когда я запускаю свою программу, она прекрасно компилируется, но когда она запускается, я получаю это окно, которое останавливает мою программу. в поле указано это необработанное исключение по адресу 0x0039e9a7 в Mon.exe: 0xC0000005: расположение чтения нарушения доступа 0xcdcdcdcd Я даже не знаю, что это значит. когда оно ломается, оно указывает на эту функцию.
void CXFileEntity::SetAnimationSet(unsigned int index)
{
if (index==m_currentAnimationSet)
return;
if (index>=m_numAnimationSets)
index=0;
// Remember current animation
m_currentAnimationSet=index;
// Get the animation set from the controller
LPD3DXANIMATIONSET set;
IT BREAKS HERE>>>>m_animController->GetAnimationSet(m_currentAnimationSet, &set );
// Note: for a smooth transition between animation sets we can use two tracks and assign the new set to the track
// not currently playing then insert Keys into the KeyTrack to do the transition between the tracks
// tracks can be mixed together so we can gradually change into the new animation
// Alternate tracks
DWORD newTrack = ( m_currentTrack == 0 ? 1 : 0 );
// Assign to our track
m_animController->SetTrackAnimationSet( newTrack, set );
set->Release();
// Clear any track events currently assigned to our two tracks
m_animController->UnkeyAllTrackEvents( m_currentTrack );
m_animController->UnkeyAllTrackEvents( newTrack );
// Add an event key to disable the currently playing track kMoveTransitionTime seconds in the future
m_animController->KeyTrackEnable( m_currentTrack, FALSE, m_currentTime + kMoveTransitionTime );
// Add an event key to change the speed right away so the animation completes in kMoveTransitionTime seconds
m_animController->KeyTrackSpeed( m_currentTrack, 0.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Add an event to change the weighting of the current track (the effect it has blended with the secon track)
m_animController->KeyTrackWeight( m_currentTrack, 0.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Enable the new track
m_animController->SetTrackEnable( newTrack, TRUE );
// Add an event key to set the speed of the track
m_animController->KeyTrackSpeed( newTrack, 1.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Add an event to change the weighting of the current track (the effect it has blended with the first track)
// As you can see this will go from 0 effect to total effect(1.0f) in kMoveTransitionTime seconds and the first track goes from
// total to 0.0f in the same time.
m_animController->KeyTrackWeight( newTrack, 1.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Remember current track
m_currentTrack = newTrack;
}
есть идеи?
ОБНОВИТЬ
это класс
class CXFileEntity
{
private:
LPDIRECT3DDEVICE9 m_d3dDevice; // note: a pointer copy (not a good idea but for simplicities sake)
// Direct3D objects required for animation
LPD3DXFRAME m_frameRoot;
LPD3DXANIMATIONCONTROLLER m_animController;
D3DXMESHCONTAINER_EXTENDED* m_firstMesh;
// Bone data
D3DXMATRIX *m_boneMatrices;
UINT m_maxBones;
// Animation variables
unsigned int m_currentAnimationSet;
unsigned int m_numAnimationSets;
unsigned int m_currentTrack;
float m_currentTime;
float m_speedAdjust;
// Bounding sphere (for camera placement)
D3DXVECTOR3 m_sphereCentre;
float m_sphereRadius;
std::string m_filename;
void UpdateFrameMatrices(const D3DXFRAME *frameBase, const D3DXMATRIX *parentMatrix);
void UpdateSkinnedMesh(const D3DXFRAME *frameBase);
void DrawFrame(LPD3DXFRAME frame) const;
void DrawMeshContainer(LPD3DXMESHCONTAINER meshContainerBase, LPD3DXFRAME frameBase) const;
void SetupBoneMatrices(D3DXFRAME_EXTENDED *pFrame/*, LPD3DXMATRIX pParentMatrix*/);
public:
CXFileEntity(LPDIRECT3DDEVICE9 d3dDevice);
~CXFileEntity(void);
bool Load(const std::string &filename);
void FrameMove(float elapsedTime,const D3DXMATRIX *matWorld);
void Render() const;
void SetAnimationSet(unsigned int index);
void NextAnimation();
void AnimateFaster();
void AnimateSlower();
D3DXVECTOR3 GetInitialCameraPosition() const;
unsigned int GetCurrentAnimationSet() const {return m_currentAnimationSet;}
std::string GetAnimationSetName(unsigned int index);
std::string GetFilename() const {return m_filename;}
};
я выпускаю m_animController в деструкторе