📄 skinmesh.cpp
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if(m_pAnimController)
{
#if ((D3D_SDK_VERSION & 0xFF) == 31)
if (m_bMoving)
m_pAnimController->SetTime(m_pAnimController->GetTime()+m_fElapsedTime );
else
m_pAnimController->SetTime(0);
#else
if (m_bMoving)
m_pAnimController->AdvanceTime(m_fElapsedTime,NULL);
else
m_pAnimController->ResetTime();
#endif
}
UpdateFrameMatrices(m_pFrameRoot, matWorld);
DrawFrame(m_pFrameRoot);
}
//Summ:绘制帧
//Desc:从指定的根节点开始绘制一个模型,模型的每个SubSet都是被包含在MeshContainner中
//Para:
// pFrame:绘制树型结构的根节点
VOID CSkinMesh::DrawFrame(LPD3DXFRAME pFrame)
{
LPD3DXMESHCONTAINER pMeshContainer;
pMeshContainer = pFrame->pMeshContainer;
while (pMeshContainer != NULL)
{
//绘制帧相关的网格容器
DrawMeshContainer(pMeshContainer, pFrame);
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 NumBlend;
UINT iAttrib;
DWORD AttribIdPrev;
LPD3DXBONECOMBINATION pBoneComb;
UINT iMatrixIndex;
UINT iPaletteEntry;
D3DXMATRIXA16 matTemp;
//检测是否蒙皮动画
if (pMeshContainer->pSkinInfo != NULL)
{
if (m_SkinningMethod == D3DNONINDEXED)
{
AttribIdPrev = UNUSED32;
pBoneComb = reinterpret_cast<LPD3DXBONECOMBINATION>(pMeshContainer->pBoneCombinationBuf->GetBufferPointer());
// Draw using default vtx processing of the device (typically HW)
for (iAttrib = 0; iAttrib < pMeshContainer->NumAttributeGroups; iAttrib++)
{
NumBlend = 0;
for (DWORD i = 0; i < pMeshContainer->NumInfl; ++i)
{
if (pBoneComb[iAttrib].BoneId[i] != UINT_MAX)
{
NumBlend = i;
}
}
if (m_d3dCaps.MaxVertexBlendMatrices >= NumBlend + 1)
{
// first calculate the world matrices for the current set of blend weights and get the accurate count of the number of blends
for (DWORD i = 0; i < pMeshContainer->NumInfl; ++i)
{
iMatrixIndex = pBoneComb[iAttrib].BoneId[i];
if (iMatrixIndex != UINT_MAX)
{
D3DXMatrixMultiply( &matTemp, &pMeshContainer->pBoneOffsetMatrices[iMatrixIndex], pMeshContainer->ppBoneMatrixPtrs[iMatrixIndex] );
m_pd3dDevice->SetTransform( D3DTS_WORLDMATRIX( i ), &matTemp );
}
}
m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, NumBlend);
// lookup the material used for this subset of faces
if ((AttribIdPrev != pBoneComb[iAttrib].AttribId) || (AttribIdPrev == UNUSED32))
{
m_pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[pBoneComb[iAttrib].AttribId].MatD3D );
m_pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[pBoneComb[iAttrib].AttribId] );
AttribIdPrev = pBoneComb[iAttrib].AttribId;
}
// draw the subset now that the correct material and matrices are loaded
pMeshContainer->MeshData.pMesh->DrawSubset(iAttrib);
}
}
// If necessary, draw parts that HW could not handle using SW
if (pMeshContainer->iAttributeSW < pMeshContainer->NumAttributeGroups)
{
AttribIdPrev = UNUSED32;
m_pd3dDevice->SetSoftwareVertexProcessing(TRUE);
for (iAttrib = pMeshContainer->iAttributeSW; iAttrib < pMeshContainer->NumAttributeGroups; iAttrib++)
{
NumBlend = 0;
for (DWORD i = 0; i < pMeshContainer->NumInfl; ++i)
{
if (pBoneComb[iAttrib].BoneId[i] != UINT_MAX)
{
NumBlend = i;
}
}
if (m_d3dCaps.MaxVertexBlendMatrices < NumBlend + 1)
{
// first calculate the world matrices for the current set of blend weights and get the accurate count of the number of blends
for (DWORD i = 0; i < pMeshContainer->NumInfl; ++i)
{
iMatrixIndex = pBoneComb[iAttrib].BoneId[i];
if (iMatrixIndex != UINT_MAX)
{
D3DXMatrixMultiply( &matTemp, &pMeshContainer->pBoneOffsetMatrices[iMatrixIndex], pMeshContainer->ppBoneMatrixPtrs[iMatrixIndex] );
m_pd3dDevice->SetTransform( D3DTS_WORLDMATRIX( i ), &matTemp );
}
}
m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, NumBlend);
// lookup the material used for this subset of faces
if ((AttribIdPrev != pBoneComb[iAttrib].AttribId) || (AttribIdPrev == UNUSED32))
{
m_pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[pBoneComb[iAttrib].AttribId].MatD3D );
m_pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[pBoneComb[iAttrib].AttribId] );
AttribIdPrev = pBoneComb[iAttrib].AttribId;
}
// draw the subset now that the correct material and matrices are loaded
pMeshContainer->MeshData.pMesh->DrawSubset(iAttrib);
}
}
m_pd3dDevice->SetSoftwareVertexProcessing(FALSE);
}
m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, 0);
}
else if (m_SkinningMethod == D3DINDEXED)
{
// if hw doesn't support indexed vertex processing, switch to software vertex processing
if (pMeshContainer->UseSoftwareVP)
{
m_pd3dDevice->SetSoftwareVertexProcessing(TRUE);
}
// set the number of vertex blend indices to be blended
if (pMeshContainer->NumInfl == 1)
m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_0WEIGHTS);
else
m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, pMeshContainer->NumInfl - 1);
if (pMeshContainer->NumInfl)
m_pd3dDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, TRUE);
// for each attribute group in the mesh, calculate the set of matrices in the palette and then draw the mesh subset
pBoneComb = reinterpret_cast<LPD3DXBONECOMBINATION>(pMeshContainer->pBoneCombinationBuf->GetBufferPointer());
for (iAttrib = 0; iAttrib < pMeshContainer->NumAttributeGroups; iAttrib++)
{
// first calculate all the world matrices
for (iPaletteEntry = 0; iPaletteEntry < pMeshContainer->NumPaletteEntries; ++iPaletteEntry)
{
iMatrixIndex = pBoneComb[iAttrib].BoneId[iPaletteEntry];
if (iMatrixIndex != UINT_MAX)
{
D3DXMatrixMultiply( &matTemp, &pMeshContainer->pBoneOffsetMatrices[iMatrixIndex],
pMeshContainer->ppBoneMatrixPtrs[iMatrixIndex] );
//Offset自身的变换
//ppBoneMatrix 位置矩阵
m_pd3dDevice->SetTransform( D3DTS_WORLDMATRIX( iPaletteEntry ), &matTemp );
}
}
// setup the material of the mesh subset - REMEMBER to use the original pre-skinning attribute id to get the correct material id
m_pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[pBoneComb[iAttrib].AttribId].MatD3D );
m_pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[pBoneComb[iAttrib].AttribId] );
// finally draw the subset with the current world matrix palette and material state
pMeshContainer->MeshData.pMesh->DrawSubset( iAttrib );
}
// reset blending state
m_pd3dDevice->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, 0);
// remember to reset back to hw vertex processing if software was required
if (pMeshContainer->UseSoftwareVP)
{
m_pd3dDevice->SetSoftwareVertexProcessing(FALSE);
}
}
else if (m_SkinningMethod == SOFTWARE)
{
D3DXMATRIX Identity;
DWORD cBones = pMeshContainer->pSkinInfo->GetNumBones();
DWORD iBone;
PBYTE pbVerticesSrc;
PBYTE pbVerticesDest;
// set up bone transforms
for (iBone = 0; iBone < cBones; ++iBone)
{
D3DXMatrixMultiply
(
&m_pBoneMatrices[iBone], // output
&pMeshContainer->pBoneOffsetMatrices[iBone],
pMeshContainer->ppBoneMatrixPtrs[iBone]
);
}
// set world transform
D3DXMatrixIdentity(&Identity);
m_pd3dDevice->SetTransform(D3DTS_WORLD, &Identity);
pMeshContainer->pOrigMesh->LockVertexBuffer(D3DLOCK_READONLY, (LPVOID*)&pbVerticesSrc);
pMeshContainer->MeshData.pMesh->LockVertexBuffer(0, (LPVOID*)&pbVerticesDest);
// generate skinned mesh
pMeshContainer->pSkinInfo->UpdateSkinnedMesh(m_pBoneMatrices, NULL, pbVerticesSrc, pbVerticesDest);
pMeshContainer->pOrigMesh->UnlockVertexBuffer();
pMeshContainer->MeshData.pMesh->UnlockVertexBuffer();
for (iAttrib = 0; iAttrib < pMeshContainer->NumAttributeGroups; iAttrib++)
{
m_pd3dDevice->SetMaterial(&(pMeshContainer->pMaterials[pMeshContainer->pAttributeTable[iAttrib].AttribId].MatD3D));
m_pd3dDevice->SetTexture(0, pMeshContainer->ppTextures[pMeshContainer->pAttributeTable[iAttrib].AttribId]);
pMeshContainer->MeshData.pMesh->DrawSubset(pMeshContainer->pAttributeTable[iAttrib].AttribId);
}
}
else // bug out as unsupported mode
{
return;
}
}
//标准网格,简单地画出来
else // standard mesh, just draw it after setting material properties
{
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);
}
}
}
//Summ:更新角色动画
//Desc:更行所有帧(骨骼)的变换矩阵
//Para:
//pFrameBase: 树型帧结构的根节点
//pParentMatrix: 应用到这个节点上的变换矩阵
//Remark:这个函数是递归调用,遍历整个BinaryTree,应用到每个骨骼的组合变换矩阵都是
// 其自身变换乘以父节点的变换矩阵,产生父子联动
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);
}
}
//设置当前是否使用动画
VOID CSkinMesh::SetAnim(BOOL bAnim)
{
m_bMoving=bAnim;
if(!m_bMoving && m_pAnimController)
{
#if (D3D_SDK_VERSION & 32)
m_pAnimController->ResetTime();
#else
m_pAnimController->SetTime(0);
#endif
}
}
//Summ:切换当前使用的动画
//Desc:切换当前动作到指定的动作
//Para:
//strAnimName: 要使用的动画的名称
//Remark:有些动画没有名称,在这里是无法切换过去的,因此,应该在导出的时候给动画命名
BOOL CSkinMesh::SetAnimationName(char *strAnimName)
{
if(!m_bMoving || !m_pAnimController ) return FALSE;
DWORD nAnimSet;
char strTempName[256];
nAnimSet=m_pAnimController->GetNumAnimationSets();
LPD3DXANIMATIONSET pAnimSet;
for(DWORD i=0;i<nAnimSet;i++)
{
m_pAnimController->GetAnimationSet(i,&pAnimSet);
if(!pAnimSet->GetName()) continue;
strcpy(strTempName, pAnimSet->GetName());
if(strcmp(strAnimName,strTempName)==0)
{
m_pAnimController->SetTrackAnimationSet(0,pAnimSet);
return TRUE;
}
}
return FALSE;
};
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