本文整理汇总了C++中LPD3DXANIMATIONSET类的典型用法代码示例。如果您正苦于以下问题:C++ LPD3DXANIMATIONSET类的具体用法?C++ LPD3DXANIMATIONSET怎么用?C++ LPD3DXANIMATIONSET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LPD3DXANIMATIONSET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: SetAnimByName
bool MoonSkinmesh::SetAnimByName(const char *strAnimName)
{
if(_pAnimController == NULL)
return false;
UINT nAnimSet;
string strAnim = strAnimName;
if(strAnim == _strAnimName)
return true;
_strAnimName = strAnim;
string strTemp;
nAnimSet = _pAnimController->GetMaxNumAnimationSets();
LPD3DXANIMATIONSET pAnimSet;
for(UINT i = 0; i < nAnimSet; i++)
{
_pAnimController->GetAnimationSet(i,&pAnimSet);
strTemp = pAnimSet->GetName();
if(strTemp == strAnim)
{
/*_currentTrack++;*/
_pAnimController->SetTrackAnimationSet(0,pAnimSet);
_pAnimController->ResetTime();
/*_pAnimController->SetTrackEnable((_currentTrack+1)%2, FALSE);
_pAnimController->SetTrackEnable(_currentTrack%2, TRUE);*/
return true;
}
}
return false;
}
示例2: SetIdleKey
//-----------------------------------------------------------------------------
// Name: CTiny::SetIdleKey()
// Desc: Initialize a new track in the animation controller for the idle
// (loiter ) animation, and set up the smooth transition from the
// movement animation (current track) to it (new track).
//
// bResetPosition controls whether we start the Loiter animation from
// its beginning or current position.
//-----------------------------------------------------------------------------
void CTiny::SetIdleKey( bool bResetPosition )
{
DWORD dwNewTrack = ( m_dwCurrentTrack == 0 ? 1 : 0 );
LPD3DXANIMATIONCONTROLLER pAC;
LPD3DXANIMATIONSET pAS;
m_pAI->GetAnimController( &pAC );
pAC->GetAnimationSet( m_dwAnimIdxLoiter, &pAS );
pAC->SetTrackAnimationSet( dwNewTrack, pAS );
pAS->Release();
pAC->UnkeyAllTrackEvents( m_dwCurrentTrack );
pAC->UnkeyAllTrackEvents( dwNewTrack );
pAC->KeyTrackEnable( m_dwCurrentTrack, FALSE, m_dTimeCurrent + IDLE_TRANSITION_TIME );
pAC->KeyTrackSpeed( m_dwCurrentTrack, 0.0f, m_dTimeCurrent, IDLE_TRANSITION_TIME, D3DXTRANSITION_LINEAR );
pAC->KeyTrackWeight( m_dwCurrentTrack, 0.0f, m_dTimeCurrent, IDLE_TRANSITION_TIME, D3DXTRANSITION_LINEAR );
pAC->SetTrackEnable( dwNewTrack, TRUE );
pAC->KeyTrackSpeed( dwNewTrack, 1.0f, m_dTimeCurrent, IDLE_TRANSITION_TIME, D3DXTRANSITION_LINEAR );
pAC->KeyTrackWeight( dwNewTrack, 1.0f, m_dTimeCurrent, IDLE_TRANSITION_TIME, D3DXTRANSITION_LINEAR );
if( bResetPosition )
pAC->SetTrackPosition( dwNewTrack, 0.0 );
m_dwCurrentTrack = dwNewTrack;
pAC->Release();
}
示例3: SetAnimation
void CXModel::SetAnimation(unsigned int index)
{
if(index >= m_numAnimations || index == m_currentAni)
return;
m_currentAni = index;
LPD3DXANIMATIONSET set;
m_animControl->GetAnimationSet(m_currentAni, &set);
unsigned long nextTrack = (m_currentTrack == 0 ? 1 : 0);
// Set next track.
m_animControl->SetTrackAnimationSet(nextTrack, set);
set->Release();
// Take way all tracks.
m_animControl->UnkeyAllTrackEvents(m_currentTrack);
m_animControl->UnkeyAllTrackEvents(nextTrack);
// Key current track.
m_animControl->KeyTrackEnable(m_currentTrack, FALSE, m_currentTime + m_transition);
m_animControl->KeyTrackSpeed(m_currentTrack, 0.0f, m_currentTime, m_transition, D3DXTRANSITION_LINEAR);
m_animControl->KeyTrackWeight(m_currentTrack, 0.0f, m_currentTime, m_transition, D3DXTRANSITION_LINEAR);
// Key next track.
m_animControl->SetTrackEnable(nextTrack, TRUE);
m_animControl->KeyTrackSpeed(nextTrack, 1.0f, m_currentTime, m_transition, D3DXTRANSITION_LINEAR);
m_animControl->KeyTrackWeight(nextTrack, 1.0f, m_currentTime, m_transition, D3DXTRANSITION_LINEAR);
m_currentTrack = nextTrack;
}
示例4: 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;
}
示例5: SetMoveKey
//-----------------------------------------------------------------------------
// Name: CTiny::SetMoveKey()
// 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).
//-----------------------------------------------------------------------------
void CTiny::SetMoveKey()
{
DWORD dwNewTrack = ( m_dwCurrentTrack == 0 ? 1 : 0 );
LPD3DXANIMATIONCONTROLLER pAC;
LPD3DXANIMATIONSET pAS;
m_pAI->GetAnimController( &pAC );
if( m_fSpeed == m_fSpeedWalk )
pAC->GetAnimationSet( m_dwAnimIdxWalk, &pAS );
else
pAC->GetAnimationSet( m_dwAnimIdxJog, &pAS );
pAC->SetTrackAnimationSet( dwNewTrack, pAS );
pAS->Release();
pAC->UnkeyAllTrackEvents( m_dwCurrentTrack );
pAC->UnkeyAllTrackEvents( dwNewTrack );
pAC->KeyTrackEnable( m_dwCurrentTrack, FALSE, m_dTimeCurrent + MOVE_TRANSITION_TIME );
pAC->KeyTrackSpeed( m_dwCurrentTrack, 0.0f, m_dTimeCurrent, MOVE_TRANSITION_TIME, D3DXTRANSITION_LINEAR );
pAC->KeyTrackWeight( m_dwCurrentTrack, 0.0f, m_dTimeCurrent, MOVE_TRANSITION_TIME, D3DXTRANSITION_LINEAR );
pAC->SetTrackEnable( dwNewTrack, TRUE );
pAC->KeyTrackSpeed( dwNewTrack, 1.0f, m_dTimeCurrent, MOVE_TRANSITION_TIME, D3DXTRANSITION_LINEAR );
pAC->KeyTrackWeight( dwNewTrack, 1.0f, m_dTimeCurrent, MOVE_TRANSITION_TIME, D3DXTRANSITION_LINEAR );
m_dwCurrentTrack = dwNewTrack;
pAC->Release();
}
示例6: SetAnimationSet
/**
* \brief Change to a different animation set
* Handles transitions between animations to make it smooth and not a sudden jerk to a new position
* \param index - new animation set index
* \author Keith Ditchburn \date 18 July 2005
*/
void CXFileEntity::SetAnimationSet(unsigned int index)
{
if (index==m_currentAnimationSet)
return;
if (index>=m_numAnimationSets)
index=0;
// Remember current animation
m_currentAnimationSet=index;
// Get the animation set from the controller
LPD3DXANIMATIONSET set;
m_animController->GetAnimationSet(m_currentAnimationSet, &set );
// Note: for a smooth transition between animation sets we can use two tracks and assign the new set to the track
// not currently playing then insert Keys into the KeyTrack to do the transition between the tracks
// tracks can be mixed together so we can gradually change into the new animation
// Alternate tracks
DWORD newTrack = ( m_currentTrack == 0 ? 1 : 0 );
// Assign to our track
m_animController->SetTrackAnimationSet( newTrack, set );
set->Release();
// Clear any track events currently assigned to our two tracks
m_animController->UnkeyAllTrackEvents( m_currentTrack );
m_animController->UnkeyAllTrackEvents( newTrack );
// Add an event key to disable the currently playing track kMoveTransitionTime seconds in the future
m_animController->KeyTrackEnable( m_currentTrack, FALSE, m_currentTime + kMoveTransitionTime );
// Add an event key to change the speed right away so the animation completes in kMoveTransitionTime seconds
m_animController->KeyTrackSpeed( m_currentTrack, 0.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Add an event to change the weighting of the current track (the effect it has blended with the secon track)
m_animController->KeyTrackWeight( m_currentTrack, 0.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Enable the new track
m_animController->SetTrackEnable( newTrack, TRUE );
// Add an event key to set the speed of the track
m_animController->KeyTrackSpeed( newTrack, 1.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Add an event to change the weighting of the current track (the effect it has blended with the first track)
// As you can see this will go from 0 effect to total effect(1.0f) in kMoveTransitionTime seconds and the first track goes from
// total to 0.0f in the same time.
m_animController->KeyTrackWeight( newTrack, 1.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Remember current track
m_currentTrack = newTrack;
}
示例7: GetAnimationSetLength
double CXFileEntity::GetAnimationSetLength(unsigned int index)
{
if (index>=m_numAnimationSets)
return 0;
// Get the animation set
LPD3DXANIMATIONSET set;
m_animController->GetAnimationSet(m_currentAnimationSet, &set );
double pr = set->GetPeriod();
set->Release();
return pr;
}
示例8: GetAnimationSetName
/**
* \brief Get the name of the animation
* Note: altered 24/09/07 to solve a D3DX memory leak caused because I was not releasing the set after getting it
* \param index - the animation set index
* \return the name
* \author Keith Ditchburn \date 18 July 2005
*/
std::string CXFileEntity::GetAnimationSetName(unsigned int index)
{
if (index>=m_numAnimationSets)
return "Error: No set exists";
// Get the animation set
LPD3DXANIMATIONSET set;
m_animController->GetAnimationSet(m_currentAnimationSet, &set );
std::string nameString(set->GetName());
set->Release();
return nameString;
}
示例9: getAnimationSetIndex
/**
* @brief
* 引数に渡された名前と一致する
* アニメーションセットのインデックスを返す
*
*/
UINT AnimationManager::getAnimationSetIndex(const std::string& animationSetName)
{
LPD3DXANIMATIONSET pAnimationSet = 0;
for (UINT i = 0; i < m_pAnimationController->GetNumAnimationSets(); ++i) {
V_THROW(m_pAnimationController->GetAnimationSet(i, &pAnimationSet));
if (animationSetName == std::string(pAnimationSet->GetName())) {
pAnimationSet->Release();
return i;
}
pAnimationSet->Release();
}
return 0xffffff;
}
示例10: 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;
}
示例11: SetAnimationRun
void CAnimationInstance::SetAnimationRun(void)
{
DWORD dwNewTrack = ( m_dwCurrentTrack == 0 ? 1 : 0);
LPD3DXANIMATIONSET pAnimSet;
m_pAnimationController->GetAnimationSet( m_dwAnimIndexJog, &pAnimSet);
m_pAnimationController->SetTrackAnimationSet( dwNewTrack, pAnimSet);
pAnimSet->Release();
m_pAnimationController->UnkeyAllTrackEvents( m_dwCurrentTrack);
m_pAnimationController->UnkeyAllTrackEvents( dwNewTrack);
m_pAnimationController->KeyTrackEnable( m_dwCurrentTrack, FALSE, m_dTimeCurrent + MOVE_TRANSITION_TIME);
m_pAnimationController->KeyTrackSpeed( m_dwCurrentTrack, 0.0f, m_dTimeCurrent, MOVE_TRANSITION_TIME, D3DXTRANSITION_LINEAR);
m_pAnimationController->KeyTrackWeight( m_dwCurrentTrack, 0.0f, m_dTimeCurrent, MOVE_TRANSITION_TIME, D3DXTRANSITION_LINEAR);
m_pAnimationController->SetTrackEnable( dwNewTrack, TRUE);
m_pAnimationController->KeyTrackSpeed( dwNewTrack, 1.0f, m_dTimeCurrent, MOVE_TRANSITION_TIME, D3DXTRANSITION_LINEAR);
m_pAnimationController->KeyTrackWeight( dwNewTrack, 1.0f, m_dTimeCurrent, MOVE_TRANSITION_TIME, D3DXTRANSITION_LINEAR);
m_dwCurrentTrack = dwNewTrack;
}
示例12: 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;
}
示例13: SetAnimation
void stSANXFRAMEELEMENT::SetAnimation(unsigned int index,float Time,float Duration)
{
if((index>=this->NumAnimations)||(index==this->CurrentAnimation))
{
return;
}
this->CurrentAnimation=index;
LPD3DXANIMATIONSET AnimationSet;
this->AnimationControler->GetAnimationSet(this->CurrentAnimation,&AnimationSet);
unsigned long NextTrack=(this->CurrentAnimation==0?1:0);
this->AnimationControler->SetTrackAnimationSet(NextTrack,AnimationSet);
AnimationSet->Release();
this->AnimationControler->UnkeyAllTrackEvents(this->CurrentTrack);
this->AnimationControler->UnkeyAllTrackEvents(NextTrack);
this->AnimationControler->KeyTrackEnable(this->CurrentTrack,FALSE,Time+Duration);
this->AnimationControler->KeyTrackSpeed(this->CurrentTrack,0.0,Time,Duration,D3DXTRANSITION_LINEAR);
this->AnimationControler->KeyTrackWeight(this->CurrentTrack,0.0,Time,Duration,D3DXTRANSITION_LINEAR);
this->AnimationControler->SetTrackEnable(NextTrack,TRUE);
this->AnimationControler->KeyTrackSpeed(NextTrack,0.0,Time,Duration,D3DXTRANSITION_LINEAR);
this->AnimationControler->KeyTrackWeight(NextTrack,0.0,Time,Duration,D3DXTRANSITION_LINEAR);
this->CurrentTrack=NextTrack;
}
示例14: ChangeAnim
void SkinnedComponent::ChangeAnim(int animNum)
{
if( CurrentAnim == animNum )
return;
CurrentAnim = animNum;
CurrentTime = 0;
LPD3DXANIMATIONSET animSet = NULL;
this->mAnimCtrl->SetTrackSpeed(0, 1.0f);
this->mAnimCtrl->GetAnimationSet(animNum, &animSet);
this->mAnimCtrl->SetTrackAnimationSet(0, animSet);
this->mAnimCtrl->SetTrackPosition(0,CurrentTime);
CurrentPeriod = (float)animSet->GetPeriod();
NumFrames = ((ID3DXKeyframedAnimationSet*)animSet)->GetNumTranslationKeys(0);
NumFrames = max(NumFrames, (int)((ID3DXKeyframedAnimationSet*)animSet)->GetNumTranslationKeys(0));
NumFrames = max(NumFrames, (int)((ID3DXKeyframedAnimationSet*)animSet)->GetNumRotationKeys(0));
animSet->Release();
//RecalculateBB();
}
示例15: while
void XEnitity::SetAnimationSet(unsigned int index)
{
//m_pAnimCtrl->ResetTime();
const float MoveTransitionTime=0.25f;
while (index>=m_NumAnimationSets)
index-=m_NumAnimationSets;
if (index==m_CurrentAnimationSet)
return;
m_CurrentAnimationSet=index;
DWORD NewTrack = (m_CurrentTrack == 0 ? 1 : 0);
LPD3DXANIMATIONSET set;
m_pAnimCtrl->GetAnimationSet(m_CurrentAnimationSet, &set );
m_pAnimCtrl->SetTrackAnimationSet( NewTrack, set );
set->Release();
m_pAnimCtrl->UnkeyAllTrackEvents(m_CurrentTrack);
m_pAnimCtrl->UnkeyAllTrackEvents(NewTrack);
m_pAnimCtrl->KeyTrackEnable(m_CurrentTrack, FALSE, m_CurrentTime + MoveTransitionTime);
m_pAnimCtrl->KeyTrackSpeed(m_CurrentTrack, 0.0f, m_CurrentTime, MoveTransitionTime, D3DXTRANSITION_LINEAR);
m_pAnimCtrl->KeyTrackWeight(m_CurrentTrack, 0.0f, m_CurrentTime, MoveTransitionTime, D3DXTRANSITION_LINEAR);
m_pAnimCtrl->SetTrackEnable(NewTrack, TRUE);
m_pAnimCtrl->KeyTrackSpeed(NewTrack, 1.f, m_CurrentTime, MoveTransitionTime, D3DXTRANSITION_LINEAR);
m_pAnimCtrl->KeyTrackWeight(NewTrack, 1.f, m_CurrentTime, MoveTransitionTime, D3DXTRANSITION_LINEAR);
m_CurrentTrack = NewTrack;
MessageBeep(MB_OK);
return;
}