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ErhanK

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About ErhanK

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  • Birthday July 27

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    Turkey

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  1. This is my RTS project's mouse zoom code. I hope this c++ code can give you idea. float cameraDistance = 15.0f; float smoothness = 15.0f; float zoomRangeMin = 8.0f; float zoomRangeMax = 20.0f;; Vec3 playerCameraPos; Vec3 playerCameraNewPos; float scrollSpeedFPS; float mouseWheel; int getMouseWheelDirection() { int wheelReturn = 0; float mouseWheelPos = Window::GetCurrent()->GetMousePosition().z; if (mouseWheel != mouseWheelPos) { if (mouseWheelPos < mouseWheel) { wheelReturn = 2; //Wheel Down } else if (mouseWheelPos > mouseWheel) { wheelReturn = 1; //Wheel Up } mouseWheel = mouseWheelPos; } return wheelReturn; } void mouseMovement() { playerCameraPos = playerCamera->GetPosition(); playerCameraNewPos = playerCameraPos; scrollSpeedFPS = scrollSpeed * Time::GetSpeed(); if (playerCameraNewPos.y != cameraDistance) { playerCameraNewPos.y = Math::Curve(cameraDistance, playerCameraNewPos.y, smoothness / Time::GetSpeed()); } int mouseWheelDirection = getMouseWheelDirection(); if (mouseWheelDirection) { if (mouseWheelDirection == 1) { if (cameraDistance < zoomRangeMax) { cameraDistance = cameraDistance + 2; } } else if(mouseWheelDirection == 2){ if (cameraDistance > zoomRangeMin) { cameraDistance = cameraDistance - 2; } } } playerCamera->SetPosition(playerCameraNewPos); }
  2. The fbx version of your file is 6.0. It's failing. Can you try to export as version 7.4binary?
  3. ErhanK

    Weapon Rotation

    Thanks. I love this feature too. I had to do it.😊
  4. ErhanK

    Weapon Rotation

    Of course. In the upper left corner there are rotation values related to the weapon.
  5. ErhanK

    I have problems

    Thank you😀! useful information for me. it's working
  6. ErhanK

    I have problems

    the actual problem is here. i cant call this function.. both of them in the same class. Thanks for other reply.
  7. Hi, I have a few questions. I am using C ++. 1) For example, I have a derived entity class, and I have a derived actor class attached to this class. Pickinfo gives me an entity when the bullet hits this class. I can also access the atached actor with pickinfo.entity.GetActor (). But since it doesn't give me the class and actor I've derived, I can't call the giveHurt () function in them. 2) In the documentation, the ForEachEntityInAABBDo function can be called in main (). There is no problem. But I can't call the callback function of a class. Should I use a function pointer? world-> ForEachEntityInAABBDo(aabb, &MyClass::Callback, v); it does not work. Also I cannot call the callback function with a string. I need to solve these problems so that I can continue to improve my game. I can't get enough help from the forum. I will be glad if you help me.
  8. ErhanK

    Flying Objects

    Anyway, this doesn't look odd because of the concept of my game. People can think of it as a ghost.
  9. ErhanK

    Weapon Rotation

    this code solved the problem // tmpX and tmpY are global float x = 0; x = mouseDifference.y / mouseSensitivity; tmpX += x; if (tmpX > 20) { tmpX = 20; } else if (tmpX < -20) { tmpX = -20; } float y = 0; y = mouseDifference.x / mouseSensitivity; tmpY += y; if (tmpY > 60) { tmpY = 60; } else if (tmpY < -60) { tmpY = -60; } //CONVERT TO VECTOR Vec2 wpnRot; wpnRot.x = tmpX; wpnRot.y = tmpY; // SMOOTING smoothWeaponViewRot.x = Math::Curve(wpnRot.x, smoothedHurtOffset.x, 5); smoothWeaponViewRot.y = Math::Curve(wpnRot.y, smoothedHurtOffset.x, 5); //THEN testWeapon->entity->SetRotation(camRotation); //PLAYER ROTATION testWeapon->entity->Turn(smoothWeaponViewRot); //WEAPON VIEW ROTATION //now the weapon can navigate within the boundaries of the player's angle of view, according to the movement of the mouse.
  10. This bug occurred after upgrading to version 4.6. When I apply force to it, it seems to apply it to the object in a fixed and inverse direction.
  11. ErhanK

    Weapon Rotation

    Well, I'll try after the slider problem that came with 4.6 :-) thanks
  12. The posplayer is only in the if condition.
  13. ErhanK

    Weapon Rotation

    I just want to make this move. (time 0.12) But this is only happening when I look at the global z direction. https://youtu.be/_6xEFmViZ8o?t=12
  14. ErhanK

    Weapon Rotation

    Thank you, josh. I tried, but the result is the same. I need to think more about it.
  15. Hi. I would like to make the rotation of the gun at -45 and +45 (or less) degrees relative to that of the camera. When I limit the values, it only works according to the world coordinate. For example, when I turn a full turn to the left, I have to turn a full turn right again so that the gun rotates in the right direction. I want to do a gun control like Insurgency game. How can I fix this? Here is my code. float currentTime = Time::GetCurrent(); Vec2 currentMousePos = Window::GetCurrent()->GetMousePosition(); Window::GetCurrent()->SetMousePosition(Math::Round(Context::GetCurrent()->GetWidth() / 2), Math::Round(Context::GetCurrent()->GetHeight() / 2)); Vec2 centerPos = Window::GetCurrent()->GetMousePosition(); currentMousePos.x = Math::Round(currentMousePos.x); currentMousePos.y = Math::Round(currentMousePos.y); mouseDifference.x = Math::Curve(currentMousePos.x - centerPos.x, mouseDifference.x, 2 / Time::GetSpeed()); mouseDifference.y = Math::Curve(currentMousePos.y - centerPos.y, mouseDifference.y, 2 / Time::GetSpeed()); camRotation.x = Math::Clamp(camRotation.x + mouseDifference.y / mouseSensitivity, -90, 90); camRotation.y = camRotation.y + (mouseDifference.x / mouseSensitivity); hurtOffset.x = Math::Inc(0, hurtOffset.x, 2 * Time::GetSpeed()); hurtOffset.y = Math::Inc(0, hurtOffset.y, 2 * Time::GetSpeed()); smoothedHurtOffset.x = Math::Curve(hurtOffset.x, smoothedHurtOffset.x, 3); smoothedHurtOffset.y = Math::Curve(hurtOffset.y, smoothedHurtOffset.y, 3); bobOffset.x = Math::Inc(0, bobOffset.x, Time::GetSpeed() * 0.8f); bobOffset.y = Math::Inc(0, bobOffset.y, Time::GetSpeed()); smoothedBobOffset.x = Math::Curve(bobOffset.x, smoothedBobOffset.x, 25); smoothedBobOffset.y = Math::Curve(bobOffset.y, smoothedBobOffset.y, 25); weaponViewRot.x = Math::Clamp(camRotation.x + mouseDifference.y / mouseSensitivity, -45, 45); weaponViewRot.y = Math::Clamp(camRotation.y + mouseDifference.x / mouseSensitivity, -45, 45); smoothWeaponViewRot.x = Math::Curve(weaponViewRot.x, smoothedHurtOffset.x, 5); smoothWeaponViewRot.y = Math::Curve(weaponViewRot.y, smoothedHurtOffset.x, 5); playerCamera->SetRotation(camRotation + smoothedBobOffset + smoothedHurtOffset); testWeapon->entity->SetRotation(camRotation + smoothWeaponViewRot); if (Window::GetCurrent()->MouseDown(1)) { testWeapon->weaponShoot(); }
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