// ------------------------------------------------------------------------ // Update animation state (position and orientation of bones). // Called from MySessionComponentAnimationSystem. public void Update() { using (m_componentValidLock.AcquireSharedUsing()) { if (!m_componentValid) { return; } VRage.Animations.MyAnimationUpdateData updateData = new Animations.MyAnimationUpdateData(); updateData.DeltaTimeInSeconds = VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS; updateData.CharacterBones = m_characterBones; updateData.Controller = null; // will be set inside m_controller.Update automatically if null updateData.BonesResult = null; // will be set inside m_controller.Update (result!) m_controller.Update(ref updateData); if (updateData.BonesResult != null) { for (int i = 0; i < updateData.BonesResult.Count; i++) { CharacterBones[i].SetCompleteTransform(ref updateData.BonesResult[i].Translation, ref updateData.BonesResult[i].Rotation); } } m_lastBoneResult = updateData.BonesResult; } }
// ------------------------------------------------------------------------ // Update animation state (position and orientation of bones). // Called from MySessionComponentAnimationSystem. public void Update() { VRage.Animations.MyAnimationUpdateData updateData = new Animations.MyAnimationUpdateData(); updateData.DeltaTimeInSeconds = VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS; updateData.CharacterBones = m_characterBones; updateData.Controller = null; // will be set inside m_controller.Update automatically if null updateData.BonesResult = null; // will be set inside m_controller.Update (result!) m_controller.Update(ref updateData); if (updateData.BonesResult != null) { for (int i = 0; i < updateData.BonesResult.Count; i++) { CharacterBones[i].SetCompleteTransform(ref updateData.BonesResult[i].Translation, ref updateData.BonesResult[i].Rotation); } } m_lastBoneResult = updateData.BonesResult; }
// ------------------------------------------------------------------------ // Update animation state (position and orientation of bones). // Called from MySessionComponentAnimationSystem. public void Update() { using (m_componentValidLock.AcquireSharedUsing()) { if (!m_componentValid) return; VRage.Animations.MyAnimationUpdateData updateData = new Animations.MyAnimationUpdateData(); updateData.DeltaTimeInSeconds = VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS; updateData.CharacterBones = m_characterBones; updateData.Controller = null; // will be set inside m_controller.Update automatically if null updateData.BonesResult = null; // will be set inside m_controller.Update (result!) m_controller.Update(ref updateData); if (updateData.BonesResult != null) { for (int i = 0; i < updateData.BonesResult.Count; i++) { CharacterBones[i].SetCompleteTransform(ref updateData.BonesResult[i].Translation, ref updateData.BonesResult[i].Rotation); } } m_lastBoneResult = updateData.BonesResult; #if OFFICIAL_BUILD == false var helperLast = m_lastFrameActions; m_lastFrameActions = m_currentFrameActions; m_currentFrameActions = helperLast; if (m_currentFrameActions != null) m_currentFrameActions.Clear(); #endif } }