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C++ LPD3DXANIMATIONCONTROLLER类代码示例

本文整理汇总了C++中LPD3DXANIMATIONCONTROLLER的典型用法代码示例。如果您正苦于以下问题:C++ LPD3DXANIMATIONCONTROLLER类的具体用法?C++ LPD3DXANIMATIONCONTROLLER怎么用?C++ LPD3DXANIMATIONCONTROLLER使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了LPD3DXANIMATIONCONTROLLER类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: GetAnimIndex

//-----------------------------------------------------------------------------
// Name: CBipedAnimInstance::GetAnimIndex()
// Desc: Returns the index of an animation set within this animation instance's
//       animation controller given an animation set name.
//-----------------------------------------------------------------------------
DWORD CXFileAnimInstance::GetAnimIndex( char sString[] )
{
    HRESULT hr;
    LPD3DXANIMATIONCONTROLLER pAC;
    LPD3DXANIMATIONSET pAS;
    DWORD dwRet = ANIMINDEX_FAIL;

    m_pAI->GetAnimController( & pAC );

    for( DWORD i = 0; i < pAC->GetNumAnimationSets(); ++ i )
    {
        hr = pAC->GetAnimationSet( i, & pAS );
        if( FAILED( hr ) )
            continue;

        if( pAS->GetName() &&
            !strncmp( pAS->GetName(), sString, min( strlen( pAS->GetName() ), strlen( sString ) ) ) )
        {
            dwRet = i;
            pAS->Release();
            break;
        }

        pAS->Release();
    }

    pAC->Release();

    return dwRet;
}
开发者ID:LiXizhi,项目名称:NPLRuntime,代码行数:35,代码来源:XFileAnimInstance.cpp

示例2: InvalidateDeviceObjects

//-----------------------------------------------------------------------------
// Name: CTiny::RestoreDeviceObjects()
// Desc: Free D3D objects so that the device can be reset.
//-----------------------------------------------------------------------------
HRESULT CTiny::InvalidateDeviceObjects()
{
    // Save the current track's animation set name
    // so we can reset it again in RestoreDeviceObjects later.
    LPD3DXANIMATIONCONTROLLER pAC = NULL;
    m_pAI->GetAnimController( &pAC );
    if( pAC )
    {
        LPD3DXANIMATIONSET pAS = NULL;
        pAC->GetTrackAnimationSet( m_dwCurrentTrack, &pAS );
        if( pAS )
        {
            if( pAS->GetName() )
                strcpy_s( m_szASName, 64, pAS->GetName() );
            SAFE_RELEASE( pAS );
        }
        SAFE_RELEASE( pAC );
    }

    CMultiAnimAllocateHierarchy AH;
    AH.SetMA( m_pMA );
    m_pMA->Cleanup( &AH );

    return S_OK;
}
开发者ID:benjcleveland,项目名称:UW-Game,代码行数:29,代码来源:Tiny.cpp

示例3: SmoothLoiter

//-----------------------------------------------------------------------------
// Name: CBipedAnimInstance::SmoothLoiter()
// Desc: If Biped is loitering, check if we have reached the end of animation.
//       If so, set up a new track to play Loiter animation from the start and
//       smoothly transition to the track, so that Biped can loiter more.
//-----------------------------------------------------------------------------
void CXFileAnimInstance::SmoothLoiter()
{
    LPD3DXANIMATIONCONTROLLER pAC;
    LPD3DXANIMATIONSET pASTrack, pASLoiter;
    m_pAI->GetAnimController( & pAC );

    // check if we're loitering
    pAC->GetTrackAnimationSet( m_dwCurrentTrack, & pASTrack );
    pAC->GetAnimationSet( m_dwAnimIdxLoiter, & pASLoiter );
    if( pASTrack && pASTrack == pASLoiter )
    {
        D3DXTRACK_DESC td;
        pAC->GetTrackDesc( m_dwCurrentTrack, & td );
        if( td.Position > pASTrack->GetPeriod() - IDLE_TRANSITION_TIME )  // come within the change delta of the end
		{
			// play loiter animation again (from the beginning)
            strcpy(m_szASNameTarget, "Loiter");
			PlayAnimation(false);
		}
    }

    SAFE_RELEASE( pASTrack );
    SAFE_RELEASE( pASLoiter );
    SAFE_RELEASE( pAC );
}
开发者ID:LiXizhi,项目名称:NPLRuntime,代码行数:31,代码来源:XFileAnimInstance.cpp

示例4: GetAnimIndex

//-----------------------------------------------------------------------------
// Name: CTiny::Setup
// Desc: Initializes the class and readies it for animation
//-----------------------------------------------------------------------------
HRESULT CTiny::Setup(double dTimeCurrent, D3DXVECTOR3 pInitialPosition, CSoundManager *p_sound )
{
    HRESULT hr;
    WCHAR str[MAX_PATH];

    // set the current and prev time
    m_dTimeCurrent = m_dTimePrev = dTimeCurrent;

    hr = m_pMA->CreateNewInstance( &m_dwMultiAnimIdx );
    if( FAILED( hr ) )
        return E_OUTOFMEMORY;

    m_pAI = m_pMA->GetInstance( m_dwMultiAnimIdx );

    // set initial position
    m_vPos = pInitialPosition;

    m_fFacing = 0.0f;

    // set up anim indices
    m_dwAnimIdxLoiter = GetAnimIndex( "Loiter" );
    m_dwAnimIdxWalk = GetAnimIndex( "Walk" );
    m_dwAnimIdxJog = GetAnimIndex( "Jog" );
    if( m_dwAnimIdxLoiter == ANIMINDEX_FAIL ||
        m_dwAnimIdxWalk == ANIMINDEX_FAIL ||
        m_dwAnimIdxJog == ANIMINDEX_FAIL )
        return E_FAIL;

    // compute reorientation matrix based on default orientation and bounding radius
    D3DXMATRIX mx;
    float fScale = 1.f / m_pMA->GetBoundingRadius() / 2.5f;
    D3DXMatrixScaling( &mx, fScale, fScale, fScale );
    m_mxOrientation = mx;
    D3DXMatrixRotationX( &mx, -D3DX_PI / 2.0f );
    D3DXMatrixMultiply( &m_mxOrientation, &m_mxOrientation, &mx );
    D3DXMatrixRotationY( &mx, D3DX_PI / 2.0f );
    D3DXMatrixMultiply( &m_mxOrientation, &m_mxOrientation, &mx );

    // set track to idle
    SetIdleKey(false);

    LPD3DXANIMATIONCONTROLLER pAC;
    m_pAI->GetAnimController( &pAC );
    pAC->AdvanceTime( m_dTimeCurrent, NULL );
    pAC->Release();

    // Use D3DX to create a texture from a file based image
    DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"metalplate.wav" );
    // load the sound
    hr = p_sound->Create(&m_pSound,str,DSBCAPS_CTRLVOLUME);

    return S_OK;
}
开发者ID:benjcleveland,项目名称:UW-Game,代码行数:57,代码来源:Tiny.cpp

示例5: SetupCallbacksAndCompression

//-----------------------------------------------------------------------------
// Name: CBipedAnimInstance::RestoreDeviceObjects()
// Desc: Reinitialize necessary objects
//-----------------------------------------------------------------------------
HRESULT CXFileAnimInstance::RestoreDeviceObjects()
{
    // Compress the animation sets in the new animation controller
    SetupCallbacksAndCompression();

    LPD3DXANIMATIONCONTROLLER pAC;
    m_pAI->GetAnimController( & pAC );
    pAC->ResetTime();
    pAC->AdvanceTime( m_dTimeCurrent, NULL );

    // Initialize current track
    if( m_szASName[0] != '\0' )
    {
        DWORD dwActiveSet = GetAnimIndex( m_szASName );
        LPD3DXANIMATIONSET pAS = NULL;
        pAC->GetAnimationSet( dwActiveSet, &pAS );
        pAC->SetTrackAnimationSet( m_dwCurrentTrack, pAS );
        SAFE_RELEASE( pAS );
    }

    pAC->SetTrackEnable( m_dwCurrentTrack, TRUE );
    pAC->SetTrackWeight( m_dwCurrentTrack, 1.0f );
    pAC->SetTrackSpeed( m_dwCurrentTrack, 1.0f );

    SAFE_RELEASE( pAC );

    // Call animate to initialize the tracks.
    Animate( 0.0 );
    return S_OK;
}
开发者ID:LiXizhi,项目名称:NPLRuntime,代码行数:34,代码来源:XFileAnimInstance.cpp

示例6: GetSpeedScale

//-----------------------------------------------------------------------------
// Name: CTiny::GetSpeedScale()
// Desc: Returns the speed of the current track.
//-----------------------------------------------------------------------------
double CTiny::GetSpeedScale()
{
    LPD3DXANIMATIONCONTROLLER pAC;
    D3DXTRACK_DESC td;

    if( m_bIdle )
        return 1.0;
    else
    {
        m_pAI->GetAnimController( &pAC );
        pAC->GetTrackDesc( m_dwCurrentTrack, &td );
        pAC->Release();

        return td.Speed;
    }
}
开发者ID:KNeal,项目名称:Oculus,代码行数:20,代码来源:Tiny.cpp

示例7: CreateInstance

//-----------------------------------------------------------------------------
// Name: CMultiAnim::CreateInstance()
// Desc: Create a new animation instance based on our animation frames and
//       animation controller.
//-----------------------------------------------------------------------------
HRESULT CMultiAnim::CreateInstance( CAnimInstance ** ppAnimInstance )
{
    * ppAnimInstance = NULL;

    LPD3DXANIMATIONCONTROLLER pNewAC = NULL;
    HRESULT hr;
    CAnimInstance * pAI = NULL;

    // Clone the original AC.  This clone is what we will use to animate
    // this mesh; the original never gets used except to clone, since we
    // always need to be able to add another instance at any time.
    hr = m_pAC->CloneAnimationController( m_pAC->GetMaxNumAnimationOutputs(),
                                          m_pAC->GetMaxNumAnimationSets(),
                                          m_pAC->GetMaxNumTracks(),
                                          m_pAC->GetMaxNumEvents(),
                                          &pNewAC );
    if( SUCCEEDED( hr ) )
    {
        // create the new AI
        pAI = new CAnimInstance( this );
        if( pAI == NULL )
        {
            hr = E_OUTOFMEMORY;
            goto e_Exit;
        }

        // set it up
        hr = pAI->Setup( pNewAC );
        if( FAILED( hr ) )
            goto e_Exit;

        * ppAnimInstance = pAI;
    }

e_Exit:

    if( FAILED( hr ) )
    {
        if( pAI )
            delete pAI;

        if( pNewAC )
            pNewAC->Release();
    }

    return hr;
}
开发者ID:LiXizhi,项目名称:NPLRuntime,代码行数:52,代码来源:MultiAnimationLib.cpp

示例8: AddCallbackKeysAndCompress

//-----------------------------------------------------------------------------
// Name: CBipedAnimInstance::AddCallbackKeysAndCompress()
// Desc: Replaces an animation set in the animation controller with the
//       compressed version and callback keys added to it.
//-----------------------------------------------------------------------------
HRESULT CXFileAnimInstance::AddCallbackKeysAndCompress( LPD3DXANIMATIONCONTROLLER pAC,
                                           LPD3DXKEYFRAMEDANIMATIONSET pAS,
                                           DWORD dwNumCallbackKeys,
                                           D3DXKEY_CALLBACK aKeys[],
                                           DWORD dwCompressionFlags,
                                           FLOAT fCompression )
{
    HRESULT hr;
    LPD3DXCOMPRESSEDANIMATIONSET pASNew = NULL;
    LPD3DXBUFFER pBufCompressed = NULL;

    hr = pAS->Compress( dwCompressionFlags, fCompression, NULL, &pBufCompressed );
    if( FAILED( hr ) )
        goto e_Exit;

    hr = D3DXCreateCompressedAnimationSet( pAS->GetName(),
                                           pAS->GetSourceTicksPerSecond(),
                                           pAS->GetPlaybackType(),
                                           pBufCompressed,
                                           dwNumCallbackKeys,
                                           aKeys,
                                           &pASNew );
	pBufCompressed->Release();

    if( FAILED( hr ) )
        goto e_Exit;

    pAC->UnregisterAnimationSet( pAS );
    pAS->Release();

    hr = pAC->RegisterAnimationSet( pASNew );
    if( FAILED( hr ) )
        goto e_Exit;

    pASNew->Release();
    pASNew = NULL;


e_Exit:
    
    if( pASNew )
        pASNew->Release();

    return hr;
}
开发者ID:LiXizhi,项目名称:NPLRuntime,代码行数:50,代码来源:XFileAnimInstance.cpp

示例9: InvalidateDeviceObjects

//-----------------------------------------------------------------------------
// Name: CBipedAnimInstance::InvalidateDeviceObjects()
// Desc: Free D3D objects so that the device can be reset.
//-----------------------------------------------------------------------------
HRESULT CXFileAnimInstance::InvalidateDeviceObjects()
{
    // Save the current track's animation set name
    // so we can reset it again in RestoreDeviceObjects later.
    LPD3DXANIMATIONCONTROLLER pAC = NULL;
    m_pAI->GetAnimController( & pAC );
    if( pAC )
    {
        LPD3DXANIMATIONSET pAS = NULL;
        pAC->GetTrackAnimationSet( m_dwCurrentTrack, &pAS );
        if( pAS )
        {
            if( pAS->GetName() )
                strcpy( m_szASName, pAS->GetName() );
            SAFE_RELEASE( pAS );
        }
        SAFE_RELEASE( pAC );
    }

    return S_OK;
}
开发者ID:LiXizhi,项目名称:NPLRuntime,代码行数:25,代码来源:XFileAnimInstance.cpp

示例10: SetAnimController

//アニメーションコントローラの設置
void Dx_AnimeAuxiliary::SetAnimController(LPD3DXANIMATIONCONTROLLER lpAnimCont)
{
	//
	if(lpAnimCont!=NULL)
	{
		//アニメーションコントローラのアドレスを登録
		this->lpAnimCont = lpAnimCont;

		//登録トラック数を取得
		this->max_num_track = lpAnimCont->GetMaxNumTracks();
	}
}
开发者ID:excellentgenius,项目名称:PaperKing,代码行数:13,代码来源:dx_anime_cont_auxiliary.cpp

示例11: SmoothLoiter

//-----------------------------------------------------------------------------
// Name: CTiny::SmoothLoiter()
// Desc: If Tiny is loitering, check if we have reached the end of animation.
//       If so, set up a new track to play Loiter animation from the start and
//       smoothly transition to the track, so that Tiny can loiter more.
//-----------------------------------------------------------------------------
void CTiny::SmoothLoiter()
{
    LPD3DXANIMATIONCONTROLLER pAC;
    LPD3DXANIMATIONSET pASTrack, pASLoiter;
    m_pAI->GetAnimController( &pAC );

    // check if we're loitering
    pAC->GetTrackAnimationSet( m_dwCurrentTrack, &pASTrack );
    pAC->GetAnimationSet( m_dwAnimIdxLoiter, &pASLoiter );
    if( pASTrack && pASTrack == pASLoiter )
    {
        D3DXTRACK_DESC td;
        pAC->GetTrackDesc( m_dwCurrentTrack, &td );
        if( td.Position > pASTrack->GetPeriod() - IDLE_TRANSITION_TIME )  // come within the change delta of the end
            SetIdleKey( true );
    }

    SAFE_RELEASE( pASTrack );
    SAFE_RELEASE( pASLoiter );
    SAFE_RELEASE( pAC );
}
开发者ID:KNeal,项目名称:Oculus,代码行数:27,代码来源:Tiny.cpp

示例12: Create

INT CLcXSkinIns::Create(void* p1, void* p2, void* p3, void* p4)
{
	XTrack*	pInst	= NULL;

	m_pOrg	= (CLcXSkinSrc*)p1;
	pInst	=(XTrack*)p2;

	LPD3DXANIMATIONCONTROLLER	pAcOrg	= (LPD3DXANIMATIONCONTROLLER)m_pOrg->GetAniController();

	m_pFrameOrg					= (LPD3DXFRAME)m_pOrg->GetFrameRoot();

	HRESULT	hr=-1;
	DWORD i, dwTracks;
	LPD3DXANIMATIONCONTROLLER pNewAC = NULL;



	if(pAcOrg)
	{
		if(m_pAC)
			m_pAC->Release();

		UINT MaxNumAnimationOutputs	= pAcOrg->GetMaxNumAnimationOutputs();
		UINT MaxNumAnimationSets	= pAcOrg->GetMaxNumAnimationSets();
		UINT MaxNumTracks			= pAcOrg->GetMaxNumTracks();
		UINT MaxNumEvents			= pAcOrg->GetMaxNumEvents();

		hr = pAcOrg->CloneAnimationController(MaxNumAnimationOutputs
			,	MaxNumAnimationSets
			,	MaxNumTracks
			,	MaxNumEvents
			,	&pNewAC);

		if(FAILED(hr))
			return -1;

		m_pAC = pNewAC;

		//	LPD3DXTRACK_DESC;
		//LPD3DXANIMATIONSET pAS= NULL;


		FLOAT	fTrackPosition	= pInst->fTrackPosition;
		FLOAT	fTrackSpeed		= pInst->fTrackSpeed;

		// Start with all tracks disabled
		dwTracks = m_pAC->GetMaxNumTracks();

		for( i = 0; i < dwTracks; ++ i )
		{
			m_pAC->SetTrackEnable( i, TRUE );
			m_pAC->SetTrackWeight( i, 1.0f );
			m_pAC->SetTrackSpeed( i, 1);
			m_pAC->SetTrackPosition(i, fTrackPosition);
		}

	}

	return 0;
}
开发者ID:GALICSOFT,项目名称:glc220_src,代码行数:60,代码来源:LnXSkinIns.cpp

示例13: GetAnimationIndex

//-----------------------------------------------------------------------------
// Name: CBipedAnimInstance::InitDeviceObjects
// Desc: Initializes the class and readies it for animation
//-----------------------------------------------------------------------------
HRESULT CXFileAnimInstance::InitDeviceObjects()
{
    HRESULT hr;
    hr = m_pMA->CreateNewInstance( & m_dwMultiAnimIdx );
    if( FAILED( hr ) )
        return E_OUTOFMEMORY;

    m_pAI = m_pMA->GetInstance( m_dwMultiAnimIdx );

    // set up anim indices
	GetAnimationIndex();

	// set up footstep callbacks
    SetupCallbacksAndCompression();
    // compute reorientation matrix based on default orientation and bounding radius
    Matrix4 mx;
	// Set the raduis of the object as it appears in the scene to 1/7.0f units
	float fScale = 1.f / m_pMA->GetBoundingRadius() / 7.f;
	ParaMatrixScaling( & mx, fScale, fScale, fScale );
    m_mxOrientation = mx;

    // the following code is required by DirectX model trandsformation.
	ParaMatrixRotationX( & mx, -MATH_PI / 2.0f );
    ParaMatrixMultiply( & m_mxOrientation, & m_mxOrientation, & mx );
    ParaMatrixRotationY( & mx, MATH_PI / 2.0f );
    ParaMatrixMultiply( & m_mxOrientation, & m_mxOrientation, & mx );
	
    // default: play idle animation
	strcpy(m_szASNameTarget,"Loiter");

    //ComputeFacingTarget();
	PlayAnimation(false);	//force loading the first animation

    LPD3DXANIMATIONCONTROLLER pAC;
    m_pAI->GetAnimController( & pAC );
    pAC->AdvanceTime( m_dTimeCurrent, NULL );
    pAC->Release();

    return S_OK;
}
开发者ID:LiXizhi,项目名称:NPLRuntime,代码行数:44,代码来源:XFileAnimInstance.cpp

示例14: SetupCallbacksAndCompression

//-----------------------------------------------------------------------------
// Name: CTiny::SetupCallbacksAndCompression()
// Desc: Add callback keys to the walking and jogging animation sets in the
//       animation controller for playing footstepping sound.  Then compress
//       all animation sets in the animation controller.
//-----------------------------------------------------------------------------
HRESULT CTiny::SetupCallbacksAndCompression()
{
    LPD3DXANIMATIONCONTROLLER pAC;
    LPD3DXKEYFRAMEDANIMATIONSET pASLoiter, pASWalk, pASJog;

    m_pAI->GetAnimController( &pAC );
    pAC->GetAnimationSet( m_dwAnimIdxLoiter, ( LPD3DXANIMATIONSET* )&pASLoiter );
    pAC->GetAnimationSet( m_dwAnimIdxWalk, ( LPD3DXANIMATIONSET* )&pASWalk );
    pAC->GetAnimationSet( m_dwAnimIdxJog, ( LPD3DXANIMATIONSET* )&pASJog );

    D3DXKEY_CALLBACK aKeysWalk[ 2 ];
    aKeysWalk[ 0 ].Time = 0;
    aKeysWalk[ 0 ].pCallbackData = &m_CallbackData[ 0 ];
    aKeysWalk[ 1 ].Time = float( pASWalk->GetPeriod() / 2.0 * pASWalk->GetSourceTicksPerSecond() );
    aKeysWalk[ 1 ].pCallbackData = &m_CallbackData[ 1 ];

    D3DXKEY_CALLBACK aKeysJog[ 8 ];
    for( int i = 0; i < 8; ++ i )
    {
        aKeysJog[ i ].Time = float( pASJog->GetPeriod() / 8 * ( double )i * pASWalk->GetSourceTicksPerSecond() );
        aKeysJog[ i ].pCallbackData = &m_CallbackData[ ( i + 1 ) % 2 ];
    }

    AddCallbackKeysAndCompress( pAC, pASLoiter, 0, NULL, D3DXCOMPRESS_DEFAULT, .8f );
    AddCallbackKeysAndCompress( pAC, pASWalk, 2, aKeysWalk, D3DXCOMPRESS_DEFAULT, .4f );
    AddCallbackKeysAndCompress( pAC, pASJog, 8, aKeysJog, D3DXCOMPRESS_DEFAULT, .25f );

    m_dwAnimIdxLoiter = GetAnimIndex( "Loiter" );
    m_dwAnimIdxWalk = GetAnimIndex( "Walk" );
    m_dwAnimIdxJog = GetAnimIndex( "Jog" );
    if( m_dwAnimIdxLoiter == ANIMINDEX_FAIL ||
        m_dwAnimIdxWalk == ANIMINDEX_FAIL ||
        m_dwAnimIdxJog == ANIMINDEX_FAIL )
        return E_FAIL;

    pAC->Release();

    return S_OK;
}
开发者ID:KNeal,项目名称:Oculus,代码行数:45,代码来源:Tiny.cpp

示例15: strcpy

//-----------------------------------------------------------------------------
// Name: CBipedAnimInstance::PlayAnimation()
// Desc: Initialize a new track in the animation controller for the movement
//       animation (run or walk), and set up the smooth transition from the idle
//       animation (current track) to it (new track).
// Params:  bContinue: If it's true,load new animation track only if sAnimName is 
//			different from the track that is being played
// note: m_szASNameTarget can be numbers, which is translated as index into the 
//		 model file's animation sets.
//-----------------------------------------------------------------------------
void CXFileAnimInstance::PlayAnimation(bool bContinue)
{
	// -- return if no new animation is specified
	if(bContinue && strcmp(m_szASNameTarget, m_szASName) == 0)
		return;
	strcpy(m_szASName, m_szASNameTarget);
	
	// -- create new track
	DWORD dwNewTrack = ( m_dwCurrentTrack == 0 ? 1 : 0 );
    LPD3DXANIMATIONCONTROLLER pAC;
    LPD3DXANIMATIONSET pAS;
    m_pAI->GetAnimController( & pAC );


	// TODO: use hash tablle to get the animation set
	// -- Get the animation set
	HRESULT hr;
    double dTransitionPeriod = MOVE_TRANSITION_TIME;
	if(strcmp(m_szASName, "Walk") == 0)
	{
		hr = pAC->GetAnimationSet( m_dwAnimIdxWalk, & pAS );
		dTransitionPeriod = MOVE_TRANSITION_TIME;
	}
	else if(strcmp(m_szASName, "Jog") == 0)
	{
        hr = pAC->GetAnimationSet( m_dwAnimIdxJog, & pAS );
		dTransitionPeriod = MOVE_TRANSITION_TIME;
	}
	else if( ('0'<= m_szASName[0]) && (m_szASName[0]<='9') ) 
	{// if it's a number from 0~99
		UINT nIndex = 0;
		if(('0'<= m_szASName[1]) && (m_szASName[1]<='9'))
			nIndex = (m_szASName[0] - '0')*10+m_szASName[1]-'0';
		else
			nIndex = (m_szASName[0] - '0');

        // use the name as the index of the animation set.
		hr = pAC->GetAnimationSet( nIndex, & pAS );
		dTransitionPeriod = MOVE_TRANSITION_TIME;
	}
	else //if(strcmp(m_szASName, "Loiter"))
	{
		hr = pAC->GetAnimationSet( m_dwAnimIdxLoiter, & pAS );
		dTransitionPeriod = IDLE_TRANSITION_TIME;
	}

	if( ! SUCCEEDED(hr) ) // failed to load
	{ 
		// TODO: Load default animation
		hr = pAC->GetAnimationSet( m_dwAnimIdxLoiter, & pAS );
		dTransitionPeriod = IDLE_TRANSITION_TIME;
		if( ! SUCCEEDED(hr) )// failed to load the default
			return;
	}

	// -- Enable new track and set transition weight
    pAC->SetTrackAnimationSet( dwNewTrack, pAS );
    pAS->Release();

    pAC->UnkeyAllTrackEvents( m_dwCurrentTrack );
    pAC->UnkeyAllTrackEvents( dwNewTrack );

    pAC->KeyTrackEnable( m_dwCurrentTrack, FALSE, m_dTimeCurrent + dTransitionPeriod );
    pAC->KeyTrackSpeed( m_dwCurrentTrack, 0.0f, m_dTimeCurrent, dTransitionPeriod, D3DXTRANSITION_LINEAR );
    pAC->KeyTrackWeight( m_dwCurrentTrack, 0.0f, m_dTimeCurrent, dTransitionPeriod, D3DXTRANSITION_LINEAR );
    pAC->SetTrackEnable( dwNewTrack, TRUE );
    pAC->KeyTrackSpeed( dwNewTrack, 1.0f, m_dTimeCurrent, dTransitionPeriod, D3DXTRANSITION_LINEAR );
    pAC->KeyTrackWeight( dwNewTrack, 1.0f, m_dTimeCurrent, dTransitionPeriod, D3DXTRANSITION_LINEAR );

	if(!bContinue) // restart
		pAC->SetTrackPosition( dwNewTrack, 0.0 );

    m_dwCurrentTrack = dwNewTrack;

    pAC->Release();
}
开发者ID:LiXizhi,项目名称:NPLRuntime,代码行数:86,代码来源:XFileAnimInstance.cpp


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