D3D Animation Basis(7)

D3D Animation Basis(7)

Updating Skinned Meshes

A skinned mesh works like this: Each vertex is attached to an imaginary bone (which is specified by a frame object). As these frames move, so do the vertices attached to them. To update the coordinates of the vertices as the bones move, you need to call a special function that takes the source vertex data, transforms it according to the bones' transformations, and stores the results in a second mesh object. This special function is called ID3DXSkinInfo::UpdateSkinnedMesh.

Whenever you load a mesh using the D3DXLoadSkinMeshFromXof function (which is what the second LoadMesh function does), you get a pointer to an ID3DXSkinInfo object. This object contains the information about which vertices are attached to which bones. This way, the object knows which transformations to apply to the vertices.

To update the vertices, you must first lock the mesh's vertex buffer (which contains the source vertex coordinates), as well as the destination mesh's vertex buffer. The destination mesh will receive the updated vertices as they are transformed. Once locked, you need to call UpdateSkinnedMesh, also specifying a series of transformation matrices (stored as D3DXMATRIX objects) that represent the various bone transformations.

For now, just check out the update_skin_mesh helper function code to see how it updates the skinned meshes for you.

HRESULT update_skin_mesh(D3DXMESHCONTAINER_EX *  mesh_container)
{
    
if (mesh_container  ==  NULL)
        
return  E_FAIL;

    
if (mesh_container -> MeshData.pMesh  ==  NULL  ||  mesh_container -> skin_mesh  ==  NULL  ||  mesh_container -> pSkinInfo  ==  NULL)
        
return  E_FAIL;

    
if (mesh_container -> bone_matrices  ==  NULL  ||  mesh_container -> frame_matrices  ==  NULL)
        
return  E_FAIL;

    
//  copy the bone matrices over (must have been combined before call draw_mesh)
     for (DWORD i  =   0 ; i  <  mesh_container -> pSkinInfo -> GetNumBones(); i ++ )
    {
        
//  start with bone offset matrix
        mesh_container -> bone_matrices[i]  =   * (mesh_container -> pSkinInfo -> GetBoneOffsetMatrix(i));

        
//  apply frame transformation
         if (mesh_container -> frame_matrices[i])
            mesh_container
-> bone_matrices[i]  *=  ( * mesh_container -> frame_matrices[i]);
    }

    
void *  src_vertices;
    
void *  dest_vertices;

    mesh_container
-> MeshData.pMesh -> LockVertexBuffer(D3DLOCK_READONLY, ( void ** ) & src_vertices);
    mesh_container
-> skin_mesh -> LockVertexBuffer( 0 , ( void ** ) & dest_vertices);

    
//  update the skinned mesh using provided transformations
    mesh_container -> pSkinInfo -> UpdateSkinnedMesh(mesh_container -> bone_matrices, NULL, src_vertices, dest_vertices);

    mesh_container
-> MeshData.pMesh -> UnlockVertexBuffer();
    mesh_container
-> skin_mesh -> UnlockVertexBuffer();    

    
return  S_OK;
}

 

Aside from the typical error−checking code, the update_skin_mesh function starts by looping through each bone contained within the ID3DXSkinInfo object (stored in the D3DXMESHCONTAINER_EX object you've already loaded). For each bone, the original transformation matrix from the .X file is grabbed and stored in an array of matrices used in the call to UpdateSkinnedMesh.

From here the bone's transformation, as stored in the bone's respective frame object, is applied to the transformation matrix. This process continues until all transformation matrices are set up

At this point, you are ready to lock the vertex buffers and call the UpdateSkinnedMesh function.

The function is finished by unlocking the buffers and returning a success code.

And once again speaking of rendering, it is finally time to see the helper functions I created to get those
meshes on screen!


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