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ParaEngine::CXFileAnimInstance Class Reference

Biped Animation controller. More...

#include <XFileAnimInstance.h>

Inheritance diagram for ParaEngine::CXFileAnimInstance:
ParaEngine::CAnimInstanceBase ParaEngine::IAttributeFields ParaEngine::IObject ParaEngine::CRefCounted

Public Member Functions

HRESULT InitObject (CMultiAnim *pMA, double dTimeCurrent)
 
HRESULT InitDeviceObjects ()
 
HRESULT InvalidateDeviceObjects ()
 
HRESULT RestoreDeviceObjects ()
 
void Cleanup ()
 
void LoadBipedState (const char *sTargetAnim, const Matrix4 *mxWorld)
 
virtual void Animate (double dTimeDelta)
 
virtual void AdvanceTime (double dTimeDelta)
 Draw() method will call this function automatically.
 
HRESULT Draw (SceneState *sceneState)
 
virtual CAnimInstanceGetAnimInstance ()
 
- Public Member Functions inherited from ParaEngine::CAnimInstanceBase
 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 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
 
- Public Member Functions inherited from ParaEngine::IAttributeFields
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 IAttributeFieldsGetChildAttributeObject (int nRowIndex, int nColumnIndex=0)
 
virtual IAttributeFieldsGetChildAttributeObject (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 CDynamicAttributeFieldGetDynamicField (const std::string &sName)
 Get a dynamic field with a given name. More...
 
virtual CDynamicAttributeFieldGetDynamicField (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...
 
CAttributeClassGetAttributeClass ()
 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...
 
- Public Member Functions inherited from ParaEngine::IObject
virtual void Clone (IObject *obj) const
 Clone the object's contains to a pointer. More...
 
virtual IObjectClone () 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 ITypeGetType () const
 
virtual std::string ToString () const
 
WeakPtr_typeGetWeakReference ()
 get weak reference object. More...
 
virtual int ProcessObjectEvent (const ObjectEvent &event)
 this function is only used to backward compatibility of ParaObject:AddEvent() function. More...
 
- Public Member Functions inherited from ParaEngine::CRefCounted
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 ()
 
CRefCountedAddToAutoReleasePool ()
 addref and releases the ownership sometime soon automatically (usually at the end of the current frame). More...
 

Protected Member Functions

void PlayAnimation (bool bContinue)
 
void SmoothLoiter ()
 
HRESULT GetAnimationIndex ()
 
DWORD GetAnimIndex (char sString[])
 
HRESULT AddCallbackKeysAndCompress (LPD3DXANIMATIONCONTROLLER pAC, LPD3DXKEYFRAMEDANIMATIONSET pAS, DWORD dwNumCallbackKeys, D3DXKEY_CALLBACK aKeys[], DWORD dwCompressionFlags, FLOAT fCompression)
 
HRESULT SetupCallbacksAndCompression ()
 
void SetSounds (bool bSounds)
 
virtual HRESULT ResetTime ()
 
- Protected Member Functions inherited from ParaEngine::IAttributeFields
virtual CAttributeClassCreateAttributeClass ()
 initialize fields
 
virtual CDynamicAttributesSetGetDynamicAttributes (bool bCreateIfNotExist=false)
 

Protected Attributes

CMultiAnimm_pMA
 
DWORD m_dwMultiAnimIdx
 
CAnimInstancem_pAI
 
DWORD m_dwAnimIdxLoiter
 CSoundManager * m_pSM; // pointer to sound management interface.
 
DWORD m_dwAnimIdxWalk
 
DWORD m_dwAnimIdxJog
 
DWORD m_dwAnimIdxSwim
 
DWORD m_dwAnimIdxSpeak
 
DWORD m_dwAnimIdxAction [ACTION_NO_MAX]
 
Matrix4 m_mxOrientation
 
double m_dTimePrev
 CallbackDataTiny m_CallbackData[ 2 ]; // Data to pass to callback handler.
 
double m_dTimeCurrent
 
bool m_bPlaySounds
 
DWORD m_dwCurrentTrack
 
Matrix4 m_mxWorld
 
char m_szASName [22]
 ID3DXAnimationCallbackHandler * m_pCallbackHandler; // pointer to callback inteface to handle callback keys.
 
char m_szASNameTarget [22]
 
- Protected Attributes inherited from ParaEngine::CAnimInstanceBase
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...
 
- Protected Attributes inherited from ParaEngine::IObject
WeakPtr_type m_weak_reference
 
- Protected Attributes inherited from ParaEngine::CRefCounted
int m_refcount
 

Additional Inherited Members

- Public Types inherited from ParaEngine::IAttributeFields
typedef ParaEngine::weak_ptr< IObject, IAttributeFieldsWeakPtr_type
 
- Public Types inherited from ParaEngine::IObject
typedef ParaEngine::weak_ptr< IObjectWeakPtr_type
 
- Static Public Member Functions inherited from ParaEngine::IAttributeFields
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...
 

Detailed Description

Biped Animation controller.

this is a managed resource by CParaWorldAsset class please see MultiAnimationEntity assets type for more information. Each biped has a pointer to MultiAnimationEntity instance. each MultiAnimationEntity instance has many animation instances(CBipedAnimInstance). The CBipedObject class call LoadBipedState() at its frame move(Animate()) function to tell this animation instance which animation it should be playing and where to render the animation in the world coordinates. Then call Animate(). call the AdvanceTime and Draw method to render this animation. Please see the biped class for examples of using this type of asset.

Note 1: Note that assets are all managed automatically by the assets manager, the scene objects does not need to take care of memory management of this assets. Each time the biped class wants to use it, it queries it from the MultiAnimationEntity, which in turn is another type of assets in paraworld engine.

Note 2: Biped has a set of predefined actions, but any single x file may not contain all of them. So there is a tree like degradation structure. That is actions are reorganized in a tree, with each action assigned to a tree node. Upon initializing those actions, we will start from the top of the tree. If a node(action) does not find it's exact action in the x file, then its parent's action index is used. The process is recursive. So that all actions will be assigned an action index in the index file. The worst case will be all nodes has index the same as the root node which is the loiter(idle) action. The following is the predefined action. Loiter–>Walk–>jog –>swim –>jump–>jump forward/backward –>sidestep right/left –>Speak–>say good bye –>say hello –>action0–>action1–>action2~action5 –>action6–>action7~action10 There is a constriant: if the parent is default, then all its descendants are set to default regardless there is an exact animation in the file or not.

Note 2: Biped callback is generally used to play footstep sound. PLease refer to CBipedHandlerTiny, CallbackDataTiny SetupCallbacksAndCompression() only walk,jog has callbacks, other actions not AddCallbackKeysAndCompress(...) every animation needs compression. Note 2: I have removed any callbacks during animation. I have commented old code which add sounds through callback. Currently, sound is managed externally by the GUI engine.


The documentation for this class was generated from the following files: