public void CopyTo(MAnimatedModel m) { //do not call base(MSceneObject) CopyTo here because it is handled by SpawnHandler and adds extra Physics m.SetMaterial(material); //m.Meshes = Meshes; m.scene = scene; m.BoneOffset = BoneOffset; m.m_global_inverse_transform = m_global_inverse_transform; m.m_num_bones = m_num_bones; m.m_bone_matrices = m_bone_matrices; m.m_bone_mapping = m_bone_mapping; //controller must not be linked otherwise all animations have the same controller m._animationController = new MAnimationController(); m._animationController.Setup(this); _animationController.CopyTo(m._animationController); }
public void CopyTo(MAnimatedModel m) { //do not call base(MSceneObject) CopyTo here because it is handled by SpawnHandler and adds extra Physics //base.CopyTo(m); m.SetMaterial(material); //m.Meshes = Meshes; m.scene = scene; m.BoneOffset = BoneOffset; m.m_global_inverse_transform = m_global_inverse_transform; m.transforms = transforms; m.m_num_bones = m_num_bones; m.m_bone_matrices = m_bone_matrices; for (int i = 0; i < MAX_BONES; i++) { m.transforms[i] = Matrix4x4.Identity; } m.m_bone_mapping = m_bone_mapping; //controller must not be linked otherwise all animations have the same controller m._animationController = new MAnimationController(); m.CalculateDrawMatrices(Matrix4d.Identity, Matrix4d.Identity); m._animationController.Setup(m); _animationController.CopyTo(m._animationController); _animationController.PlayAnimation("idle", 1); }
public void Setup(MAnimatedModel model) { _model = model; }