本文整理汇总了C++中AnimationState::AddTime方法的典型用法代码示例。如果您正苦于以下问题:C++ AnimationState::AddTime方法的具体用法?C++ AnimationState::AddTime怎么用?C++ AnimationState::AddTime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AnimationState
的用法示例。
在下文中一共展示了AnimationState::AddTime方法的4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);
}
}
示例3: Update
void AnimationController::Update(float timeStep)
{
// Loop through animations
for (unsigned i = 0; i < animations_.Size();)
{
AnimationControl& ctrl = animations_[i];
AnimationState* state = GetAnimationState(ctrl.hash_);
bool remove = false;
if (!state)
remove = true;
else
{
// Advance the animation
if (ctrl.speed_ != 0.0f)
state->AddTime(ctrl.speed_ * timeStep);
float targetWeight = ctrl.targetWeight_;
float fadeTime = ctrl.fadeTime_;
// If non-looped animation at the end, activate autofade as applicable
if (!state->IsLooped() && state->GetTime() >= state->GetLength() && ctrl.autoFadeTime_ > 0.0f)
{
targetWeight = 0.0f;
fadeTime = ctrl.autoFadeTime_;
}
// Process weight fade
float currentWeight = state->GetWeight();
if (currentWeight != targetWeight)
{
if (fadeTime > 0.0f)
{
float weightDelta = 1.0f / fadeTime * timeStep;
if (currentWeight < targetWeight)
currentWeight = Min(currentWeight + weightDelta, targetWeight);
else if (currentWeight > targetWeight)
currentWeight = Max(currentWeight - weightDelta, targetWeight);
state->SetWeight(currentWeight);
}
else
state->SetWeight(targetWeight);
}
// Remove if weight zero and target weight zero
if (state->GetWeight() == 0.0f && (targetWeight == 0.0f || fadeTime == 0.0f) && ctrl.removeOnCompletion_)
remove = true;
}
// Decrement the command time-to-live values
if (ctrl.setTimeTtl_ > 0.0f)
ctrl.setTimeTtl_ = Max(ctrl.setTimeTtl_ - timeStep, 0.0f);
if (ctrl.setWeightTtl_ > 0.0f)
ctrl.setWeightTtl_ = Max(ctrl.setWeightTtl_ - timeStep, 0.0f);
if (remove)
{
if (state)
RemoveAnimationState(state);
animations_.Erase(i);
MarkNetworkUpdate();
}
else
++i;
}
// Node hierarchy animations need to be applied manually
for (Vector<SharedPtr<AnimationState> >::Iterator i = nodeAnimationStates_.Begin(); i != nodeAnimationStates_.End(); ++i)
(*i)->Apply();
}
示例4: Update
void AnimationController::Update(float timeStep)
{
AnimatedModel* model = GetComponent<AnimatedModel>();
if (!model)
return;
// Loop through animations
for (Vector<AnimationControl>::Iterator i = animations_.Begin(); i != animations_.End();)
{
bool remove = false;
AnimationState* state = model->GetAnimationState(i->hash_);
if (!state)
remove = true;
else
{
// Advance the animation
if (i->speed_ != 0.0f)
state->AddTime(i->speed_ * timeStep);
float targetWeight = i->targetWeight_;
float fadeTime = i->fadeTime_;
// If non-looped animation at the end, activate autofade as applicable
if (!state->IsLooped() && state->GetTime() >= state->GetLength() && i->autoFadeTime_ > 0.0f)
{
targetWeight = 0.0f;
fadeTime = i->autoFadeTime_;
}
// Process weight fade
float currentWeight = state->GetWeight();
if (currentWeight != targetWeight)
{
if (fadeTime > 0.0f)
{
float weightDelta = 1.0f / fadeTime * timeStep;
if (currentWeight < targetWeight)
currentWeight = Min(currentWeight + weightDelta, targetWeight);
else if (currentWeight > targetWeight)
currentWeight = Max(currentWeight - weightDelta, targetWeight);
state->SetWeight(currentWeight);
}
else
state->SetWeight(targetWeight);
}
// Remove if weight zero and target weight zero
if (state->GetWeight() == 0.0f && (targetWeight == 0.0f || fadeTime == 0.0f))
remove = true;
}
// Decrement the command time-to-live values
if (i->setTimeTtl_ > 0.0f)
i->setTimeTtl_ = Max(i->setTimeTtl_ - timeStep, 0.0f);
if (i->setWeightTtl_ > 0.0f)
i->setWeightTtl_ = Max(i->setWeightTtl_ - timeStep, 0.0f);
if (remove)
{
if (state)
model->RemoveAnimationState(state);
i = animations_.Erase(i);
MarkNetworkUpdate();
}
else
++i;
}
}