(D3D) Cleanup d3dx9anim.h header

This commit is contained in:
twinaphex 2017-04-21 21:00:22 +02:00
parent 6951111459
commit bcce88e516

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@ -26,89 +26,55 @@ DEFINE_GUID(IID_ID3DXCompressedAnimationSet,
DEFINE_GUID(IID_ID3DXAnimationController, DEFINE_GUID(IID_ID3DXAnimationController,
0xac8948ec, 0xf86d, 0x43e2, 0x96, 0xde, 0x31, 0xfc, 0x35, 0xf9, 0x6d, 0x9e); 0xac8948ec, 0xf86d, 0x43e2, 0x96, 0xde, 0x31, 0xfc, 0x35, 0xf9, 0x6d, 0x9e);
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 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; } 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 typedef struct _D3DXMESHDATA
{ {
D3DXMESHDATATYPE Type; D3DXMESHDATATYPE Type;
// current mesh data interface /* current mesh data interface */
union union
{ {
LPD3DXMESH pMesh; LPD3DXMESH pMesh;
LPD3DXPMESH pPMesh; LPD3DXPMESH pPMesh;
LPD3DXPATCHMESH pPatchMesh; LPD3DXPATCHMESH pPatchMesh;
}; };
} D3DXMESHDATA, *LPD3DXMESHDATA; } 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 typedef struct _D3DXMESHCONTAINER
{ {
LPSTR Name; LPSTR Name;
D3DXMESHDATA MeshData; D3DXMESHDATA MeshData;
LPD3DXMATERIAL pMaterials; LPD3DXMATERIAL pMaterials;
LPD3DXEFFECTINSTANCE pEffects; LPD3DXEFFECTINSTANCE pEffects;
DWORD NumMaterials; DWORD NumMaterials;
DWORD *pAdjacency; DWORD *pAdjacency;
LPD3DXSKININFO pSkinInfo; LPD3DXSKININFO pSkinInfo;
struct _D3DXMESHCONTAINER *pNextMeshContainer; struct _D3DXMESHCONTAINER *pNextMeshContainer;
} D3DXMESHCONTAINER, *LPD3DXMESHCONTAINER; } 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 typedef struct _D3DXFRAME
{ {
LPSTR Name; LPSTR Name;
D3DXMATRIX TransformationMatrix; D3DXMATRIX TransformationMatrix;
LPD3DXMESHCONTAINER pMeshContainer; LPD3DXMESHCONTAINER pMeshContainer;
struct _D3DXFRAME *pFrameSibling; struct _D3DXFRAME *pFrameSibling;
struct _D3DXFRAME *pFrameFirstChild; struct _D3DXFRAME *pFrameFirstChild;
} D3DXFRAME, *LPD3DXFRAME; } 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 ID3DXAllocateHierarchy;
typedef interface ID3DXAllocateHierarchy *LPD3DXALLOCATEHIERARCHY; typedef interface ID3DXAllocateHierarchy *LPD3DXALLOCATEHIERARCHY;
@ -117,54 +83,9 @@ typedef interface ID3DXAllocateHierarchy *LPD3DXALLOCATEHIERARCHY;
DECLARE_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, STDMETHOD(CreateFrame)(THIS_ LPCSTR Name,
LPD3DXFRAME *ppNewFrame) PURE; 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_ STDMETHOD(CreateMeshContainer)(THIS_
LPCSTR Name, LPCSTR Name,
CONST D3DXMESHDATA *pMeshData, CONST D3DXMESHDATA *pMeshData,
@ -175,38 +96,11 @@ DECLARE_INTERFACE(ID3DXAllocateHierarchy)
LPD3DXSKININFO pSkinInfo, LPD3DXSKININFO pSkinInfo,
LPD3DXMESHCONTAINER *ppNewMeshContainer) PURE; 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; 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; 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 ID3DXLoadUserData;
typedef interface ID3DXLoadUserData *LPD3DXLOADUSERDATA; typedef interface ID3DXLoadUserData *LPD3DXLOADUSERDATA;
@ -224,13 +118,6 @@ DECLARE_INTERFACE(ID3DXLoadUserData)
LPD3DXFILEDATA pXofChildData) PURE; 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 ID3DXSaveUserData;
typedef interface ID3DXSaveUserData *LPD3DXSAVEUSERDATA; typedef interface ID3DXSaveUserData *LPD3DXSAVEUSERDATA;
@ -257,12 +144,6 @@ DECLARE_INTERFACE(ID3DXSaveUserData)
STDMETHOD(SaveTemplates)(LPD3DXFILESAVEOBJECT pXofSave) PURE; STDMETHOD(SaveTemplates)(LPD3DXFILESAVEOBJECT pXofSave) PURE;
}; };
//----------------------------------------------------------------------------
// D3DXCALLBACK_SEARCH_FLAGS:
// --------------------------
// Flags that can be passed into ID3DXAnimationSet::GetCallback.
//----------------------------------------------------------------------------
typedef enum _D3DXCALLBACK_SEARCH_FLAGS typedef enum _D3DXCALLBACK_SEARCH_FLAGS
{ {
D3DXCALLBACK_SEARCH_EXCLUDING_INITIAL_POSITION = 0x01, // exclude callbacks at the initial position from the search D3DXCALLBACK_SEARCH_EXCLUDING_INITIAL_POSITION = 0x01, // exclude callbacks at the initial position from the search
@ -271,11 +152,6 @@ typedef enum _D3DXCALLBACK_SEARCH_FLAGS
D3DXCALLBACK_SEARCH_FORCE_DWORD = 0x7fffffff, D3DXCALLBACK_SEARCH_FORCE_DWORD = 0x7fffffff,
} D3DXCALLBACK_SEARCH_FLAGS; } D3DXCALLBACK_SEARCH_FLAGS;
//----------------------------------------------------------------------------
// ID3DXAnimationSet:
// ------------------
// This interface implements an animation set.
//----------------------------------------------------------------------------
typedef interface ID3DXAnimationSet ID3DXAnimationSet; typedef interface ID3DXAnimationSet ID3DXAnimationSet;
typedef interface ID3DXAnimationSet *LPD3DXANIMATIONSET; typedef interface ID3DXAnimationSet *LPD3DXANIMATIONSET;
@ -317,81 +193,40 @@ DECLARE_INTERFACE_(ID3DXAnimationSet, IUnknown)
LPVOID *ppCallbackData) PURE; // Returns the callback data pointer LPVOID *ppCallbackData) PURE; // Returns the callback data pointer
}; };
//----------------------------------------------------------------------------
// D3DXPLAYBACK_TYPE:
// ------------------
// This enum defines the type of animation set loop modes.
//----------------------------------------------------------------------------
typedef enum _D3DXPLAYBACK_TYPE typedef enum _D3DXPLAYBACK_TYPE
{ {
D3DXPLAY_LOOP = 0, D3DXPLAY_LOOP = 0,
D3DXPLAY_ONCE = 1, D3DXPLAY_ONCE = 1,
D3DXPLAY_PINGPONG = 2, D3DXPLAY_PINGPONG = 2,
D3DXPLAY_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ D3DXPLAY_FORCE_DWORD = 0x7fffffff /* force 32-bit size enum */
} D3DXPLAYBACK_TYPE; } 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 typedef struct _D3DXKEY_VECTOR3
{ {
FLOAT Time; FLOAT Time;
D3DXVECTOR3 Value; D3DXVECTOR3 Value;
} D3DXKEY_VECTOR3, *LPD3DXKEY_VECTOR3; } 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 typedef struct _D3DXKEY_QUATERNION
{ {
FLOAT Time; FLOAT Time;
D3DXQUATERNION Value; D3DXQUATERNION Value;
} D3DXKEY_QUATERNION, *LPD3DXKEY_QUATERNION; } 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 typedef struct _D3DXKEY_CALLBACK
{ {
FLOAT Time; FLOAT Time;
LPVOID pCallbackData; LPVOID pCallbackData;
} D3DXKEY_CALLBACK, *LPD3DXKEY_CALLBACK; } D3DXKEY_CALLBACK, *LPD3DXKEY_CALLBACK;
//----------------------------------------------------------------------------
// D3DXCOMPRESSION_FLAGS:
// ----------------------
// Flags that can be passed into ID3DXKeyframedAnimationSet::Compress.
//----------------------------------------------------------------------------
typedef enum _D3DXCOMPRESSION_FLAGS typedef enum _D3DXCOMPRESSION_FLAGS
{ {
D3DXCOMPRESS_DEFAULT = 0x00, D3DXCOMPRESS_DEFAULT = 0x00,
D3DXCOMPRESS_FORCE_DWORD = 0x7fffffff, D3DXCOMPRESS_FORCE_DWORD = 0x7fffffff
} D3DXCOMPRESSION_FLAGS; } D3DXCOMPRESSION_FLAGS;
//----------------------------------------------------------------------------
// ID3DXKeyframedAnimationSet:
// ---------------------------
// This interface implements a compressable keyframed animation set.
//----------------------------------------------------------------------------
typedef interface ID3DXKeyframedAnimationSet ID3DXKeyframedAnimationSet; typedef interface ID3DXKeyframedAnimationSet ID3DXKeyframedAnimationSet;
typedef interface ID3DXKeyframedAnimationSet *LPD3DXKEYFRAMEDANIMATIONSET; typedef interface ID3DXKeyframedAnimationSet *LPD3DXKEYFRAMEDANIMATIONSET;
@ -544,43 +379,23 @@ DECLARE_INTERFACE_(ID3DXCompressedAnimationSet, ID3DXAnimationSet)
STDMETHOD(GetCallbackKeys)(THIS_ LPD3DXKEY_CALLBACK pCallbackKeys) PURE; STDMETHOD(GetCallbackKeys)(THIS_ LPD3DXKEY_CALLBACK pCallbackKeys) PURE;
}; };
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:
// ------------------
// 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; } 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 typedef struct _D3DXTRACK_DESC
{ {
D3DXPRIORITY_TYPE Priority; D3DXPRIORITY_TYPE Priority;
FLOAT Weight; FLOAT Weight;
FLOAT Speed; FLOAT Speed;
DOUBLE Position; DOUBLE Position;
BOOL Enable; BOOL Enable;
} D3DXTRACK_DESC, *LPD3DXTRACK_DESC; } D3DXTRACK_DESC, *LPD3DXTRACK_DESC;
//----------------------------------------------------------------------------
// D3DXEVENT_TYPE:
// ---------------
// This enum defines the type of events keyable via the animation controller.
//----------------------------------------------------------------------------
typedef enum _D3DXEVENT_TYPE typedef enum _D3DXEVENT_TYPE
{ {
D3DXEVENT_TRACKSPEED = 0, D3DXEVENT_TRACKSPEED = 0,
@ -589,61 +404,36 @@ typedef enum _D3DXEVENT_TYPE
D3DXEVENT_TRACKENABLE = 3, D3DXEVENT_TRACKENABLE = 3,
D3DXEVENT_PRIORITYBLEND = 4, D3DXEVENT_PRIORITYBLEND = 4,
D3DXEVENT_FORCE_DWORD = 0x7fffffff, /* force 32-bit size enum */ D3DXEVENT_FORCE_DWORD = 0x7fffffff /* force 32-bit size enum */
} D3DXEVENT_TYPE; } D3DXEVENT_TYPE;
//---------------------------------------------------------------------------- typedef enum _D3DXTRANSITION_TYPE
// D3DXTRANSITION_TYPE: {
// -------------------- D3DXTRANSITION_LINEAR = 0x000, /* Linear transition from one value to the next */
// This enum defines the type of transtion performed on a event that D3DXTRANSITION_EASEINEASEOUT = 0x001, /* Ease-In Ease-Out spline transition from one value to the next */
// 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_FORCE_DWORD = 0x7fffffff /* force 32-bit size enum */
} D3DXTRANSITION_TYPE; } 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 typedef struct _D3DXEVENT_DESC
{ {
D3DXEVENT_TYPE Type; D3DXEVENT_TYPE Type;
UINT Track; UINT Track;
DOUBLE StartTime; DOUBLE StartTime;
DOUBLE Duration; DOUBLE Duration;
D3DXTRANSITION_TYPE Transition; D3DXTRANSITION_TYPE Transition;
union union
{ {
FLOAT Weight; FLOAT Weight;
FLOAT Speed; FLOAT Speed;
DOUBLE Position; DOUBLE Position;
BOOL Enable; BOOL Enable;
}; };
} D3DXEVENT_DESC, *LPD3DXEVENT_DESC; } D3DXEVENT_DESC, *LPD3DXEVENT_DESC;
//----------------------------------------------------------------------------
// D3DXEVENTHANDLE:
// ----------------
// Handle values used to efficiently reference animation controller events.
//----------------------------------------------------------------------------
typedef DWORD D3DXEVENTHANDLE; typedef DWORD D3DXEVENTHANDLE;
typedef D3DXEVENTHANDLE *LPD3DXEVENTHANDLE; 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 ID3DXAnimationCallbackHandler;
typedef interface ID3DXAnimationCallbackHandler *LPD3DXANIMATIONCALLBACKHANDLER; typedef interface ID3DXAnimationCallbackHandler *LPD3DXANIMATIONCALLBACKHANDLER;
@ -652,32 +442,9 @@ typedef interface ID3DXAnimationCallbackHandler *LPD3DXANIMATIONCALLBACKHANDLER;
DECLARE_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; 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 ID3DXAnimationController;
typedef interface ID3DXAnimationController *LPD3DXANIMATIONCONTROLLER; typedef interface ID3DXAnimationController *LPD3DXANIMATIONCONTROLLER;
@ -774,30 +541,6 @@ DECLARE_INTERFACE_(ID3DXAnimationController, IUnknown)
extern "C" { extern "C" {
#endif //__cplusplus #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 HRESULT WINAPI
D3DXLoadMeshHierarchyFromXA D3DXLoadMeshHierarchyFromXA
( (
@ -841,26 +584,6 @@ D3DXLoadMeshHierarchyFromXInMemory
LPD3DXANIMATIONCONTROLLER *ppAnimController 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 HRESULT WINAPI
D3DXSaveMeshHierarchyToFileA D3DXSaveMeshHierarchyToFileA
( (
@ -887,18 +610,6 @@ D3DXSaveMeshHierarchyToFileW
#define D3DXSaveMeshHierarchyToFile D3DXSaveMeshHierarchyToFileA #define D3DXSaveMeshHierarchyToFile D3DXSaveMeshHierarchyToFileA
#endif #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 HRESULT WINAPI
D3DXFrameDestroy D3DXFrameDestroy
( (
@ -906,18 +617,6 @@ D3DXFrameDestroy
LPD3DXALLOCATEHIERARCHY pAlloc 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 HRESULT WINAPI
D3DXFrameAppendChild D3DXFrameAppendChild
( (
@ -925,18 +624,6 @@ D3DXFrameAppendChild
CONST D3DXFRAME *pFrameChild 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 LPD3DXFRAME WINAPI
D3DXFrameFind D3DXFrameFind
( (
@ -944,19 +631,6 @@ D3DXFrameFind
LPCSTR Name 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 HRESULT WINAPI
D3DXFrameRegisterNamedMatrices D3DXFrameRegisterNamedMatrices
( (
@ -1075,25 +749,6 @@ D3DXCreateCompressedAnimationSet
LPD3DXCOMPRESSEDANIMATIONSET *ppAnimationSet 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 HRESULT WINAPI
D3DXCreateAnimationController D3DXCreateAnimationController
( (