SmoothChangeAnimation函数申明:
void SmoothChangeAnimation(LPD3DXANIMATIONCONTROLLER pAnimController,LPD3DXANIMATIONSET pAnimSet,FLOAT fCurrTime);
SmoothChangeAnimation函数实现:
void SmoothChangeAnimation( LPD3DXANIMATIONCONTROLLER pAnimController, LPD3DXANIMATIONSET pAnimSet, FLOAT fCurrTime ) { static DWORD dwOldTrack = 0; static DWORD dwNewTrack = 1; dwNewTrack = dwOldTrack == 0 ? 1 : 0; pAnimController->SetTrackAnimationSet( dwNewTrack, pAnimSet ); pAnimController->UnkeyAllTrackEvents( dwOldTrack ); pAnimController->UnkeyAllTrackEvents( dwNewTrack ); pAnimController->KeyTrackEnable( dwOldTrack, FALSE, fCurrTime + 0.125f ); pAnimController->KeyTrackSpeed( dwOldTrack, 0.0f, fCurrTime, 0.125f, D3DXTRANSITION_LINEAR ); pAnimController->KeyTrackWeight( dwOldTrack, 0.0f, fCurrTime, 0.125f, D3DXTRANSITION_LINEAR ); pAnimController->SetTrackEnable( dwNewTrack, TRUE ); pAnimController->KeyTrackSpeed( dwNewTrack, 1.0f, fCurrTime, 0.125f, D3DXTRANSITION_LINEAR ); pAnimController->KeyTrackWeight( dwNewTrack, 1.0f, fCurrTime, 0.125f, D3DXTRANSITION_LINEAR ); dwOldTrack = dwNewTrack; }
控制动作
static float fCurrTime=0.0f; fCurrTime += timeDelta; LPD3DXANIMATIONSET pAnimationSet=NULL; if(::GetAsyncKeyState(0x31)&0x8000f) { g_pAnimController->GetAnimationSetByName("stand",&pAnimationSet); SmoothChangeAnimation(g_pAnimController,pAnimationSet,fCurrTime); } if(::GetAsyncKeyState(0x32)&0x8000f) { g_pAnimController->GetAnimationSetByName("sworddance",&pAnimationSet); SmoothChangeAnimation(g_pAnimController,pAnimationSet,fCurrTime); } SAFE_RELEASE(pAnimationSet); Device->SetTransform(D3DTS_WORLD, &matFinal); g_pAnimController->AdvanceTime(timeDelta,NULL); UpdateFrameMatrices(g_pFrameRoot, &matFinal);