//----------------------------------------------------------------------------- // 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(); }
//----------------------------------------------------------------------------- // 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 ); }
//----------------------------------------------------------------------------- // 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; }
//----------------------------------------------------------------------------- // 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; }
//----------------------------------------------------------------------------- // 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(); }
//----------------------------------------------------------------------------- // 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; }
//----------------------------------------------------------------------------- // 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 ); }
//----------------------------------------------------------------------------- // 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(); }
//----------------------------------------------------------------------------- // 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; }