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abstract class for all animation instance implementation. More...
#include <AnimInstanceBase.h>
Public Member Functions | |
ATTRIBUTE_DEFINE_CLASS (CAnimInstanceBase) | |
virtual int | InstallFields (CAttributeClass *pClass, bool bOverride) |
this class should be implemented if one wants to add new attribute. More... | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, GetRenderCount_s, int *) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, SetRenderCount_s, int) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, IsAnimIDMapEnabled_s, bool *) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, EnableAnimIDMap_s, bool) | |
ATTRIBUTE_METHOD (CAnimInstanceBase, ResetAnimation_s) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, GetCurrentAnimation_s, int *) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, ShowMesh_s, DWORD) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, GetSizeScale_s, float *) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, SetSizeScale_s, float) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, GetSpeedScale_s, float *) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, SetSpeedScale_s, float) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, IsUseGlobalTime_s, bool *) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, SetUseGlobalTime_s, bool) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, GetAnimFrame_s, int *) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, SetAnimFrame_s, int) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, IsAnimationEnabled_s, bool *) | |
ATTRIBUTE_METHOD1 (CAnimInstanceBase, EnableAnimation_s, bool) | |
virtual int | GetRenderCount () |
this function is called to update the render frame number of this object. More... | |
virtual void | SetRenderCount (int nCount) |
void | EnableAnimIDMap (bool bEnable) |
set whether the m_mapAnimIDs will be used. More... | |
bool | IsAnimIDMapEnabled () |
get whether the m_mapAnimIDs will be used.Disabled by default | |
map< int, int > * | GetAnimIDMap () |
one can use the returned map to set and get the animation ID mapping. More... | |
void | ApplyLocalTransformToVec3 (Vector3 *pOut, const Vector3 *pV) |
pOut = m_mxLocalTransform (X) pV; | |
void | ApplyLocalTransformToVec1 (float *pOut, float *pV) |
virtual void | LoadAnimation (const char *sName, float *fSpeed, bool bAppend=false) |
Play or append the specified animation. More... | |
virtual void | LoadAnimation (int nAnimID, float *fSpeed, bool bAppend=false) |
virtual void | LoadDefaultStandAnim (float *fSpeed) |
virtual void | LoadDefaultWalkAnim (float *fSpeed) |
virtual bool | HasAnimId (int nAnimID) |
check to see if the underlying model has a given animation id. More... | |
virtual int | GetCurrentAnimation () |
get the ID of the current animation. More... | |
virtual void | ResetAnimation () |
reset the animation and blending animation. More... | |
virtual void | SetModelColor (LinearColor modelColor) |
set model color, different race might have different color | |
virtual void | ShowMesh (BOOL bShow, int nIndex) |
a model might has several meshes, you can show or hide them by setting the bit field of a DWORD. More... | |
virtual void | ShowMesh (DWORD dwBitfields) |
virtual void | SetLocalTransform (Matrix4 mXForm) |
when calling draw method, the mxWorld is pre-multiplied by a location transform matrix | |
virtual void | AdvanceTime (double dTimeDelta) |
Draw() method will call this function automatically. | |
virtual void | Animate (double dTimeDelta, int nRenderNumber=0) |
animate the model. More... | |
virtual HRESULT | Draw (SceneState *sceneState, const Matrix4 *mxWorld, CParameterBlock *paramBlock=NULL) |
simply call this function to draw and advance time. More... | |
virtual void | BuildShadowVolume (SceneState *sceneState, ShadowVolume *pShadowVolume, LightParams *pLight, Matrix4 *mxWorld) |
virtual void | SetSizeScale (float fScale) |
get the size scale scale normally this is 1.0f | |
virtual float | GetSizeScale () |
get the size scale | |
virtual void | GetCurrentRadius (float *fRadius) |
normally this will read the radius of the current animation and calculate the correct size after scaling | |
virtual void | GetCurrentSize (float *fWidth, float *fDepth) |
normally this will read the radius of the current animation and calculate the correct size after scaling | |
virtual void | SetSpeedScale (float fScale) |
set the scale factor that will be pre-multiplied to the loaded model and animation the animation speed is changed, one should later call GetCurrentSpeed to update the animation's displacement speed. More... | |
virtual float | GetSpeedScale () |
Get the scale factor that will be pre-multiplied to the loaded model and animation. More... | |
virtual void | GetCurrentSpeed (float *fSpeed) |
normally this will read the move speed of the current animation and calculate the correct(scaled) speed | |
virtual void | GetSpeedOf (const char *sName, float *fSpeed) |
normally this will read the move speed of the specified animation and calculate the correct(scaled) speed | |
virtual void | SetUseGlobalTime (bool bUseGlobalTime) |
whether to use global time to sync animation. More... | |
virtual bool | IsUseGlobalTime () |
whether to use global time to sync animation. More... | |
virtual void | SetAnimFrame (int nFrame) |
set the current animation frame number relative to the beginning of current animation. More... | |
virtual int | GetAnimFrame () |
get the current animation frame number relative to the beginning of current animation. More... | |
virtual void | SetBlendingFactor (float fBlendingFactor) |
set the blending factor between the current and blend animation. More... | |
virtual bool | HasAnimation (int nAnimID) |
whether an animation id exist | |
virtual bool | HasAlphaBlendedObjects () |
return true if the object contains alpha blended render pass. More... | |
virtual int | GetValidAnimID (int nAnimID) |
look for a valid animation ID for nAnimID. More... | |
void | EnableAnimation (bool bAnimated) |
whether animation is enabled. More... | |
bool | IsAnimationEnabled () const |
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virtual int | GetAttributeClassID () |
attribute class ID should be identical, unless one knows how overriding rules work. More... | |
virtual const char * | GetAttributeClassName () |
a static string, describing the attribute class object's name | |
virtual const char * | GetAttributeClassDescription () |
a static string, describing the attribute class object | |
virtual int | GetChildAttributeColumnCount () |
we support multi-dimensional child object. More... | |
virtual int | GetChildAttributeObjectCount (int nColumnIndex=0) |
get the number of child objects (row count) in the given column. More... | |
virtual IAttributeFields * | GetChildAttributeObject (int nRowIndex, int nColumnIndex=0) |
virtual IAttributeFields * | GetChildAttributeObject (const std::string &sName) |
get attribute by child object. More... | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetName_s, const char **) | |
ATTRIBUTE_METHOD1 (IAttributeFields, SetName_s, const char *) | |
ATTRIBUTE_METHOD (IAttributeFields, PrintObject_s) | |
ATTRIBUTE_METHOD (IAttributeFields, AddRef_s) | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetRefCount_s, int *) | |
ATTRIBUTE_METHOD1 (IAttributeFields, SetTime_s, int) | |
ATTRIBUTE_METHOD1 (IAttributeFields, GetTime_s, int *) | |
ATTRIBUTE_METHOD (IAttributeFields, Release_s) | |
virtual const std::string & | GetIdentifier () |
virtual void | SetIdentifier (const std::string &sID) |
virtual bool | IsModified () |
whether some of the fields are modified.It is up to the implementation class to provide this functionality if necessary. More... | |
virtual void | SetModified (bool bModified) |
set whether any field has been modified. More... | |
virtual bool | ValidateFields () |
validate all fields and return true if validation passed. More... | |
virtual string | GetValidationMessage () |
get the recent validation message due to the most recent call to ValidateFields() | |
virtual bool | ResetField (int nFieldID) |
Reset the field to its initial or default value. More... | |
virtual bool | InvokeEditor (int nFieldID, const std::string &sParameters) |
Invoke an (external) editor for a given field. More... | |
virtual bool | AddChildAttributeObject (IAttributeFields *pChild, int nRowIndex=-1, int nColumnIndex=0) |
add child object. More... | |
virtual void * | QueryObjectByName (const std::string &sObjectType) |
convert to object of a given type. More... | |
virtual void * | QueryObject (int nObjectType) |
convert to object of a given type. More... | |
virtual int | GetTime () |
get the current local time in case it is animated in milli seconds frames. More... | |
virtual void | SetTime (int nTime) |
virtual CDynamicAttributeField * | GetDynamicField (const std::string &sName) |
Get a dynamic field with a given name. More... | |
virtual CDynamicAttributeField * | GetDynamicField (int nIndex) |
Get a dynamic field with a given index. More... | |
virtual const char * | GetDynamicFieldNameByIndex (int nIndex) |
get field name by index | |
virtual int | GetDynamicFieldCount () |
how many dynamic field this object currently have. More... | |
virtual int | SetDynamicField (const std::string &sName, const CVariable &value) |
set a dynamic field with a given name. More... | |
virtual int | AddDynamicField (const std::string &sName, ATTRIBUTE_FIELDTYPE dwType) |
add dynamic field and return field index | |
virtual void | RemoveAllDynamicFields () |
remove all dynamic fields | |
virtual int | SaveDynamicFieldsToString (std::string &output) |
save only text dynamic fields to fieldname = value text strings. More... | |
virtual int | LoadDynamicFieldsFromString (const std::string &input) |
load only text dynamic fields from string More... | |
CAttributeClass * | GetAttributeClass () |
get the main attribute class object. More... | |
void | PrintObject () |
print the content of this object to a text file at temp/doc/[ClassName].txt. More... | |
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virtual void | Clone (IObject *obj) const |
Clone the object's contains to a pointer. More... | |
virtual IObject * | Clone () const |
Clone the object's contains and return a pointer to the newly created object. More... | |
virtual bool | Equals (const IObject *obj) const |
Compare the object with another object. More... | |
virtual const IType * | GetType () const |
virtual std::string | ToString () const |
WeakPtr_type & | GetWeakReference () |
get weak reference object. More... | |
virtual int | ProcessObjectEvent (const ObjectEvent &event) |
this function is only used to backward compatibility of ParaObject:AddEvent() function. More... | |
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void | addref () const |
add reference count of the object. More... | |
bool | delref () const |
decrease reference count of the object. More... | |
int | GetRefCount () const |
get the reference count | |
virtual int | Release () |
CRefCounted * | AddToAutoReleasePool () |
addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More... | |
Protected Attributes | |
LinearColor | m_modelColor |
color of this model | |
Matrix4 | m_mxLocalTransform |
mesh local world xform: center in the origin | |
float | m_fSizeScale |
scale parameters | |
float | m_fSpeedScale |
int | m_nRenderCount |
the last render frame count that this object is rendered. More... | |
map< int, int > | m_mapAnimIDs |
a mapping from one animation ID to another ID. More... | |
bool | m_bEnableAnimIDMap |
whether the m_mapAnimIDs will be used. More... | |
bool | m_bEnableAnimation |
whether animation is enabled, true by default. More... | |
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WeakPtr_type | m_weak_reference |
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int | m_refcount |
Additional Inherited Members | |
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typedef ParaEngine::weak_ptr< IObject, IAttributeFields > | WeakPtr_type |
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typedef ParaEngine::weak_ptr< IObject > | WeakPtr_type |
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static HRESULT | GetAttributeClassID_s (IAttributeFields *cls, int *p1) |
static HRESULT | GetAttributeClassName_s (IAttributeFields *cls, const char **p1) |
static bool | OpenWithDefaultEditor (const char *sFilename, bool bWaitOnReturn=false) |
Open a given file with the default registered editor in the game engine. More... | |
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virtual CAttributeClass * | CreateAttributeClass () |
initialize fields | |
virtual CDynamicAttributesSet * | GetDynamicAttributes (bool bCreateIfNotExist=false) |
abstract class for all animation instance implementation.
so that there can be several implementations such as MDX animation and X file animation support.
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animate the model.
One can call this function multiple times in a single render frame, but only the first time is calculated. this function will call AdvanceTime internally.
Reimplemented in ParaEngine::CParaXAnimInstance.
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simply call this function to draw and advance time.
set dTimeDelta to 0 if you want to render only static model.
Reimplemented in ParaEngine::CParaXAnimInstance.
void ParaEngine::CAnimInstanceBase::EnableAnimation | ( | bool | bAnimated | ) |
whether animation is enabled.
by default this is true. During movie editing, we may disable animation, set animation frame explicitly by editor logics.
void ParaEngine::CAnimInstanceBase::EnableAnimIDMap | ( | bool | bEnable | ) |
set whether the m_mapAnimIDs will be used.
Disabled by default
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get the current animation frame number relative to the beginning of current animation.
Reimplemented in ParaEngine::CParaXAnimInstance.
map< int, int > * ParaEngine::CAnimInstanceBase::GetAnimIDMap | ( | ) |
one can use the returned map to set and get the animation ID mapping.
animation ID mapping is a mapping from one animation ID to another ID. This mapping is usually not used (empty). However, it is used when we can want to secretly replace animation used by this animation instance, by adding a ID to ID map. e.g. we can replace female walk animation ID with an external female walk animation ID.
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get the ID of the current animation.
0 is default standing animation.
Reimplemented in ParaEngine::CParaXAnimInstance.
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this function is called to update the render frame number of this object.
please note that, the frame number increases by 1 every frame. This function is called inside the Draw() function to prevent the same animation to be advanced multiple times in a single render frame.
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Get the scale factor that will be pre-multiplied to the loaded model and animation.
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look for a valid animation ID for nAnimID.
return -1 if no animation is found. e.g. if nAnimId 4 not found, 0 will be returned.
Reimplemented in ParaEngine::CParaXAnimInstance.
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return true if the object contains alpha blended render pass.
This function determines which render pipeline stage the object is rendered. generally speaking, if deferred shading is used, we will render alpha blended objects last.
Reimplemented in ParaEngine::CParaXAnimInstance.
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check to see if the underlying model has a given animation id.
Reimplemented in ParaEngine::CParaXAnimInstance, and ParaEngine::CDummyAnimInstance.
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this class should be implemented if one wants to add new attribute.
This function is always called internally.
Reimplemented from ParaEngine::IAttributeFields.
Reimplemented in ParaEngine::CParaXAnimInstance.
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whether to use global time to sync animation.
Default to false. if true, all characters plays exactly the same frames if they are using the same animation file at all times, if false, each character advances its time frame separately according to their visibility in the scene.
Reimplemented in ParaEngine::CParaXAnimInstance.
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Play or append the specified animation.
If the current animation is the same as the specified animation, it will loop on the current animation infinitely until a different animation is specified; otherwise, the current animation will be stopped, the specified animation played and the next animation emptied.
fSpeed | [out] the speed of the animation after applying scaling is returned. |
bAppend | if true, the new animation will be appended to the current animation according to the following rules:
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Reimplemented in ParaEngine::CParaXAnimInstance, and ParaEngine::CMdxAniInstance.
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reset the animation and blending animation.
this function must be called when the base model (CharModelInstance) is changed.
Reimplemented in ParaEngine::CParaXAnimInstance.
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set the current animation frame number relative to the beginning of current animation.
nFrame | 0 means beginning. if nFrame is longer than the current animation length, it will wrap (modulate the length). |
Reimplemented in ParaEngine::CParaXAnimInstance.
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set the blending factor between the current and blend animation.
bBlendingFactor | from [0,1]. where 0 means no blending. |
Reimplemented in ParaEngine::CParaXAnimInstance.
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set the scale factor that will be pre-multiplied to the loaded model and animation the animation speed is changed, one should later call GetCurrentSpeed to update the animation's displacement speed.
Reimplemented in ParaEngine::CMdxAniInstance.
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whether to use global time to sync animation.
Default to false. if true, all characters plays exactly the same frames if they are using the same animation file at all times, if false, each character advances its time frame separately according to their visibility in the scene.
Reimplemented in ParaEngine::CParaXAnimInstance.
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a model might has several meshes, you can show or hide them by setting the bit field of a DWORD.
the lowest bit is the first mesh.
Reimplemented in ParaEngine::CMdxAniInstance.
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whether animation is enabled, true by default.
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whether the m_mapAnimIDs will be used.
Disabled by default
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a mapping from one animation ID to another ID.
This mapping is usually not used (empty). However, it is used when we can want to secretly replace animation used by this animation instance, by adding a ID to ID map. e.g. we can replace female walk animation ID with an external female walk animation ID.
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the last render frame count that this object is rendered.