上一次,封装了一个简单的骨骼动画类,但是,这个类有很多问题。第一,只能播放一个默认的动画,第二,一个动画的实例里面包含了所有的资源,而我们只是绘制的时候需要资源,实例本身并不需要都包含资源,所以只需要一个指针指向资源,绘制的时候通过这个指针渲染一下就好了,所以,这次在进行一次封装,实现一个支持多实例,多动画的骨骼动画类。
一.AnimationSet
一个.X文件中可能包含多个动画,比如idle,walk等等,这些动画都存储在.x文件中。一个动画称为一个AnimationSet,一个AnimationSet包含一个或者多个Animation,而一个Animation包含一个或者几个AnimationKey,即关键帧。我们暂时不去了解过于细节的问题,只需要去控制我们的模型,播放哪个动画就好了。所以,我们关注的地方就是AnimationSet。
打开一个骨骼动画,微软自带的那个tiny.X,就是那个很丑的小人,Ctrl+F找到AnimationSet:
好像确实是上面的那种分类方式,没有什么特殊的。不过,这个是只有一个默认的动作的骨骼动画模型,所以AnimationSet并没有命名,我们也没有办法控制它播放哪一个动画。下面,我们打开DX为我们准备的另一个Sample,多动画的那个例子,这里面有个tiny_4anim.x文件,这里面包含了四个骨骼动画,我们再看一下:
看到AnimationSet后面跟了个名字,叫Walk。我们依次查看一下,这四个动画分别为Walk,Loiter,Jog,Wave。即AnimationSet都是有名字的。好了,既然知道了名字,我们就想到了,通过名字,来命令DX播放不同的骨骼动画,DX确实为我们提供了这样一个接口。不过,还得再等等,因为还有一个东西木有学会,就是AnimationController--动画控制器。
二.AnimationController、
AnimationController,即动画控制器。我们使用骨骼动画的时候,要通过这个动画控制器来控制动画的播放,切换等等。在上次的那个类中,其实已经写过一个动画控制器的。而且,这个动画控制器是会在模型载入时,通过DX给的API初始化完成的。但是,我们并不能用这个动画控制器!为什么呢?答案很简单,因为,一个动画控制器对应着一个动画的实例的当前状态,假如我们所有的实例内部都包含了骨骼动画资源的话,那么倒是无需考虑这个了。但是,游戏中有那么多实例,资源仅仅需要一份就够了,我们只是需要在绘制的时候,用一下这个骨骼动画模型的指针,把这个模型渲染一下就行了。但是,为什么动画控制器也需要多个呢?比如10个实例的话,这10个实例可能在做不同的动作,速度可能也不一样,如果我们都采用相同的动画控制器的话,那么,这10个实例的动作会高度统一...简直比阅兵都齐。
那么,我们要怎么样为每个动画实例创建一个动画控制器呢?其实这个东东DX也为我们准备好了,我们也是调用一下API就可以拷贝出一个独立的动画控制器,放在我们的实例中,这样,每个实例都有自己的动画控制器,就可以分别以不同的速度或者频道做不同的动作啦!
注意吼!这个AnimationControl貌似是浅复制的,所以,我们在销毁动画实例的时候是不需要delete掉这个AnimationController的。如果delete掉一个,程序会崩掉哦!
三.进一步封装的多实例多动画骨骼动画类
这里还是简单的贴上之前的代码:
/*!
* \file AllocateHierarchy.h
*
* \author puppet_master
* \date 九月 2015
*
* \微软SDK自带的关于骨骼动画的类,用于骨骼动画的创建以及绘制更新
* \注:程序不直接使用该类,而是将此类二次封装后再使用。
*/
#ifndef __ALLOCATEHIERARCHY_H_
#define __ALLOCATEHIERARCHY_H_
//--------------------------------------------------------------------------------------
// Name: struct D3DXFRAME_DERIVED
// Desc:
//--------------------------------------------------------------------------------------
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
{
//纹理信息
LPDIRECT3DTEXTURE9* ppTextures; //纹理数组
//网格信息
LPD3DXMESH pOrigMesh; //原始网格
LPD3DXATTRIBUTERANGE pAttributeTable; //属性表
DWORD NumAttributeGroups; //属性组数量(子网格数量)
DWORD NumInfl; //每个顶点最多受几个骨骼影响
LPD3DXBUFFER pBoneCombinationBuf; //骨骼结合缓存
D3DXMATRIX** ppBoneMatrixPtrs; //骨骼组合变换矩阵
D3DXMATRIX* pBoneOffsetMatrices; //骨骼初始变换矩阵
DWORD NumPaletteEntries; //骨骼数量上限
bool UseSoftwareVP; //是否使用软件顶点处理
DWORD iAttributeSW; // used to denote the split between SW and HW if necessary for non-indexed skinning
};
//--------------------------------------------------------------------------------------
// Name: class CAllocateHierarchy
// Desc: Custom version of ID3DXAllocateHierarchy with custom methods to create
// frames and meshcontainers.
//用来从.X文件中加载网格以及动画数据
//--------------------------------------------------------------------------------------
class CAllocateHierarchy : public ID3DXAllocateHierarchy
{
private:
HRESULT AllocateName( LPCSTR Name, LPSTR* pNewName );
HRESULT GenerateSkinnedMesh( IDirect3DDevice9* pd3dDevice, D3DXMESHCONTAINER_DERIVED* pMeshContainer );
public:
STDMETHOD( CreateFrame )( THIS_ LPCSTR Name, LPD3DXFRAME *ppNewFrame );
STDMETHOD( CreateMeshContainer )( THIS_
LPCSTR Name,
CONST D3DXMESHDATA *pMeshData,
CONST D3DXMATERIAL *pMaterials,
CONST D3DXEFFECTINSTANCE *pEffectInstances,
DWORD NumMaterials,
CONST DWORD *pAdjacency,
LPD3DXSKININFO pSkinInfo,
LPD3DXMESHCONTAINER *ppNewMeshContainer );
STDMETHOD( DestroyFrame )( THIS_ LPD3DXFRAME pFrameToFree );
STDMETHOD( DestroyMeshContainer )( THIS_ LPD3DXMESHCONTAINER pMeshContainerBase );
CAllocateHierarchy()
{
}
};
#endif
#include "stdafx.h"
#include "AllocateHierarchy.h"
HRESULT CAllocateHierarchy::AllocateName( LPCSTR Name, LPSTR* pNewName )
{
UINT cbLength;
if( Name != NULL )
{
cbLength = ( UINT )strlen( Name ) + 1;
*pNewName = new CHAR[cbLength];
if( *pNewName == NULL )
return E_OUTOFMEMORY;
memcpy( *pNewName, Name, cbLength * sizeof( CHAR ) );
}
else
{
*pNewName = NULL;
}
return S_OK;
}
//--------------------------------------------------------------------------------------
// Called either by CreateMeshContainer when loading a skin mesh, or when
// changing methods. This function uses the pSkinInfo of the mesh
// container to generate the desired drawable mesh and bone combination
// table.
//--------------------------------------------------------------------------------------
HRESULT CAllocateHierarchy::GenerateSkinnedMesh( IDirect3DDevice9* pd3dDevice, D3DXMESHCONTAINER_DERIVED* pMeshContainer )
{
D3DCAPS9 d3dCaps;
pd3dDevice->GetDeviceCaps( &d3dCaps );
if( pMeshContainer->pSkinInfo == NULL )
return S_OK;
SAFE_RELEASE( pMeshContainer->MeshData.pMesh );
SAFE_RELEASE( pMeshContainer->pBoneCombinationBuf );
if (FAILED(pMeshContainer->pSkinInfo->ConvertToBlendedMesh(
pMeshContainer->pOrigMesh,
D3DXMESH_MANAGED | D3DXMESHOPT_VERTEXCACHE,
pMeshContainer->pAdjacency,
NULL, NULL, NULL,
&pMeshContainer->NumInfl,
&pMeshContainer->NumAttributeGroups,
&pMeshContainer->pBoneCombinationBuf,
&pMeshContainer->MeshData.pMesh)))
return E_FAIL;
return S_OK;
}
//--------------------------------------------------------------------------------------
// Name: CAllocateHierarchy::CreateFrame()
// Desc: 创建框架,分配内存&初始化
//--------------------------------------------------------------------------------------
HRESULT CAllocateHierarchy::CreateFrame( LPCSTR Name, LPD3DXFRAME* ppNewFrame )
{
HRESULT hr = S_OK;
D3DXFRAME_DERIVED* pFrame;
*ppNewFrame = NULL;
pFrame = new D3DXFRAME_DERIVED;
if( pFrame == NULL )
{
hr = E_OUTOFMEMORY;
goto e_Exit;
}
hr = AllocateName( Name, &pFrame->Name );
if( FAILED( hr ) )
goto e_Exit;
// initialize other data members of the frame
D3DXMatrixIdentity( &pFrame->TransformationMatrix );
D3DXMatrixIdentity( &pFrame->CombinedTransformationMatrix );
pFrame->pMeshContainer = NULL;
pFrame->pFrameSibling = NULL;
pFrame->pFrameFirstChild = NULL;
*ppNewFrame = pFrame;
pFrame = NULL;
e_Exit:
delete pFrame;
return hr;
}
//--------------------------------------------------------------------------------------
// Name: CAllocateHierarchy::CreateMeshContainer()
// Desc: 创建网格容器对象,保存网格模型数据
//--------------------------------------------------------------------------------------
HRESULT CAllocateHierarchy::CreateMeshContainer(
LPCSTR Name,
CONST D3DXMESHDATA *pMeshData,
CONST D3DXMATERIAL *pMaterials,
CONST D3DXEFFECTINSTANCE *pEffectInstances,
DWORD NumMaterials,
CONST DWORD *pAdjacency,
LPD3DXSKININFO pSkinInfo,
LPD3DXMESHCONTAINER *ppNewMeshContainer )
{
HRESULT hr;
D3DXMESHCONTAINER_DERIVED *pMeshContainer = NULL;
UINT NumFaces;
UINT iMaterial;
UINT iBone, cBones;
LPDIRECT3DDEVICE9 pd3dDevice = NULL;
LPD3DXMESH pMesh = NULL;
*ppNewMeshContainer = NULL;
// this sample does not handle patch meshes, so fail when one is found
if( pMeshData->Type != D3DXMESHTYPE_MESH )
{
hr = E_FAIL;
goto e_Exit;
}
// get the pMesh interface pointer out of the mesh data structure
pMesh = pMeshData->pMesh;
// this sample does not FVF compatible meshes, so fail when one is found
if( pMesh->GetFVF() == 0 )
{
hr = E_FAIL;
goto e_Exit;
}
// allocate the overloaded structure to return as a D3DXMESHCONTAINER
pMeshContainer = new D3DXMESHCONTAINER_DERIVED;
if( pMeshContainer == NULL )
{
hr = E_OUTOFMEMORY;
goto e_Exit;
}
memset( pMeshContainer, 0, sizeof( D3DXMESHCONTAINER_DERIVED ) );
// make sure and copy the name. All memory as input belongs to caller, interfaces can be addref'd though
hr = AllocateName( Name, &pMeshContainer->Name );
if( FAILED( hr ) )
goto e_Exit;
pMesh->GetDevice( &pd3dDevice );
NumFaces = pMesh->GetNumFaces();
// if no normals are in the mesh, add them
if( !( pMesh->GetFVF() & D3DFVF_NORMAL ) )
{
pMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;
// clone the mesh to make room for the normals
hr = pMesh->CloneMeshFVF( pMesh->GetOptions(),
pMesh->GetFVF() | D3DFVF_NORMAL,
pd3dDevice, &pMeshContainer->MeshData.pMesh );
if( FAILED( hr ) )
goto e_Exit;
// get the new pMesh pointer back out of the mesh container to use
// NOTE: we do not release pMesh because we do not have a reference to it yet
pMesh = pMeshContainer->MeshData.pMesh;
// now generate the normals for the pmesh
D3DXComputeNormals( pMesh, NULL );
}
else // if no normals, just add a reference to the mesh for the mesh container
{
pMeshContainer->MeshData.pMesh = pMesh;
pMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;
pMesh->AddRef();
}
// allocate memory to contain the material information. This sample uses
// the D3D9 materials and texture names instead of the EffectInstance style materials
pMeshContainer->NumMaterials = max( 1, NumMaterials );
pMeshContainer->pMaterials = new D3DXMATERIAL[pMeshContainer->NumMaterials];
pMeshContainer->ppTextures = new LPDIRECT3DTEXTURE9[pMeshContainer->NumMaterials];
pMeshContainer->pAdjacency = new DWORD[NumFaces*3];
if( ( pMeshContainer->pAdjacency == NULL ) || ( pMeshContainer->pMaterials == NULL ) )
{
hr = E_OUTOFMEMORY;
goto e_Exit;
}
memcpy( pMeshContainer->pAdjacency, pAdjacency, sizeof( DWORD ) * NumFaces*3 );
memset( pMeshContainer->ppTextures, 0, sizeof( LPDIRECT3DTEXTURE9 ) * pMeshContainer->NumMaterials );
// if materials provided, copy them
if( NumMaterials > 0 )
{
memcpy( pMeshContainer->pMaterials, pMaterials, sizeof( D3DXMATERIAL ) * NumMaterials );
for( iMaterial = 0; iMaterial < NumMaterials; iMaterial++ )
{
if( pMeshContainer->pMaterials[iMaterial].pTextureFilename != NULL )
{
if( FAILED( D3DXCreateTextureFromFile( pd3dDevice, pMeshContainer->pMaterials[iMaterial].pTextureFilename,
&pMeshContainer->ppTextures[iMaterial] ) ) )
pMeshContainer->ppTextures[iMaterial] = NULL;
// don't remember a pointer into the dynamic memory, just forget the name after loading
pMeshContainer->pMaterials[iMaterial].pTextureFilename = NULL;
}
}
}
else // if no materials provided, use a default one
{
pMeshContainer->pMaterials[0].pTextureFilename = NULL;
memset( &pMeshContainer->pMaterials[0].MatD3D, 0, sizeof( D3DMATERIAL9 ) );
pMeshContainer->pMaterials[0].MatD3D.Diffuse.r = 0.5f;
pMeshContainer->pMaterials[0].MatD3D.Diffuse.g = 0.5f;
pMeshContainer->pMaterials[0].MatD3D.Diffuse.b = 0.5f;
pMeshContainer->pMaterials[0].MatD3D.Specular = pMeshContainer->pMaterials[0].MatD3D.Diffuse;
}
// if there is skinning information, save off the required data and then setup for HW skinning
if( pSkinInfo != NULL )
{
// first save off the SkinInfo and original mesh data
pMeshContainer->pSkinInfo = pSkinInfo;
pSkinInfo->AddRef();
pMeshContainer->pOrigMesh = pMesh;
pMesh->AddRef();
// Will need an array of offset matrices to move the vertices from the figure space to the bone's space
cBones = pSkinInfo->GetNumBones();
pMeshContainer->pBoneOffsetMatrices = new D3DXMATRIX[cBones];
if( pMeshContainer->pBoneOffsetMatrices == NULL )
{
hr = E_OUTOFMEMORY;
goto e_Exit;
}
// get each of the bone offset matrices so that we don't need to get them later
for( iBone = 0; iBone < cBones; iBone++ )
{
pMeshContainer->pBoneOffsetMatrices[iBone] = *( pMeshContainer->pSkinInfo->GetBoneOffsetMatrix( iBone ) );
}
// GenerateSkinnedMesh will take the general skinning information and transform it to a HW friendly version
hr = GenerateSkinnedMesh( pd3dDevice, pMeshContainer );
if( FAILED( hr ) )
goto e_Exit;
}
*ppNewMeshContainer = pMeshContainer;
pMeshContainer = NULL;
e_Exit:
SAFE_RELEASE( pd3dDevice );
// call Destroy function to properly clean up the memory allocated
if( pMeshContainer != NULL )
{
DestroyMeshContainer( pMeshContainer );
}
return hr;
}
//--------------------------------------------------------------------------------------
// Name: CAllocateHierarchy::DestroyFrame()
// Desc: 释放框架
//--------------------------------------------------------------------------------------
HRESULT CAllocateHierarchy::DestroyFrame( LPD3DXFRAME pFrameToFree )
{
SAFE_DELETE_ARRAY( pFrameToFree->Name );
SAFE_DELETE( pFrameToFree );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Name: CAllocateHierarchy::DestroyMeshContainer()
// Desc: 释放网格容器
//--------------------------------------------------------------------------------------
HRESULT CAllocateHierarchy::DestroyMeshContainer( LPD3DXMESHCONTAINER pMeshContainerBase )
{
UINT iMaterial;
D3DXMESHCONTAINER_DERIVED* pMeshContainer = ( D3DXMESHCONTAINER_DERIVED* )pMeshContainerBase;
SAFE_DELETE_ARRAY( pMeshContainer->Name );
SAFE_DELETE_ARRAY( pMeshContainer->pAdjacency );
SAFE_DELETE_ARRAY( pMeshContainer->pMaterials );
SAFE_DELETE_ARRAY( pMeshContainer->pBoneOffsetMatrices );
// release all the allocated textures
if( pMeshContainer->ppTextures != NULL )
{
for( iMaterial = 0; iMaterial < pMeshContainer->NumMaterials; iMaterial++ )
{
SAFE_RELEASE( pMeshContainer->ppTextures[iMaterial] );
}
}
SAFE_DELETE_ARRAY( pMeshContainer->ppTextures );
SAFE_DELETE_ARRAY( pMeshContainer->ppBoneMatrixPtrs );
SAFE_RELEASE( pMeshContainer->pBoneCombinationBuf );
SAFE_RELEASE( pMeshContainer->MeshData.pMesh );
SAFE_RELEASE( pMeshContainer->pSkinInfo );
SAFE_RELEASE( pMeshContainer->pOrigMesh );
SAFE_DELETE( pMeshContainer );
return S_OK;
}
D3DXAnimation.h修改版本:
/*!
* \file D3DXAnimation.h
*
* \author puppet_master
* \date 九月 2015
*
* \封装了微软自带的骨骼动画相关功能,内部包含读取骨骼动画,播放等功能。
* \不可以直接使用,需要克隆一个动画控制器,创建单独的实例才可以使用
*/
#ifndef __D3DXANIMATION_H_
#define __D3DXANIMATION_H_
#include "AllocateHierarchy.h"
class CD3DXAnimation
{
private:
IDirect3DDevice9* m_pDevice; //D3D设备对象
CAllocateHierarchy* m_pAllocateHier; //骨骼动画网格模型指针
LPD3DXFRAME m_pFrameRoot; //帧
LPD3DXANIMATIONCONTROLLER m_pAnimController; //动画控制器
private:
//一些微软自带函数,关于骨骼动画加载与绘制更新的函数,将其封装,不使用这些接口
void DrawMeshContainer( IDirect3DDevice9* pd3dDevice, LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase );
void DrawFrame( IDirect3DDevice9* pd3dDevice, LPD3DXFRAME pFrame );
HRESULT SetupBoneMatrixPointers( LPD3DXFRAME pFrameBase, LPD3DXFRAME pFrameRoot );
void UpdateFrameMatrices( LPD3DXFRAME pFrameBase, LPD3DXMATRIX pParentMatrix );
public:
CD3DXAnimation(IDirect3DDevice9* device);
~CD3DXAnimation(void);
//提供给外界的接口
//创建骨骼动画
bool Init(LPCTSTR filename);
//复制骨骼动画控制器
LPD3DXANIMATIONCONTROLLER CloneAnimCtrl(void);
//绘制骨骼动画
void Render(const LPD3DXMATRIX matrix);
};
#endif
.cpp文件:
#include "stdafx.h"
#include "D3DXAnimation.h"
#include "TempDebug.h"
CD3DXAnimation::CD3DXAnimation(IDirect3DDevice9* device)
:m_pDevice(device),
m_pAllocateHier(NULL),
m_pAnimController(NULL),
m_pFrameRoot(NULL)
// m_BoneMatrix(NULL)
{
}
CD3DXAnimation::~CD3DXAnimation(void)
{
D3DXFrameDestroy(m_pFrameRoot, m_pAllocateHier);
SAFE_RELEASE(m_pAnimController);
SAFE_DELETE(m_pAllocateHier);
}
//--------------------------------------------------------------------------------------
// Name: SetupBoneMatrixPointers()
// Desc: 设置好各级框架的组合变换矩阵。
//--------------------------------------------------------------------------------------
HRESULT CD3DXAnimation::SetupBoneMatrixPointers( LPD3DXFRAME pFrameBase, LPD3DXFRAME pFrameRoot )
{
if( pFrameBase->pMeshContainer != NULL )
{
D3DXFRAME_DERIVED* pFrame = NULL;
D3DXMESHCONTAINER_DERIVED* pMeshContainer = (D3DXMESHCONTAINER_DERIVED*)pFrameBase->pMeshContainer;
// if there is a skinmesh, then setup the bone matrices
if (pMeshContainer->pSkinInfo != NULL)
{
UINT cBones = pMeshContainer->pSkinInfo->GetNumBones();
pMeshContainer->ppBoneMatrixPtrs = new D3DXMATRIX*[cBones];
for (UINT iBone = 0; iBone < cBones; iBone++)
{
pFrame = (D3DXFRAME_DERIVED*)D3DXFrameFind(pFrameRoot, pMeshContainer->pSkinInfo->GetBoneName(iBone));
if (pFrame == NULL) return E_FAIL;
pMeshContainer->ppBoneMatrixPtrs[iBone] = &pFrame->CombinedTransformationMatrix;
}
}
}
if (pFrameBase->pFrameSibling != NULL)
{
if (FAILED(SetupBoneMatrixPointers(pFrameBase->pFrameSibling, pFrameRoot)))
return E_FAIL;
}
if (pFrameBase->pFrameFirstChild != NULL)
{
if (FAILED(SetupBoneMatrixPointers(pFrameBase->pFrameFirstChild, pFrameRoot)))
return E_FAIL;
}
return S_OK;
}
//--------------------------------------------------------------------------------------
// Name: DrawFrame()
// Desc: 绘制骨骼
//--------------------------------------------------------------------------------------
void CD3DXAnimation::DrawFrame( IDirect3DDevice9* pd3dDevice, LPD3DXFRAME pFrame )
{
if (pFrame == NULL) return;
LPD3DXMESHCONTAINER pMeshContainer;
pMeshContainer = pFrame->pMeshContainer; // 取得网格容器
while( pMeshContainer != NULL )
{
DrawMeshContainer(pd3dDevice, pMeshContainer, pFrame); // 绘制非空蒙皮网格
pMeshContainer = pMeshContainer->pNextMeshContainer; // 遍历所有网格容器
}
DrawFrame(pd3dDevice, pFrame->pFrameSibling); // 绘制兄弟框架
DrawFrame(pd3dDevice, pFrame->pFrameFirstChild); // 绘制子框架
}
//--------------------------------------------------------------------------------------
// Name: DrawMeshContainer()
// Desc: 绘制蒙皮容器中的蒙皮网格
//--------------------------------------------------------------------------------------
void CD3DXAnimation::DrawMeshContainer( IDirect3DDevice9* pd3dDevice, 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;
D3DXMATRIXA16 matTemp;
D3DCAPS9 d3dCaps;
pd3dDevice->GetDeviceCaps( &d3dCaps );
// first check for skinning
if( pMeshContainer->pSkinInfo != NULL )
{
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( 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] );
pd3dDevice->SetTransform( D3DTS_WORLDMATRIX( i ), &matTemp );
}
}
pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, NumBlend );
// lookup the material used for this subset of faces
if( ( AttribIdPrev != pBoneComb[iAttrib].AttribId ) || ( AttribIdPrev == UNUSED32 ) )
{
pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[pBoneComb[iAttrib].AttribId].MatD3D );
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 );
}
}
pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, 0 );
}
else // standard mesh, just draw it after setting material properties
{
pd3dDevice->SetTransform( D3DTS_WORLD, &pFrame->CombinedTransformationMatrix );
for( iMaterial = 0; iMaterial < pMeshContainer->NumMaterials; iMaterial++ )
{
pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[iMaterial].MatD3D );
pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[iMaterial] );
pMeshContainer->MeshData.pMesh->DrawSubset( iMaterial );
}
}
}
//--------------------------------------------------------------------------------------
// Name: UpdateFrameMatrics()
// Desc: 更新框架中的变换矩阵
//--------------------------------------------------------------------------------------
void CD3DXAnimation::UpdateFrameMatrices( LPD3DXFRAME pFrameBase, LPD3DXMATRIX pParentMatrix )
{
if (pFrameBase == NULL || pParentMatrix == NULL) return;
D3DXFRAME_DERIVED* pFrame = ( D3DXFRAME_DERIVED* )pFrameBase;
// 将当前骨骼的相对于父骨骼的偏移矩阵作累积运算
D3DXMatrixMultiply(&pFrame->CombinedTransformationMatrix, &pFrame->TransformationMatrix, pParentMatrix);
UpdateFrameMatrices(pFrame->pFrameSibling, pParentMatrix); // 更新兄弟骨骼
UpdateFrameMatrices(pFrame->pFrameFirstChild, &pFrame->CombinedTransformationMatrix); // 更新子骨骼
}
//---------------------------------------------------------
//Name:真正暴露给外部调用的函数
//Desc:关于动画的创建,更新,绘制
//---------------------------------------------------------
bool CD3DXAnimation::Init(LPCTSTR filename)
{
m_pAllocateHier = new CAllocateHierarchy();
D3DXLoadMeshHierarchyFromX(filename, D3DXMESH_MANAGED, m_pDevice, m_pAllocateHier, NULL, &m_pFrameRoot, &m_pAnimController);
SetupBoneMatrixPointers(m_pFrameRoot, m_pFrameRoot);
return true;
}
void CD3DXAnimation::Render(const LPD3DXMATRIX matrix)
{
//m_pDevice->SetTransform(D3DTS_WORLD, matrix);
UpdateFrameMatrices(m_pFrameRoot, matrix);
DrawFrame(m_pDevice, m_pFrameRoot);
}
LPD3DXANIMATIONCONTROLLER CD3DXAnimation::CloneAnimCtrl(void)
{
//克隆一个动画控制器,真正使用的是克隆的动画控制器,而并非原始的动画控制器,原始的动画控制器仅供克隆。
LPD3DXANIMATIONCONTROLLER pControl = NULL;
if(FAILED(m_pAnimController->CloneAnimationController(
m_pAnimController->GetMaxNumAnimationOutputs(),
m_pAnimController->GetMaxNumAnimationSets(),
m_pAnimController->GetMaxNumTracks(),
m_pAnimController->GetMaxNumEvents(),
&pControl )))
{
return NULL;
}
return pControl;
}
这次最主要的类--骨骼动画实例类,
AnimInstance.h:
/*!
* \file AnimInstance.h
*
* \author puppet_master
* \date 九月 2015
* \骨骼动画实例类:可以直接使用的骨骼动画实例,内部包含骨骼动画绘制指针与单独的控制器。
*/
#ifndef __ANIMINSTANCE_H_
#define __ANIMINSTANCE_H_
#include "D3DXAnimation.h"
class CAnimInstance
{
private:
CD3DXAnimation* m_pAnimMesh;
LPD3DXANIMATIONCONTROLLER m_pAnimController;
D3DXMATRIX m_Matrix;
float m_fSpeed;
bool m_bIsLoop;
public:
CAnimInstance(void);
~CAnimInstance(void);
//初始化一个动画网格实例,获得动画网格资源指针,并拷贝出一个单独的动画控制器
bool Init(CD3DXAnimation* mesh);
//绘制实例
void Render();
//根据名称播放动画
bool PlayAnimation(LPCTSTR name, bool isLoop = true);
//更新动画
void Update(float delayTime);
//设置动画速度
void SetSpeed(float speed);
//获得动画速度
float GetSpeed()const{return m_fSpeed;}
//更新矩阵
void SetMatrix(const LPD3DXMATRIX matrix);
//获得矩阵
D3DMATRIX GetMatrix(){return m_Matrix;}
//获得骨骼动画个数
int GetAnimationNum() const;
//根据动画编号获得动画集
LPD3DXANIMATIONSET GetAnimationSet(int index) const;
};
#endif
.cpp:
#include "stdafx.h"
#include "AnimInstance.h"
CAnimInstance::CAnimInstance(void)
{
}
CAnimInstance::~CAnimInstance(void)
{
}
bool CAnimInstance::Init(CD3DXAnimation* mesh)
{
m_pAnimMesh = mesh;
return m_pAnimController = mesh->CloneAnimCtrl();
}
void CAnimInstance::Render()
{
m_pAnimMesh->Render(&m_Matrix);
}
bool CAnimInstance::PlayAnimation(LPCTSTR name, bool isLoop)
{
LPD3DXANIMATIONSET pAnimationSet = NULL;
m_pAnimController->GetAnimationSetByName(name, &pAnimationSet);
m_pAnimController->SetTrackAnimationSet(0, pAnimationSet);
return true;
}
void CAnimInstance::Update(float delayTime)
{
m_pAnimController->AdvanceTime(delayTime, NULL);
}
void CAnimInstance::SetSpeed(float speed)
{
m_fSpeed = speed;
}
void CAnimInstance::SetMatrix(const LPD3DXMATRIX matrix)
{
m_Matrix = *matrix;
}
int CAnimInstance::GetAnimationNum() const
{
return m_pAnimController->GetMaxNumAnimationSets();
}
LPD3DXANIMATIONSET CAnimInstance::GetAnimationSet(int index) const
{
if (index >= 0 && index < GetAnimationNum())
{
LPD3DXANIMATIONSET pAnimSet = NULL;
m_pAnimController->GetAnimationSet(index, &pAnimSet);
return pAnimSet;
}
return NULL;
}
这次,我们读取一下tiny_4anim.x这个.X文件,然后创建10个实例,让他们随机的播放动画:
不过瘾,来50个看看: