📄 animmesh.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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