Update() public méthode

public Update ( ) : void
Résultat void
 protected void UpdateAnimation()
 {
     mAnimationState.Update(EngineSettings.Time.ElapsedGameTime.Milliseconds / 1000f);
     Skeleton.Update(EngineSettings.Time.ElapsedGameTime.Milliseconds / 1000f);
     mSkeleton.UpdateWorldTransform();
     mAnimationState.Apply(mSkeleton);
 }
Exemple #2
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 public void UpdateAnimation()
 {
     skeleton.Update(Time.deltaTime * timeScale);
     state.Update(Time.deltaTime * timeScale);
     state.Apply(skeleton);
     skeleton.UpdateWorldTransform();
 }
 public void RapidUpdate()
 {
     state.Update(Time.Delta);
     state.Apply(skeleton);
     skeleton.Update(Time.Delta);
     skeleton.UpdateWorldTransform();
 }
    public virtual void Update(float deltaTime)
    {
        if (!this.IsValid)
        {
            return;
        }

        deltaTime *= timeScale;
        skeleton.Update(deltaTime);
        state.Update(deltaTime);
        state.Apply(skeleton);

        if (UpdateLocal != null)
        {
            UpdateLocal(this);
        }

        skeleton.UpdateWorldTransform();

        if (UpdateWorld != null)
        {
            UpdateWorld(this);
            skeleton.UpdateWorldTransform();
        }

        if (UpdateComplete != null)
        {
            UpdateComplete(this);
        }
    }
        public void OnUpdate()
        {
            if (!IsAvailable)
            {
                return;
            }

            _state.Update(Time.LastDelta / 1000f);
            _state.Apply(_skeleton);
            _skeleton.Update(Time.LastDelta / 1000f);
        }
Exemple #6
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 public void SetGaugePercent(float percent)
 {
     if (this.skeletonRenderer != null)
     {
         Skeleton skeleton = this.skeletonRenderer.skeleton;
         if (skeleton != null)
         {
             this.fillAnimation.Animation.Apply(skeleton, 0f, percent, false, null, 1f, MixPose.Setup, MixDirection.In);
             skeleton.Update(Time.deltaTime);
             skeleton.UpdateWorldTransform();
         }
     }
 }
Exemple #7
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        //Public Methods:
        public void Update()
        {
            //set visibility:
            if (Hand.HandConfidence > .85f && !Visible)
            {
                Visible = true;
                OnVisibilityChanged?.Invoke(this, true);
            }
            else if (Hand.HandConfidence <= .85f && Visible)
            {
                Visible = false;
                OnVisibilityChanged?.Invoke(this, false);
            }

            Skeleton.Update();
            Gesture.Update();
        }
    /**
     * Called each frame to update the view
     */
    void Update()
    {
        handleCameraDimensions();

        if (lastPose != null)
        {   // act on last pose-event
            handleNodeMovement(lastPose.nose, nose, ref prevNoseCoord, "nose");
            handleNodeMovement(lastPose.leftEye, leftEye, ref prevLeftEyeCoord, "leftEye");
            handleNodeMovement(lastPose.rightEye, rightEye, ref prevRightEyeCoord, "rightEye");
            handleNodeMovement(lastPose.leftEar, leftEar, ref prevLeftEarCoord, "leftEar");
            handleNodeMovement(lastPose.rightEar, rightEar, ref prevRightEarCoord, "rightEar");
            handleNodeMovement(lastPose.leftShoulder, leftShoulder, ref prevLeftShoulderCoord, "leftShoulder");
            handleNodeMovement(lastPose.rightShoulder, rightShoulder, ref prevRightShoulderCoord, "rightShoulder");
            handleNodeMovement(lastPose.leftElbow, leftElbow, ref prevLeftElbowCoord, "leftElbow");
            handleNodeMovement(lastPose.rightElbow, rightElbow, ref prevRightElbowCoord, "rightElbow");
            handleNodeMovement(lastPose.leftWrist, leftHand, ref prevLeftWristCoord, "leftHand");
            handleNodeMovement(lastPose.rightWrist, rightHand, ref prevRightWristCoord, "rightHand");
            handleNodeMovement(lastPose.leftHip, leftHip, ref prevLeftHipCoord, "leftHip");
            handleNodeMovement(lastPose.rightHip, rightHip, ref prevRightHipCoord, "rightHip");
            handleNodeMovement(lastPose.leftKnee, leftKnee, ref prevLeftKneeCoord, "leftKnee");
            handleNodeMovement(lastPose.rightKnee, rightKnee, ref prevRightKneeCoord, "rightKnee");
            handleNodeMovement(lastPose.leftFoot, leftFoot, ref prevLeftFootCoord, "leftFoot");
            handleNodeMovement(lastPose.rightFoot, rightFoot, ref prevRightFootCoord, "rightFoot");

            PosePosition pelvisPose = new PosePosition();
            pelvisPose.x = (lastPose.rightHip.x + lastPose.leftHip.x) / 2;
            pelvisPose.y = (lastPose.rightHip.y + lastPose.leftHip.y) / 2;
            PosePosition middleSpinePose = new PosePosition();
            middleSpinePose.x = (lastPose.rightHip.x + lastPose.leftShoulder.x) / 2;
            middleSpinePose.y = (lastPose.leftShoulder.y + lastPose.leftHip.y) / 2;
            handleNodeMovement(pelvisPose, root, ref prevRootCoord, "Root");
            handleNodeMovement(middleSpinePose, middleSpine, ref prevMiddleSpineCoord, "MiddleSpine");

            processedPose = lastPose;
            lastPose      = null;
        }
        else
        {
//            Debug.Log("No lastPose present");
        }
        if (drawSkeleton && skeleton != null)
        {
            skeleton.Update();
        }
    }
Exemple #9
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        //Public Methods:
        public void Update()
        {
            //set visibility:
            if (Hand.HandConfidence > .85f && !Visible)
            {
                Visible = true;
                OnVisibilityChanged?.Invoke(this, true);
            }
            else if (Hand.HandConfidence <= .85f && Visible)
            {
                Visible = false;
                OnVisibilityChanged?.Invoke(this, false);
            }

            Skeleton.Update();
            Gesture.Update();
            Collider.Update(_handInput.palmCollisions);
            if (_handInput != null)
            {
                Collider.Update(_handInput.palmCollisions);
            }
        }
Exemple #10
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        //Public Methods:
        public void Update()
        {
            //set visibility:
            if (Hand.HandConfidence > .85f && !Visible)
            {
                Visible = true;
                OnVisibilityChanged?.Invoke(this, true);
            }
            else if (Visible)
            {
                IntentPose pose          = Gesture.Intent;
                var        isPinching    = (pose == IntentPose.Grasping || pose == IntentPose.Pinching);
                float      minConfidence = isPinching ? .80f : .85f;
                if (Hand.HandConfidence <= minConfidence)
                {
                    Visible = false;
                    OnVisibilityChanged?.Invoke(this, false);
                }
            }

            Skeleton.Update();
            Gesture.Update();
        }
        //Public Methods:
        public void Update()
        {
            //set visibility:
            if (Hand.HandConfidence > .85f && !Visible)
            {
                Visible = true;
                OnVisibilityChanged?.Invoke(this, true);
            }
            else if (Hand.HandConfidence <= .85f && Visible)
            {
                Visible = false;
                OnVisibilityChanged?.Invoke(this, false);
            }

            Skeleton.Update();
            Gesture.Update();

            // Modified here by prnvcher to not explode if using null hand input
            if (_handInput != null)
            {
                Collider?.Update(_handInput.palmCollisions);
            }
        }
 public virtual void UpdateSkeleton()
 {
     skeleton.Update(Time.deltaTime * timeScale);
     skeleton.UpdateWorldTransform();
 }
Exemple #13
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    public void Update()
    {
        // Clear fields if missing information to render.
        if (skeletonDataAsset == null || skeletonDataAsset.GetSkeletonData(false) == null)
        {
            Clear();
            return;
        }

        // Initialize fields.
        if (skeleton == null || skeleton.Data != skeletonDataAsset.GetSkeletonData(false))
        {
            Initialize();
        }

        // Keep AnimationState in sync with animationName and loop fields.
        if (animationName == null && state.Animation != null)
        {
            state.Clear();
        }
        else if (state.Animation == null || animationName != state.Animation.Name)
        {
            Spine.Animation animation = skeleton.Data.FindAnimation(animationName);
            if (animation != null)
            {
                state.SetAnimation(animation, loop);
            }
        }
        state.Loop = loop;

        // Apply animation.
        skeleton.Update(Time.deltaTime * timeScale);
        state.Update(Time.deltaTime * timeScale);
        state.Apply(skeleton);
        skeleton.UpdateWorldTransform();

        // Count quads.
        int         quadCount = 0;
        List <Slot> drawOrder = skeleton.DrawOrder;

        for (int i = 0, n = drawOrder.Count; i < n; i++)
        {
            Slot       slot       = drawOrder[i];
            Attachment attachment = slot.Attachment;
            if (attachment is RegionAttachment)
            {
                quadCount++;
            }
        }

        // Ensure mesh data is the right size.
        if (quadCount != this.quadCount)
        {
            this.quadCount = quadCount;
            vertices       = new Vector3[quadCount * 4];
            uvs            = new Vector2[quadCount * 4];
            triangles      = new int[quadCount * 6];
        }

        // Setup mesh.
        int quadIndex = 0;

        for (int i = 0, n = drawOrder.Count; i < n; i++)
        {
            Slot       slot       = drawOrder[i];
            Attachment attachment = slot.Attachment;
            if (attachment is RegionAttachment)
            {
                RegionAttachment regionAttachment = (RegionAttachment)attachment;

                regionAttachment.UpdateVertices(slot.Bone);
                float[] regionVertices = regionAttachment.Vertices;
                int     vertexIndex    = quadIndex * 4;
                vertices[vertexIndex]     = new Vector3(regionVertices[RegionAttachment.X1], regionVertices[RegionAttachment.Y1], 0);
                vertices[vertexIndex + 1] = new Vector3(regionVertices[RegionAttachment.X4], regionVertices[RegionAttachment.Y4], 0);
                vertices[vertexIndex + 2] = new Vector3(regionVertices[RegionAttachment.X2], regionVertices[RegionAttachment.Y2], 0);
                vertices[vertexIndex + 3] = new Vector3(regionVertices[RegionAttachment.X3], regionVertices[RegionAttachment.Y3], 0);

                float[] regionUVs = regionAttachment.UVs;
                uvs[vertexIndex]     = new Vector2(regionUVs[RegionAttachment.X1], 1 - regionUVs[RegionAttachment.Y1]);
                uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4], 1 - regionUVs[RegionAttachment.Y4]);
                uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], 1 - regionUVs[RegionAttachment.Y2]);
                uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], 1 - regionUVs[RegionAttachment.Y3]);

                int index = quadIndex * 6;
                triangles[index]     = vertexIndex;
                triangles[index + 1] = vertexIndex + 2;
                triangles[index + 2] = vertexIndex + 1;
                triangles[index + 3] = vertexIndex + 2;
                triangles[index + 4] = vertexIndex + 3;
                triangles[index + 5] = vertexIndex + 1;

                quadIndex++;
            }
        }
        mesh.vertices  = vertices;
        mesh.uv        = uvs;
        mesh.triangles = triangles;

        renderer.sharedMaterial = skeletonDataAsset.atlasAsset.material;
    }
Exemple #14
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 /*
  */
 private void UpdateSkeleton()
 {
     skeleton.Update(Time.deltaTime * animationSpeed);
     skeleton.UpdateWorldTransform();
 }