예제 #1
0
 private void getAnimationStateSetFromOgre()
 {
     if (animationStateSet == null)
     {
         IntPtr animationStatesFromOgre = Entity_getAllAnimationStates(ogreObject);
         if (animationStatesFromOgre != IntPtr.Zero)
         {
             animationStateSet = new AnimationStateSet(animationStatesFromOgre);
         }
     }
 }
예제 #2
0
 protected AnimationState(IntPtr animationState, AnimationStateSet parent)
 {
     this.animationState = animationState;
     this.parent         = parent;
 }
예제 #3
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 /// <summary>
 /// Changes the state of the skeleton to reflect the application of the
 /// passed in collection of animations.
 /// <para>
 /// Animating a skeleton involves both interpolating between keyframes of a
 /// specific animation, and blending between the animations themselves.
 /// Calling this method sets the state of the skeleton so that it reflects
 /// the combination of all the passed in animations, at the time index
 /// specified for each, using the weights specified. Note that the weights
 /// between animations do not have to sum to 1.0, because some animations
 /// may affect only subsets of the skeleton. If the weights exceed 1.0 for
 /// the same area of the skeleton, the movement will just be exaggerated.
 /// </para>
 /// </summary>
 /// <param name="animSet">The animation state to set.</param>
 public void setAnimationState(AnimationStateSet animSet)
 {
     Skeleton_setAnimationState(skeleton, animSet.OgreObject);
 }
 internal AnimationStateIterator(AnimationStateSet parentSet, IntPtr animationStateIterator)
 {
     this.animationStateIterator = animationStateIterator;
     this.parentSet = parentSet;
 }
예제 #5
0
 /// <summary>
 /// Copy the state of any matching animation states from this to another.
 /// </summary>
 /// <param name="target">The AnimationStateSet to copy states to.</param>
 public void copyMatchingState(AnimationStateSet target)
 {
     AnimationStateSet_copyMatchingState(animationStateSet, target.animationStateSet);
 }
예제 #6
0
 public void _refreshAnimationState(AnimationStateSet animSet)
 {
     Mesh__refreshAnimationState(resource, animSet.OgreObject);
 }