VS2010+DX9+Assimp使用(2)

2.VS2010+DX9情况下加载动画模型

其实在微软官方的DirectX SDK Samples中已经为我们把骨骼动画类封装好了,在一个名为SkinnedMesh的示例程序中。

如果你的SDK是安装在D盘,那么这个骨骼动画的微软官方示例程序的路径就是如下:

D:\Program Files\Microsoft DirectX SDK(June 2010)\Samples\C++\Direct3D\SkinnedMesh

微软对Samples中代码的书写方式比较密集,一般实现代码都放在一个cpp文件中,比如这里的SkinnedMesh示例程序,基本上代码都挤在了一个名为skinnedmesh.cpp的1970行代码的源文件中,在这个源文件中有一个叫CAllocateHierarchy的类,还有几个好用的全局函数,我们直接拿过来用就好了,

2.1 项目结构

在这里插入图片描述

2.1.1 骨骼动画头文件

AllocateHierarchyClass.h

#pragma once

//=============================================================================
// Desc: CAllocateHierarchy.h
// 来自微软官方DirectX SDK Samples中的骨骼动画类
//=============================================================================

#include <d3d9.h>
#include <d3dx9.h>
#include "D3DUtil.h"


//-----------------------------------------------------------------------------
// Name: struct D3DXFRAME_DERIVED
// Desc: 继承自DXDXFRAME结构的结构
//-----------------------------------------------------------------------------
struct D3DXFRAME_DERIVED: public D3DXFRAME
{
	D3DXMATRIXA16 CombinedTransformationMatrix;
};


//-----------------------------------------------------------------------------
// Name: struct D3DXMESHCONTAINER_DERIVED
// Desc: 继承自D3DXMESHCONTAINER结构的结构
//-----------------------------------------------------------------------------
struct D3DXMESHCONTAINER_DERIVED: public D3DXMESHCONTAINER
{
	LPDIRECT3DTEXTURE9*  ppTextures;            //纹理数组
	LPD3DXMESH           pOrigMesh;             //原始网格
	LPD3DXATTRIBUTERANGE pAttributeTable;
	DWORD                NumAttributeGroups;    //属性组数量,即子网格数量
	DWORD                NumInfl;               //每个顶点最多受多少骨骼的影响
	LPD3DXBUFFER         pBoneCombinationBuf;   //骨骼结合表
	D3DXMATRIX**         ppBoneMatrixPtrs;      //存放骨骼的组合变换矩阵
	D3DXMATRIX*          pBoneOffsetMatrices;   //存放骨骼的初始变换矩阵
	DWORD                NumPaletteEntries;     //骨骼数量上限
	bool                 UseSoftwareVP;         //标识是否使用软件顶点处理
};


//-----------------------------------------------------------------------------
// Name: class CAllocateHierarchy
// Desc: 来自微软官方DirectX SDK Samples中的骨骼动画类,这个类用来从.X文件加载框架层次和网格模型数据
// 核心点:      #define STDMETHOD(method) virtual HRESULT STDMETHODCALLTYPE method 
//-----------------------------------------------------------------------------
class CAllocateHierarchy: public ID3DXAllocateHierarchy
{
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);
};




//-----------------------------------------------------------------------------
// Desc: 来自微软官方DirectX SDK Samples中的骨骼动画全局函数
//-----------------------------------------------------------------------------
void DrawFrame( IDirect3DDevice9* pd3dDevice, LPD3DXFRAME pFrame );
void DrawMeshContainer( IDirect3DDevice9* pd3dDevice, LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase );
HRESULT SetupBoneMatrixPointers( LPD3DXFRAME pFrameBase, LPD3DXFRAME pFrameRoot );
void UpdateFrameMatrices( LPD3DXFRAME pFrameBase, LPD3DXMATRIX pParentMatrix );

2.1.2 公共辅助宏的定义文件

D3DUtil.h


//*****************************************************************************************
// Desc: D3DUtil.h头文件,用于公共辅助宏的定义
//*****************************************************************************************

#pragma once


#ifndef HR
#define HR(x)    { hr = x; if( FAILED(hr) ) { return hr; } }         //自定义一个HR宏,方便执行错误的返回
#endif

#ifndef SAFE_DELETE					
#define SAFE_DELETE(p)       { if(p) { delete (p);     (p)=NULL; } }       //自定义一个SAFE_RELEASE()宏,便于指针资源的释放
#endif    

#ifndef SAFE_RELEASE			
#define SAFE_RELEASE(p)      { if(p) { (p)->Release(); (p)=NULL; } }     //自定义一个SAFE_RELEASE()宏,便于COM资源的释放
#endif

#ifndef SAFE_DELETE_ARRAY
#define SAFE_DELETE_ARRAY(p) { if(p) { delete[] (p);   (p)=NULL; } }
#endif    
2.1.3 骨骼动画类cpp文件

AllocateHierarchyClass.cpp

//=============================================================================
// Desc: AllocateHierarchyClass.cpp
// 来自微软官方DirectX SDK Samples中的骨骼动画类
//=============================================================================

#include "AllocateHierarchyClass.h"

//--------------------------------------------------------------------------------------
// Name: AllocateName()
// Desc: 为骨骼或网格名称的字符串分配内存
//--------------------------------------------------------------------------------------
HRESULT AllocateName( LPCSTR Name, LPSTR* pNewName )
{
	UINT cbLength;

	if( Name != NULL )
	{
		cbLength = ( UINT )strlen( Name ) + 1;
		*pNewName = new CHAR[cbLength];
		memcpy( *pNewName, Name, cbLength * sizeof( CHAR ) );
	}
	else
	{
		*pNewName = NULL;
	}

	return S_OK;
}

//--------------------------------------------------------------------------------------
// Name: GenerateSkinnedMesh
// Desc: 生成蒙皮网格模型。该函数判断当前网格容器是否包含有蒙皮信息,如果当前网格模型
//       中不包含蒙皮信息,则直接退出该函数。接下来确定所需要的矩阵调色板容量。最后调
//       用ID3DXSkinInfo::ConvertToIndexedBlendedMesh()函数生成索引蒙皮网格模型
//--------------------------------------------------------------------------------------
HRESULT 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, 仅仅是分配内存和初始化,还没有对其成员赋予合适的值
//--------------------------------------------------------------------------------------
HRESULT CAllocateHierarchy::CreateFrame( LPCSTR Name, LPD3DXFRAME* ppNewFrame )
{
	HRESULT hr = S_OK;
	D3DXFRAME_DERIVED *pFrame;

	*ppNewFrame = NULL;

	// 为框架指定名称
	pFrame = new D3DXFRAME_DERIVED;  // 创建框架结构对象
	if (FAILED(AllocateName(Name, (LPSTR*)&pFrame->Name)))
	{
		delete pFrame;
		return hr;
	}

	// 初始化D3DXFRAME_DERIVED结构其它成员变量
	D3DXMatrixIdentity(&pFrame->TransformationMatrix);
	D3DXMatrixIdentity(&pFrame->CombinedTransformationMatrix);

	pFrame->pMeshContainer   = NULL;
	pFrame->pFrameSibling    = NULL;
	pFrame->pFrameFirstChild = NULL;

	*ppNewFrame = pFrame;
	pFrame = NULL;

	return hr;
}


//--------------------------------------------------------------------------------------
// Name: CAllocateHierarchy::CreateMeshContainer()
// Desc: 创建蒙皮网格容器,以加载蒙皮信息
//--------------------------------------------------------------------------------------
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;
	UINT NumFaces;
	UINT iMaterial;
	UINT iBone, cBones;
	LPDIRECT3DDEVICE9 pd3dDevice = NULL;
	D3DXMESHCONTAINER_DERIVED *pMeshContainer = 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;
	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];

	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( D3DXCreateTextureFromFileA( 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];

		// 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: 释放骨骼框架
//--------------------------------------------------------------------------------------
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;
}

//--------------------------------------------------------------------------------------
// Name: SetupBoneMatrixPointers()
// Desc: 设置好各级框架的组合变换矩阵。
//--------------------------------------------------------------------------------------
HRESULT 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: DrawMeshContainer()
// Desc: 绘制蒙皮容器中的蒙皮网格
//--------------------------------------------------------------------------------------
void 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: DrawFrame()
// Desc: 绘制骨骼
//--------------------------------------------------------------------------------------
void 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: UpdateFrameMatrics()
// Desc: 更新框架中的变换矩阵
//--------------------------------------------------------------------------------------
void 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
}

2.2 骨骼动画文件

另外,本次使用的”张飞“X文件中对骨骼动画的存放,只存放了一个名为”Anim-1 “的动画,也就是说用这个X模型中就只有这一个动画。这个动画是浅墨在3DS Max中自己导出的,具体导入方式我们下次再讲(其实就是在panda插件中选项调一下)。在3.X文件,我们就可以找到这个用AnimationSet 来定义的Anim-1 的动画集出处,开头部分如下:
在这里插入图片描述

2.2.1 3dmax文件导出骨骼动画文件步骤

1.3dsmax2012打开有骨骼动画的3d文件
在这里插入图片描述
让模型只显示骨骼不显示线框:有几种解决方案,

第一种,隐藏几何体,简单粗暴(shift+G),
第二种,主工具栏里有个选择过滤器(默然是全部,即全部物体都能选择),下拉修改为骨骼,
第三种,冻结你要绑定那东西,右键冻结。

如果你是在蒙皮绑定的话,当然用第二种。调节动作的话,当然,最方便也是第二种。
在这里插入图片描述
2.添加插件
为了能把max文件导出为.x文件,需要给3dsmax添加插件,把这个文件解压,拷贝到

在这里插入图片描述
在这里插入图片描述
因为3dsmax安装的是32位的,所以对应安装插件(2012一般默认安装有该插件)

3.把max文件导出为.x文件(文件名3.x)
在这里插入图片描述

导出动画
  1. 具体设置
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  2. 具体设置
    在这里插入图片描述
    3.动画设置
    Key Options——帧类型,可以是Position, Scale & Rotate keys,也可以直接用__矩阵替换

Add…——可以添加第2,到多个动作组
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4.纹理
texture converted——可以将贴图与.X文件一起输出

scaled to nearest power of 2——贴图缩放到2^幂

Format——输出类型,可以使用各种DirectX支持的纹理格式(bmp,tga,png,jpg)

Use full pathname——是否用完整路径名。(一般不使用绝对路径)
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5.dx文件设置
DX File Type——同上

DX frame——框架结构,如果前面选择Include Animation,就不能选No frame

Top frame hierarchy——顶框架结构,所有框架在同一顶层

Sub frame hierarchy——子框架结构。父框架会影响子框架位置(MAX中的连接操作),对作IK有好处,但矩阵要经过多次变换才能传递到子框架

Left Handed Axis——左手坐标系,一般使用左手坐标系
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6.x文件内容,并把它拷贝到相应的项目文件下
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2.3 加载3.x文件

主代码

#pragma comment(lib,"d3d9.lib")	
#pragma comment(lib,"d3dx9.lib")	
#pragma comment(lib,"winmm.lib")	

#include "d3dUtility.h"
#include <fstream>
#include <vector>
#include "AllocateHierarchyClass.h"

//
// Globals
//

IDirect3DDevice9* Device = 0; 

const int Width  = 640;
const int Height = 480;

LPD3DXFRAME                 g_pFrameRoot      = NULL;
D3DXMATRIX*                 g_pBoneMatrices   = NULL;
CAllocateHierarchy*         g_pAllocateHier   = NULL;
LPD3DXANIMATIONCONTROLLER   g_pAnimController = NULL;
//
// Framework functions
//
bool Setup()
{

	
		//第4步:创建骨骼动画
	g_pAllocateHier = new CAllocateHierarchy();
	D3DXLoadMeshHierarchyFromX(L"3.X", D3DXMESH_MANAGED, Device, 
	                            g_pAllocateHier, NULL, &g_pFrameRoot, &g_pAnimController);
	SetupBoneMatrixPointers(g_pFrameRoot, g_pFrameRoot);

	//因为这个X文件中仅有一个默认的动作,所以以下代码可用可不用
// 	LPD3DXANIMATIONSET pAnimationSet = NULL;
// 	g_pAnimController->GetAnimationSetByName("sworddance", &pAnimationSet);
// 	g_pAnimController->SetTrackAnimationSet((UINT)1.0, pAnimationSet);


	//灯光
	D3DXVECTOR3 dir(1.0f, -1.0f, 1.0f);
	D3DXCOLOR col(1.0f, 1.0f, 1.0f, 1.0f);
	D3DLIGHT9 light = d3d::InitDirectionalLight(&dir, &col);
	
	Device->SetLight(0,&light);
	Device->LightEnable(0,true);
	Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	Device->SetRenderState(D3DRS_SPECULARENABLE, true);
	
	//
	// Set camera.
	//

	D3DXVECTOR3 pos(0.0f, 0.0f, -15.0f);
	D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);

	D3DXMATRIX V;
	D3DXMatrixLookAtLH(
		&V,
		&pos,
		&target,
		&up);

	Device->SetTransform(D3DTS_VIEW, &V);

	//
	// Set projection matrix.
	//

	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(
			&proj,
			D3DX_PI * 0.5f, // 90 - degree
			(float)Width / (float)Height,
			1.0f,
			1000.0f);
	Device->SetTransform(D3DTS_PROJECTION, &proj);

	return true;
}

void Cleanup()
{

}

bool Display(float timeDelta)
{
	if( Device )
	{

	// 设置骨骼动画的矩阵
	D3DXMATRIX matFinal , matScal, matRot,matTran;
	D3DXMatrixIdentity(&matFinal);
	D3DXMatrixScaling(&matScal, 0.2f, 0.2f,0.2f);
	D3DXMatrixRotationX(&matRot,0.0*(2.0f*D3DX_PI)/360.f);
	D3DXMatrixTranslation(&matTran,0,-4.0f,0);
	matFinal = matScal *matFinal*matRot*matTran;
	Device->SetTransform(D3DTS_WORLD, &matFinal);

	// 更新骨骼动画
	g_pAnimController->AdvanceTime(timeDelta, NULL);  //设置骨骼动画的时间
	UpdateFrameMatrices(g_pFrameRoot, &matFinal);   //更新框架中的变换矩阵

		Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
		Device->BeginScene();

		DrawFrame(Device, g_pFrameRoot);

		Device->EndScene();
		Device->Present(0, 0, 0, 0);
	}
	return true;
}

//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch( msg )
	{
	case WM_DESTROY:
		::PostQuitMessage(0);
		break;
		
	case WM_KEYDOWN:
		if( wParam == VK_ESCAPE )
			::DestroyWindow(hwnd);
		break;
	}
	return ::DefWindowProc(hwnd, msg, wParam, lParam);
}

//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
				   HINSTANCE prevInstance, 
				   PSTR cmdLine,
				   int showCmd)
{
	if(!d3d::InitD3D(hinstance,
		Width, Height, true, D3DDEVTYPE_HAL, &Device))
	{
		::MessageBox(0, L"InitD3D() - FAILED", 0, 0);
		return 0;
	}
		
	if(!Setup())
	{
		::MessageBox(0, L"Setup() - FAILED", 0, 0);
		return 0;
	}

	d3d::EnterMsgLoop( Display );

	Cleanup();

	Device->Release();

	return 0;
}


2.3 运行结果

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