////////////////////////////////////////////////////////////////////////////// // // Copyright (C) Microsoft Corporation. All Rights Reserved. // // File: d3dx9anim.h // Content: D3DX mesh types and functions // ////////////////////////////////////////////////////////////////////////////// #ifndef __D3DX9ANIM_H__ #define __D3DX9ANIM_H__ // {698CFB3F-9289-4d95-9A57-33A94B5A65F9} DEFINE_GUID(IID_ID3DXAnimationSet, 0x698cfb3f, 0x9289, 0x4d95, 0x9a, 0x57, 0x33, 0xa9, 0x4b, 0x5a, 0x65, 0xf9); // {FA4E8E3A-9786-407d-8B4C-5995893764AF} DEFINE_GUID(IID_ID3DXKeyframedAnimationSet, 0xfa4e8e3a, 0x9786, 0x407d, 0x8b, 0x4c, 0x59, 0x95, 0x89, 0x37, 0x64, 0xaf); // {6CC2480D-3808-4739-9F88-DE49FACD8D4C} DEFINE_GUID(IID_ID3DXCompressedAnimationSet, 0x6cc2480d, 0x3808, 0x4739, 0x9f, 0x88, 0xde, 0x49, 0xfa, 0xcd, 0x8d, 0x4c); // {AC8948EC-F86D-43e2-96DE-31FC35F96D9E} DEFINE_GUID(IID_ID3DXAnimationController, 0xac8948ec, 0xf86d, 0x43e2, 0x96, 0xde, 0x31, 0xfc, 0x35, 0xf9, 0x6d, 0x9e); //---------------------------------------------------------------------------- // D3DXMESHDATATYPE: // ----------------- // This enum defines the type of mesh data present in a MeshData structure. //---------------------------------------------------------------------------- typedef enum _D3DXMESHDATATYPE { D3DXMESHTYPE_MESH = 0x001, // Normal ID3DXMesh data D3DXMESHTYPE_PMESH = 0x002, // Progressive Mesh - ID3DXPMesh D3DXMESHTYPE_PATCHMESH = 0x003, // Patch Mesh - ID3DXPatchMesh D3DXMESHTYPE_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DXMESHDATATYPE; //---------------------------------------------------------------------------- // D3DXMESHDATA: // ------------- // This struct encapsulates a the mesh data that can be present in a mesh // container. The supported mesh types are pMesh, pPMesh, pPatchMesh. // The valid way to access this is determined by the Type enum. //---------------------------------------------------------------------------- typedef struct _D3DXMESHDATA { D3DXMESHDATATYPE Type; // current mesh data interface union { LPD3DXMESH pMesh; LPD3DXPMESH pPMesh; LPD3DXPATCHMESH pPatchMesh; }; } D3DXMESHDATA, *LPD3DXMESHDATA; //---------------------------------------------------------------------------- // D3DXMESHCONTAINER: // ------------------ // This struct encapsulates a mesh object in a transformation frame // hierarchy. The app can derive from this structure to add other app specific // data to this. //---------------------------------------------------------------------------- typedef struct _D3DXMESHCONTAINER { LPSTR Name; D3DXMESHDATA MeshData; LPD3DXMATERIAL pMaterials; LPD3DXEFFECTINSTANCE pEffects; DWORD NumMaterials; DWORD *pAdjacency; LPD3DXSKININFO pSkinInfo; struct _D3DXMESHCONTAINER *pNextMeshContainer; } D3DXMESHCONTAINER, *LPD3DXMESHCONTAINER; //---------------------------------------------------------------------------- // D3DXFRAME: // ---------- // This struct is the encapsulates a transform frame in a transformation frame // hierarchy. The app can derive from this structure to add other app specific // data to this //---------------------------------------------------------------------------- typedef struct _D3DXFRAME { LPSTR Name; D3DXMATRIX TransformationMatrix; LPD3DXMESHCONTAINER pMeshContainer; struct _D3DXFRAME *pFrameSibling; struct _D3DXFRAME *pFrameFirstChild; } D3DXFRAME, *LPD3DXFRAME; //---------------------------------------------------------------------------- // ID3DXAllocateHierarchy: // ----------------------- // This interface is implemented by the application to allocate/free frame and // mesh container objects. Methods on this are called during loading and // destroying frame hierarchies //---------------------------------------------------------------------------- typedef interface ID3DXAllocateHierarchy ID3DXAllocateHierarchy; typedef interface ID3DXAllocateHierarchy *LPD3DXALLOCATEHIERARCHY; #undef INTERFACE #define INTERFACE ID3DXAllocateHierarchy DECLARE_INTERFACE(ID3DXAllocateHierarchy) { // ID3DXAllocateHierarchy //------------------------------------------------------------------------ // CreateFrame: // ------------ // Requests allocation of a frame object. // // Parameters: // Name // Name of the frame to be created // ppNewFrame // Returns the created frame object // //------------------------------------------------------------------------ STDMETHOD(CreateFrame)(THIS_ LPCSTR Name, LPD3DXFRAME *ppNewFrame) PURE; //------------------------------------------------------------------------ // CreateMeshContainer: // -------------------- // Requests allocation of a mesh container object. // // Parameters: // Name // Name of the mesh // pMesh // Pointer to the mesh object if basic polygon data found // pPMesh // Pointer to the progressive mesh object if progressive mesh data found // pPatchMesh // Pointer to the patch mesh object if patch data found // pMaterials // Array of materials used in the mesh // pEffectInstances // Array of effect instances used in the mesh // NumMaterials // Num elements in the pMaterials array // pAdjacency // Adjacency array for the mesh // pSkinInfo // Pointer to the skininfo object if the mesh is skinned // pBoneNames // Array of names, one for each bone in the skinned mesh. // The numberof bones can be found from the pSkinMesh object // pBoneOffsetMatrices // Array of matrices, one for each bone in the skinned mesh. // //------------------------------------------------------------------------ STDMETHOD(CreateMeshContainer)(THIS_ LPCSTR Name, CONST D3DXMESHDATA *pMeshData, CONST D3DXMATERIAL *pMaterials, CONST D3DXEFFECTINSTANCE *pEffectInstances, DWORD NumMaterials, CONST DWORD *pAdjacency, LPD3DXSKININFO pSkinInfo, LPD3DXMESHCONTAINER *ppNewMeshContainer) PURE; //------------------------------------------------------------------------ // DestroyFrame: // ------------- // Requests de-allocation of a frame object. // // Parameters: // pFrameToFree // Pointer to the frame to be de-allocated // //------------------------------------------------------------------------ STDMETHOD(DestroyFrame)(THIS_ LPD3DXFRAME pFrameToFree) PURE; //------------------------------------------------------------------------ // DestroyMeshContainer: // --------------------- // Requests de-allocation of a mesh container object. // // Parameters: // pMeshContainerToFree // Pointer to the mesh container object to be de-allocated // //------------------------------------------------------------------------ STDMETHOD(DestroyMeshContainer)(THIS_ LPD3DXMESHCONTAINER pMeshContainerToFree) PURE; }; //---------------------------------------------------------------------------- // ID3DXLoadUserData: // ------------------ // This interface is implemented by the application to load user data in a .X file // When user data is found, these callbacks will be used to allow the application // to load the data. //---------------------------------------------------------------------------- typedef interface ID3DXLoadUserData ID3DXLoadUserData; typedef interface ID3DXLoadUserData *LPD3DXLOADUSERDATA; #undef INTERFACE #define INTERFACE ID3DXLoadUserData DECLARE_INTERFACE(ID3DXLoadUserData) { STDMETHOD(LoadTopLevelData)(LPD3DXFILEDATA pXofChildData) PURE; STDMETHOD(LoadFrameChildData)(LPD3DXFRAME pFrame, LPD3DXFILEDATA pXofChildData) PURE; STDMETHOD(LoadMeshChildData)(LPD3DXMESHCONTAINER pMeshContainer, LPD3DXFILEDATA pXofChildData) PURE; }; //---------------------------------------------------------------------------- // ID3DXSaveUserData: // ------------------ // This interface is implemented by the application to save user data in a .X file // The callbacks are called for all data saved. The user can then add any // child data objects to the object provided to the callback. //---------------------------------------------------------------------------- typedef interface ID3DXSaveUserData ID3DXSaveUserData; typedef interface ID3DXSaveUserData *LPD3DXSAVEUSERDATA; #undef INTERFACE #define INTERFACE ID3DXSaveUserData DECLARE_INTERFACE(ID3DXSaveUserData) { STDMETHOD(AddFrameChildData)(CONST D3DXFRAME *pFrame, LPD3DXFILESAVEOBJECT pXofSave, LPD3DXFILESAVEDATA pXofFrameData) PURE; STDMETHOD(AddMeshChildData)(CONST D3DXMESHCONTAINER *pMeshContainer, LPD3DXFILESAVEOBJECT pXofSave, LPD3DXFILESAVEDATA pXofMeshData) PURE; // NOTE: this is called once per Save. All top level objects should be added using the // provided interface. One call adds objects before the frame hierarchy, the other after STDMETHOD(AddTopLevelDataObjectsPre)(LPD3DXFILESAVEOBJECT pXofSave) PURE; STDMETHOD(AddTopLevelDataObjectsPost)(LPD3DXFILESAVEOBJECT pXofSave) PURE; // callbacks for the user to register and then save templates to the XFile STDMETHOD(RegisterTemplates)(LPD3DXFILE pXFileApi) PURE; STDMETHOD(SaveTemplates)(LPD3DXFILESAVEOBJECT pXofSave) PURE; }; //---------------------------------------------------------------------------- // D3DXCALLBACK_SEARCH_FLAGS: // -------------------------- // Flags that can be passed into ID3DXAnimationSet::GetCallback. //---------------------------------------------------------------------------- typedef enum _D3DXCALLBACK_SEARCH_FLAGS { D3DXCALLBACK_SEARCH_EXCLUDING_INITIAL_POSITION = 0x01, // exclude callbacks at the initial position from the search D3DXCALLBACK_SEARCH_BEHIND_INITIAL_POSITION = 0x02, // reverse the callback search direction D3DXCALLBACK_SEARCH_FORCE_DWORD = 0x7fffffff, } D3DXCALLBACK_SEARCH_FLAGS; //---------------------------------------------------------------------------- // ID3DXAnimationSet: // ------------------ // This interface implements an animation set. //---------------------------------------------------------------------------- typedef interface ID3DXAnimationSet ID3DXAnimationSet; typedef interface ID3DXAnimationSet *LPD3DXANIMATIONSET; #undef INTERFACE #define INTERFACE ID3DXAnimationSet DECLARE_INTERFACE_(ID3DXAnimationSet, IUnknown) { // IUnknown STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; // Name STDMETHOD_(LPCSTR, GetName)(THIS) PURE; // Period STDMETHOD_(DOUBLE, GetPeriod)(THIS) PURE; STDMETHOD_(DOUBLE, GetPeriodicPosition)(THIS_ DOUBLE Position) PURE; // Maps position into animation period // Animation names STDMETHOD_(UINT, GetNumAnimations)(THIS) PURE; STDMETHOD(GetAnimationNameByIndex)(THIS_ UINT Index, LPCSTR *ppName) PURE; STDMETHOD(GetAnimationIndexByName)(THIS_ LPCSTR pName, UINT *pIndex) PURE; // SRT STDMETHOD(GetSRT)(THIS_ DOUBLE PeriodicPosition, // Position mapped to period (use GetPeriodicPosition) UINT Animation, // Animation index D3DXVECTOR3 *pScale, // Returns the scale D3DXQUATERNION *pRotation, // Returns the rotation as a quaternion D3DXVECTOR3 *pTranslation) PURE; // Returns the translation // Callbacks STDMETHOD(GetCallback)(THIS_ DOUBLE Position, // Position from which to find callbacks DWORD Flags, // Callback search flags DOUBLE *pCallbackPosition, // Returns the position of the callback LPVOID *ppCallbackData) PURE; // Returns the callback data pointer }; //---------------------------------------------------------------------------- // D3DXPLAYBACK_TYPE: // ------------------ // This enum defines the type of animation set loop modes. //---------------------------------------------------------------------------- typedef enum _D3DXPLAYBACK_TYPE { D3DXPLAY_LOOP = 0, D3DXPLAY_ONCE = 1, D3DXPLAY_PINGPONG = 2, D3DXPLAY_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DXPLAYBACK_TYPE; //---------------------------------------------------------------------------- // D3DXKEY_VECTOR3: // ---------------- // This structure describes a vector key for use in keyframe animation. // It specifies a vector Value at a given Time. This is used for scale and // translation keys. //---------------------------------------------------------------------------- typedef struct _D3DXKEY_VECTOR3 { FLOAT Time; D3DXVECTOR3 Value; } D3DXKEY_VECTOR3, *LPD3DXKEY_VECTOR3; //---------------------------------------------------------------------------- // D3DXKEY_QUATERNION: // ------------------- // This structure describes a quaternion key for use in keyframe animation. // It specifies a quaternion Value at a given Time. This is used for rotation // keys. //---------------------------------------------------------------------------- typedef struct _D3DXKEY_QUATERNION { FLOAT Time; D3DXQUATERNION Value; } D3DXKEY_QUATERNION, *LPD3DXKEY_QUATERNION; //---------------------------------------------------------------------------- // D3DXKEY_CALLBACK: // ----------------- // This structure describes an callback key for use in keyframe animation. // It specifies a pointer to user data at a given Time. //---------------------------------------------------------------------------- typedef struct _D3DXKEY_CALLBACK { FLOAT Time; LPVOID pCallbackData; } D3DXKEY_CALLBACK, *LPD3DXKEY_CALLBACK; //---------------------------------------------------------------------------- // D3DXCOMPRESSION_FLAGS: // ---------------------- // Flags that can be passed into ID3DXKeyframedAnimationSet::Compress. //---------------------------------------------------------------------------- typedef enum _D3DXCOMPRESSION_FLAGS { D3DXCOMPRESS_DEFAULT = 0x00, D3DXCOMPRESS_FORCE_DWORD = 0x7fffffff, } D3DXCOMPRESSION_FLAGS; //---------------------------------------------------------------------------- // ID3DXKeyframedAnimationSet: // --------------------------- // This interface implements a compressable keyframed animation set. //---------------------------------------------------------------------------- typedef interface ID3DXKeyframedAnimationSet ID3DXKeyframedAnimationSet; typedef interface ID3DXKeyframedAnimationSet *LPD3DXKEYFRAMEDANIMATIONSET; #undef INTERFACE #define INTERFACE ID3DXKeyframedAnimationSet DECLARE_INTERFACE_(ID3DXKeyframedAnimationSet, ID3DXAnimationSet) { // ID3DXAnimationSet STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; // Name STDMETHOD_(LPCSTR, GetName)(THIS) PURE; // Period STDMETHOD_(DOUBLE, GetPeriod)(THIS) PURE; STDMETHOD_(DOUBLE, GetPeriodicPosition)(THIS_ DOUBLE Position) PURE; // Maps position into animation period // Animation names STDMETHOD_(UINT, GetNumAnimations)(THIS) PURE; STDMETHOD(GetAnimationNameByIndex)(THIS_ UINT Index, LPCSTR *ppName) PURE; STDMETHOD(GetAnimationIndexByName)(THIS_ LPCSTR pName, UINT *pIndex) PURE; // SRT STDMETHOD(GetSRT)(THIS_ DOUBLE PeriodicPosition, // Position mapped to period (use GetPeriodicPosition) UINT Animation, // Animation index D3DXVECTOR3 *pScale, // Returns the scale D3DXQUATERNION *pRotation, // Returns the rotation as a quaternion D3DXVECTOR3 *pTranslation) PURE; // Returns the translation // Callbacks STDMETHOD(GetCallback)(THIS_ DOUBLE Position, // Position from which to find callbacks DWORD Flags, // Callback search flags DOUBLE *pCallbackPosition, // Returns the position of the callback LPVOID *ppCallbackData) PURE; // Returns the callback data pointer // Playback STDMETHOD_(D3DXPLAYBACK_TYPE, GetPlaybackType)(THIS) PURE; STDMETHOD_(DOUBLE, GetSourceTicksPerSecond)(THIS) PURE; // Scale keys STDMETHOD_(UINT, GetNumScaleKeys)(THIS_ UINT Animation) PURE; STDMETHOD(GetScaleKeys)(THIS_ UINT Animation, LPD3DXKEY_VECTOR3 pScaleKeys) PURE; STDMETHOD(GetScaleKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_VECTOR3 pScaleKey) PURE; STDMETHOD(SetScaleKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_VECTOR3 pScaleKey) PURE; // Rotation keys STDMETHOD_(UINT, GetNumRotationKeys)(THIS_ UINT Animation) PURE; STDMETHOD(GetRotationKeys)(THIS_ UINT Animation, LPD3DXKEY_QUATERNION pRotationKeys) PURE; STDMETHOD(GetRotationKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_QUATERNION pRotationKey) PURE; STDMETHOD(SetRotationKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_QUATERNION pRotationKey) PURE; // Translation keys STDMETHOD_(UINT, GetNumTranslationKeys)(THIS_ UINT Animation) PURE; STDMETHOD(GetTranslationKeys)(THIS_ UINT Animation, LPD3DXKEY_VECTOR3 pTranslationKeys) PURE; STDMETHOD(GetTranslationKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_VECTOR3 pTranslationKey) PURE; STDMETHOD(SetTranslationKey)(THIS_ UINT Animation, UINT Key, LPD3DXKEY_VECTOR3 pTranslationKey) PURE; // Callback keys STDMETHOD_(UINT, GetNumCallbackKeys)(THIS) PURE; STDMETHOD(GetCallbackKeys)(THIS_ LPD3DXKEY_CALLBACK pCallbackKeys) PURE; STDMETHOD(GetCallbackKey)(THIS_ UINT Key, LPD3DXKEY_CALLBACK pCallbackKey) PURE; STDMETHOD(SetCallbackKey)(THIS_ UINT Key, LPD3DXKEY_CALLBACK pCallbackKey) PURE; // Key removal methods. These are slow, and should not be used once the animation starts playing STDMETHOD(UnregisterScaleKey)(THIS_ UINT Animation, UINT Key) PURE; STDMETHOD(UnregisterRotationKey)(THIS_ UINT Animation, UINT Key) PURE; STDMETHOD(UnregisterTranslationKey)(THIS_ UINT Animation, UINT Key) PURE; // One-time animaton SRT keyframe registration STDMETHOD(RegisterAnimationSRTKeys)(THIS_ LPCSTR pName, // Animation name UINT NumScaleKeys, // Number of scale keys UINT NumRotationKeys, // Number of rotation keys UINT NumTranslationKeys, // Number of translation keys CONST D3DXKEY_VECTOR3 *pScaleKeys, // Array of scale keys CONST D3DXKEY_QUATERNION *pRotationKeys, // Array of rotation keys CONST D3DXKEY_VECTOR3 *pTranslationKeys, // Array of translation keys DWORD *pAnimationIndex) PURE; // Returns the animation index // Compression STDMETHOD(Compress)(THIS_ DWORD Flags, // Compression flags (use D3DXCOMPRESS_STRONG for better results) FLOAT Lossiness, // Compression loss ratio in the [0, 1] range LPD3DXFRAME pHierarchy, // Frame hierarchy (optional) LPD3DXBUFFER *ppCompressedData) PURE; // Returns the compressed animation set STDMETHOD(UnregisterAnimation)(THIS_ UINT Index) PURE; }; //---------------------------------------------------------------------------- // ID3DXCompressedAnimationSet: // ---------------------------- // This interface implements a compressed keyframed animation set. //---------------------------------------------------------------------------- typedef interface ID3DXCompressedAnimationSet ID3DXCompressedAnimationSet; typedef interface ID3DXCompressedAnimationSet *LPD3DXCOMPRESSEDANIMATIONSET; #undef INTERFACE #define INTERFACE ID3DXCompressedAnimationSet DECLARE_INTERFACE_(ID3DXCompressedAnimationSet, ID3DXAnimationSet) { // ID3DXAnimationSet STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; // Name STDMETHOD_(LPCSTR, GetName)(THIS) PURE; // Period STDMETHOD_(DOUBLE, GetPeriod)(THIS) PURE; STDMETHOD_(DOUBLE, GetPeriodicPosition)(THIS_ DOUBLE Position) PURE; // Maps position into animation period // Animation names STDMETHOD_(UINT, GetNumAnimations)(THIS) PURE; STDMETHOD(GetAnimationNameByIndex)(THIS_ UINT Index, LPCSTR *ppName) PURE; STDMETHOD(GetAnimationIndexByName)(THIS_ LPCSTR pName, UINT *pIndex) PURE; // SRT STDMETHOD(GetSRT)(THIS_ DOUBLE PeriodicPosition, // Position mapped to period (use GetPeriodicPosition) UINT Animation, // Animation index D3DXVECTOR3 *pScale, // Returns the scale D3DXQUATERNION *pRotation, // Returns the rotation as a quaternion D3DXVECTOR3 *pTranslation) PURE; // Returns the translation // Callbacks STDMETHOD(GetCallback)(THIS_ DOUBLE Position, // Position from which to find callbacks DWORD Flags, // Callback search flags DOUBLE *pCallbackPosition, // Returns the position of the callback LPVOID *ppCallbackData) PURE; // Returns the callback data pointer // Playback STDMETHOD_(D3DXPLAYBACK_TYPE, GetPlaybackType)(THIS) PURE; STDMETHOD_(DOUBLE, GetSourceTicksPerSecond)(THIS) PURE; // Scale keys STDMETHOD(GetCompressedData)(THIS_ LPD3DXBUFFER *ppCompressedData) PURE; // Callback keys STDMETHOD_(UINT, GetNumCallbackKeys)(THIS) PURE; STDMETHOD(GetCallbackKeys)(THIS_ LPD3DXKEY_CALLBACK pCallbackKeys) PURE; }; //---------------------------------------------------------------------------- // D3DXPRIORITY_TYPE: // ------------------ // This enum defines the type of priority group that a track can be assigned to. //---------------------------------------------------------------------------- typedef enum _D3DXPRIORITY_TYPE { D3DXPRIORITY_LOW = 0, // This track should be blended with all low priority tracks before mixed with the high priority result D3DXPRIORITY_HIGH = 1, // This track should be blended with all high priority tracks before mixed with the low priority result D3DXPRIORITY_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DXPRIORITY_TYPE; //---------------------------------------------------------------------------- // D3DXTRACK_DESC: // --------------- // This structure describes the mixing information of an animation track. // The mixing information consists of the current position, speed, and blending // weight for the track. The Flags field also specifies whether the track is // low or high priority. Tracks with the same priority are blended together // and then the two resulting values are blended using the priority blend factor. // A track also has an animation set (stored separately) associated with it. //---------------------------------------------------------------------------- typedef struct _D3DXTRACK_DESC { D3DXPRIORITY_TYPE Priority; FLOAT Weight; FLOAT Speed; DOUBLE Position; BOOL Enable; } D3DXTRACK_DESC, *LPD3DXTRACK_DESC; //---------------------------------------------------------------------------- // D3DXEVENT_TYPE: // --------------- // This enum defines the type of events keyable via the animation controller. //---------------------------------------------------------------------------- typedef enum _D3DXEVENT_TYPE { D3DXEVENT_TRACKSPEED = 0, D3DXEVENT_TRACKWEIGHT = 1, D3DXEVENT_TRACKPOSITION = 2, D3DXEVENT_TRACKENABLE = 3, D3DXEVENT_PRIORITYBLEND = 4, D3DXEVENT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DXEVENT_TYPE; //---------------------------------------------------------------------------- // D3DXTRANSITION_TYPE: // -------------------- // This enum defines the type of transtion performed on a event that // transitions from one value to another. //---------------------------------------------------------------------------- typedef enum _D3DXTRANSITION_TYPE { D3DXTRANSITION_LINEAR = 0x000, // Linear transition from one value to the next D3DXTRANSITION_EASEINEASEOUT = 0x001, // Ease-In Ease-Out spline transtion from one value to the next D3DXTRANSITION_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ } D3DXTRANSITION_TYPE; //---------------------------------------------------------------------------- // D3DXEVENT_DESC: // --------------- // This structure describes a animation controller event. // It gives the event's type, track (if the event is a track event), global // start time, duration, transition method, and target value. //---------------------------------------------------------------------------- typedef struct _D3DXEVENT_DESC { D3DXEVENT_TYPE Type; UINT Track; DOUBLE StartTime; DOUBLE Duration; D3DXTRANSITION_TYPE Transition; union { FLOAT Weight; FLOAT Speed; DOUBLE Position; BOOL Enable; }; } D3DXEVENT_DESC, *LPD3DXEVENT_DESC; //---------------------------------------------------------------------------- // D3DXEVENTHANDLE: // ---------------- // Handle values used to efficiently reference animation controller events. //---------------------------------------------------------------------------- typedef DWORD D3DXEVENTHANDLE; typedef D3DXEVENTHANDLE *LPD3DXEVENTHANDLE; //---------------------------------------------------------------------------- // ID3DXAnimationCallbackHandler: // ------------------------------ // This interface is intended to be implemented by the application, and can // be used to handle callbacks in animation sets generated when // ID3DXAnimationController::AdvanceTime() is called. //---------------------------------------------------------------------------- typedef interface ID3DXAnimationCallbackHandler ID3DXAnimationCallbackHandler; typedef interface ID3DXAnimationCallbackHandler *LPD3DXANIMATIONCALLBACKHANDLER; #undef INTERFACE #define INTERFACE ID3DXAnimationCallbackHandler DECLARE_INTERFACE(ID3DXAnimationCallbackHandler) { //---------------------------------------------------------------------------- // ID3DXAnimationCallbackHandler::HandleCallback: // ---------------------------------------------- // This method gets called when a callback occurs for an animation set in one // of the tracks during the ID3DXAnimationController::AdvanceTime() call. // // Parameters: // Track // Index of the track on which the callback occured. // pCallbackData // Pointer to user owned callback data. // //---------------------------------------------------------------------------- STDMETHOD(HandleCallback)(THIS_ UINT Track, LPVOID pCallbackData) PURE; }; //---------------------------------------------------------------------------- // ID3DXAnimationController: // ------------------------- // This interface implements the main animation functionality. It connects // animation sets with the transform frames that are being animated. Allows // mixing multiple animations for blended animations or for transistions // It adds also has methods to modify blending parameters over time to // enable smooth transistions and other effects. //---------------------------------------------------------------------------- typedef interface ID3DXAnimationController ID3DXAnimationController; typedef interface ID3DXAnimationController *LPD3DXANIMATIONCONTROLLER; #undef INTERFACE #define INTERFACE ID3DXAnimationController DECLARE_INTERFACE_(ID3DXAnimationController, IUnknown) { // IUnknown STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE; STDMETHOD_(ULONG, AddRef)(THIS) PURE; STDMETHOD_(ULONG, Release)(THIS) PURE; // Max sizes STDMETHOD_(UINT, GetMaxNumAnimationOutputs)(THIS) PURE; STDMETHOD_(UINT, GetMaxNumAnimationSets)(THIS) PURE; STDMETHOD_(UINT, GetMaxNumTracks)(THIS) PURE; STDMETHOD_(UINT, GetMaxNumEvents)(THIS) PURE; // Animation output registration STDMETHOD(RegisterAnimationOutput)(THIS_ LPCSTR pName, D3DXMATRIX *pMatrix, D3DXVECTOR3 *pScale, D3DXQUATERNION *pRotation, D3DXVECTOR3 *pTranslation) PURE; // Animation set registration STDMETHOD(RegisterAnimationSet)(THIS_ LPD3DXANIMATIONSET pAnimSet) PURE; STDMETHOD(UnregisterAnimationSet)(THIS_ LPD3DXANIMATIONSET pAnimSet) PURE; STDMETHOD_(UINT, GetNumAnimationSets)(THIS) PURE; STDMETHOD(GetAnimationSet)(THIS_ UINT Index, LPD3DXANIMATIONSET *ppAnimationSet) PURE; STDMETHOD(GetAnimationSetByName)(THIS_ LPCSTR szName, LPD3DXANIMATIONSET *ppAnimationSet) PURE; // Global time STDMETHOD(AdvanceTime)(THIS_ DOUBLE TimeDelta, LPD3DXANIMATIONCALLBACKHANDLER pCallbackHandler) PURE; STDMETHOD(ResetTime)(THIS) PURE; STDMETHOD_(DOUBLE, GetTime)(THIS) PURE; // Tracks STDMETHOD(SetTrackAnimationSet)(THIS_ UINT Track, LPD3DXANIMATIONSET pAnimSet) PURE; STDMETHOD(GetTrackAnimationSet)(THIS_ UINT Track, LPD3DXANIMATIONSET *ppAnimSet) PURE; STDMETHOD(SetTrackPriority)(THIS_ UINT Track, D3DXPRIORITY_TYPE Priority) PURE; STDMETHOD(SetTrackSpeed)(THIS_ UINT Track, FLOAT Speed) PURE; STDMETHOD(SetTrackWeight)(THIS_ UINT Track, FLOAT Weight) PURE; STDMETHOD(SetTrackPosition)(THIS_ UINT Track, DOUBLE Position) PURE; STDMETHOD(SetTrackEnable)(THIS_ UINT Track, BOOL Enable) PURE; STDMETHOD(SetTrackDesc)(THIS_ UINT Track, LPD3DXTRACK_DESC pDesc) PURE; STDMETHOD(GetTrackDesc)(THIS_ UINT Track, LPD3DXTRACK_DESC pDesc) PURE; // Priority blending STDMETHOD(SetPriorityBlend)(THIS_ FLOAT BlendWeight) PURE; STDMETHOD_(FLOAT, GetPriorityBlend)(THIS) PURE; // Event keying STDMETHOD_(D3DXEVENTHANDLE, KeyTrackSpeed)(THIS_ UINT Track, FLOAT NewSpeed, DOUBLE StartTime, DOUBLE Duration, D3DXTRANSITION_TYPE Transition) PURE; STDMETHOD_(D3DXEVENTHANDLE, KeyTrackWeight)(THIS_ UINT Track, FLOAT NewWeight, DOUBLE StartTime, DOUBLE Duration, D3DXTRANSITION_TYPE Transition) PURE; STDMETHOD_(D3DXEVENTHANDLE, KeyTrackPosition)(THIS_ UINT Track, DOUBLE NewPosition, DOUBLE StartTime) PURE; STDMETHOD_(D3DXEVENTHANDLE, KeyTrackEnable)(THIS_ UINT Track, BOOL NewEnable, DOUBLE StartTime) PURE; STDMETHOD_(D3DXEVENTHANDLE, KeyPriorityBlend)(THIS_ FLOAT NewBlendWeight, DOUBLE StartTime, DOUBLE Duration, D3DXTRANSITION_TYPE Transition) PURE; // Event unkeying STDMETHOD(UnkeyEvent)(THIS_ D3DXEVENTHANDLE hEvent) PURE; STDMETHOD(UnkeyAllTrackEvents)(THIS_ UINT Track) PURE; STDMETHOD(UnkeyAllPriorityBlends)(THIS) PURE; // Event enumeration STDMETHOD_(D3DXEVENTHANDLE, GetCurrentTrackEvent)(THIS_ UINT Track, D3DXEVENT_TYPE EventType) PURE; STDMETHOD_(D3DXEVENTHANDLE, GetCurrentPriorityBlend)(THIS) PURE; STDMETHOD_(D3DXEVENTHANDLE, GetUpcomingTrackEvent)(THIS_ UINT Track, D3DXEVENTHANDLE hEvent) PURE; STDMETHOD_(D3DXEVENTHANDLE, GetUpcomingPriorityBlend)(THIS_ D3DXEVENTHANDLE hEvent) PURE; STDMETHOD(ValidateEvent)(THIS_ D3DXEVENTHANDLE hEvent) PURE; STDMETHOD(GetEventDesc)(THIS_ D3DXEVENTHANDLE hEvent, LPD3DXEVENT_DESC pDesc) PURE; // Cloning STDMETHOD(CloneAnimationController)(THIS_ UINT MaxNumAnimationOutputs, UINT MaxNumAnimationSets, UINT MaxNumTracks, UINT MaxNumEvents, LPD3DXANIMATIONCONTROLLER *ppAnimController) PURE; }; #ifdef __cplusplus extern "C" { #endif //__cplusplus //---------------------------------------------------------------------------- // D3DXLoadMeshHierarchyFromX: // --------------------------- // Loads the first frame hierarchy in a .X file. // // Parameters: // Filename // Name of the .X file // MeshOptions // Mesh creation options for meshes in the file (see d3dx9mesh.h) // pD3DDevice // D3D9 device on which meshes in the file are created in // pAlloc // Allocation interface used to allocate nodes of the frame hierarchy // pUserDataLoader // Application provided interface to allow loading of user data // ppFrameHierarchy // Returns root node pointer of the loaded frame hierarchy // ppAnimController // Returns pointer to an animation controller corresponding to animation // in the .X file. This is created with default max tracks and events // //---------------------------------------------------------------------------- HRESULT WINAPI D3DXLoadMeshHierarchyFromXA ( LPCSTR Filename, DWORD MeshOptions, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXALLOCATEHIERARCHY pAlloc, LPD3DXLOADUSERDATA pUserDataLoader, LPD3DXFRAME *ppFrameHierarchy, LPD3DXANIMATIONCONTROLLER *ppAnimController ); HRESULT WINAPI D3DXLoadMeshHierarchyFromXW ( LPCWSTR Filename, DWORD MeshOptions, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXALLOCATEHIERARCHY pAlloc, LPD3DXLOADUSERDATA pUserDataLoader, LPD3DXFRAME *ppFrameHierarchy, LPD3DXANIMATIONCONTROLLER *ppAnimController ); #ifdef UNICODE #define D3DXLoadMeshHierarchyFromX D3DXLoadMeshHierarchyFromXW #else #define D3DXLoadMeshHierarchyFromX D3DXLoadMeshHierarchyFromXA #endif HRESULT WINAPI D3DXLoadMeshHierarchyFromXInMemory ( LPCVOID Memory, DWORD SizeOfMemory, DWORD MeshOptions, LPDIRECT3DDEVICE9 pD3DDevice, LPD3DXALLOCATEHIERARCHY pAlloc, LPD3DXLOADUSERDATA pUserDataLoader, LPD3DXFRAME *ppFrameHierarchy, LPD3DXANIMATIONCONTROLLER *ppAnimController ); //---------------------------------------------------------------------------- // D3DXSaveMeshHierarchyToFile: // ---------------------------- // Creates a .X file and saves the mesh hierarchy and corresponding animations // in it // // Parameters: // Filename // Name of the .X file // XFormat // Format of the .X file (text or binary, compressed or not, etc) // pFrameRoot // Root node of the hierarchy to be saved // pAnimController // The animation controller whose animation sets are to be stored // pUserDataSaver // Application provided interface to allow adding of user data to // data objects saved to .X file // //---------------------------------------------------------------------------- HRESULT WINAPI D3DXSaveMeshHierarchyToFileA ( LPCSTR Filename, DWORD XFormat, CONST D3DXFRAME *pFrameRoot, LPD3DXANIMATIONCONTROLLER pAnimcontroller, LPD3DXSAVEUSERDATA pUserDataSaver ); HRESULT WINAPI D3DXSaveMeshHierarchyToFileW ( LPCWSTR Filename, DWORD XFormat, CONST D3DXFRAME *pFrameRoot, LPD3DXANIMATIONCONTROLLER pAnimController, LPD3DXSAVEUSERDATA pUserDataSaver ); #ifdef UNICODE #define D3DXSaveMeshHierarchyToFile D3DXSaveMeshHierarchyToFileW #else #define D3DXSaveMeshHierarchyToFile D3DXSaveMeshHierarchyToFileA #endif //---------------------------------------------------------------------------- // D3DXFrameDestroy: // ----------------- // Destroys the subtree of frames under the root, including the root // // Parameters: // pFrameRoot // Pointer to the root node // pAlloc // Allocation interface used to de-allocate nodes of the frame hierarchy // //---------------------------------------------------------------------------- HRESULT WINAPI D3DXFrameDestroy ( LPD3DXFRAME pFrameRoot, LPD3DXALLOCATEHIERARCHY pAlloc ); //---------------------------------------------------------------------------- // D3DXFrameAppendChild: // --------------------- // Add a child frame to a frame // // Parameters: // pFrameParent // Pointer to the parent node // pFrameChild // Pointer to the child node // //---------------------------------------------------------------------------- HRESULT WINAPI D3DXFrameAppendChild ( LPD3DXFRAME pFrameParent, CONST D3DXFRAME *pFrameChild ); //---------------------------------------------------------------------------- // D3DXFrameFind: // -------------- // Finds a frame with the given name. Returns NULL if no frame found. // // Parameters: // pFrameRoot // Pointer to the root node // Name // Name of frame to find // //---------------------------------------------------------------------------- LPD3DXFRAME WINAPI D3DXFrameFind ( CONST D3DXFRAME *pFrameRoot, LPCSTR Name ); //---------------------------------------------------------------------------- // D3DXFrameRegisterNamedMatrices: // ------------------------------- // Finds all frames that have non-null names and registers each of those frame // matrices to the given animation controller // // Parameters: // pFrameRoot // Pointer to the root node // pAnimController // Pointer to the animation controller where the matrices are registered // //---------------------------------------------------------------------------- HRESULT WINAPI D3DXFrameRegisterNamedMatrices ( LPD3DXFRAME pFrameRoot, LPD3DXANIMATIONCONTROLLER pAnimController ); //---------------------------------------------------------------------------- // D3DXFrameNumNamedMatrices: // -------------------------- // Counts number of frames in a subtree that have non-null names // // Parameters: // pFrameRoot // Pointer to the root node of the subtree // Return Value: // Count of frames // //---------------------------------------------------------------------------- UINT WINAPI D3DXFrameNumNamedMatrices ( CONST D3DXFRAME *pFrameRoot ); //---------------------------------------------------------------------------- // D3DXFrameCalculateBoundingSphere: // --------------------------------- // Computes the bounding sphere of all the meshes in the frame hierarchy. // // Parameters: // pFrameRoot // Pointer to the root node // pObjectCenter // Returns the center of the bounding sphere // pObjectRadius // Returns the radius of the bounding sphere // //---------------------------------------------------------------------------- HRESULT WINAPI D3DXFrameCalculateBoundingSphere ( CONST D3DXFRAME *pFrameRoot, LPD3DXVECTOR3 pObjectCenter, FLOAT *pObjectRadius ); //---------------------------------------------------------------------------- // D3DXCreateKeyframedAnimationSet: // -------------------------------- // This function creates a compressable keyframed animations set interface. // // Parameters: // pName // Name of the animation set // TicksPerSecond // Number of keyframe ticks that elapse per second // Playback // Playback mode of keyframe looping // NumAnimations // Number of SRT animations // NumCallbackKeys // Number of callback keys // pCallbackKeys // Array of callback keys // ppAnimationSet // Returns the animation set interface // //----------------------------------------------------------------------------- HRESULT WINAPI D3DXCreateKeyframedAnimationSet ( LPCSTR pName, DOUBLE TicksPerSecond, D3DXPLAYBACK_TYPE Playback, UINT NumAnimations, UINT NumCallbackKeys, CONST D3DXKEY_CALLBACK *pCallbackKeys, LPD3DXKEYFRAMEDANIMATIONSET *ppAnimationSet ); //---------------------------------------------------------------------------- // D3DXCreateCompressedAnimationSet: // -------------------------------- // This function creates a compressed animations set interface from // compressed data. // // Parameters: // pName // Name of the animation set // TicksPerSecond // Number of keyframe ticks that elapse per second // Playback // Playback mode of keyframe looping // pCompressedData // Compressed animation SRT data // NumCallbackKeys // Number of callback keys // pCallbackKeys // Array of callback keys // ppAnimationSet // Returns the animation set interface // //----------------------------------------------------------------------------- HRESULT WINAPI D3DXCreateCompressedAnimationSet ( LPCSTR pName, DOUBLE TicksPerSecond, D3DXPLAYBACK_TYPE Playback, LPD3DXBUFFER pCompressedData, UINT NumCallbackKeys, CONST D3DXKEY_CALLBACK *pCallbackKeys, LPD3DXCOMPRESSEDANIMATIONSET *ppAnimationSet ); //---------------------------------------------------------------------------- // D3DXCreateAnimationController: // ------------------------------ // This function creates an animation controller object. // // Parameters: // MaxNumMatrices // Maximum number of matrices that can be animated // MaxNumAnimationSets // Maximum number of animation sets that can be played // MaxNumTracks // Maximum number of animation sets that can be blended // MaxNumEvents // Maximum number of outstanding events that can be scheduled at any given time // ppAnimController // Returns the animation controller interface // //----------------------------------------------------------------------------- HRESULT WINAPI D3DXCreateAnimationController ( UINT MaxNumMatrices, UINT MaxNumAnimationSets, UINT MaxNumTracks, UINT MaxNumEvents, LPD3DXANIMATIONCONTROLLER *ppAnimController ); #ifdef __cplusplus } #endif //__cplusplus #endif //__D3DX9ANIM_H__