示例#1
0
 public filter_class()
 {
     this.active           = true;
     this.curve_foldout    = true;
     this.color_filter     = new Color(1.5f, 1.5f, 1.5f, (float)1);
     this.strength         = (float)1;
     this.length           = 1;
     this.linked           = true;
     this.last_pos_x       = (float)4097;
     this.preimage         = new image_class();
     this.precurve_x_left  = new animation_curve_class();
     this.precurve_x_right = new animation_curve_class();
     this.precurve_y       = new animation_curve_class();
     this.precurve_z_left  = new animation_curve_class();
     this.precurve_z_right = new animation_curve_class();
     this.precurve_list    = new List <animation_curve_class>();
     this.precurve         = new animation_curve_class();
     this.prerandom_curve  = new animation_curve_class();
     this.swap_text        = "S";
     this.splat_range      = new splat_range_class[0];
     this.presubfilter     = new presubfilter_class();
     this.cast_height      = (float)20;
     this.ray_length       = (float)20;
     this.ray_radius       = (float)1;
     this.ray_direction    = new Vector3((float)0, (float)-1, (float)0);
     this.precurve_list.Add(new animation_curve_class());
     this.precurve_list[0].curve = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)1);
     this.precurve_list.Add(new animation_curve_class());
     this.precurve_list[0].default_curve = new AnimationCurve(this.precurve_list[0].curve.keys);
     this.precurve_list[1].curve         = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)0);
     this.precurve_list[1].default_curve = new AnimationCurve(this.precurve_list[1].curve.keys);
     this.precurve_list[1].active        = false;
     this.precurve_list[1].type          = curve_type_enum.Random;
     this.precurve_x_left.curve          = AnimationCurve.Linear((float)-1, (float)1, (float)0, (float)0);
     this.precurve_x_left.default_curve  = new AnimationCurve(this.precurve_x_left.curve.keys);
     this.precurve_x_right.curve         = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)1);
     this.precurve_x_right.default_curve = new AnimationCurve(this.precurve_x_right.curve.keys);
     this.precurve_y.curve               = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)0);
     this.precurve_y.default_curve       = new AnimationCurve(this.precurve_y.curve.keys);
     this.precurve_z_left.curve          = AnimationCurve.Linear((float)-1, (float)1, (float)0, (float)0);
     this.precurve_z_left.default_curve  = new AnimationCurve(this.precurve_z_left.curve.keys);
     this.precurve_z_right.curve         = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)1);
     this.precurve_z_right.default_curve = new AnimationCurve(this.precurve_z_right.curve.keys);
 }
示例#2
0
 public filter_class()
 {
     this.active = true;
     this.curve_foldout = true;
     this.color_filter = new Color(1.5f, 1.5f, 1.5f, (float)1);
     this.strength = (float)1;
     this.length = 1;
     this.linked = true;
     this.last_pos_x = (float)4097;
     this.preimage = new image_class();
     this.precurve_x_left = new animation_curve_class();
     this.precurve_x_right = new animation_curve_class();
     this.precurve_y = new animation_curve_class();
     this.precurve_z_left = new animation_curve_class();
     this.precurve_z_right = new animation_curve_class();
     this.precurve_list = new List<animation_curve_class>();
     this.precurve = new animation_curve_class();
     this.prerandom_curve = new animation_curve_class();
     this.swap_text = "S";
     this.splat_range = new splat_range_class[0];
     this.presubfilter = new presubfilter_class();
     this.cast_height = (float)20;
     this.ray_length = (float)20;
     this.ray_radius = (float)1;
     this.ray_direction = new Vector3((float)0, (float)-1, (float)0);
     this.precurve_list.Add(new animation_curve_class());
     this.precurve_list[0].curve = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)1);
     this.precurve_list.Add(new animation_curve_class());
     this.precurve_list[0].default_curve = new AnimationCurve(this.precurve_list[0].curve.keys);
     this.precurve_list[1].curve = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)0);
     this.precurve_list[1].default_curve = new AnimationCurve(this.precurve_list[1].curve.keys);
     this.precurve_list[1].active = false;
     this.precurve_list[1].type = curve_type_enum.Random;
     this.precurve_x_left.curve = AnimationCurve.Linear((float)-1, (float)1, (float)0, (float)0);
     this.precurve_x_left.default_curve = new AnimationCurve(this.precurve_x_left.curve.keys);
     this.precurve_x_right.curve = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)1);
     this.precurve_x_right.default_curve = new AnimationCurve(this.precurve_x_right.curve.keys);
     this.precurve_y.curve = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)0);
     this.precurve_y.default_curve = new AnimationCurve(this.precurve_y.curve.keys);
     this.precurve_z_left.curve = AnimationCurve.Linear((float)-1, (float)1, (float)0, (float)0);
     this.precurve_z_left.default_curve = new AnimationCurve(this.precurve_z_left.curve.keys);
     this.precurve_z_right.curve = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)1);
     this.precurve_z_right.default_curve = new AnimationCurve(this.precurve_z_right.curve.keys);
 }