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MDX file based Animation instance: must call SetSizeScale() at least once before drawing this object. More...
#include <MdxAnimInstance.h>
Public Member Functions | |
void | CopyAnimInfoToParaXModel () |
void | SaveAnimInfoFromParaXModel () |
HRESULT | InitObject (MDXEntity *ppModel) |
AssetEntity * | GetPrimaryAsset () |
virtual void | LoadAnimation (const char *sName, float *fSpeed, bool bAppend=false) |
Play or append the specified animation. More... | |
virtual void | LoadAnimation (int nIndexAnim, float *fSpeed, bool bAppend=false) |
virtual void | LoadDefaultStandAnim (float *fSpeed) |
virtual void | LoadDefaultWalkAnim (float *fSpeed) |
virtual void | ShowMesh (BOOL bShow, int nIndex) |
a model might has several meshes, you can show or hide them by setting the bitfield of a DWORD. More... | |
virtual void | ShowMesh (DWORD dwBitfields) |
virtual void | AdvanceTime (double dTimeDelta) |
Draw() method will call this function automatically. | |
virtual HRESULT | Draw (SceneState *sceneState, const Matrix4 *mxWorld) |
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 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 premultiplied to the loaded model and animation | |
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 | |
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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 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 | SetLocalTransform (Matrix4 mXForm) |
when calling draw method, the mxWorld is pre-multiplied by a location transform matrix | |
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 float | GetSizeScale () |
get the size scale | |
virtual float | GetSpeedScale () |
Get the scale factor that will be pre-multiplied to the loaded model and animation. More... | |
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... | |
Public Attributes | |
AnimInstance | m_aiAnimIntance |
MDX animation instance struct. | |
MDXEntity * | m_ppModel |
– 3d device objects | |
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) |
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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 |
MDX file based Animation instance: must call SetSizeScale() at least once before drawing this object.
in most cases, SetSizeScale(1.0f) will use the size of the first animation defined in the mdx model file.
see <scenecreationhelper> for its usage
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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.
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virtual |
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 from ParaEngine::CAnimInstanceBase.
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virtual |
a model might has several meshes, you can show or hide them by setting the bitfield of a DWORD.
the lowest bit is the first mesh.
Reimplemented from ParaEngine::CAnimInstanceBase.