/// <summary>
 /// Push a new state onto the undo/redo buffer, will erase anything after the current undo.
 /// This will use the passed states for undo and redo.
 /// </summary>
 public void pushUndoState(MusclePosition undoPosition, MusclePosition redoPosition)
 {
     poseUndoRedoBuffer.pushAndSkip(new TwoWayDelegateCommand <MusclePosition, MusclePosition>(redoPosition, undoPosition, new TwoWayDelegateCommand <MusclePosition, MusclePosition> .Funcs()
     {
         ExecuteFunc = position =>
         {
             position.preview();
             if (OnRedo != null)
             {
                 OnRedo.Invoke(this);
             }
         },
         UndoFunc = position =>
         {
             position.preview();
             if (OnUndo != null)
             {
                 OnUndo.Invoke(this);
             }
         }
     }));
     if (OnUndoRedoChanged != null)
     {
         OnUndoRedoChanged.Invoke(this);
     }
 }
Esempio n. 2
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        /// <summary>
        /// Primary blend funciton, will always use the terminating state's mandible muscle force and target offset.
        /// This is to retain compatability with animations that rely on this blend funciton to work.
        /// </summary>
        /// <param name="targetState"></param>
        /// <param name="blendFactor"></param>
        public void blend(MusclePosition targetState, float blendFactor)
        {
            float modifiedBlendFactor = blendFactor;

            if (blendFactor < 1.0f)
            {
                EasingFunctions.Ease(targetState.Easing, 0, 1, blendFactor, 1);
            }

            if (MuscleController.MovingTarget != null) //If this is null then the whole mandible simulation is invalid and its better to do nothing
            {
                MuscleController.changeForce("MovingMuscleDynamic", targetState.muscleForce);
                MuscleController.MovingTarget.Offset = targetState.movingTargetPosition;

                ControlPointBehavior leftCP = ControlPointController.getControlPoint("LeftCP");
                float delta = targetState.leftCPPosition - leftCPPosition;
                leftCP.setLocation(leftCPPosition + delta * modifiedBlendFactor);

                ControlPointBehavior rightCP = ControlPointController.getControlPoint("RightCP");
                delta = targetState.rightCPPosition - rightCPPosition;
                rightCP.setLocation(rightCPPosition + delta * modifiedBlendFactor);
            }

            FKRoot pelvis;

            if (pelvisChainState != null && targetState.pelvisChainState != null && PoseableObjectsManager.tryGetFkChainRoot("Pelvis", out pelvis))
            {
                //This creates garbage, but it is unknown if this has negative effects
                FKChainState blendedState = new FKChainState();
                blendedState.setToBlendOf(pelvisChainState, targetState.pelvisChainState, modifiedBlendFactor);
                pelvis.applyChainState(blendedState);
            }
        }
 /// <summary>
 /// Start blending between two states. The duration is in seconds.
 /// </summary>
 /// <param name="start">The starting muscle position.</param>
 /// <param name="end">The ending muscle position.</param>
 /// <param name="duration">The duration to blend.</param>
 public void timedBlend(MusclePosition start, MusclePosition end, float duration)
 {
     this.start = start;
     this.end   = end;
     updateListener.subscribeToUpdates();
     blendPositionMicro = 0;
     durationMicro      = Clock.SecondsToMicroseconds(duration);
 }
        /// <summary>
        /// Blend from the current muscle position to the specified position over duration.
        /// </summary>
        /// <param name="endPosition">The position to blend to.</param>
        /// <param name="duration">The duration to blend over.</param>
        public void timedBlend(MusclePosition endPosition, float duration)
        {
            MusclePosition startPosition = new MusclePosition();

            startPosition.captureState();

            timedBlend(startPosition, endPosition, duration);
        }
 void controller_SceneLoaded(SimScene scene)
 {
     bindPosition = new MusclePosition();
     bindPosition.captureState();
     poseUndoRedoBuffer.clear();
     if (OnUndoRedoChanged != null)
     {
         OnUndoRedoChanged.Invoke(this);
     }
 }
Esempio n. 6
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 public MusclePositionAction(MusclePosition targetState)
 {
     this.targetState = targetState;
     Duration         = 1.0f;
 }
Esempio n. 7
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 protected MusclePositionAction(LoadInfo info)
     : base(info)
 {
     targetState = info.GetValue <MusclePosition>("TargetState");
 }
 /// <summary>
 /// Push a new state onto the undo/redo buffer, will erase anything after the current undo.
 /// This will use the passed state as the undo state and the current muscle position of the scene
 /// as the redo state.
 /// </summary>
 public void pushUndoState(MusclePosition undoPosition)
 {
     pushUndoState(undoPosition, new MusclePosition(true));
 }