Example #1
0
        private Queue <BulkCalculator.DistanceCalculationJob> CreateContourQueue(double[] cDistances, System.Drawing.Color[] colors, int totalNumberPositions, int[] animationOrder, int numFramesPerStep)
        {
            Queue <BulkCalculator.DistanceCalculationJob> q = new Queue <BulkCalculator.DistanceCalculationJob>();

            //need to create this for each position and every bone...
            for (int boneIndex = 0; boneIndex < WristFilesystem.NumBones; boneIndex++)
            {
                Bone referenceBone = _bones[boneIndex];
                //we can only do this for valid color bones, so lets check that this is the case, if not, continue
                if (!referenceBone.IsValidBone || !referenceBone.IsColoredBone)
                {
                    continue;
                }

                for (int i = 0; i < totalNumberPositions; i++)
                {
                    BulkCalculator.DistanceCalculationJob job = new BulkCalculator.DistanceCalculationJob();
                    job.JobType                   = BulkCalculator.DistanceCalculationType.Contours;
                    job.FullJoint                 = this;
                    job.PrimaryBone               = referenceBone;
                    job.PositionIndex             = i;
                    job.ContourDistances          = cDistances;
                    job.ContourColors             = colors;
                    job.AnimationOrder            = animationOrder;
                    job.AnimationNumFramesPerStep = numFramesPerStep;
                    q.Enqueue(job);
                }
            }
            return(q);
        }
Example #2
0
        private Queue <BulkCalculator.DistanceCalculationJob> CreateVertexDistanceQueue(int totalNumberPositions, int[] animationOrder, int numFramesPerStep, Bone fixedBone)
        {
            Queue <BulkCalculator.DistanceCalculationJob> q = new Queue <BulkCalculator.DistanceCalculationJob>();

            //need to create this for each position and every bone...
            for (int boneIndex = 0; boneIndex < WristFilesystem.NumBones; boneIndex++)
            {
                Bone referenceBone = _bones[boneIndex];
                //we can only do this for valid color bones, so lets check that this is the case, if not, continue
                if (!referenceBone.IsValidBone || !referenceBone.IsColoredBone)
                {
                    continue;
                }

                Bone[] interactionBones = GetBonesThatInteractWithBone(boneIndex);
                for (int i = 0; i < totalNumberPositions; i++)
                {
                    //check that we need to do this (can only skip when not in animation mode)
                    if (animationOrder == null && referenceBone.HasVertexDistancesForPosition(i))
                    {
                        continue;
                    }

                    BulkCalculator.DistanceCalculationJob job = new BulkCalculator.DistanceCalculationJob();
                    job.JobType                   = BulkCalculator.DistanceCalculationType.VetrexDistances;
                    job.FullJoint                 = this;
                    job.PrimaryBone               = referenceBone;
                    job.IneractionBones           = interactionBones;
                    job.PositionIndex             = i;
                    job.AnimationOrder            = animationOrder;
                    job.AnimationNumFramesPerStep = numFramesPerStep;
                    job.FixedBone                 = fixedBone;
                    q.Enqueue(job);
                }
            }
            return(q);
        }