コード例 #1
0
            private AnimCurve CreateAnimCurve()
            {
                //Create empty curve
                AnimCurve curve = new AnimCurve();

                curve.Offset         = 0;
                curve.StartFrame     = 0;
                curve.EndFrame       = MatAnimWrapper.FrameCount;
                curve.CurveType      = AnimCurveType.StepInt;
                curve.AnimDataOffset = 0;
                curve.Scale          = 1;

                //Start with sbyte. Increase only if index is > 255
                curve.KeyType = AnimCurveKeyType.SByte;

                //Set by frame count
                curve.FrameType = CurveHelper.GetFrameType((uint)MatAnimWrapper.FrameCount);

                return(curve);
            }
コード例 #2
0
        public void SaveData()
        {
            if (!IsEdited) //Use original data instead of generic data from editors
            {
                return;
            }

            if (VisibilityAnimU != null)
            {
                VisibilityAnimU.Name  = Text;
                VisibilityAnimU.Names = BoneNames;
                VisibilityAnimU.Path  = "";
            }
            else
            {
                VisibilityAnim.Name         = Text;
                VisibilityAnim.Names        = BoneNames;
                VisibilityAnim.Path         = "";
                VisibilityAnim.FrameCount   = FrameCount;
                VisibilityAnim.BaseDataList = new bool[BoneNames.Count];

                int boneIndex = 0;
                foreach (BooleanKeyGroup value in Values)
                {
                    if (!value.Constant)
                    {
                        AnimCurve curve = new AnimCurve();
                        curve.AnimDataOffset = (uint)BoneNames.IndexOf(value.Text);
                        curve.Scale          = value.Scale;
                        curve.Offset         = value.Offset;
                        curve.KeyType        = AnimCurveKeyType.SByte;
                        curve.FrameType      = CurveHelper.GetFrameType((uint)FrameCount);
                        curve.CurveType      = AnimCurveType.StepBool;

                        if (IsBaked)
                        {
                            curve.CurveType = AnimCurveType.BakedBool;
                        }

                        curve.Delta      = value.Delta;
                        curve.EndFrame   = value.EndFrame;
                        curve.StartFrame = value.StartFrame;

                        List <bool>  KeyBooleans = new List <bool>();
                        List <float> KeyFrames   = new List <float>();

                        for (int frame = 0; frame < value.Keys.Count; frame++)
                        {
                            bool  currentValue = value.Keys[frame].Visible;
                            float currentFrame = value.Keys[frame].Frame;

                            if (frame > 0)
                            {
                                bool previousValue = value.Keys[frame - 1].Visible;
                                if (previousValue != currentValue)
                                {
                                    KeyFrames.Add(currentFrame);
                                    KeyBooleans.Add(currentValue);
                                }
                            }
                            else
                            {
                                KeyFrames.Add(currentFrame);
                                KeyBooleans.Add(currentValue);
                                VisibilityAnim.BaseDataList[boneIndex] = currentValue;
                            }
                        }

                        curve.KeyStepBoolData = KeyBooleans.ToArray();

                        for (int frame = 0; frame < FrameCount; frame++)
                        {
                        }
                    }
                    else
                    {
                        //Else for constant types it's only base values
                    }

                    boneIndex++;
                }
            }
        }