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 #include "vg.h"           // Required for the standard Vega classes
 
 void switchObvserverToNavigator( const int navIdx ){ // ########################################################## // # Local Function // # // # This functions show how to change from using a Motion // # model to attaching to a vgNavigator // # // # Note that this code assumes the observer is currently // # attached to a motion model // # // ########################################################## 
 // // We need a pointer to the observer assmume first observer // vgObserver *obs = vgGetObserv(0) 
 
 // // Get our Navigator and enable it // vgNavigator *nav = (vgNavigator*) vgGetSplineNavigator( navIdx ); vgProp( nav, VGCOMMON_ENABLED, VG_ON ); vgProp( nav, VGPLYR_SPLINE_NAVIGATOR, VG_ON ); 
 
 // // Attach the observer to the player and navigator // vgProp( obs, VGCOMMON_ENABLED, VG_ON ); 
 // // The Observer needs to be Fixed Tethered state // vgProp( obs, VGOBS_TETHERSTATE, VGOBS_FIXED ); 
 // // The Observer needs to be relative to a players coords // vgProp( obs, VGOBS_TETHERCOORD, VGOBS_TPLAYER ); 
 
 // // We need the player for the navigator assume first player // vgPlayer *plyr = vgGetPlyr(0); 
 
 // // Associate the navigator with the player // vgPlyrNav( plyr, nav ); 
 // // Associate the Player with the Observer // vgObservPlyr( obs, plyr ); 
 
 } // switchObvserverToNavigator 
 
 
 
 void switchObserverMotionModel( const int motIdx ){ // ########################################################## // # Local Function // # // # This functions show how to change from using a vgNavigator // # and attaching to a vgMotion Model // # // # Note that this code assumes the observer is currently // # attached to a vgNavigator // # // ########################################################## 
 // // We need a pointer to the observer assmume first observer // vgObserver *obs = vgGetObserv(0); 
 // // Remove the Navigator association with the Observer // vgObservNav( obs, NULL ); 
 // // Remove the Player association with the Observer // vgObservPlyr( obs, NULL ); 
 // // Turn the navigator off , assume we using the first navigator // vgNavigator *nav = (vgNavigator*) vgGetSplineNavigator(0); vgProp( nav, VGCOMMON_ENABLED, VG_OFF ); vgProp( nav, VGPLYR_SPLINE_NAVIGATOR, VG_OFF ); 
 // // Retrieve the motion model and enable it // vgMotion *mot = vgGetMot(motIdx); 
 vgProp( mot, VGCOMMON_ENABLED, VG_ON ); 
 vgUpdate( mot ); 
 
 // // Associate the motion model with the observer // vgObservMot( obs, mot ); 
 
 // // The Observer needs to be relative to the origin // vgProp( obs, VGOBS_TETHERCOORD, VGOBS_TABSOLUTE); 
 // // The Observer now needs to be Dynamic Tethered state // vgProp( obs, VGOBS_TETHERSTATE, VGOBS_DYNAMIC ); 
 // // Finally enable the Observer // vgProp( obs, VGCOMMON_ENABLED, VG_ON ); 
 
 } // switchObserverMotionModel 
 
 
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