public override void OnConstruction() { base.OnConstruction(); ColorOverrides = new TevColorOverride(); PropertyChanged += VisibleDOMNode_PropertyChanged; IsRendered = true; }
public void ApplyAnimationToMaterials(MAT3 pose, TevColorOverride overrides) { float ftime = (m_timeSinceStartedPlaying * kAnimFramerate) % AnimLengthInFrames; for (int i = 0; i < m_colorAnimationData.Count; i++) { Material mat = null; foreach (var materal in pose.MaterialList) { if (materal.Name == m_colorStringTable.Strings[i].String) { mat = materal; break; } } if (mat == null) { continue; } var col = mat.TevColorIndexes[m_colorAnimationData[i].ColorID]; float newR = GetAnimValue(m_colorAnimationData[i].RedChannel, ftime); float newG = GetAnimValue(m_colorAnimationData[i].GreenChannel, ftime); float newB = GetAnimValue(m_colorAnimationData[i].BlueChannel, ftime); float newA = GetAnimValue(m_colorAnimationData[i].AlphaChannel, ftime); mat.TevColorIndexes[m_colorAnimationData[i].ColorID] = new WindEditor.WLinearColor(newR, newG, newB, newA); } for (int i = 0; i < m_konstAnimationData.Count; i++) { Material mat = null; foreach (var materal in pose.MaterialList) { if (materal.Name == m_konstStringTable.Strings[i].String) { mat = materal; break; } } if (mat == null) { continue; } var col = mat.KonstColors[m_konstAnimationData[i].ColorID]; float newR = GetAnimValue(m_konstAnimationData[i].RedChannel, ftime); float newG = GetAnimValue(m_konstAnimationData[i].GreenChannel, ftime); float newB = GetAnimValue(m_konstAnimationData[i].BlueChannel, ftime); float newA = GetAnimValue(m_konstAnimationData[i].AlphaChannel, ftime); mat.KonstColors[m_konstAnimationData[i].ColorID] = new WindEditor.WLinearColor(newR, newG, newB, newA); } }
public override void OnConstruction() { base.OnConstruction(); ColorOverrides = new TevColorOverride(); m_actorMeshes = new List <J3D>(); PropertyChanged += VisibleDOMNode_PropertyChanged; IsRendered = true; m_objRender = WResourceManager.LoadObjResource("resources/editor/EditorCube.obj", new OpenTK.Vector4(1, 1, 1, 1)); }
public WActorNode(string fourCC, WWorld world) : base(world) { Properties = new List <IPropertyValue>(); FourCC = fourCC; ColorOverrides = new TevColorOverride(); }