internal PlayerSceneGraph(HolofunkSceneGraph parent, int playerIndex, int channel) : base() { m_parent = parent; m_playerIndex = playerIndex; m_channel = channel; m_averageLevelRatio = new FloatAverager(15); // don't flicker face changes too fast m_averageLevelRatio.Update(0); // make sure it's initially zero // Center the textures. Vector2 origin = new Vector2(0.5f); RootNode = new GroupNode(parent.RootNode, Transform.Identity, "Player #" + playerIndex); m_headGroup = new GroupNode(RootNode, Transform.Identity, "Head group"); m_headNode = new SpriteNode( m_headGroup, "Head", PlayerIndex == 0 ? parent.Content.HollowOneOval : parent.Content.HollowTwoOval); m_headNode.Origin = new Vector2(0.5f, 0.5f); // semi-transparent heads, hopefully this will make them seem "less interactive" m_headNode.Color = new Color(0.7f, 0.7f, 0.7f, 0.7f); m_headNode.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored | SecondaryViewOption.SecondTexture); m_headNode.SecondaryTexture = parent.Content.Dot; // Make a faded mike signal that sticks to the head. m_headMikeSignal = new TrackNode( m_headGroup, new Transform(Vector2.Zero, new Vector2(MagicNumbers.LoopieScale)), "MikeSignal", parent.Content, -1, null, true, () => Audio.LevelRatio(Channel), () => new Color(63, 0, 0, 63), () => Color.White, () => 0, () => 0, () => new Color(127, 0, 0, 127), () => 1f); m_leftHandSceneGraph = new PlayerHandSceneGraph(this, false); m_rightHandSceneGraph = new PlayerHandSceneGraph(this, true); }
public PlayerHandSceneGraph(PlayerSceneGraph parent, bool isRight) { m_parent = parent; m_isRight = isRight; RootNode = new GroupNode(parent.RootNode, Transform.Identity, isRight ? "Left Hand" : "Right Hand"); m_handGroup = new GroupNode(RootNode, Transform.Identity, isRight ? "Right Group" : "Left Group"); m_handMikeSignal = new TrackNode( m_handGroup, new Transform(Vector2.Zero, new Vector2(MagicNumbers.LoopieScale)), "MikeSignal", parent.Content, -1, null, true, () => parent.Audio.LevelRatio(parent.Channel) * 0.5f, () => m_handMikeSignalColor, () => Color.White, // TODO: revive beat meter on current recording () => new Duration<Sample>(0), () => 0, () => m_handMikeSignalColor, () => 1f); m_handNode = new SpriteNode(m_handGroup, isRight ? "Right Hand" : "Left Hand", null); m_handNode.Origin = new Vector2(0.5f); m_handNode.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored | SecondaryViewOption.TextureMirrored); m_effectLabelGroup = new GroupNode(m_handGroup, Transform.Identity, "Effect label group"); m_effectLabelGroup.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored); m_effectLabels = MakeEffectLabels(m_effectLabelGroup); m_armPoseLabel = new TextNode(RootNode, "Elbow label"); m_armPoseLabel.Alignment = isRight ? Alignment.TopLeft : Alignment.TopRight; m_armPoseLabel.SetSecondaryViewOption(SecondaryViewOption.Hidden); }