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C++ AnimationTarget::setAnimationPropertyValue方法代码示例

本文整理汇总了C++中AnimationTarget::setAnimationPropertyValue方法的典型用法代码示例。如果您正苦于以下问题:C++ AnimationTarget::setAnimationPropertyValue方法的具体用法?C++ AnimationTarget::setAnimationPropertyValue怎么用?C++ AnimationTarget::setAnimationPropertyValue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AnimationTarget的用法示例。


在下文中一共展示了AnimationTarget::setAnimationPropertyValue方法的3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


//.........这里部分代码省略.........

                (**_listenerItr)->_listener->animationEvent(this, Listener::TIME);
                --*_listenerItr;
            }
        }
    }

    // Add back in start time, and divide by the total animation's duration to get the actual percentage complete
    GP_ASSERT(_animation);

    // Compute percentage complete for the current loop (prevent a divide by zero if _duration==0).
    // Note that we don't use (currentTime/(_duration+_loopBlendTime)). That's because we want a
    // % value that is outside the 0-1 range for loop smoothing/blending purposes.
    float percentComplete = _duration == 0 ? 1 : currentTime / (float)_duration;

    if (_loopBlendTime == 0.0f)
        percentComplete = MATH_CLAMP(percentComplete, 0.0f, 1.0f);

    // If we're cross fading, compute blend weights
    if (isClipStateBitSet(CLIP_IS_FADING_OUT_BIT))
    {
        GP_ASSERT(_crossFadeToClip);
        GP_ASSERT(_crossFadeOutDuration > 0);

        if (isClipStateBitSet(CLIP_IS_FADING_OUT_STARTED_BIT)) // Calculate elapsed time since the fade out begin.
        {
            GP_ASSERT(_crossFadeToClip);
            _crossFadeOutElapsed = (Game::getGameTime() - _crossFadeToClip->_timeStarted) * fabs(_speed); 
            resetClipStateBit(CLIP_IS_FADING_OUT_STARTED_BIT);
        }
        else
        {
            // continue tracking elapsed time.
            _crossFadeOutElapsed += elapsedTime * fabs(_speed);
        }

        if (_crossFadeOutElapsed < _crossFadeOutDuration)
        {
            // Calculate this clip's blend weight.
            float tempBlendWeight = ((float)_crossFadeOutDuration - _crossFadeOutElapsed) / (float)_crossFadeOutDuration;
            
            // If this clip is fading in, adjust the crossfade clip's weight to be a percentage of your current blend weight
            if (isClipStateBitSet(CLIP_IS_FADING_IN_BIT))
            {
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight) * _blendWeight;
                _blendWeight -= _crossFadeToClip->_blendWeight;
            }
            else
            {
                // Just set the blend weight.
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight);
                _blendWeight = tempBlendWeight;
            }
        }
        else
        {
            // Fade is done.
            _crossFadeToClip->_blendWeight = 1.0f;
            _blendWeight = 0.0f;
            resetClipStateBit(CLIP_IS_STARTED_BIT);            
            resetClipStateBit(CLIP_IS_FADING_OUT_BIT);
            _crossFadeToClip->resetClipStateBit(CLIP_IS_FADING_IN_BIT);
            SAFE_RELEASE(_crossFadeToClip);
        }
    }
    
    // Evaluate this clip.
    Animation::Channel* channel = NULL;
    AnimationValue* value = NULL;
    AnimationTarget* target = NULL;
    size_t channelCount = _animation->_channels.size();
    float percentageStart = (float)_startTime / (float)_animation->_duration;
    float percentageEnd = (float)_endTime / (float)_animation->_duration;
    float percentageBlend = (float)_loopBlendTime / (float)_animation->_duration;
    for (size_t i = 0; i < channelCount; i++)
    {
        channel = _animation->_channels[i];
        GP_ASSERT(channel);
        target = channel->_target;
        GP_ASSERT(target);
        value = _values[i];
        GP_ASSERT(value);

        // Evaluate the point on Curve
        GP_ASSERT(channel->getCurve());
        channel->getCurve()->evaluate(percentComplete, percentageStart, percentageEnd, percentageBlend, value->_value);

        // Set the animation value on the target property.
        target->setAnimationPropertyValue(channel->_propertyId, value, _blendWeight);
    }

    // When ended. Probably should move to it's own method so we can call it when the clip is ended early.
    if (isClipStateBitSet(CLIP_IS_MARKED_FOR_REMOVAL_BIT) || !isClipStateBitSet(CLIP_IS_STARTED_BIT))
    {
        onEnd();
        return true;
    }

    return false;
}
开发者ID:1timmy,项目名称:GamePlay,代码行数:101,代码来源:AnimationClip.cpp

示例2: lua_AnimationTarget_setAnimationPropertyValue

int lua_AnimationTarget_setAnimationPropertyValue(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 3:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TNUMBER &&
                (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
            {
                // Get parameter 1 off the stack.
                int param1 = (int)luaL_checkint(state, 2);

                // Get parameter 2 off the stack.
                bool param2Valid;
                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                if (!param2Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                    lua_error(state);
                }

                AnimationTarget* instance = getInstance(state);
                instance->setAnimationPropertyValue(param1, param2);
                
                return 0;
            }

            lua_pushstring(state, "lua_AnimationTarget_setAnimationPropertyValue - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        case 4:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
                lua_type(state, 2) == LUA_TNUMBER &&
                (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL) &&
                lua_type(state, 4) == LUA_TNUMBER)
            {
                // Get parameter 1 off the stack.
                int param1 = (int)luaL_checkint(state, 2);

                // Get parameter 2 off the stack.
                bool param2Valid;
                gameplay::ScriptUtil::LuaArray<AnimationValue> param2 = gameplay::ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
                if (!param2Valid)
                {
                    lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
                    lua_error(state);
                }

                // Get parameter 3 off the stack.
                float param3 = (float)luaL_checknumber(state, 4);

                AnimationTarget* instance = getInstance(state);
                instance->setAnimationPropertyValue(param1, param2, param3);
                
                return 0;
            }

            lua_pushstring(state, "lua_AnimationTarget_setAnimationPropertyValue - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 3 or 4).");
            lua_error(state);
            break;
        }
    }
    return 0;
}
开发者ID:faustgames-ru,项目名称:AndroidWallpapers,代码行数:77,代码来源:lua_AnimationTarget.cpp

示例3: update


//.........这里部分代码省略.........
        else
        {
            while (*_listenerItr != _listeners->begin() && _elapsedTime <= (long) (**_listenerItr)->_eventTime)
            {
                GP_ASSERT(_listenerItr);
                GP_ASSERT(**_listenerItr);
                GP_ASSERT((**_listenerItr)->_listener);

                (**_listenerItr)->_listener->animationEvent(this, Listener::TIME);
                --*_listenerItr;
            }
        }
    }

    // Add back in start time, and divide by the total animation's duration to get the actual percentage complete
    GP_ASSERT(_animation);

    // If the animation duration is zero (start time == end time, such as when there is only a single keyframe),
    // then prevent a divide by zero and set percentComplete = 1.
    float percentComplete = _animation->_duration == 0 ? 1 : ((float)_startTime + currentTime) / (float)_animation->_duration;
    
    percentComplete = MATH_CLAMP(percentComplete, 0.0f, 1.0f);

    if (isClipStateBitSet(CLIP_IS_FADING_OUT_BIT))
    {
        GP_ASSERT(_crossFadeToClip);
        GP_ASSERT(_crossFadeOutDuration > 0);

        if (isClipStateBitSet(CLIP_IS_FADING_OUT_STARTED_BIT)) // Calculate elapsed time since the fade out begin.
        {
            GP_ASSERT(_crossFadeToClip);
            _crossFadeOutElapsed = (Game::getGameTime() - _crossFadeToClip->_timeStarted) * fabs(_speed); 
            resetClipStateBit(CLIP_IS_FADING_OUT_STARTED_BIT);
        }
        else
        {
            // continue tracking elapsed time.
            _crossFadeOutElapsed += elapsedTime * fabs(_speed);
        }

        if (_crossFadeOutElapsed < _crossFadeOutDuration)
        {
            // Calculate this clip's blend weight.
            float tempBlendWeight = ((float)_crossFadeOutDuration - _crossFadeOutElapsed) / (float)_crossFadeOutDuration;
            
            // If this clip is fading in, adjust the crossfade clip's weight to be a percentage of your current blend weight
            if (isClipStateBitSet(CLIP_IS_FADING_IN_BIT))
            {
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight) * _blendWeight;
                _blendWeight -= _crossFadeToClip->_blendWeight;
            }
            else
            {
                // Just set the blend weight.
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight);
                _blendWeight = tempBlendWeight;
            }
        }
        else
        {
            // Fade is done.
            _crossFadeToClip->_blendWeight = 1.0f;
            _blendWeight = 0.0f;
            resetClipStateBit(CLIP_IS_STARTED_BIT);            
            resetClipStateBit(CLIP_IS_FADING_OUT_BIT);
            _crossFadeToClip->resetClipStateBit(CLIP_IS_FADING_IN_BIT);
            SAFE_RELEASE(_crossFadeToClip);
        }
    }
    
    // Evaluate this clip.
    Animation::Channel* channel = NULL;
    AnimationValue* value = NULL;
    AnimationTarget* target = NULL;
    size_t channelCount = _animation->_channels.size();
    for (size_t i = 0; i < channelCount; i++)
    {
        channel = _animation->_channels[i];
        GP_ASSERT(channel);
        target = channel->_target;
        GP_ASSERT(target);
        value = _values[i];
        GP_ASSERT(value);

        // Evaluate the point on Curve
        GP_ASSERT(channel->getCurve());
        channel->getCurve()->evaluate(percentComplete, value->_value);
        // Set the animation value on the target property.
        target->setAnimationPropertyValue(channel->_propertyId, value, _blendWeight);
    }

    // When ended. Probably should move to it's own method so we can call it when the clip is ended early.
    if (isClipStateBitSet(CLIP_IS_MARKED_FOR_REMOVAL_BIT) || !isClipStateBitSet(CLIP_IS_STARTED_BIT))
    {
        onEnd();
        return true;
    }

    return false;
}
开发者ID:Lubee,项目名称:GamePlay,代码行数:101,代码来源:AnimationClip.cpp


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