コード例 #1
0
        /// <summary>
        /// Figures out what the differences between this animation frame and the given one are,
        /// and returns those differences.
        /// To visualize it, "this" frame is now, "other" frame is the next time step. 
        /// Thus, any elements in "this" that's not in "other" can be ignored, elements in "other" not in "this" are required,
        /// and elements in both are required if they change from "this" to "other".
        /// </summary>
        /// <param name="other">The other animation frame to look at</param>
        /// <returns>The differences between this and other</returns>
        public AnimationFrame delta(AnimationFrame other, double RotationEpsilon = 0.001, double PositionEpsilon = 0.5)
        {
            SortedList<int, Tuple<Vector3D, Quaternion>> ret = new SortedList<int, Tuple<Vector3D, Quaternion>>();
            foreach (var kv in other.Blocks)
            {
                if (this.Blocks.ContainsKey(kv.Key))
                {
                    Vector3D posdiff = (this.Blocks[kv.Key].Item1 - kv.Value.Item1).Abs();
                    //I'm not sure if this will work - I don't know if they implement special
                    //quaternion-specific subtraction routines.
                    Quaternion rotdiff = (this.Blocks[kv.Key].Item2 - kv.Value.Item2).Abs();

                    if (posdiff.X > PositionEpsilon || posdiff.Y > PositionEpsilon || posdiff.Z > PositionEpsilon)
                    {
                        ret.Add(kv.Key, kv.Value);
                    }
                    else if (rotdiff.W > RotationEpsilon || rotdiff.X > RotationEpsilon || rotdiff.Y > RotationEpsilon || rotdiff.Z > RotationEpsilon)
                    {
                        ret.Add(kv.Key, kv.Value);
                    }

                }
                else
                {
                    ret.Add(kv.Key, kv.Value);
                }
            }

            return new AnimationFrame(ret);
        }
コード例 #2
0
 public void AddFrame(AnimationFrame a)
 {
     _anim.Add(a);
 }