示例#1
0
文件: Tiny.cpp 项目: KNeal/Oculus
//-----------------------------------------------------------------------------
// 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#2
0
//-----------------------------------------------------------------------------
// 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 );
}
示例#3
0
//-----------------------------------------------------------------------------
// 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#4
0
//-----------------------------------------------------------------------------
// 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;
}
示例#5
0
文件: Tiny.cpp 项目: KNeal/Oculus
//-----------------------------------------------------------------------------
// 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#6
0
文件: Tiny.cpp 项目: KNeal/Oculus
//-----------------------------------------------------------------------------
// 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;
}
示例#7
0
文件: Tiny.cpp 项目: KNeal/Oculus
//-----------------------------------------------------------------------------
// 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 );
}
示例#8
0
//-----------------------------------------------------------------------------
// 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();
}
示例#9
0
//-----------------------------------------------------------------------------
// Name: CBipedAnimInstance::SetupCallbacksAndCompression()
// Desc: 2004-5-5 LiXizhi
//       Only compress, I have removed any callbacks. The old code is commented, which
//       Adds 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.
// you can change the input values of AddCallbackKeysAndCompress(..., .8f) to your desired ones.
// such as Compression Lossiness, which is Desired compression loss ratio, in the range from 0 to 1.
// currenly this value is set to 0.8f.
//-----------------------------------------------------------------------------
HRESULT CXFileAnimInstance::SetupCallbacksAndCompression()
{
    LPD3DXANIMATIONCONTROLLER pAC;
    LPD3DXKEYFRAMEDANIMATIONSET pASLoiter, pASWalk, pASJog;

    m_pAI->GetAnimController( & pAC );
    
	// -- compress Loiter animation
	pAC->GetAnimationSet( m_dwAnimIdxLoiter, (LPD3DXANIMATIONSET *) & pASLoiter );
	AddCallbackKeysAndCompress( pAC, pASLoiter, 0, NULL, D3DXCOMPRESS_DEFAULT, .8f );
    
	// -- compress <removed:and set callback> for Walk animation
	if(m_dwAnimIdxLoiter != m_dwAnimIdxWalk)
	{
		pAC->GetAnimationSet( m_dwAnimIdxWalk, (LPD3DXANIMATIONSET *) & pASWalk );
		AddCallbackKeysAndCompress( pAC, pASWalk, 0, NULL, D3DXCOMPRESS_DEFAULT, .4f );

		/*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 ];

		AddCallbackKeysAndCompress( pAC, pASWalk, 2, aKeysWalk, D3DXCOMPRESS_DEFAULT, .4f );*/
	
		// -- compress <removed: and set callback> for Jog animation
		if(m_dwAnimIdxWalk != m_dwAnimIdxJog)
		{
			pAC->GetAnimationSet( m_dwAnimIdxJog, (LPD3DXANIMATIONSET *) & pASJog );
		    AddCallbackKeysAndCompress( pAC, pASJog, 0, NULL, D3DXCOMPRESS_DEFAULT, .25f );

			/*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, pASJog, 8, aKeysJog, D3DXCOMPRESS_DEFAULT, .25f );*/
		}
	}

	// -- compress and set callback for Action# animation
	if(m_dwAnimIdxLoiter != m_dwAnimIdxAction[0])
	{
		LPD3DXKEYFRAMEDANIMATIONSET pASAction;
		pAC->GetAnimationSet( m_dwAnimIdxAction[0], (LPD3DXANIMATIONSET *) & (pASAction) );
		AddCallbackKeysAndCompress( pAC, pASAction, 0, NULL, D3DXCOMPRESS_DEFAULT, .8f );

		// -- compress and set callback for Action1 animation
		if(m_dwAnimIdxAction[0] != m_dwAnimIdxAction[1])
		{
			pAC->GetAnimationSet( m_dwAnimIdxAction[1], (LPD3DXANIMATIONSET *) & (pASAction) );
			AddCallbackKeysAndCompress( pAC, pASAction, 0, NULL, D3DXCOMPRESS_DEFAULT, .8f );
			// -- compress and set callback for Action2-5 animation
			for(int i=2;i<=5;i++)
			{
				if(m_dwAnimIdxAction[1] != m_dwAnimIdxAction[i])
				{
					pAC->GetAnimationSet( m_dwAnimIdxAction[i], (LPD3DXANIMATIONSET *) & (pASAction) );
					AddCallbackKeysAndCompress( pAC, pASAction, 0, NULL, D3DXCOMPRESS_DEFAULT, .8f );
				}
			}
		}
		// -- compress and set callback for Action6 animation
		if(m_dwAnimIdxAction[0] != m_dwAnimIdxAction[6])
		{
			pAC->GetAnimationSet( m_dwAnimIdxAction[6], (LPD3DXANIMATIONSET *) & (pASAction) );
			AddCallbackKeysAndCompress( pAC, pASAction, 0, NULL, D3DXCOMPRESS_DEFAULT, .8f );
			// -- compress and set callback for Action7-10 animation
			for(int i=7;i<=10;i++)
			{
				if(m_dwAnimIdxAction[6] != m_dwAnimIdxAction[i])
				{
					pAC->GetAnimationSet( m_dwAnimIdxAction[i], (LPD3DXANIMATIONSET *) & (pASAction) );
					AddCallbackKeysAndCompress( pAC, pASAction, 0, NULL, D3DXCOMPRESS_DEFAULT, .8f );
				}
			}
		}
	}

    GetAnimationIndex();

    pAC->Release();

    return S_OK;
}