public static AnimationStatus RenderFrame(Avatar avatar, Animation animation, uint frame) { var numDone = 0; foreach (var motion in animation.Motions) { var bone = avatar.Skeleton.GetBone(motion.BoneName); var motionFrame = frame; if (frame >= motion.FrameCount) { numDone++; motionFrame = (uint)motion.FrameCount - 1; } if (motion.HasTranslation) { bone.Translation = animation.Translations[motion.FirstTranslationIndex + motionFrame]; } if (motion.HasRotation) { bone.Rotation = animation.Rotations[motion.FirstRotationIndex + motionFrame]; } } avatar.ReloadSkeleton(); if (numDone == animation.Motions.Length) { return(AnimationStatus.COMPLETED); } else { return(AnimationStatus.IN_PROGRESS); } }
public void Update(GameTime time) { var now = time.ElapsedGameTime.Milliseconds; if (this.Status == AnimationStatus.WAITING_TO_START) { StartTime = now; this.Status = AnimationStatus.IN_PROGRESS; } var fps = 30.0f * Speed; var fpms = fps / 1000; var runTime = now - StartTime; uint frame = (uint)(runTime * fpms); var fraction = (runTime * fpms) - frame; int numDone = 0; /** Speed is 30fps by default **/ foreach (var motion in Animation.Motions) { var bone = Avatar.Skeleton.GetBone(motion.BoneName); var motionFrame = frame; if (frame >= motion.FrameCount) { numDone++; motionFrame = motion.FrameCount - 1; } if (motion.HasTranslation) { bone.Translation = Animation.Translations[motion.FirstTranslationIndex + motionFrame]; } if (motion.HasRotation) { bone.Rotation = Animation.Rotations[motion.FirstRotationIndex + motionFrame]; } } if (numDone == Animation.Motions.Length) { /** Completed! **/ this.Status = AnimationStatus.COMPLETED; } else { Avatar.ReloadSkeleton(); } }
public static AnimationStatus RenderFrame(Avatar avatar, Animation animation, uint frame) { var numDone = 0; foreach (var motion in animation.Motions) { var bone = avatar.Skeleton.GetBone(motion.BoneName); var motionFrame = frame; if (frame >= motion.FrameCount) { numDone++; motionFrame = (uint)motion.FrameCount - 1; } if (motion.HasTranslation) { bone.Translation = animation.Translations[motion.FirstTranslationIndex + motionFrame]; } if (motion.HasRotation) { bone.Rotation = animation.Rotations[motion.FirstRotationIndex + motionFrame]; } } avatar.ReloadSkeleton(); if (numDone == animation.Motions.Length) { return AnimationStatus.COMPLETED; } else { return AnimationStatus.IN_PROGRESS; } }