本文整理汇总了C++中LLMotion::getStopTime方法的典型用法代码示例。如果您正苦于以下问题:C++ LLMotion::getStopTime方法的具体用法?C++ LLMotion::getStopTime怎么用?C++ LLMotion::getStopTime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LLMotion
的用法示例。
在下文中一共展示了LLMotion::getStopTime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: startMotion
//-----------------------------------------------------------------------------
// startMotion()
//-----------------------------------------------------------------------------
BOOL LLMotionController::startMotion(const LLUUID &id, F32 start_offset)
{
// do we have an instance of this motion for this character?
LLMotion *motion = findMotion(id);
// motion that is stopping will be allowed to stop but
// replaced by a new instance of that motion
if (motion
&& !mPaused
&& motion->canDeprecate()
&& motion->isActive() // singu: do not deprecate motions that are not active.
&& motion->getFadeWeight() > 0.01f // not LOD-ed out
&& (motion->isBlending() || motion->getStopTime() != 0.f))
{
deprecateMotionInstance(motion);
// force creation of new instance
motion = NULL;
}
// create new motion instance
if (!motion)
{
motion = createMotion(id);
}
if (!motion)
{
return FALSE;
}
//if the motion is already active and allows deprecation, then let it keep playing
else if (motion->canDeprecate() && isMotionActive(motion))
{
return TRUE;
}
// llinfos << "Starting motion " << name << llendl;
//<singu>
F32 start_time = mAnimTime - start_offset;
if (!mDisableSyncing)
{
start_time = motion->syncActivationTime(start_time);
}
++mDisableSyncing;
//</singu>
BOOL res = activateMotionInstance(motion, start_time);
//<singu>
--mDisableSyncing;
//</singu>
return res;
}
示例2: setTimeStep
//-----------------------------------------------------------------------------
// setTimeStep()
//-----------------------------------------------------------------------------
void LLMotionController::setTimeStep(F32 step)
{
mTimeStep = step;
if (step != 0.f)
{
// make sure timestamps conform to new quantum
for (motion_list_t::iterator iter = mActiveMotions.begin();
iter != mActiveMotions.end(); ++iter)
{
LLMotion* motionp = *iter;
motionp->mActivationTimestamp = (F32)llfloor(motionp->mActivationTimestamp / step) * step;
BOOL stopped = motionp->isStopped();
motionp->setStopTime((F32)llfloor(motionp->getStopTime() / step) * step);
motionp->setStopped(stopped);
motionp->mSendStopTimestamp = (F32)llfloor(motionp->mSendStopTimestamp / step) * step;
}
}
}
示例3: updateMotionsByType
void LLMotionController::updateMotionsByType(LLMotion::LLMotionBlendType anim_type)
{
BOOL update_result = TRUE;
U8 last_joint_signature[LL_CHARACTER_MAX_JOINTS];
memset(&last_joint_signature, 0, sizeof(U8) * LL_CHARACTER_MAX_JOINTS);
// iterate through active motions in chronological order
for (motion_list_t::iterator iter = mActiveMotions.begin();
iter != mActiveMotions.end(); )
{
motion_list_t::iterator curiter = iter++;
LLMotion* motionp = *curiter;
if (motionp->getBlendType() != anim_type)
{
continue;
}
BOOL update_motion = FALSE;
if (motionp->getPose()->getWeight() < 1.f)
{
update_motion = TRUE;
}
else
{
// NUM_JOINT_SIGNATURE_STRIDES should be multiple of 4
for (S32 i = 0; i < NUM_JOINT_SIGNATURE_STRIDES; i++)
{
U32 *current_signature = (U32*)&(mJointSignature[0][i * 4]);
U32 test_signature = *(U32*)&(motionp->mJointSignature[0][i * 4]);
if ((*current_signature | test_signature) > (*current_signature))
{
*current_signature |= test_signature;
update_motion = TRUE;
}
*((U32*)&last_joint_signature[i * 4]) = *(U32*)&(mJointSignature[1][i * 4]);
current_signature = (U32*)&(mJointSignature[1][i * 4]);
test_signature = *(U32*)&(motionp->mJointSignature[1][i * 4]);
if ((*current_signature | test_signature) > (*current_signature))
{
*current_signature |= test_signature;
update_motion = TRUE;
}
}
}
if (!update_motion)
{
updateIdleMotion(motionp);
continue;
}
LLPose *posep = motionp->getPose();
// only filter by LOD after running every animation at least once (to prime the avatar state)
if (mHasRunOnce && motionp->getMinPixelArea() > mCharacter->getPixelArea())
{
motionp->fadeOut();
//should we notify the simulator that this motion should be stopped (check even if skipped by LOD logic)
if (mAnimTime > motionp->mSendStopTimestamp)
{
// notify character of timed stop event on first iteration past sendstoptimestamp
// this will only be called when an animation stops itself (runs out of time)
if (mLastTime <= motionp->mSendStopTimestamp)
{
mCharacter->requestStopMotion( motionp );
stopMotionInstance(motionp, FALSE);
}
}
if (motionp->getFadeWeight() < 0.01f)
{
if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration())
{
posep->setWeight(0.f);
deactivateMotionInstance(motionp);
}
continue;
}
}
else
{
motionp->fadeIn();
}
//**********************
// MOTION INACTIVE
//**********************
if (motionp->isStopped() && mAnimTime > motionp->getStopTime() + motionp->getEaseOutDuration())
{
// this motion has gone on too long, deactivate it
// did we have a chance to stop it?
if (mLastTime <= motionp->getStopTime())
{
// if not, let's stop it this time through and deactivate it the next
//.........这里部分代码省略.........