📄 skinmesh.h
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//////////////////////////////////////////////////////////////////////
// SkinMesh.h: interface for the CSkinMesh class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SKINMESH_H)
#define AFX_SKINMESH_H
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <tchar.h>
#include <d3dx9.h>
#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
#define SAFE_DELETE_ARRAY(p) { if(p) { delete[] (p); (p)=NULL; } }
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
//-----------------------------------------------------------------------------
// Name: struct D3DXFRAME_DERIVED
// Desc: Structure derived from D3DXFRAME so we can add some app-specific
// info that will be stored with each frame
//-----------------------------------------------------------------------------
struct D3DXFRAME_DERIVED: public D3DXFRAME
{
D3DXMATRIXA16 CombinedTransformationMatrix;
};
//-----------------------------------------------------------------------------
// Name: struct D3DXMESHCONTAINER_DERIVED
// Desc: Structure derived from D3DXMESHCONTAINER so we can add some app-specific
// info that will be stored with each mesh
//-----------------------------------------------------------------------------
struct D3DXMESHCONTAINER_DERIVED: public D3DXMESHCONTAINER
{
LPDIRECT3DTEXTURE9* ppTextures; // array of textures, entries are NULL if no texture specified
// SkinMesh info
LPD3DXMESH pOrigMesh;
LPD3DXATTRIBUTERANGE pAttributeTable;
DWORD NumAttributeGroups;
DWORD NumInfl;
LPD3DXBUFFER pBoneCombinationBuf;
D3DXMATRIX** ppBoneMatrixPtrs;
D3DXMATRIX* pBoneOffsetMatrices;
DWORD NumPaletteEntries;
bool UseSoftwareVP;
DWORD iAttributeSW; // used to denote the split between SW and HW if necessary for non-indexed skinning
};
// enum for various skinning modes possible
enum METHOD
{
D3DNONINDEXED,
D3DINDEXED,
SOFTWARE,
NONE
};
class CSkinMesh;
//-----------------------------------------------------------------------------
// Name: class CAllocateHierarchy
// Desc: Custom version of ID3DXAllocateHierarchy with custom methods to create
// frames and meshcontainers.
//-----------------------------------------------------------------------------
//这里是Directx9.0a的
class CAllocateHierarchy: public ID3DXAllocateHierarchy
{
public:
STDMETHOD(CreateFrame)(THIS_ LPCTSTR Name, LPD3DXFRAME *ppNewFrame);
#if (D3D_SDK_VERSION &31) //这里是Directx9.0b的
STDMETHOD(CreateMeshContainer)(THIS_ LPCTSTR Name,
LPD3DXMESHDATA pMeshData,
LPD3DXMATERIAL pMaterials,
LPD3DXEFFECTINSTANCE pEffectInstances,
DWORD NumMaterials,
DWORD *pAdjacency, LPD3DXSKININFO pSkinInfo,
LPD3DXMESHCONTAINER *ppNewMeshContainer);
#else //这里是Directx9.0c的
STDMETHOD(CreateMeshContainer)(THIS_
LPCSTR Name,
CONST D3DXMESHDATA *pMeshData,
CONST D3DXMATERIAL *pMaterials,
CONST D3DXEFFECTINSTANCE *pEffectInstances,
DWORD NumMaterials,
CONST DWORD *pAdjacency,
LPD3DXSKININFO pSkinInfo,
LPD3DXMESHCONTAINER *ppNewMeshContainer);
#endif
STDMETHOD(DestroyFrame)(THIS_ LPD3DXFRAME pFrameToFree);
STDMETHOD(DestroyMeshContainer)(THIS_ LPD3DXMESHCONTAINER pMeshContainerBase);
CAllocateHierarchy(CSkinMesh *pSkinMesh) :m_pSkinMesh(pSkinMesh) {}
public:
CSkinMesh* m_pSkinMesh;
};
//这里是DirectX9.0C的
//蒙皮动画
class CSkinMesh
{
public:
VOID SetAnim(BOOL bAnim);
BOOL CSkinMesh::InterSect( D3DVECTOR *pRayOrig,
D3DVECTOR *pRayDir,D3DVECTOR* pVRet);
VOID UpdateFrameMatrices( LPD3DXFRAME pFrameBase, LPD3DXMATRIX pParentMatrix );
LPDIRECT3DVERTEXSHADER9 m_pIndexedVertexShader[4];
D3DXMATRIXA16* m_pBoneMatrices;
UINT m_NumBoneMatricesMax;
METHOD m_SkinningMethod;
D3DCAPS9 m_d3dCaps;
D3DXVECTOR3 m_vObjectCenter; // Center of bounding sphere of object
FLOAT m_fObjectRadius; // Radius of bounding sphere of object
D3DXVECTOR3 m_vMin;
D3DXVECTOR3 m_vMax;
//考虑到模型的重复引用,这里可以定义不使用模型自身的坐标,比例和角度
#ifndef NO_USE_LOCALPOSITION
FLOAT m_fAngle;
FLOAT m_fScale;
D3DXVECTOR3 m_vPos;
D3DXVECTOR3 m_vPosOld;
VOID SetPosition(D3DXVECTOR3 *pPos) {m_vPos=*pPos;};
VOID SetPosition(float x,float y,float z) {m_vPos.x=x;m_vPos.y=y;m_vPos.z=z;};
VOID SetDirection(float fAngle){m_fAngle=fAngle;};
VOID SetScale(float s){m_fScale=s;};
VOID GetPosition(D3DXVECTOR3 *vPos)
{
*vPos=m_vPos;
}
const LPD3DXVECTOR3 GetPosition()
{
return &m_vPos;
}
VOID GetDirection(D3DXVECTOR3 *vDir)
{ vDir->x=sinf(m_fAngle);
vDir->y=0;
vDir->z=cosf(m_fAngle);
};
VOID Render(float fElapsedAppTime)
{
Render(fElapsedAppTime,m_vPos,m_fAngle,m_fScale);
};
VOID GetBoundingBox(D3DXVECTOR3 *vMin,D3DXVECTOR3 *vMax)
{ *vMin=m_vPos+m_vMin*m_fScale;
*vMax=m_vPos+m_vMax*m_fScale;
}
VOID Turn(float fAngle)
{
m_fAngle+=fAngle;
}
VOID WalkFoward(float fDistance)
{
m_vPosOld=m_vPos;
D3DXVECTOR3 vDir;
GetDirection(&vDir);
m_vPos+=fDistance*vDir;
}
VOID Back()
{
m_vPos=m_vPosOld;
}
VOID SetAltitude(float y)
{
m_vPos.y=y;
}
LRESULT CollisionTestAABB(CSkinMesh *pMesh)
{
D3DXVECTOR3 A1,A2;
D3DXVECTOR3 B1,B2;
GetBoundingBox(&A1,&A2);
pMesh->GetBoundingBox(&B1,&B2);
return (A1.x<B2.x && A2.x>B1.x
&& A1.y<B2.y && A2.y>B1.y
&& A1.z<B2.z && A2.z>B1.z);
}
#endif
LPD3DXANIMATIONCONTROLLER GetAnimController()
{return m_pAnimController;};
BOOL SetAnimationName(char *strAnimName);
VOID Render(float fTimeFromLastFrame,D3DXVECTOR3 vPos,float angle,float scale=1.0f);
HRESULT LoadFromXFile(char* strFileName);
HRESULT GenerateSkinnedMesh(D3DXMESHCONTAINER_DERIVED *pMeshContainer);
HRESULT CalculateStaticBondingBox(LPD3DXFRAME pFrameBase, const LPD3DXVECTOR3 pVmin,const LPD3DXVECTOR3 pVmax);
CSkinMesh(LPDIRECT3DDEVICE9 pD3DDevice);
// CSkinMesh(LPDIRECT3DDEVICE9 pD3DDevice,char* strFileName);
virtual ~CSkinMesh();
protected:
// FLOAT m_fRotateAngle;
BOOL m_bMoving;
LPDIRECT3DDEVICE9 m_pd3dDevice;
LPD3DXFRAME m_pFrameRoot;
LPD3DXANIMATIONCONTROLLER m_pAnimController;
FLOAT m_fElapsedTime; // Time elapsed since last frame
VOID DrawMeshContainer(LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase);
VOID DrawFrame(LPD3DXFRAME pFrame);
HRESULT SetupBoneMatrixPointersOnMesh( LPD3DXMESHCONTAINER pMeshContainerBase );
HRESULT SetupBoneMatrixPointers( LPD3DXFRAME pFrame );
};
#endif // !defined(AFX_SKINMESH_H__AE3ADAAF_4BE2_4B23_9A1D_9379FA1BAFD9__INCLUDED_)
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