• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當(dāng)自強(qiáng)而不息

            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!


            posted on 2008-04-15 10:22 lovedday 閱讀(312) 評論(0)  編輯 收藏 引用

            公告

            導(dǎo)航

            統(tǒng)計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評論

            久久国产精品99精品国产987| 亚洲精品无码久久久久| 91麻豆精品国产91久久久久久 | 欧美伊人久久大香线蕉综合69| 四虎久久影院| 91久久婷婷国产综合精品青草| 久久93精品国产91久久综合| 狠狠色丁香久久婷婷综合图片| 久久精品毛片免费观看| 久久国产成人午夜AV影院| 亚洲精品乱码久久久久久蜜桃图片| 国产午夜精品久久久久免费视| 久久久免费观成人影院| 久久国产精品成人片免费| 久久亚洲国产成人影院网站| 国内精品久久久久久99蜜桃| 无码人妻久久一区二区三区蜜桃| 久久久久亚洲AV片无码下载蜜桃| 久久伊人五月天论坛| 国产午夜精品理论片久久影视| 日本精品久久久久影院日本| 久久精品国产一区| 91视频国产91久久久| 久久香蕉国产线看观看精品yw| 亚洲美日韩Av中文字幕无码久久久妻妇 | 久久精品草草草| 欧洲人妻丰满av无码久久不卡| 亚洲国产日韩欧美久久| 久久91精品综合国产首页| 欧美日韩中文字幕久久伊人| 久久男人Av资源网站无码软件 | 青青草原综合久久| 国产成年无码久久久久毛片| 色偷偷88888欧美精品久久久| 久久精品日日躁夜夜躁欧美| 亚洲伊人久久成综合人影院| 亚洲成av人片不卡无码久久| 一本色道久久综合狠狠躁篇| 久久中文字幕精品| 久久精品aⅴ无码中文字字幕不卡 久久精品成人欧美大片 | 污污内射久久一区二区欧美日韩 |