📄 mltinyx.cpp
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///////////////////////////////////////////////////////////////////////////////
//
// File: mlTinyx.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: Athlon 1800+ XP, 512 DDR, Radeon 9500 Pro, Windows XP, MSVC++ 7.0
//
// Desc: Contains the implementation of Tiny_X.
//
///////////////////////////////////////////////////////////////////////////////
#include "mlTinyx.h"
void Tiny_X::playLoiter()
{
ID3DXAnimationSet* loiter = 0;
_animCtrl->GetAnimationSet(LOITER_INDEX, &loiter);
_animCtrl->SetTrackAnimationSet(0, loiter);
_animCtrl->ResetTime();
}
void Tiny_X::playWalk()
{
ID3DXAnimationSet* walk = 0;
_animCtrl->GetAnimationSet(WALK_INDEX, &walk);
_animCtrl->SetTrackAnimationSet(0, walk);
_animCtrl->ResetTime();
}
void Tiny_X::playJog()
{
ID3DXAnimationSet* jog = 0;
_animCtrl->GetAnimationSet(JOG_INDEX, &jog);
_animCtrl->SetTrackAnimationSet(0, jog);
_animCtrl->ResetTime();
}
void Tiny_X::playWave()
{
ID3DXAnimationSet* wave = 0;
_animCtrl->GetAnimationSet(WAVE_INDEX, &wave);
_animCtrl->SetTrackAnimationSet(0, wave);
_animCtrl->ResetTime();
}
void Tiny_X::playLoiterWaveBlend()
{
ID3DXAnimationSet* loiter = 0;
ID3DXAnimationSet* wave = 0;
_animCtrl->GetAnimationSet(LOITER_INDEX, &loiter);
_animCtrl->GetAnimationSet(WAVE_INDEX, &wave);
_animCtrl->SetTrackAnimationSet(0, loiter);
_animCtrl->SetTrackAnimationSet(1, wave);
_animCtrl->SetTrackWeight(0, 0.2f);
_animCtrl->SetTrackWeight(1, 0.8f);
_animCtrl->SetTrackEnable(0, true);
_animCtrl->SetTrackEnable(1, true);
_animCtrl->SetTrackSpeed(0, 1.0f);
_animCtrl->SetTrackSpeed(1, 1.0f);
_animCtrl->SetTrackPriority(0, D3DXPRIORITY_HIGH);
_animCtrl->SetTrackPriority(1, D3DXPRIORITY_HIGH);
_animCtrl->ResetTime();
}
void Tiny_X::playLoiterJogBlend()
{
ID3DXAnimationSet* loiter = 0;
ID3DXAnimationSet* jog = 0;
_animCtrl->GetAnimationSet(LOITER_INDEX, &loiter);
_animCtrl->GetAnimationSet(JOG_INDEX, &jog);
_animCtrl->SetTrackAnimationSet(0, loiter);
_animCtrl->SetTrackAnimationSet(1, jog);
_animCtrl->SetTrackWeight(0, 0.7f);
_animCtrl->SetTrackWeight(1, 0.3f);
_animCtrl->SetTrackEnable(0, true);
_animCtrl->SetTrackEnable(1, true);
_animCtrl->SetTrackSpeed(0, 1.0f);
_animCtrl->SetTrackSpeed(1, 1.0f);
_animCtrl->SetTrackPriority(0, D3DXPRIORITY_HIGH);
_animCtrl->SetTrackPriority(1, D3DXPRIORITY_HIGH);
_animCtrl->ResetTime();
}
void Tiny_X::playJogWaveBlend()
{
ID3DXAnimationSet* jog = 0;
ID3DXAnimationSet* wave = 0;
_animCtrl->GetAnimationSet(JOG_INDEX, &jog);
_animCtrl->GetAnimationSet(WAVE_INDEX, &wave);
_animCtrl->SetTrackAnimationSet(0, jog);
_animCtrl->SetTrackAnimationSet(1, wave);
_animCtrl->SetTrackWeight(0, 0.4f);
_animCtrl->SetTrackWeight(1, 0.6f);
_animCtrl->SetTrackEnable(0, true);
_animCtrl->SetTrackEnable(1, true);
_animCtrl->SetTrackSpeed(0, 1.0f);
_animCtrl->SetTrackSpeed(1, 1.0f);
_animCtrl->SetTrackPriority(0, D3DXPRIORITY_HIGH);
_animCtrl->SetTrackPriority(1, D3DXPRIORITY_HIGH);
_animCtrl->ResetTime();
}
void Tiny_X::playWalkWaveBlend()
{
ID3DXAnimationSet* walk = 0;
ID3DXAnimationSet* wave = 0;
_animCtrl->GetAnimationSet(WALK_INDEX, &walk);
_animCtrl->GetAnimationSet(WAVE_INDEX, &wave);
_animCtrl->SetTrackAnimationSet(0, walk);
_animCtrl->SetTrackAnimationSet(1, wave);
_animCtrl->SetTrackWeight(0, 0.5f);
_animCtrl->SetTrackWeight(1, 0.5f);
_animCtrl->SetTrackEnable(0, true);
_animCtrl->SetTrackEnable(1, true);
_animCtrl->SetTrackSpeed(0, 1.0f);
_animCtrl->SetTrackSpeed(1, 1.0f);
_animCtrl->SetTrackPriority(0, D3DXPRIORITY_HIGH);
_animCtrl->SetTrackPriority(1, D3DXPRIORITY_HIGH);
_animCtrl->ResetTime();
}
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