📄 skinmesh.cpp
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//=============================================================================
// SkinMesh.cpp: 蒙皮网格模型类的实现
//=============================================================================
#include "dxstdafx.h"
#include "SkinMesh.h"
//--------------------------------------------------------------------
// Desc: 构造函数和析构函数 Construction/Destruction
//--------------------------------------------------------------------
CSkinMesh::CSkinMesh()
{
m_bPlayAnim = true;
m_pd3dDevice = NULL;
m_pAnimController = NULL;
m_pFrameRoot = NULL;
m_pBoneMatrices = NULL;
m_NumBoneMatricesMax = 0;
m_pAlloc = new CAllocateHierarchy();
}
//-----------------------------------------------------------------------------
// Desc: 构造函数和析构函数
//-----------------------------------------------------------------------------
CSkinMesh::~CSkinMesh()
{
D3DXFrameDestroy(m_pFrameRoot, m_pAlloc);
SAFE_RELEASE(m_pAnimController);
delete m_pAlloc;
}
//-----------------------------------------------------------------------------
// Desc:创建并加载蒙皮网格模型
//-----------------------------------------------------------------------------
HRESULT CSkinMesh::OnCreate(LPDIRECT3DDEVICE9 pD3DDevice, WCHAR *strFileName)
{
HRESULT hr;
m_pd3dDevice = pD3DDevice;
hr = LoadFromXFile(strFileName);
if(FAILED(hr))
return hr;
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 从文件加载蒙皮网格模型
//-----------------------------------------------------------------------------
HRESULT CSkinMesh::LoadFromXFile(WCHAR *strFileName)
{
HRESULT hr;
//根据文件名, 从指定的路经查找文件
WCHAR strPath[MAX_PATH];
DXUTFindDXSDKMediaFileCch( strPath, sizeof(strPath) / sizeof(WCHAR), strFileName );
//从.X文件加载层次框架和动画数据
V_RETURN(D3DXLoadMeshHierarchyFromX(strPath, D3DXMESH_MANAGED, m_pd3dDevice,
m_pAlloc, NULL, &m_pFrameRoot, &m_pAnimController));
//建立各级框架的组合变换矩阵
V_RETURN(SetupBoneMatrixPointers(m_pFrameRoot));
//计算框架对象的边界球
hr = D3DXFrameCalculateBoundingSphere(m_pFrameRoot, &m_vObjectCenter, &m_fObjectRadius);
if (FAILED(hr))
return hr;
return S_OK;
}
//--------------------------------------------------------------------------
// Desc: 仅在LoadFromXFile中调用。调用子函数SetupBoneMatrixPointersOnMesh()
// 安置好各级框架(实际上是各个骨骼)的组合变换矩阵。
// 注意: 在这里其实并没有计算出各个骨骼的组合变换矩阵,只是为每个矩阵开辟了相应
// 的存储空间,真正的计算是在函数CSkinMesh::UpdateFrameMatrices()中完成的。
//---------------------------------------------------------------------------
HRESULT CSkinMesh::SetupBoneMatrixPointers(LPD3DXFRAME pFrame)
{
HRESULT hr;
if (pFrame->pMeshContainer != NULL)
{
hr = SetupBoneMatrixPointersOnMesh(pFrame->pMeshContainer); //调用子函数
if (FAILED(hr))
return hr;
}
if (pFrame->pFrameSibling != NULL)
{
hr = SetupBoneMatrixPointers(pFrame->pFrameSibling); //递归
if (FAILED(hr))
return hr;
}
if (pFrame->pFrameFirstChild != NULL)
{
hr = SetupBoneMatrixPointers(pFrame->pFrameFirstChild); //递归
if (FAILED(hr))
return hr;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 仅在SetupBoneMatrixPointers()中被调用,设置每个骨骼的组合变换矩阵
//-----------------------------------------------------------------------------
HRESULT CSkinMesh::SetupBoneMatrixPointersOnMesh(LPD3DXMESHCONTAINER pMeshContainerBase)
{
UINT iBone, cBones; // cBones表示骨骼数量,iBone表示循环变量
D3DXFRAME_DERIVED *pFrame;
//先强制转为扩展型
D3DXMESHCONTAINER_DERIVED *pMeshContainer = (D3DXMESHCONTAINER_DERIVED*)pMeshContainerBase;
// 只有蒙皮网格模型才有骨骼矩阵
if (pMeshContainer->pSkinInfo != NULL)
{
//得到骨骼数量
cBones = pMeshContainer->pSkinInfo->GetNumBones();
//申请存储骨骼矩阵的空间
pMeshContainer->ppBoneMatrixPtrs = new D3DXMATRIX*[cBones];
if (pMeshContainer->ppBoneMatrixPtrs == NULL)
return E_OUTOFMEMORY;
for (iBone = 0; iBone < cBones; iBone++)
{
//找到框架
pFrame = (D3DXFRAME_DERIVED*)D3DXFrameFind(m_pFrameRoot, pMeshContainer->pSkinInfo->GetBoneName(iBone));
if (pFrame == NULL)
return E_FAIL;
//将框架的组合变换矩阵赋值给对应的骨骼的复合变换矩阵
pMeshContainer->ppBoneMatrixPtrs[iBone] = &pFrame->CombinedTransformationMatrix;
}
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新框架并绘制框架
// (1)用m_pAnimController->AdvanceTime()设置时间,m_pAnimController是
// 类LPD3DXANIMATIONCONTROLLER的一个对象
// (2)用函数CSkinMesh::UpdateFrameMatrices()更新框架
// (3)用函数CSkinMesh::DrawFrame()绘制框架
//-----------------------------------------------------------------------------
HRESULT CSkinMesh::Render(D3DXMATRIXA16* matWorld, float fElapsedAppTime)
{
if( 0.0f == fElapsedAppTime )
return S_OK;
if (m_bPlayAnim && m_pAnimController != NULL)
m_pAnimController->AdvanceTime( fElapsedAppTime, NULL );
UpdateFrameMatrices(m_pFrameRoot, matWorld); //调用子函数
DrawFrame(m_pFrameRoot); //调用子函数
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc:计算各个骨骼的组合变换矩阵
//-----------------------------------------------------------------------------
VOID CSkinMesh::UpdateFrameMatrices(LPD3DXFRAME pFrameBase, LPD3DXMATRIX pParentMatrix)
{
D3DXFRAME_DERIVED *pFrame = (D3DXFRAME_DERIVED*)pFrameBase;
if (pParentMatrix != NULL)
D3DXMatrixMultiply(&pFrame->CombinedTransformationMatrix, &pFrame->TransformationMatrix, pParentMatrix);
else
pFrame->CombinedTransformationMatrix = pFrame->TransformationMatrix;
if (pFrame->pFrameSibling != NULL)
{
UpdateFrameMatrices(pFrame->pFrameSibling, pParentMatrix);
}
if (pFrame->pFrameFirstChild != NULL)
{
UpdateFrameMatrices(pFrame->pFrameFirstChild, &pFrame->CombinedTransformationMatrix);
}
}
//-----------------------------------------------------------------------------
// Desc: 绘制框架.
// 先用CSkinMesh::DrawMeshContainer()绘制一个LPD3DXMESHCONTAINER类型
// 的变量pMeshContainer.然后递归绘制同一级框架和子一级框架。
//-----------------------------------------------------------------------------
VOID CSkinMesh::DrawFrame(LPD3DXFRAME pFrame)
{
LPD3DXMESHCONTAINER pMeshContainer;
pMeshContainer = pFrame->pMeshContainer;
while (pMeshContainer != NULL)
{
DrawMeshContainer(pMeshContainer, pFrame); //调用子函数
pMeshContainer = pMeshContainer->pNextMeshContainer;
}
if (pFrame->pFrameSibling != NULL)
{
DrawFrame(pFrame->pFrameSibling);
}
if (pFrame->pFrameFirstChild != NULL)
{
DrawFrame(pFrame->pFrameFirstChild);
}
}
//-----------------------------------------------------------------------------
// Name: DrawMeshContainer()
// Desc: Called to render a mesh in the hierarchy
//-----------------------------------------------------------------------------
VOID CSkinMesh::DrawMeshContainer(LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase)
{
D3DXMESHCONTAINER_DERIVED *pMeshContainer = (D3DXMESHCONTAINER_DERIVED*)pMeshContainerBase;
D3DXFRAME_DERIVED *pFrame = (D3DXFRAME_DERIVED*)pFrameBase;
UINT iMaterial;
UINT iAttrib;
LPD3DXBONECOMBINATION pBoneComb;
UINT iMatrixIndex;
UINT iPaletteEntry;
D3DXMATRIXA16 matTemp;
if (pMeshContainer->pSkinInfo != NULL) //如果是蒙皮网格
{
//检查是否使用软件顶点混合
HRESULT hr;
//如果当前硬件不支持, 则使用软件顶点处理
if (pMeshContainer->UseSoftwareVP)
V( m_pd3dDevice->SetSoftwareVertexProcessing(true) );
//启用索引顶点混合
if (pMeshContainer->NumInfl)
m_pd3dDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, true);
//根据影响当前网格模型顶点的骨骼数量, 设置需要使用的混合矩阵索引数量
if (pMeshContainer->NumInfl == 1)
m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_0WEIGHTS);
else if(pMeshContainer->NumInfl == 2)
m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS);
else if(pMeshContainer->NumInfl == 3)
m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_2WEIGHTS);
else
m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS);
//逐个子网格渲染进行渲染
pBoneComb = reinterpret_cast<LPD3DXBONECOMBINATION>(pMeshContainer->pBoneCombinationBuf->GetBufferPointer());
for (iAttrib = 0; iAttrib < pMeshContainer->NumAttributeGroups; iAttrib++)
{
//设置混合矩阵
for (iPaletteEntry = 0; iPaletteEntry < pMeshContainer->NumPaletteEntries; ++iPaletteEntry)
{
iMatrixIndex = pBoneComb[iAttrib].BoneId[iPaletteEntry];
if (iMatrixIndex != UINT_MAX)
{
D3DXMatrixMultiply( &matTemp, &pMeshContainer->pBoneOffsetMatrices[iMatrixIndex],
pMeshContainer->ppBoneMatrixPtrs[iMatrixIndex] );
m_pd3dDevice->SetTransform( D3DTS_WORLDMATRIX( iPaletteEntry ), &matTemp );
}
}
//设置材质和纹理
m_pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[pBoneComb[iAttrib].AttribId].MatD3D );
m_pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[pBoneComb[iAttrib].AttribId] );
//渲染子网格模型
pMeshContainer->MeshData.pMesh->DrawSubset( iAttrib );
}
//恢复顶点混合状态
m_pd3dDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
//恢复顶点处理模式
if (pMeshContainer->UseSoftwareVP)
V( m_pd3dDevice->SetSoftwareVertexProcessing(false));
}
else // 如果只是普通网格,在添加材质后就绘制它。
{
m_pd3dDevice->SetTransform(D3DTS_WORLD, &pFrame->CombinedTransformationMatrix);
for (iMaterial = 0; iMaterial < pMeshContainer->NumMaterials; iMaterial++)
{
m_pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[iMaterial].MatD3D );
m_pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[iMaterial] );
pMeshContainer->MeshData.pMesh->DrawSubset(iMaterial);
}
}
}
//-----------------------------------------------------------------------------
// Desc: 释放蒙皮网格模型
//-----------------------------------------------------------------------------
HRESULT CSkinMesh::OnDestory()
{
delete this;
return S_OK;
}
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