📄 mlallocmeshhierarchy.h
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///////////////////////////////////////////////////////////////////////////////
//
// File: mlAllocMeshHierarchy.h
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: Athlon 1800+ XP, 512 DDR, Radeon 9500 Pro, Windows XP, MSVC++ 7.0
//
// Desc: Implements the ID3DXAllocateHierarchy interface.
// In order to create and destroy an animation hierarchy using the
// D3DXLoadMeshHierarchyFromX and D3DXFrameDestroy functions, we must
// implement the ID3DXAllocateHierarchy interface. In doing so we define how
// meshes and frames are created and destroyed, thereby giving us some
// flexibility in the construction and destruction process.
//
///////////////////////////////////////////////////////////////////////////////
#ifndef __mlAllocMeshHierarchyH__
#define __mlAllocMeshHierarchyH__
#include <d3dx9.h>
class AllocMeshHierarchy : public ID3DXAllocateHierarchy
{
public:
HRESULT STDMETHODCALLTYPE CreateFrame(
THIS_ PCSTR Name,
D3DXFRAME** ppNewFrame);
HRESULT STDMETHODCALLTYPE CreateMeshContainer(
PCSTR Name,
const D3DXMESHDATA* pMeshData,
const D3DXMATERIAL* pMaterials,
const D3DXEFFECTINSTANCE* pEffectInstances,
DWORD NumMaterials,
const DWORD *pAdjacency,
ID3DXSkinInfo* pSkinInfo,
D3DXMESHCONTAINER** ppNewMeshContainer);
HRESULT STDMETHODCALLTYPE DestroyFrame(
THIS_ D3DXFRAME* pFrameToFree);
HRESULT STDMETHODCALLTYPE DestroyMeshContainer(
THIS_ D3DXMESHCONTAINER* pMeshContainerBase);
};
#endif // __mlAllocMeshHierarchyH__
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