Class AnimationUtil
- Namespace
- Vintagestory.API.Common
- Assembly
- VintagestoryAPI.dll
public class AnimationUtil : IRenderer, IDisposable
- Inheritance
-
AnimationUtil
- Implements
- Inherited Members
- Extension Methods
Constructors
AnimationUtil(ICoreAPI, Vec3d)
public AnimationUtil(ICoreAPI api, Vec3d position)
Parameters
Fields
activeAnimationsByAnimCode
public Dictionary<string, AnimationMetaData> activeAnimationsByAnimCode
Field Value
animator
public AnimatorBase animator
Field Value
api
protected ICoreAPI api
Field Value
capi
protected ICoreClientAPI capi
Field Value
position
protected Vec3d position
Field Value
renderer
public AnimatableRenderer renderer
Field Value
stopRenderTriggered
protected bool stopRenderTriggered
Field Value
Properties
RenderOrder
0 = drawn first, 1 = drawn last
Default render orders by render stage:
Before:
0 = Ambient Manager
0 = Camera
Opaque:
0.1 = Blue sky (Icosahedron)
0.2 = Night skybox
0.3 = Sun and moon
0.37 = Terrain opaque
0.4 = Enitities
0.5 = Decals
0.5 = Debug wireframe
0.6 = particles
0.7 = Cinematic camera line preview
0.8 = fp held item
0.9 = held item opaque custom renderer
OIT:
0.2 = Frame buffer debug screen
0.35 = Clouds
0.37 = Terrain oit
0.4 = Enitities
0.6 = particles
0.9 = held item oit custom renderer
Shadow far:
0 = shadow map init
0.37 = Terrain shadow far
0.4 = Enitities
Shadow far done:
1 = shadow map finish
Shadow near:
0 = shadow map init
0.37 = Terrain shadow near
0.4 = Enitities
Shadow near done:
1 = shadow map finish
Ortho:
0.2 = Frame buffer debug screen
0.4 = Enitities
0.9 = held item ortho custom renderer
0.95 = sleeping overlay
0.98 = bow/spear aiming reticle
1 = Gui manager
1.02 = crosshair and mouse cursor
AfterFinalComposition:
2 = screenshot
Done:
0.1 = gui manager
2 = screenshot
0.98 = Cinematic camera camera advancing and frame capture when recording
0.99 = Chunk Tesselator Manager (uploads new/modified chunk meshes)
0.999 = Compress chunks scan
1 = video recorder
public double RenderOrder { get; }
Property Value
RenderRange
Within what range to the player OnRenderFrame() should be called (currently not used!)
public int RenderRange { get; }
Property Value
RenderTextureId
[Obsolete]
protected virtual int RenderTextureId { get; }
Property Value
Methods
AnimationTickServer(float)
public void AnimationTickServer(float deltaTime)
Parameters
deltaTimefloat
Dispose()
Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
public void Dispose()
GetAnimator(ICoreAPI, string, Shape)
public static AnimatorBase GetAnimator(ICoreAPI api, string cacheDictKey, Shape shape)
Parameters
Returns
InitializeAnimator(string, MeshData, Shape, Vec3f, EnumRenderStage)
public virtual void InitializeAnimator(string cacheDictKey, MeshData meshdata, Shape shape, Vec3f rotation, EnumRenderStage renderStage = EnumRenderStage.Opaque)
Parameters
cacheDictKeystringmeshdataMeshDatashapeShaperotationVec3frenderStageEnumRenderStage
InitializeAnimator(string, MeshRef, Shape, Vec3f, EnumRenderStage)
[Obsolete("Use MultiTextureMeshRef initialize instead, standard MeshRef does not support multiple texture atlasses")]
public virtual void InitializeAnimator(string cacheDictKey, MeshRef meshref, Shape blockShape, Vec3f rotation, EnumRenderStage renderStage = EnumRenderStage.Opaque)
Parameters
cacheDictKeystringmeshrefMeshRefblockShapeShaperotationVec3frenderStageEnumRenderStage
InitializeAnimator(string, MultiTextureMeshRef, Shape, Vec3f, EnumRenderStage)
public virtual void InitializeAnimator(string cacheDictKey, MultiTextureMeshRef meshref, Shape blockShape, Vec3f rotation, EnumRenderStage renderStage = EnumRenderStage.Opaque)
Parameters
cacheDictKeystringmeshrefMultiTextureMeshRefblockShapeShaperotationVec3frenderStageEnumRenderStage
InitializeAnimatorServer(string, Shape)
public virtual void InitializeAnimatorServer(string cacheDictKey, Shape blockShape)
Parameters
InitializeShapeAndAnimator(string, Shape, ITexPositionSource, Vec3f, out MeshData)
public virtual void InitializeShapeAndAnimator(string cacheDictKey, Shape shape, ITexPositionSource texSource, Vec3f rotation, out MeshData meshdata)
Parameters
cacheDictKeystringshapeShapetexSourceITexPositionSourcerotationVec3fmeshdataMeshData
OnAnimationsStateChange(bool)
protected virtual void OnAnimationsStateChange(bool animsNowActive)
Parameters
animsNowActivebool
OnRenderFrame(float, EnumRenderStage)
Called every frame for rendering whatever you need to render
public void OnRenderFrame(float deltaTime, EnumRenderStage stage)
Parameters
deltaTimefloatstageEnumRenderStage
StartAnimation(AnimationMetaData)
public virtual bool StartAnimation(AnimationMetaData meta)
Parameters
metaAnimationMetaData
Returns
StopAnimation(string)
public void StopAnimation(string code)
Parameters
codestring