Esempio n. 1
0
SICALLBACK aaOcean_BeginEvaluate( ICENodeContext& in_ctxt )
{
    // get ocean pointer from user-data
    aaOcean *pOcean = (aaOcean *)(CValue::siPtrType)in_ctxt.GetUserData();

    // get ICE node input port arrays
    CDataArrayLong PointID( in_ctxt, ID_IN_PointID);
    CDataArrayLong resolution( in_ctxt, ID_IN_RESOLUTION);      
    CDataArrayLong seed( in_ctxt, ID_IN_SEED);
    CDataArrayFloat waveHeight( in_ctxt, ID_IN_WAVE_HEIGHT);
    CDataArrayFloat waveSpeed( in_ctxt, ID_IN_WAVESPEED);
    CDataArrayFloat chop( in_ctxt, ID_IN_CHOP);
    CDataArrayFloat oceanScale( in_ctxt, ID_IN_OCEAN_SCALE );
    CDataArrayFloat oceanDepth( in_ctxt, ID_IN_OCEAN_DEPTH );
    CDataArrayFloat windDir( in_ctxt, ID_IN_WINDDIR );
    CDataArrayFloat cutoff( in_ctxt, ID_IN_CUTOFF);
    CDataArrayFloat velocity( in_ctxt, ID_IN_WINDVELOCITY);
    CDataArrayLong  windAlign( in_ctxt, ID_IN_WINDALIGN );
    CDataArrayFloat damp( in_ctxt, ID_IN_DAMP);
    CDataArrayBool enableFoam( in_ctxt, ID_IN_ENABLEFOAM);
    CDataArrayFloat time( in_ctxt, ID_IN_TIME);
    CDataArrayFloat loopTime( in_ctxt, ID_IN_REPEAT_TIME);
    CDataArrayFloat surfaceTension( in_ctxt, ID_IN_SURFACE_TENSION);
    CDataArrayFloat randWeight( in_ctxt, ID_IN_RAND_WEIGHT);

    pOcean->input(resolution[0], 
        seed[0],
        oceanScale[0], 
        oceanDepth[0],
        surfaceTension[0],
        velocity[0], 
        cutoff[0], 
        windDir[0], 
        windAlign[0], 
        damp[0], 
        waveSpeed[0], 
        waveHeight[0],
        chop[0], 
        time[0],
        loopTime[0],
        enableFoam[0],
        randWeight[0]);

    return CStatus::OK;
}
Esempio n. 2
0
void Timeline::update( float absTime )
{
	absTime = loopTime( absTime );
	stepTo( absTime );
}