网格模型高级技术(19)

网格模型高级技术(19)

一个网格模型中可以包含多个动画集,在渲染网格时通过动画控制器可以在各个动画集之间进行切换,从而可以在渲染网格模型时根据具体情况播放不同的动画。这里将具有多个骨骼动画的网格模型称为"多骨骼动画网格模型",当然骨骼动画网格模型也完全可以具有蒙皮信息,下面的示例程序演示了渲染多骨骼动画网格模型时骨骼动画之间的切换,骨骼动画间的切换是通过动画控制器来完成的。

在示例程序MultiAnimMesh中渲染的网格模型具有4个动画集,即具有4个动作,通过按下数字键"1" ~ "4"在4个动作之间进行切换:

case 49:	// press key "1"
g_skin_mesh->m_anim_controller->GetAnimationSetByName("Walk", &g_anim_set);
g_skin_mesh->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);
break;
case 50:	// press key "2"
g_skin_mesh->m_anim_controller->GetAnimationSetByName("Jog", &g_anim_set);
g_skin_mesh->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);
break;
case 51:	// press key "3"
g_skin_mesh->m_anim_controller->GetAnimationSetByName("Loiter", &g_anim_set);
g_skin_mesh->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);
break;
case 52:	// press key "4"
g_skin_mesh->m_anim_controller->GetAnimationSetByName("Wave", &g_anim_set);
g_skin_mesh->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);
break;

GetAnimationSetByName()根据名称取得动画播放集:

Gets an animation set, given its name.

HRESULT GetAnimationSetByName(
LPCSTR pName,
LPD3DXANIMATIONSET * ppAnimSet
);

Parameters

pName
[in] String containing the name of the animation set.
ppAnimSet
[out] Pointer to the ID3DXAnimationSet animation set.

Return Values

If the method succeeds, the return value is S_OK. If the method fails, the following value will be returned: D3DERR_INVALIDCALL.

Remarks

The animation controller contains an array of animation sets. This method returns an animation set that has the given name.

SetTrackAnimationSet()设置要播放的动画集:

Applies the animation set to the specified track.

HRESULT SetTrackAnimationSet(
UINT Track,
LPD3DXANIMATIONSET pAnimSet
);

Parameters

Track
[in] Identifier of the track to which the animation set is applied.
pAnimSet
[in] Pointer to the ID3DXAnimationSet animation set to be added to the track.

Return Values

If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following values: D3DERR_INVALIDCALL, E_OUTOFMEMORY.

Remarks

This method sets the animation set to the specified track for mixing. The animation set for each track is blended according to the track weight and speed when ID3DXAnimationController::AdvanceTime is called.

 

运行效果图:

网格模型高级技术(19)_第1张图片

步行

 

网格模型高级技术(19)_第2张图片

跑步

 

网格模型高级技术(19)_第3张图片

观望


网格模型高级技术(19)_第4张图片

挥手

 

主程序:

#include  " dxstdafx.h "
#include 
" resource.h "
#include 
" SkinMesh.h "

#pragma warning(disable : 
4127   4995 )

#define  IDC_TOGGLE_FULLSCREEN    1
#define  IDC_TOGGLE_REF            2
#define  IDC_CHANGE_DEVICE        3

#define  release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

ID3DXFont
*                     g_font;
ID3DXSprite
*                 g_text_sprite;
bool                         g_show_help  =   true ;

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;

cSkinMesh
*                     g_skin_mesh;
ID3DXAnimationSet
*             g_anim_set;
D3DXMATRIX                    g_mat_world;

// --------------------------------------------------------------------------------------
//  Rejects any devices that aren't acceptable by returning false
// --------------------------------------------------------------------------------------
bool  CALLBACK IsDeviceAcceptable( D3DCAPS9 *  pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool  bWindowed,  void *  pUserContext )
{
    
//  Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9
*  pD3D  =  DXUTGetD3DObject(); 

    
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType, AdapterFormat, 
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return   false ;

    
return   true ;
}


// --------------------------------------------------------------------------------------
//  Before a device is created, modify the device settings as needed.
// --------------------------------------------------------------------------------------
bool  CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings,  const  D3DCAPS9 *  pCaps,  void *  pUserContext )
{
    
//  If video card does not support hardware transform and light, then uses sofaware mode.
     if ((pCaps -> DevCaps  &  D3DDEVCAPS_HWTRANSFORMANDLIGHT)  ==   0 )
        pDeviceSettings
-> BehaviorFlags  =  D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    
//  !!important, change vertex processing to mixed mode.
     if (pDeviceSettings -> BehaviorFlags  &  D3DCREATE_HARDWARE_VERTEXPROCESSING)
        pDeviceSettings
-> BehaviorFlags  =  D3DCREATE_MIXED_VERTEXPROCESSING;

    
static   bool  is_first_time  =   true ;

    
if (is_first_time)
    {
        is_first_time 
=   false ;

        
//  if using reference device, then pop a warning message box.
         if (pDeviceSettings -> DeviceType  ==  D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

    
return   true ;
}


// --------------------------------------------------------------------------------------
//  Create any D3DPOOL_MANAGED resources here 
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 *  pd3dDevice, 
                                 
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                 
void *  pUserContext )
{
    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 
18 0 , FW_BOLD,  1 , FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH 
|  FF_DONTCARE, L " Arial " & g_font);
    
    g_skin_mesh 
=   new  cSkinMesh();
    V_RETURN(g_skin_mesh
-> create(pd3dDevice, L " tiny_4anim.x " ));

    
return  S_OK;
}


// --------------------------------------------------------------------------------------
//  Create any D3DPOOL_DEFAULT resources here 
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());
    V_RETURN(g_settings_dlg.OnResetDevice());
    V_RETURN(g_font
-> OnResetDevice());
    V_RETURN(D3DXCreateSprite(pd3dDevice, 
& g_text_sprite));

    
//  set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc
-> Width  -   170 0 );
    g_button_dlg.SetSize(
170 170 );

    
//  setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f 0.0f - 1000.0f );
    D3DXVECTOR3  at(
0.0f 0.0f ,   0.0f );
    D3DXVECTOR3  up(
0.0f 1.0f ,   0.0f );

    D3DXMatrixLookAtLH(
& mat_view,  & eye,  & at,  & up);
    pd3dDevice
-> SetTransform(D3DTS_VIEW,  & mat_view);

    
//  set projection matrix
    D3DXMATRIX mat_proj;    
    
float  aspect  =  ( float )pBackBufferSurfaceDesc -> Width  /  pBackBufferSurfaceDesc -> Height;
    D3DXMatrixPerspectiveFovLH(
& mat_proj, D3DX_PI / 4 , aspect,  1.0f 2000.0f );
    pd3dDevice
-> SetTransform(D3DTS_PROJECTION,  & mat_proj);

    
//  setup light
    
    D3DLIGHT9 light;
    ZeroMemory(
& light,  sizeof (D3DLIGHT9));

    light.Type       
=  D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r  
=   1.0f ;
    light.Diffuse.g  
=   1.0f ;
    light.Diffuse.b  
=   1.0f ;
    light.Range         
=   1000.0f ;

    D3DXVECTOR3 light_dir(
- 1.0f - 1.0f 1.0f );    
    D3DXVec3Normalize((D3DXVECTOR3
* & light.Direction,  & light_dir);
    pd3dDevice
-> SetLight( 0 & light);
    pd3dDevice
-> LightEnable( 0 , TRUE);
    pd3dDevice
-> SetRenderState(D3DRS_LIGHTING, TRUE);

    pd3dDevice
-> SetRenderState(D3DRS_AMBIENT,  0x00505050 );

    
return  S_OK;
}

// --------------------------------------------------------------------------------------
//  Release resources created in the OnResetDevice callback here 
// --------------------------------------------------------------------------------------
void  CALLBACK OnLostDevice(  void *  pUserContext )
{
    g_dlg_resource_manager.OnLostDevice();
    g_settings_dlg.OnLostDevice();
    g_font
-> OnLostDevice();

    release_com(g_text_sprite);
}


// --------------------------------------------------------------------------------------
//  Release resources created in the OnCreateDevice callback here
// --------------------------------------------------------------------------------------
void  CALLBACK OnDestroyDevice(  void *  pUserContext )
{
    g_dlg_resource_manager.OnDestroyDevice();
    g_settings_dlg.OnDestroyDevice();    

    release_com(g_font);

    g_skin_mesh
-> destroy();
}

// --------------------------------------------------------------------------------------
//  Handle updates to the scene
// --------------------------------------------------------------------------------------
void  CALLBACK OnFrameMove( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext )
{
    D3DXMATRIX mat_trans, mat_rot_x, mat_rot_y;    
    
    D3DXMatrixRotationX(
& mat_rot_x,  - D3DX_PI  /   2 );
    D3DXMatrixRotationY(
& mat_rot_y, timeGetTime()  /   1000.0f );
    D3DXMatrixTranslation(
& mat_trans,  0.0f - 250.0f 0.0f );
            
    g_mat_world 
=  mat_rot_x  *  mat_rot_y  *  mat_trans;
}

// --------------------------------------------------------------------------------------
//  Render the helper information
// --------------------------------------------------------------------------------------
void  RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 
20 );
    
    text_helper.Begin();

    
//  show frame and device states
    text_helper.SetInsertionPos( 5 5 );
    text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 0.475f 0.0f 1.0f ) );
    text_helper.DrawTextLine( DXUTGetFrameStats(
true ) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
//  show helper information
    
    
const  D3DSURFACE_DESC *  surface_desc  =  DXUTGetBackBufferSurfaceDesc();

    
if (g_show_help)
    {
        text_helper.SetInsertionPos(
10 , surface_desc -> Height  -   15   *   10 );
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 0.475f 0.0f 1.0f ) );
        text_helper.DrawTextLine(L
" Controls (F1 to hide): " );
        text_helper.DrawTextLine(L
" Quit: ESC\n " );

        text_helper.SetInsertionPos(
10 , surface_desc -> Height  -   15   *   6 );        
        text_helper.DrawTextLine(L
" 1: walk " );
        text_helper.DrawTextLine(L
" 2: jog " );
        text_helper.DrawTextLine(L
" 3: loiter " );
        text_helper.DrawTextLine(L
" 4: wave " );
    }
    
else
    {
        text_helper.SetInsertionPos(
10 , surface_desc -> Height  -   15   *   4 );
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 1.0f 1.0f 1.0f ) );
        text_helper.DrawTextLine(L
" Press F1 for help " );
    }

    text_helper.End();
}

// --------------------------------------------------------------------------------------
//  Render the scene 
// --------------------------------------------------------------------------------------
void  CALLBACK OnFrameRender( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext )
{
    HRESULT hr;

    
if (g_settings_dlg.IsActive())
    {
        g_settings_dlg.OnRender(fElapsedTime);
        
return ;
    }

    
//  Clear the render target and the zbuffer 
    V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET  |  D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0 0 0 0 ),  1.0f 0 ) );

    
//  Render the scene
     if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
    {                                    
        V(g_skin_mesh
-> render( & g_mat_world, fElapsedTime));
        RenderText();
        V(g_button_dlg.OnRender(fElapsedTime));

        V( pd3dDevice
-> EndScene() );
    }
}


// --------------------------------------------------------------------------------------
//  Handle messages to the application 
// --------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          
bool *  pbNoFurtherProcessing,  void *  pUserContext )
{
    
* pbNoFurtherProcessing  =  g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
    
if ( * pbNoFurtherProcessing)
        
return   0 ;

    
if (g_settings_dlg.IsActive())
    {
        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        
return   0 ;
    }

    
* pbNoFurtherProcessing  =  g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if ( * pbNoFurtherProcessing)
        
return   0 ;

    
return   0 ;
}


// --------------------------------------------------------------------------------------
//  Handle keybaord event
// --------------------------------------------------------------------------------------
void  CALLBACK OnKeyboardProc(UINT charater,  bool  is_key_down,  bool  is_alt_down,  void *  user_context)
{
    
if (is_key_down)
    {
        
switch (charater)
        {
        
case  VK_F1:
            g_show_help 
=   ! g_show_help;
            
break ;

        
case   49 :     //  press key "1"
            g_skin_mesh -> m_anim_controller -> GetAnimationSetByName( " Walk " & g_anim_set);
            g_skin_mesh
-> m_anim_controller -> SetTrackAnimationSet( 0 , g_anim_set);    
            
break ;

        
case   50 :     //  press key "2"
            g_skin_mesh -> m_anim_controller -> GetAnimationSetByName( " Jog " & g_anim_set);
            g_skin_mesh
-> m_anim_controller -> SetTrackAnimationSet( 0 , g_anim_set);    
            
break ;    

        
case   51 :     //  press key "3"
            g_skin_mesh -> m_anim_controller -> GetAnimationSetByName( " Loiter " & g_anim_set);
            g_skin_mesh
-> m_anim_controller -> SetTrackAnimationSet( 0 , g_anim_set);    
            
break ;

        
case   52 :     //  press key "4"
            g_skin_mesh -> m_anim_controller -> GetAnimationSetByName( " Wave " & g_anim_set);
            g_skin_mesh
-> m_anim_controller -> SetTrackAnimationSet( 0 , g_anim_set);    
            
break ;
        }
    }
}

// --------------------------------------------------------------------------------------
//  Handle events for controls
// --------------------------------------------------------------------------------------
void  CALLBACK OnGUIEvent(UINT  event int  control_id, CDXUTControl *  control,  void *  user_context)
{
    
switch (control_id)
    {
    
case  IDC_TOGGLE_FULLSCREEN:
        DXUTToggleFullScreen();
        
break ;

    
case  IDC_TOGGLE_REF:
        DXUTToggleREF();
        
break ;

    
case  IDC_CHANGE_DEVICE:
        g_settings_dlg.SetActive(
true );
        
break ;
    }
}

// --------------------------------------------------------------------------------------
//  Initialize dialogs
// --------------------------------------------------------------------------------------
void  InitDialogs()
{
    g_settings_dlg.Init(
& g_dlg_resource_manager);
    g_button_dlg.Init(
& g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

    
int  x  =   35 , y  =   10 , width  =   125 , height  =   22 ;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L
" Toggle full screen " , x, y,         width, height);
    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L
" Toggle REF (F3) " ,     x, y  +=   24 , width, height);
    g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L
" Change device (F2) " , x, y  +=   24 , width, height, VK_F2);    
}

// --------------------------------------------------------------------------------------
//  Initialize everything and go into a render loop
// --------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR,  int  )
{
    
//  Enable run-time memory check for debug builds.
#if  defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
|  _CRTDBG_LEAK_CHECK_DF );
#endif

    
//  Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
   
    
//  TODO: Perform any application-level initialization here
    InitDialogs();

    
//  Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit(  true true true  );  //  Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings(  true true  );  //  Show the cursor and clip it when in full screen
    DXUTCreateWindow( L " Multi Animation Mesh "  );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true 640 480 , IsDeviceAcceptable, ModifyDeviceSettings );

    
//  Start the render loop
    DXUTMainLoop();

    
//  TODO: Perform any application-level cleanup here

    
return  DXUTGetExitCode();
}

 

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