802 lines
30 KiB
C
Raw Normal View History

2025-07-10 00:08:30 -04:00
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx9anim.h
// Content: D3DX mesh types and functions
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3DX9ANIM_H__
#define __D3DX9ANIM_H__
// {ADE2C06D-3747-4b9f-A514-3440B8284980}
DEFINE_GUID(IID_ID3DXInterpolator,
0xade2c06d, 0x3747, 0x4b9f, 0xa5, 0x14, 0x34, 0x40, 0xb8, 0x28, 0x49, 0x80);
// {6CAA71F8-0972-4cdb-A55B-43B968997515}
DEFINE_GUID(IID_ID3DXKeyFrameInterpolator,
0x6caa71f8, 0x972, 0x4cdb, 0xa5, 0x5b, 0x43, 0xb9, 0x68, 0x99, 0x75, 0x15);
// {54B569AC-0AEF-473e-9704-3FEF317F64AB}
DEFINE_GUID(IID_ID3DXAnimationSet,
0x54b569ac, 0xaef, 0x473e, 0x97, 0x4, 0x3f, 0xef, 0x31, 0x7f, 0x64, 0xab);
// {3A714D34-FF61-421e-909F-639F38356708}
DEFINE_GUID(IID_ID3DXAnimationController,
0x3a714d34, 0xff61, 0x421e, 0x90, 0x9f, 0x63, 0x9f, 0x38, 0x35, 0x67, 0x8);
typedef struct ID3DXInterpolator *LPD3DXINTERPOLATOR;
typedef struct ID3DXKeyFrameInterpolator *LPD3DXKEYFRAMEINTERPOLATOR;
typedef struct ID3DXAnimationSet *LPD3DXANIMATIONSET;
typedef struct ID3DXAnimationController *LPD3DXANIMATIONCONTROLLER;
typedef struct ID3DXAllocateHierarchy *LPD3DXALLOCATEHIERARCHY;
typedef struct ID3DXLoadUserData *LPD3DXLOADUSERDATA;
typedef struct ID3DXSaveUserData *LPD3DXSAVEUSERDATA;
//----------------------------------------------------------------------------
// 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;
//----------------------------------------------------------------------------
// 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 MeshType enum
//----------------------------------------------------------------------------
typedef struct _D3DXMESHDATA
{
D3DXMESHDATATYPE Type;
// current mesh data interface
union
{
LPD3DXMESH pMesh;
LPD3DXPMESH pPMesh;
LPD3DXPATCHMESH pPatchMesh;
};
} D3DXMESHDATA, *LPD3DXMESHDATA;
//----------------------------------------------------------------------------
// 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;
//----------------------------------------------------------------------------
// 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;
#undef INTERFACE
#define INTERFACE 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
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXAllocateHierarchy ////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
DECLARE_INTERFACE(ID3DXAllocateHierarchy)
{
// ID3DXAllocateHierarchy
//------------------------------------------------------------------------
// CreateFrame:
// ------------
// Requests allocation of a frame object.
//
// Parameters:
// Name
// Name of the frame to be created
// ppNewFrame
// Returns 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, LPD3DXMESHDATA pMeshData,
LPD3DXMATERIAL pMaterials, LPD3DXEFFECTINSTANCE pEffectInstances, DWORD NumMaterials,
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;
};
//----------------------------------------------------------------------------
// 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
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXLoadUserData ////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
DECLARE_INTERFACE(ID3DXLoadUserData)
{
STDMETHOD(LoadTopLevelData)(LPDIRECTXFILEDATA pXofChildData) PURE;
STDMETHOD(LoadFrameChildData)(LPD3DXFRAME pFrame,
LPDIRECTXFILEDATA pXofChildData) PURE;
STDMETHOD(LoadMeshChildData)(LPD3DXMESHCONTAINER pMeshContainer,
LPDIRECTXFILEDATA pXofChildData) PURE;
};
//----------------------------------------------------------------------------
// 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
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXSaveUserData /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
DECLARE_INTERFACE(ID3DXSaveUserData)
{
STDMETHOD(AddFrameChildData)(LPD3DXFRAME pFrame,
LPDIRECTXFILESAVEOBJECT pXofSave,
LPDIRECTXFILEDATA pXofFrameData) PURE;
STDMETHOD(AddMeshChildData)(LPD3DXMESHCONTAINER pMeshContainer,
LPDIRECTXFILESAVEOBJECT pXofSave,
LPDIRECTXFILEDATA 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)(LPDIRECTXFILESAVEOBJECT pXofSave) PURE;
STDMETHOD(AddTopLevelDataObjectsPost)(LPDIRECTXFILESAVEOBJECT pXofSave) PURE;
// callbacks for the user to register and then save templates to the XFile
STDMETHOD(RegisterTemplates)(LPDIRECTXFILE pXFileApi) PURE;
STDMETHOD(SaveTemplates)(LPDIRECTXFILESAVEOBJECT pXofSave) 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 mixer 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,
LPD3DXFRAME pFrameRoot,
LPD3DXANIMATIONCONTROLLER pAnimMixer,
LPD3DXSAVEUSERDATA pUserDataSaver
);
HRESULT WINAPI
D3DXSaveMeshHierarchyToFileW(
LPCWSTR Filename,
DWORD XFormat,
LPD3DXFRAME pFrameRoot,
LPD3DXANIMATIONCONTROLLER pAnimMixer,
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,
LPD3DXFRAME 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(
LPD3DXFRAME pFrameRoot,
LPCSTR Name
);
//----------------------------------------------------------------------------
// D3DXFrameRegisterNamedMatrices:
// --------------------------
// Finds all frames that have non-null names and registers each of those frame
// matrices to the given animation mixer
//
// Parameters:
// pFrameRoot
// Pointer to the root node
// pAnimMixer
// Pointer to the animation mixer where the matrices are registered
//
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DXFrameRegisterNamedMatrices(
LPD3DXFRAME pFrameRoot,
LPD3DXANIMATIONCONTROLLER pAnimMixer
);
//----------------------------------------------------------------------------
// 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(
LPD3DXFRAME 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(
LPD3DXFRAME pFrameRoot,
LPD3DXVECTOR3 pObjectCenter,
FLOAT *pObjectRadius
);
#ifdef __cplusplus
}
#endif //__cplusplus
#undef INTERFACE
#define INTERFACE ID3DXInterpolator
//----------------------------------------------------------------------------
// This interface defines a SRT (scale/rotate/translate) interpolator. This
// is an abstract interface. ID3DXKeyFrameInterpolator inherits from this.
// An application can implement this for custom SRT interpolator
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXInterpolator /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
DECLARE_INTERFACE_(ID3DXInterpolator, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// ID3DXInterpolator
STDMETHOD_(LPCSTR, GetName)(THIS) PURE;
STDMETHOD_(DOUBLE, GetPeriod)(THIS) PURE;
//----------------------------------------------------------------------------
// GetSRT:
// -------
// Returns the scale, rotation and translation at a given time
//
// Parameters:
// Time
// Time at which the interpolator should be queried
// pScale
// Returns the scale vector
// pRotate
// Returns the rotation qaternion
// pTranslate
// Returns the translate vector
//
//----------------------------------------------------------------------------
STDMETHOD(GetSRT)(THIS_ DOUBLE Time, D3DXVECTOR3 *pScale, D3DXQUATERNION *pRotate, D3DXVECTOR3 *pTranslate) PURE;
STDMETHOD(GetLastSRT)(THIS_ D3DXVECTOR3 *pScale, D3DXQUATERNION *pRotate, D3DXVECTOR3 *pTranslate) PURE;
};
//----------------------------------------------------------------------------
// 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;
//----------------------------------------------------------------------------
// 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;
#undef INTERFACE
#define INTERFACE ID3DXKeyFrameInterpolator
//----------------------------------------------------------------------------
// This interface implements an SRT (scale/rotate/translate) interpolator
// It takes a scattered set of keys and interpolates the transform for any
// given time
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXKeyFrameInterpolator /////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
DECLARE_INTERFACE_(ID3DXKeyFrameInterpolator, ID3DXInterpolator)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// ID3DXInterpolator
STDMETHOD_(LPCSTR, GetName)(THIS) PURE;
STDMETHOD_(DOUBLE, GetPeriod)(THIS) PURE;
STDMETHOD(GetSRT)(THIS_ DOUBLE Time, D3DXVECTOR3 *pScale, D3DXQUATERNION *pRotate, D3DXVECTOR3 *pTranslate) PURE;
STDMETHOD(GetLastSRT)(THIS_ D3DXVECTOR3 *pScale, D3DXQUATERNION *pRotate, D3DXVECTOR3 *pTranslate) PURE;
// ID3DXKeyFrameInterpolator
STDMETHOD_(UINT, GetNumScaleKeys)(THIS) PURE;
STDMETHOD(GetScaleKeys)(THIS_ LPD3DXKEY_VECTOR3 pKeys) PURE;
STDMETHOD_(UINT, GetNumRotationKeys)(THIS) PURE;
STDMETHOD(GetRotationKeys)(THIS_ LPD3DXKEY_QUATERNION pKeys) PURE;
STDMETHOD_(UINT, GetNumTranslationKeys)(THIS) PURE;
STDMETHOD(GetTranslationKeys)(THIS_ LPD3DXKEY_VECTOR3 pKeys) PURE;
// the value passed to D3DXCreateKeyFrameInterpolator to scale from the times in LPD3DXKEY_VECTOR3 to global/anim time.
STDMETHOD_(DOUBLE, GetSourceTicksPerSecond)(THIS) PURE;
};
//----------------------------------------------------------------------------
// This interface implements an set of interpolators. The set consists of
// interpolators for many nodes for the same animation.
//----------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////////
// ID3DXAnimationSet /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
DECLARE_INTERFACE_(ID3DXAnimationSet, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// ID3DXAnimationSet
STDMETHOD_(LPCSTR, GetName)(THIS) PURE;
STDMETHOD_(DOUBLE, GetPeriod)(THIS) PURE;
STDMETHOD_(UINT, GetNumInterpolators)(THIS) PURE;
STDMETHOD(GetInterpolatorByIndex)(THIS_ UINT Index, LPD3DXINTERPOLATOR *ppInterpolator) PURE;
STDMETHOD(GetInterpolatorByName)(THIS_ LPCSTR pName, LPD3DXINTERPOLATOR *ppInterpolator) PURE;
};
//----------------------------------------------------------------------------
// This structure describes an animation track. A track is a combination
// of an animation set (stored separately) and mixing information.
// 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.
//----------------------------------------------------------------------------
typedef struct _D3DXTRACK_DESC
{
DWORD Flags;
FLOAT Weight;
FLOAT Speed;
BOOL Enable;
DOUBLE AnimTime;
} D3DXTRACK_DESC, *LPD3DXTRACK_DESC;
//----------------------------------------------------------------------------
// This enum defines the type of transtion performed on a event that transitions from one value to another
//----------------------------------------------------------------------------
typedef enum _D3DXTRACKFLAG {
D3DXTF_LOWPRIORITY = 0x000, // This track should be blended with all low priority tracks before mixed with the high priority result
D3DXTF_HIGHPRIORITY = 0x001, // This track should be blended with all high priority tracks before mixed with the low priority result
D3DXTF_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */
} D3DXTRACKFLAG;
//----------------------------------------------------------------------------
// 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.
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// This enum defines the type of transtion performed on a event that transitions from one value to another
//----------------------------------------------------------------------------
typedef enum _D3DXTRANSITIONTYPE {
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 */
} D3DXTRANSITIONTYPE;
//////////////////////////////////////////////////////////////////////////////
// ID3DXAnimationController //////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
DECLARE_INTERFACE_(ID3DXAnimationController, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// mixing functionality
// register outputs of SetTime
STDMETHOD(RegisterMatrix)(THIS_ LPCSTR Name, D3DXMATRIX *pMatrix) PURE;
// AnimationSets
STDMETHOD_(UINT, GetNumAnimationSets)(THIS) PURE;
STDMETHOD(GetAnimationSet)(THIS_ DWORD iAnimationSet, LPD3DXANIMATIONSET *ppAnimSet) PURE;
STDMETHOD(RegisterAnimationSet)(THIS_ LPD3DXANIMATIONSET pAnimSet) PURE;
STDMETHOD(UnregisterAnimationSet)(THIS_ LPD3DXANIMATIONSET pAnimSet) PURE;
// Tracks
STDMETHOD_(UINT, GetMaxNumTracks)(THIS) PURE;
STDMETHOD(GetTrackDesc)(THIS_ DWORD Track, D3DXTRACK_DESC *pDesc) PURE;
STDMETHOD(SetTrackDesc)(THIS_ DWORD Track, D3DXTRACK_DESC *pDesc) PURE;
STDMETHOD(GetTrackAnimationSet)(THIS_ DWORD Track, LPD3DXANIMATIONSET *ppAnimSet) PURE;
STDMETHOD(SetTrackAnimationSet)(THIS_ DWORD Track, LPD3DXANIMATIONSET pAnimSet) PURE;
// Individual track field access
STDMETHOD(SetTrackSpeed)(THIS_ DWORD Track, FLOAT Speed) PURE;
STDMETHOD(SetTrackWeight)(THIS_ DWORD Track, FLOAT Weight) PURE;
STDMETHOD(SetTrackAnimTime)(THIS_ DWORD Track, DOUBLE AnimTime) PURE;
STDMETHOD(SetTrackEnable)(THIS_ DWORD Track, BOOL Enable) PURE;
// Time
STDMETHOD_(DOUBLE, GetTime)(THIS) PURE;
STDMETHOD(SetTime)(THIS_ DOUBLE Time) PURE;
STDMETHOD(CloneAnimationController)(THIS_ UINT MaxNumMatrices, UINT MaxNumAnimationSets, UINT MaxNumTracks, UINT MaxNumEvents, LPD3DXANIMATIONCONTROLLER *ppAnimController) PURE;
STDMETHOD_(UINT, GetMaxNumMatrices)(THIS) PURE;
STDMETHOD_(UINT, GetMaxNumEvents)(THIS) PURE;
STDMETHOD_(UINT, GetMaxNumAnimationSets)(THIS) PURE;
// Sequencing abilities
STDMETHOD(KeyTrackSpeed)(THIS_ DWORD Track, FLOAT NewSpeed, DOUBLE StartTime, DOUBLE Duration, DWORD Method) PURE;
STDMETHOD(KeyTrackWeight)(THIS_ DWORD Track, FLOAT NewWeight, DOUBLE StartTime, DOUBLE Duration, DWORD Method) PURE;
STDMETHOD(KeyTrackAnimTime)(THIS_ DWORD Track, DOUBLE NewAnimTime, DOUBLE StartTime) PURE;
STDMETHOD(KeyTrackEnable)(THIS_ DWORD Track, BOOL NewEnable, DOUBLE StartTime) PURE;
// this functions sets the blend weight to be used to blend high and low priority tracks together.
// NOTE: this has no effect unless there are active animations on tracks for a given matrix that have both high and low results
STDMETHOD_(FLOAT, GetPriorityBlend)(THIS) PURE;
STDMETHOD(SetPriorityBlend)(THIS_ FLOAT BlendWeight) PURE;
STDMETHOD(KeyPriorityBlend)(THIS_ FLOAT NewBlendWeight, DOUBLE StartTime, DOUBLE Duration, DWORD Method) PURE;
};
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
//----------------------------------------------------------------------------
// D3DXCreateKeyFrameInterpolator:
// -------------------------------
// Creates a SRT key frame interpolator object from the given set of keys
//
// Parameters:
// ScaleKeys
// Array of scale key vectors
// NumScaleKeys
// Num elements in ScaleKeys array
// RotationKeys
// Array of rotation key quternions
// NumRotationKeys
// Num elements in RotationKeys array
// TranslateKeys
// Array of translation key vectors
// NumTranslateKeys
// Num elements in TranslateKeys array
// ScaleInputTimeBy
// All key times are scaled by this factor
// ppNewInterpolator
// Returns the keyframe interpolator interface
//
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DXCreateKeyFrameInterpolator(LPCSTR Name,
LPD3DXKEY_VECTOR3 ScaleKeys, UINT NumScaleKeys,
LPD3DXKEY_QUATERNION RotationKeys, UINT NumRotationKeys,
LPD3DXKEY_VECTOR3 TranslateKeys, UINT NumTranslateKeys,
DOUBLE ScaleInputTimeBy, LPD3DXKEYFRAMEINTERPOLATOR *ppNewInterpolator);
//----------------------------------------------------------------------------
// D3DXCreateAnimationSet:
// -----------------------
// Creates an animtions set interface given a set of interpolators
//
// Parameters:
// Name
// Name of the animation set
// pInterpolators
// Array of interpolators
// NumInterpolators
// Num elements in the pInterpolators array
// ppAnimSet
// Returns the animation set interface
//
//-----------------------------------------------------------------------------
HRESULT WINAPI
D3DXCreateAnimationSet(LPCSTR Name,
LPD3DXINTERPOLATOR *ppInterpolators, UINT NumInterpolators,
LPD3DXANIMATIONSET *ppAnimSet);
//----------------------------------------------------------------------------
// D3DXCreateAnimationController:
// -------------------------
// Creates an animtion mixer object
//
// Parameters:
// MaxNumMatrices
// The upper limit for the number of matrices that can be animated by the
// the object
// MaxNumAnimationSets
// The upper limit of the number of animation sets that can be played by
// the object
// MaxNumTracks
// The upper limit of the number of animation sets that can be blended at
// any time.
// MaxNumEvents
// The upper limit of the number of outstanding events that can be
// scheduled at once.
// 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__