference to the way an interactive
game appears. Rather than jumping disconcertingly between actions,
they blend seamlessly.
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