本文整理汇总了C++中AnimatedModel::GetNumAnimationStates方法的典型用法代码示例。如果您正苦于以下问题:C++ AnimatedModel::GetNumAnimationStates方法的具体用法?C++ AnimatedModel::GetNumAnimationStates怎么用?C++ AnimatedModel::GetNumAnimationStates使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AnimatedModel
的用法示例。
在下文中一共展示了AnimatedModel::GetNumAnimationStates方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Update
void Mover::Update(float timeStep)
{
node_->Translate(Vector3::FORWARD * moveSpeed_ * timeStep);
// If in risk of going outside the plane, rotate the model right
Vector3 pos = node_->GetPosition();
if (pos.x_ < bounds_.min_.x_ || pos.x_ > bounds_.max_.x_ || pos.z_ < bounds_.min_.z_ || pos.z_ > bounds_.max_.z_)
node_->Yaw(rotationSpeed_ * timeStep);
// Get the model's first (only) animation state and advance its time. Note the convenience accessor to other components
// in the same scene node
AnimatedModel* model = GetComponent<AnimatedModel>();
if (model->GetNumAnimationStates())
{
AnimationState* state = model->GetAnimationStates()[0];
state->AddTime(timeStep);
}
}
示例2: HandleSceneUpdate
void Mover::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
{
// Get the timestep from the update event
using namespace SceneUpdate;
float timeStep = eventData[P_TIMESTEP].GetFloat();
node_->TranslateRelative(Vector3::FORWARD * moveSpeed_ * timeStep);
// If in risk of going outside the plane, rotate the model right
Vector3 pos = node_->GetPosition();
if (pos.x_ < bounds_.min_.x_ || pos.x_ > bounds_.max_.x_ || pos.z_ < bounds_.min_.z_ || pos.z_ > bounds_.max_.z_)
node_->Yaw(rotationSpeed_ * timeStep);
// Get the model's first (only) animation state and advance its time. Note the convenience accessor to other components
// in the same scene node
AnimatedModel* model = GetComponent<AnimatedModel>();
if (model->GetNumAnimationStates())
{
AnimationState* state = model->GetAnimationStates()[0];
state->AddTime(timeStep);
}
}