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re3/sdk/dx8sdk/Include/d3dx9anim.h
2020-08-02 19:36:50 +03:00

1115 lines
41 KiB
C

//////////////////////////////////////////////////////////////////////////////
//
// 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__