bool VideoEncoderX264or5::configure(int bitrate_, int fps_, int gop_, int lookahead_, int threads_, bool annexB_, std::string preset_) { if (bitrate_ <= 0 || gop_ <= 0 || lookahead_ < 0 || threads_ <= 0 || preset_.empty()) { utils::errorMsg("Error configuring VideoEncoderX264or5: invalid configuration values"); return false; } bitrate = bitrate_; gop = gop_; lookahead = lookahead_; threads = threads_; annexB = annexB_; preset = preset_; if (fps_ <= 0) { fps = VIDEO_DEFAULT_FRAMERATE; setFrameTime(std::chrono::nanoseconds(0)); } else { fps = fps_; setFrameTime(std::chrono::nanoseconds(std::nano::den/fps)); } needsConfig = true; return true; }
void NiAnimation::stopRecording() { is_recording = false; setFPS(DEFAULT_FPS); setNumberOfFrames(current_frame); setFrameTime(frameTime()); }
void Sprite::init(SDL_Surface* image, int frames, int frameTime, int w, int h) { setImage( image ); setFrames( frames - 1 ); setFrameTime( frameTime ); setSize( w, h ); }
//************************************************************************************************* //! Constructor used when accessing a common video object (versus instantiating a new video for //! each frame. //************************************************************************************************* ossimVideoImageSource::ossimVideoImageSource(ossimVideoSource* /* video */, const double& frame_time_seconds) : m_frameTime (-1.0) { initialize(); setFrameTime(frame_time_seconds); }
void GrimEngine::luaUpdate() { // Update timing information unsigned newStart = g_system->getMillis(); if (newStart < _frameStart) { _frameStart = newStart; return; } _frameTime = newStart - _frameStart; _frameStart = newStart; _frameTimeCollection += _frameTime; if (_frameTimeCollection > 10000) { _frameTimeCollection = 0; lua_collectgarbage(0); } lua_beginblock(); setFrameTime(_frameTime); lua_endblock(); lua_beginblock(); setMovieTime(_movieTime); lua_endblock(); // Run asynchronous tasks lua_runtasks(); }
//************************************************************************************************* // Indirectly sets the frame time given a frame index from the start frame. //! Returns false if frame time is outside of allowable range. //************************************************************************************************* bool ossimVideoImageSource::setCurrentEntry(ossim_uint32 frame_number) { if (!m_video) return false; ossim_float64 frame_rate = m_video->videoFrameRate(); ossim_float64 frameTime = frame_number / frame_rate; return setFrameTime(frameTime); }
void LevelMainCharacter::load() { setBoundingBox(sf::FloatRect(0.f, 0.f, 30.f, 100.f)); setSpriteOffset(sf::Vector2f(-25.f, -20.f)); Animation walkingAnimation; walkingAnimation.setSpriteSheet(g_resourceManager->getTexture(ResourceID::Texture_mainChar)); walkingAnimation.addFrame(sf::IntRect(0, 0, 80, 120)); walkingAnimation.addFrame(sf::IntRect(80, 0, 80, 120)); walkingAnimation.addFrame(sf::IntRect(160, 0, 80, 120)); walkingAnimation.addFrame(sf::IntRect(240, 0, 80, 120)); walkingAnimation.addFrame(sf::IntRect(320, 0, 80, 120)); walkingAnimation.addFrame(sf::IntRect(400, 0, 80, 120)); walkingAnimation.addFrame(sf::IntRect(480, 0, 80, 120)); walkingAnimation.addFrame(sf::IntRect(560, 0, 80, 120)); addAnimation(GameObjectState::Walking, walkingAnimation); Animation idleAnimation; idleAnimation.setSpriteSheet(g_resourceManager->getTexture(ResourceID::Texture_mainChar)); idleAnimation.addFrame(sf::IntRect(640, 0, 80, 120)); addAnimation(GameObjectState::Idle, idleAnimation); Animation jumpingAnimation; jumpingAnimation.setSpriteSheet(g_resourceManager->getTexture(ResourceID::Texture_mainChar)); jumpingAnimation.addFrame(sf::IntRect(720, 0, 80, 120)); addAnimation(GameObjectState::Jumping, jumpingAnimation); Animation fightingAnimation; fightingAnimation.setSpriteSheet(g_resourceManager->getTexture(ResourceID::Texture_mainChar)); fightingAnimation.addFrame(sf::IntRect(800, 0, 80, 120)); fightingAnimation.addFrame(sf::IntRect(880, 0, 80, 120)); fightingAnimation.addFrame(sf::IntRect(960, 0, 80, 120)); fightingAnimation.addFrame(sf::IntRect(1040, 0, 80, 120)); fightingAnimation.addFrame(sf::IntRect(1040, 0, 80, 120)); addAnimation(GameObjectState::Fighting, fightingAnimation); Animation deadAnimation; deadAnimation.setSpriteSheet(g_resourceManager->getTexture(ResourceID::Texture_mainChar)); deadAnimation.addFrame(sf::IntRect(1120, 0, 80, 120)); addAnimation(GameObjectState::Dead, deadAnimation); setFrameTime(sf::seconds(0.07f)); // initial values m_state = GameObjectState::Idle; m_isFacingRight = true; setCurrentAnimation(getAnimation(m_state), !m_isFacingRight); playCurrentAnimation(true); setDebugBoundingBox(sf::Color::White); }
Animation::Animation(BVH* newBVH,const QString& bvhFile) : frame(0),totalFrames(0),mirrored(false) { qDebug("Animation::Animation(%px)",this); bvh=newBVH; if(!bvh) { qDebug("Animation::Animation(): BVH initialisation failed."); return; } QString fileName; // pick up path from src.pro qmake file's DEFINES section, i.e. usr/share/qavimator //dataPath=QAVIMATOR_DATAPATH; #ifdef __APPLE__ dataPath=QApplication::applicationDirPath() + "/../Resources"; #else dataPath=QAVIMATOR_DATAPATH; #endif // load BVH that defines motion if (!bvhFile.isEmpty()) fileName=bvhFile; else fileName=dataPath+"/"+DEFAULT_POSE; loadBVH(fileName); calcPartMirrors(); useRotationLimits(true); setNumberOfFrames(bvh->lastLoadedNumberOfFrames); setAvatarScale(bvh->lastLoadedAvatarScale); setFigureType(bvh->lastLoadedFigureType); setLoopInPoint(bvh->lastLoadedLoopIn); setLoopOutPoint(bvh->lastLoadedLoopOut); setFrameTime(bvh->lastLoadedFrameTime); positionNode=bvh->lastLoadedPositionNode; addKeyFrameAllJoints(); ikTree.set(frames); setIK(IK_LHAND, false); setIK(IK_RHAND, false); setIK(IK_LFOOT, false); setIK(IK_RFOOT, false); setLoop(false); setDirty(false); currentPlayTime=0.0; setPlaystate(PLAYSTATE_STOPPED); connect(&timer,SIGNAL(timeout()),this,SLOT(playbackTimeout())); }
VideoMixer::VideoMixer(FilterRole fRole_, bool sharedFrames, int framerate, int inputChannels, int outputWidth, int outputHeight, size_t fTime) : ManyToOneFilter(fRole_, sharedFrames, inputChannels, fTime, true) { this->outputWidth = outputWidth; this->outputHeight = outputHeight; fType = VIDEO_MIXER; maxChannels = inputChannels; setFrameTime(std::chrono::nanoseconds(std::nano::den/framerate)); layoutImg = cv::Mat(outputHeight, outputWidth, CV_8UC3); initializeEventMap(); }
void FireRatEnemy::load() { setBoundingBox(sf::FloatRect(0.f, 0.f, 40.f, 30.f)); setSpriteOffset(sf::Vector2f(-5.f, -20.f)); Animation walkingAnimation; walkingAnimation.setSpriteSheet(g_resourceManager->getTexture(ResourceID::Texture_enemy_firerat)); walkingAnimation.addFrame(sf::IntRect(0, 0, 50, 50)); walkingAnimation.addFrame(sf::IntRect(50, 0, 50, 50)); walkingAnimation.addFrame(sf::IntRect(100, 0, 50, 50)); walkingAnimation.addFrame(sf::IntRect(50, 0, 50, 50)); addAnimation(GameObjectState::Walking, walkingAnimation); Animation idleAnimation; idleAnimation.setSpriteSheet(g_resourceManager->getTexture(ResourceID::Texture_enemy_firerat)); idleAnimation.addFrame(sf::IntRect(50, 0, 50, 50)); idleAnimation.addFrame(sf::IntRect(300, 0, 50, 50)); addAnimation(GameObjectState::Idle, idleAnimation); Animation jumpingAnimation; jumpingAnimation.setSpriteSheet(g_resourceManager->getTexture(ResourceID::Texture_enemy_firerat)); jumpingAnimation.addFrame(sf::IntRect(150, 0, 50, 50)); addAnimation(GameObjectState::Jumping, jumpingAnimation); Animation fightingAnimation; fightingAnimation.setSpriteSheet(g_resourceManager->getTexture(ResourceID::Texture_enemy_firerat)); fightingAnimation.addFrame(sf::IntRect(200, 0, 50, 50)); fightingAnimation.addFrame(sf::IntRect(250, 0, 50, 50)); addAnimation(GameObjectState::Fighting, fightingAnimation); Animation deadAnimation; deadAnimation.setSpriteSheet(g_resourceManager->getTexture(ResourceID::Texture_enemy_firerat)); deadAnimation.addFrame(sf::IntRect(350, 0, 50, 50)); addAnimation(GameObjectState::Dead, deadAnimation); setFrameTime(sf::seconds(0.08f)); // initial values m_state = GameObjectState::Idle; m_isFacingRight = true; setCurrentAnimation(getAnimation(m_state), !m_isFacingRight); playCurrentAnimation(true); }
void LuaBase::update(int frameTime, int movieTime) { _frameTimeCollection += frameTime; if (_frameTimeCollection > 10000) { _frameTimeCollection = 0; lua_collectgarbage(0); } lua_beginblock(); setFrameTime(frameTime); lua_endblock(); lua_beginblock(); setMovieTime(movieTime); lua_endblock(); // Run asynchronous tasks lua_runtasks(); }
void FearSpell::load(const SpellBean& bean, LevelMovableGameObject* mob, const sf::Vector2f& target) { setSpriteOffset(sf::Vector2f(-10.f, -10.f)); Animation spellAnimation; spellAnimation.setSpriteSheet(g_resourceManager->getTexture(ResourceID::Texture_spell_fear)); spellAnimation.addFrame(sf::IntRect(0, 0, 30, 30)); spellAnimation.addFrame(sf::IntRect(30, 0, 30, 30)); addAnimation(GameObjectState::Idle, spellAnimation); setFrameTime(sf::seconds(0.1f)); // initial values setCurrentAnimation(getAnimation(GameObjectState::Idle), false); playCurrentAnimation(true); Spell::load(bean, mob, target); }
Frog::Frog(float x, float y, sf::Texture &s) : DynamicGameEntity(x, y, s){ setFrameTime(sf::seconds(0.07)); facingRight = -1; gravity = 20; moveSpeed = 50; jumpSpeed = -3; setSign(false); type = entityTypes::NPC; //boundingBox boundingBox.top = 20; boundingBox.height = 11; boundingBox.left = 7; boundingBox.width = 16; facingRight = true; }
void ModelMd2::setFrame(float time) { setFrameTime(time); }
void AnimatedMesh::restart() { setFrame(0); setFrameTime(0); }