private void getAnimationStateSetFromOgre() { if (animationStateSet == null) { IntPtr animationStatesFromOgre = Entity_getAllAnimationStates(ogreObject); if (animationStatesFromOgre != IntPtr.Zero) { animationStateSet = new AnimationStateSet(animationStatesFromOgre); } } }
protected AnimationState(IntPtr animationState, AnimationStateSet parent) { this.animationState = animationState; this.parent = parent; }
/// <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; }
/// <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); }
public void _refreshAnimationState(AnimationStateSet animSet) { Mesh__refreshAnimationState(resource, animSet.OgreObject); }