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📄 animmesh.cpp

📁 DX例子中等难度的。全是新例子。VC2003
💻 CPP
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//=============================================================================
// SkinMesh.cpp: 动画网格模型类的实现
//=============================================================================

#include "dxstdafx.h"
#include "AnimMesh.h"

//--------------------------------------------------------------------
// Desc: 构造函数和析构函数  Construction/Destruction
//--------------------------------------------------------------------
CAnimMesh::CAnimMesh()
{
	m_bPlayAnim          = true;
	m_pd3dDevice         = NULL;
    m_pAnimController    = NULL;
    m_pFrameRoot         = NULL;

	m_pAlloc = new CAllocateHierarchy();
}


//-----------------------------------------------------------------------------
// Desc: 构造函数和析构函数 
//-----------------------------------------------------------------------------
CAnimMesh::~CAnimMesh()
{
	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 CAnimMesh::OnCreate(LPDIRECT3DDEVICE9 pD3DDevice, WCHAR *strFileName)
{
	HRESULT hr;
	m_pd3dDevice = pD3DDevice;
	V_RETURN(LoadFromXFile(strFileName));
	return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 从文件加载蒙皮网格模型
//-----------------------------------------------------------------------------
HRESULT CAnimMesh::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));
	
	//计算框架对象的边界球
    V_RETURN(D3DXFrameCalculateBoundingSphere(m_pFrameRoot, &m_vObjectCenter, &m_fObjectRadius));

	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 CAnimMesh::Render(D3DXMATRIXA16* matWorld, double 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 CAnimMesh::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 CAnimMesh::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 CAnimMesh::DrawMeshContainer(LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase)
{
	D3DXMESHCONTAINER_DERIVED *pMeshContainer = (D3DXMESHCONTAINER_DERIVED*)pMeshContainerBase;
	D3DXFRAME_DERIVED *pFrame = (D3DXFRAME_DERIVED*)pFrameBase;
	UINT iMaterial;

	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 CAnimMesh::OnDestory()
{
	delete this;
	return S_OK;
}

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