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C# AnimationState.SetBlendMaskEntry方法代码示例

本文整理汇总了C#中AnimationState.SetBlendMaskEntry方法的典型用法代码示例。如果您正苦于以下问题:C# AnimationState.SetBlendMaskEntry方法的具体用法?C# AnimationState.SetBlendMaskEntry怎么用?C# AnimationState.SetBlendMaskEntry使用的例子?那么恭喜您, 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AnimationState的用法示例。


在下文中一共展示了AnimationState.SetBlendMaskEntry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: Derpy

        public Derpy(ThingBlock block, ThingDefinition def)
            : base(block, def)
        {
            bodyComponent = ModelComponents[0];
            flagComponent = ModelComponents[1];
            startLightComponent = ModelComponents[2];

            bodyFacing = new Euler(0, 0, 0);
            neckFacing = new Euler(0, 0, 0);

            Skeleton skeleton = bodyComponent.Entity.Skeleton;
            skeleton.BlendMode = SkeletonAnimationBlendMode.ANIMBLEND_CUMULATIVE;

            blinkState = bodyComponent.Entity.GetAnimationState("Blink2");
            blinkState.Enabled = true;
            blinkState.Loop = true;
            blinkState.Weight = 1f;
            blinkState.AddTime(ID);

            neckBone = skeleton.GetBone("Neck");
            neckBone.SetManuallyControlled(true);
            foreach (var state in bodyComponent.Entity.AllAnimationStates.GetAnimationStateIterator())
            {
                // don't add a blend mask to the blink state because we'll make a different one for it
                if (state == blinkState)
                    continue;

                state.CreateBlendMask(skeleton.NumBones);
                state.SetBlendMaskEntry(neckBone.Handle, 0f);
            }
            neckBone.InheritOrientation = false;

            blinkState.CreateBlendMask(skeleton.NumBones, 0f);
            ushort handle = skeleton.GetBone("EyeBrowTop.R").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowBottom.R").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowTop.L").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowBottom.L").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);

            LKernel.GetG<AnimationManager>().Add(blinkState);

            interpNode = LKernel.GetG<SceneManager>().RootSceneNode.CreateChildSceneNode("DerpyInterpNode" + ID, Vector3.ZERO);

            anim = DerpyAnimation.Hover1;
        }
开发者ID:CisciarpMaster,项目名称:PonyKart,代码行数:48,代码来源:Derpy.cs

示例2: BackgroundPony


//.........这里部分代码省略.........
                            SetMaterialFragmentParameter(newMat, 0, "OutlineColour", hairAOColour2);
                        else if (int.Parse(_data[32], culture) == 1)
                            SetMaterialFragmentParameter(newMat, 0, "OutlineColour", hairAOColour1);
                    }
                    hairEnt.SetMaterial(newMat);
                    maneEnt.SetMaterial(newMat);
                    tailEnt.SetMaterial(newMat);
                }
                // one colour
                else {
                    MaterialPtr originalMat = MaterialManager.Singleton.GetByName("BgPonyHair_Single_" + hairstyleID);
                    MaterialPtr newMat = MaterialManager.Singleton.GetByName("BgPonyHair_Single_" + hairstyleID + nameOfPonyCharacter);
                    if (newMat == null) {
                        newMat = originalMat.Clone("BgPonyHair_Single_" + hairstyleID + nameOfPonyCharacter);

                        var ps = newMat.GetTechnique(0).GetPass(1).GetFragmentProgramParameters();
                            ps.SetNamedConstant("HairColour", hairColour1);
                            ps.SetNamedConstant("AOColour", hairAOColour1);
                        newMat.GetTechnique(0).GetPass(1).SetFragmentProgramParameters(ps);

                        SetMaterialFragmentParameter(newMat, 0, "OutlineColour", hairAOColour1);
                    }
                    hairEnt.SetMaterial(newMat);
                    maneEnt.SetMaterial(newMat);
                    tailEnt.SetMaterial(newMat);
                }
            }
            #endregion

            #region animation
            // make sure our animations add their weights and don't just average out. The AnimationBlender already handles averaging between two anims.
            Skeleton skeleton = bodyEnt.Skeleton;
            skeleton.BlendMode = SkeletonAnimationBlendMode.ANIMBLEND_CUMULATIVE;

            // set up the blink animation state with some stuff
            blinkState = bodyEnt.GetAnimationState("Blink2");
            blinkState.Enabled = true;
            blinkState.Loop = true;
            blinkState.Weight = 1;
            blinkState.AddTime(ID);

            // set up all of the animation states to not use the neck bone
            neckbone = skeleton.GetBone("Neck");
            neckbone.SetManuallyControlled(true);
            foreach (var state in bodyEnt.AllAnimationStates.GetAnimationStateIterator()) {
                // don't add a blend mask to the blink state because we'll make a different one for it
                if (state == blinkState)
                    continue;

                state.CreateBlendMask(skeleton.NumBones);
                state.SetBlendMaskEntry(neckbone.Handle, 0f);
            }
            neckbone.InheritOrientation = false;

            neckFacing = new Euler(0, 0, 0);

            // set up a blend mask so only the eyebrow bones have any effect on the blink animation
            blinkState.CreateBlendMask(skeleton.NumBones, 0f);
            ushort handle = skeleton.GetBone("EyeBrowTop.R").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowBottom.R").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowTop.L").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowBottom.L").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);

            // add the blink state to the animation manager so it has time added to it
            AnimationManager animMgr = LKernel.GetG<AnimationManager>();
            animMgr.Add(blinkState);

            // set up other animated things
            bodyBlender = new AnimationBlender(bodyEnt);
            bodyBlender.Init("Stand1", true);
            animMgr.Add(bodyBlender);

            maneBlender = new AnimationBlender(maneEnt);
            maneBlender.Init("Stand1", true);
            animMgr.Add(maneBlender);

            tailBlender = new AnimationBlender(tailEnt);
            tailBlender.Init("Stand1", true);
            animMgr.Add(tailBlender);

            if (PonyType == Type.FlyingPegasus) {
                wingsBlender = new AnimationBlender(wingsEnt);
                wingsBlender.Init("Flap1", true);
                animMgr.Add(wingsBlender);
            }

            // set up some timers to handle animation changing
            animTimer = new Timer(new TimerCallback(AnimTimerTick), null, random.Next(ANIMATION_TIMESPAN_MINIMUM, ANIMATION_TIMESPAN_MAXIMUM), Timeout.Infinite);

            // add a bit of time to things so the animations aren't all synced at the beginning
            AddTimeToBodyManeAndTail();
            #endregion

            followKart = LKernel.GetG<PlayerManager>().MainPlayer.Kart;
            LKernel.GetG<Root>().FrameStarted += FrameStarted;
        }
开发者ID:CisciarpMaster,项目名称:PonyKart,代码行数:101,代码来源:BackgroundPony.cs

示例3: CreateThings

        /// <summary>
        /// create a bunch of crap
        /// </summary>
        void CreateThings()
        {
            Light light = mogreImageSource.SceneManager.CreateLight("sun2");
            light.Type = Light.LightTypes.LT_DIRECTIONAL;
            light.Direction = new Vector3(-0.1f, -1, 0.1f);
            light.Direction.Normalise();
            light.DiffuseColour = new ColourValue(1f, 1f, 1f);
            light.SpecularColour = new ColourValue(1f, 1f, 1f);
            light.Position = new Vector3(0, 10, 0);
            light.CastShadows = true;

            ponyNode = sceneMgr.RootSceneNode.CreateChildSceneNode();
            ponyEnt = sceneMgr.CreateEntity("BgPonyColtBody.mesh");
            ponyNode.AttachObject(ponyEnt);
            ponyNode.Position = new Vector3(0, 0, 0);
            ponyEnt.SetMaterialName("BgPony");

            wingsEnt = sceneMgr.CreateEntity("BgPonyColtWings.mesh");
            wingsEnt.SetMaterialName("BgPonyWings");

            hornEnt = sceneMgr.CreateEntity("BgPonyHorn.mesh");
            hornEnt.SetMaterialName("BgPonyHorn");

            eyesEnt = sceneMgr.CreateEntity("BgPonyColtEyes.mesh");
            eyesEnt.SetMaterialName("BgPonyEyes");

            foldedWingsEnt = sceneMgr.CreateEntity("BgPonyColtWingsFolded.mesh");
            foldedWingsEnt.SetMaterialName("BgPonyWingsFolded");

            hairEnts = new Entity[NUMBER_OF_HAIRSTYLES];
            maneEnts = new Entity[NUMBER_OF_HAIRSTYLES];
            tailEnts = new Entity[NUMBER_OF_HAIRSTYLES];

            for (int a = 0; a < NUMBER_OF_HAIRSTYLES; a++) {
                hairEnts[a] = sceneMgr.CreateEntity("BgPonyHair" + (a + 1) + ".mesh");
                hairEnts[a].SetMaterialName("BgPonyHair_Double_" + (a + 1));

                maneEnts[a] = sceneMgr.CreateEntity("BgPonyMane" + (a + 1) + ".mesh");
                maneEnts[a].SetMaterialName("BgPonyHair_Double_" + (a + 1));

                tailEnts[a] = sceneMgr.CreateEntity("BgPonyTail" + (a + 1) + ".mesh");
                tailEnts[a].SetMaterialName("BgPonyHair_Double_" + (a + 1));
            }

            wingsEnt.Visible = false;
            foldedWingsEnt.Visible = false;
            hornEnt.Visible = false;

            for (int a = 1; a < NUMBER_OF_HAIRSTYLES; a++) {
                hairEnts[a].Visible = false;
                maneEnts[a].Visible = false;
                tailEnts[a].Visible = false;
            }

            AdjustBodyColour(bodyColour);
            AdjustBodyAOColour(bodyAOColour);
            AdjustHairColour1(hairColour1);
            AdjustHairColour2(hairColour2);
            AdjustHairAOColour1(hairAOColour1);
            AdjustHairAOColour2(hairAOColour2);

            // attach stuff

            ponyEnt.AttachObjectToBone("Eyes", eyesEnt);
            ponyEnt.AttachObjectToBone("Horn", hornEnt);
            ponyEnt.AttachObjectToBone("Wings", wingsEnt);
            ponyEnt.AttachObjectToBone("Wings", foldedWingsEnt);
            for (int a = 0; a < NUMBER_OF_HAIRSTYLES; a++) {
                ponyEnt.AttachObjectToBone("Hair", hairEnts[a]);
                ponyEnt.AttachObjectToBone("Mane", maneEnts[a]);
                ponyEnt.AttachObjectToBone("Tail", tailEnts[a]);
            }

            // setup animations

            Skeleton skeleton = ponyEnt.Skeleton;
            skeleton.BlendMode = SkeletonAnimationBlendMode.ANIMBLEND_CUMULATIVE;
            // set up the blink animation state with some stuff
            blinkState = ponyEnt.GetAnimationState("Blink2");
            blinkState.Enabled = true;
            blinkState.Loop = true;
            blinkState.Weight = 1;

            blinkState.CreateBlendMask(skeleton.NumBones, 0f);
            ushort handle = skeleton.GetBone("EyeBrowTop.R").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowBottom.R").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowTop.L").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowBottom.L").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);

            animState = ponyEnt.GetAnimationState("Stand1");
            wingsState = wingsEnt.GetAnimationState("Flap1");
            maneStates = new AnimationState[NUMBER_OF_HAIRSTYLES];
            tailStates = new AnimationState[NUMBER_OF_HAIRSTYLES];
//.........这里部分代码省略.........
开发者ID:Nuke928,项目名称:PonyKart,代码行数:101,代码来源:MainWindow.xaml.cs

示例4: Lyra

        public Lyra(ThingBlock block, ThingDefinition def)
            : base(block, def)
        {
            foreach (ModelComponent mc in ModelComponents) {
                if (mc.Name.EndsWith("Body"))
                    bodyComponent = mc;
                else if (mc.Name.EndsWith("Mane"))
                    maneComponent = mc;
                else if (mc.Name.EndsWith("Tail"))
                    tailComponent = mc;
            }

            // make sure our animations add their weights and don't just average out. The AnimationBlender already handles averaging between two anims.
            Skeleton skeleton = bodyComponent.Entity.Skeleton;
            skeleton.BlendMode = SkeletonAnimationBlendMode.ANIMBLEND_CUMULATIVE;

            // set up the blink animation state with some stuff
            blinkState = bodyComponent.Entity.GetAnimationState("Blink2");
            blinkState.Enabled = true;
            blinkState.Loop = true;
            blinkState.Weight = 1;
            blinkState.AddTime(ID);

            // set up all of the animation states to not use the neck bone
            neckbone = skeleton.GetBone("Neck");
            neckbone.SetManuallyControlled(true);
            foreach (var state in bodyComponent.Entity.AllAnimationStates.GetAnimationStateIterator()) {
                // don't add a blend mask to the blink state because we'll make a different one for it
                if (state == blinkState)
                    continue;

                state.CreateBlendMask(skeleton.NumBones);
                state.SetBlendMaskEntry(neckbone.Handle, 0f);
            }
            neckbone.InheritOrientation = false;

            neckFacing = new Euler(0, 0, 0);

            // set up a blend mask so only the eyebrow bones have any effect on the blink animation
            blinkState.CreateBlendMask(skeleton.NumBones, 0f);
            ushort handle = skeleton.GetBone("EyeBrowTop.R").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowBottom.R").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowTop.L").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowBottom.L").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);

            // add the blink state to the animation manager so it has time added to it
            LKernel.GetG<AnimationManager>().Add(blinkState);

            // set up some timers to handle animation changing
            random = new Random(IDs.Random);
            animTimer = new System.Threading.Timer(new TimerCallback(AnimTimerTick), null, random.Next(ANIMATION_TIMESPAN_MINIMUM, ANIMATION_TIMESPAN_MAXIMUM), Timeout.Infinite);

            // add a bit of time to things so the animations aren't all synced at the beginning
            float rand = (float) random.NextDouble();
            bodyComponent.AnimationBlender.AddTime(rand);
            tailComponent.AnimationState.AddTime(rand);

            followKart = LKernel.GetG<PlayerManager>().MainPlayer.Kart;
            LKernel.GetG<Root>().FrameStarted += FrameStarted;
        }
开发者ID:CisciarpMaster,项目名称:PonyKart,代码行数:64,代码来源:Lyra.cs


注:本文中的AnimationState.SetBlendMaskEntry方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。