• <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 君子當自強而不息

            Using the .X File Format(11)

            Loading Frame Hierarchies from .X

            Skeletal animation systems require a frame hierarchy (which represents the bone structure) to orient each bone during rendering. The .X file format defines a frame−of−reference data template that you can use to define your bone hierarchy. This template, Frame, is merely a placeholder of sorts. It allows any type of data object to be embedded in it so you can reference the instanced Frame object by its assigned instance name and allow all contained objects to be addressed as well.

            Building a frame hierarchy involves parsing an .X file, in which you link each Frame object to another. The relationship is very important−a Frame object can either be a sibling or a child to another Frame object, and it can have an unlimited number of siblings and/or child objects linked to it.

            In DirectX 9, you have access to a special DirectX structure called D3DXFRAME to contain each frame in your hierarchy. In this section, you'll use D3DXFRAME to contain a frame hierarchy.

            The exact way you parse and build your Frame objects is really up to you. You can use the D3DX library to help, or you can parse/build the hierarchy yourself using your custom .X parser. Which is better for you? Whereas the D3DX library is great to use, I find the methods of using the library to load a frame hierarchy overly complicated, with no less than two interfaces to use and an entire memory−handling class of your own to be written. Why bother when you can load a frame hierarchy using one small .X parser class you created?

            Instead, load up your trusty .X parser (which you developed earlier in this chapter, in the "Constructing an .X Parser Class" section) and derive a version that scans for Frame data objects. I'll start you off by showing you the derived class you can use.

            class cXFrameParser : public cXParser
            {
            public:
            // declare an extended version of D3DXFRAME
            // that contains a constructor and destructor
            struct D3DXFRAME_EX : public D3DXFRAME
            {
            D3DXFRAME_EX()
            {
            Name = NULL;
            pFrameSibling = NULL; pFrameFirstChild = NULL;
            }
            		~D3DXFRAME_EX()
            {
            delete [] Name;
            delete pFrameFirstChild;
            delete pFrameSibling;
            }
            } D3DXFRAME_EX;
            	// Instance the root frame of the hierarchy
            D3DXFRAME_EX *m_RootFrame;
            public:
            cXFrameParser() { m_RootFrame = NULL; }
            ~cXFrameParser() { delete m_RootFrame; }
            	BOOL BeginParse(void **Data)
            {
            // Clear hierarchy
            delete m_RootFrame; m_RootFrame = NULL;
            }
            	BOOL ParseObject(IDirectXFileData *pDataObj, 
            IDirectXFileData *pParentDataObj,
            DWORD Depth,
            void **Data,
            BOOL Reference)
            {
            // Skip reference frames
            if(Reference == TRUE)
            return TRUE;
            		// Make sure template being parsed is a frame
            if(*GetObjectGUID(pDataObj) == TID_D3DRMFrame)
            {
            // Allocate a frame structure
            D3DXFRAME_EX *Frame = new D3DXFRAME_EX();
            			// Get frame name (assign one if none found)
            if((Frame−>Name = GetObjectName(pDataObj)) == NULL)
            Frame−>Name = strdup("No Name");
            			// Link frame structure into list
            if(Data == NULL)
            {
            // Link as sibling of root
            Frame−>pFrameSibling = m_RootFrame;
            m_RootFrame = Frame;
            Data = (void**)&m_RootFrame;
            }
            else
            {
            // Link as child of supplied frame
            D3DXFRAME_EX *FramePtr = (D3DXFAME_EX*)*Data;
            Frame−>pFrameSibling = FramePtr−>pFrameFirstChild;
            FramePtr−>pFrameFirstChild = Frame;
            Data = (void**)&Frame;
            }
            }
            		return ParseChildObjects(pDataObj,Depth,Data,Reference);
            }
            };
            cXFrameParser Parser;
            Parser.Parse("frames.x");
            // Parser.m_RootFrame now points to root frame of hierarchy

            There you have it. Once the cXFrameParser::Parse function is complete, you'll have a self−contained frame hierarchy ready to use in your project. The ParseFrame demo loads an .X file of your choice and displays the frame hierarchy inside a list box.

             

            ParseFrame Demo

            This demo uses the information on loading a frame hierarchy from an .X file. As shown in Figure 3.2, the ParseFrame demo has a button labeled Select .X File. Click that button, locate an .X file to load, and click Open.

            Figure 3.2: The ParseFrame demo's dialog box contains two controls−a button you click to load an .X file and a list box that displays the frame hierarchy.

            After selecting an .X file to load and clicking Open, you'll be treated to a display of the frame hierarchy contained within the file. To make things easier to understand, the frames are indented by their level in the hierarchy.

            Because IDirectXFile interface has been deprecated, I translate this interface into ID3DXFile.

            WinMain.cpp:

            #include <stdio.h>
            #include 
            <windows.h>
            #include 
            <d3d9.h>
            #include 
            <d3dx9.h>
            #include 
            <rmxfguid.h>
            #include 
            "Direct3D.h"
            #include 
            "XParser.h"
            #include 
            "resource.h"

            #pragma warning(disable : 
            4996)

            extern unsigned char D3DRM_XTEMPLATES[];

            D3DXFRAME_EX
            * g_root_frame;

            const char g_class_name[] = "ParseFrameClass";
            const char g_caption[]      = ".X Frame Parser Demo";

            ////////////////////////////////////////////////////////////////////////////////////////////////

            LRESULT FAR PASCAL window_proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);

            bool do_init(HWND hwnd);
            void do_shutdown();
            void do_frame();

            void add_frames_to_list(D3DXFRAME_EX* frame, DWORD indent, HWND list_handle);

            //////////////////////////////////////////////////////////////////////////////////////////////

            class cXFrameParser : public cXParser
            {
            protected:
                D3DXFRAME_EX
            * m_root_frame;

            protected:
                
            virtual bool parse_objects(ID3DXFileData* xfile_data,
                                           ID3DXFileData
            * parent_xfile_data,
                                           DWORD  depth,
                                           
            void** data,
                                           
            bool   force_ref)
                {
                    GUID type;
                    get_object_guid(xfile_data, 
            &type);

                    
            // make sure template being parsed is a mesh (non-referenced)
                    if(type == TID_D3DRMFrame && force_ref == false)
                    {
                        D3DXFRAME_EX
            * frame = new D3DXFRAME_EX;

                        
            // get frame name (assign one if none found)

                        frame
            ->Name = get_object_name(xfile_data);

                        
            if(frame->Name == NULL)
                            frame
            ->Name = strdup("NoNameFrame");

                        
            // link frame structure into list

                        
            if(data == NULL)
                        {
                            
            // link as sibling of root
                            frame->pFrameSibling = m_root_frame;
                            m_root_frame 
            = frame;
                            data 
            = (void**&m_root_frame;
                        }
                        
            else
                        {
                            
            // link as child of supplied frame
                            D3DXFRAME_EX* frame_ptr = (D3DXFRAME_EX*) (*data);
                            frame
            ->pFrameSibling = frame_ptr->pFrameFirstChild;
                            frame_ptr
            ->pFrameFirstChild = frame;
                            data 
            = (void**&frame_ptr->pFrameFirstChild;
                        }

                        frame 
            = NULL;    // clear frame pointer since it's been assigned
                    }

                    
            return parse_child_objects(xfile_data, depth, data, force_ref);
                }

            public:
                
            bool load(const char* filename, D3DXFRAME_EX** ret_frame)
                {
                    
            bool rv = false;
                    m_root_frame 
            = NULL;

                    
            if(parse(filename, NULL))
                    {
                        
            *ret_frame = m_root_frame;
                        rv 
            = true;
                    }
                    
            else
                    {
                        
            *ret_frame = NULL;
                    }

                    
            return rv;
                }
            };

            //////////////////////////////////////////////////////////////////////////////////////////////

            int PASCAL WinMain(HINSTANCE inst, HINSTANCE, LPSTR, int cmd_show)
            {      
                CoInitialize(NULL);    
            // Initialize the COM system

                
            // Create the window class here and register it

                WNDCLASSEX win_class;  

                win_class.cbSize        
            = sizeof(win_class);
                win_class.style         
            = CS_HREDRAW | CS_VREDRAW;
                win_class.lpfnWndProc   
            = window_proc;
                win_class.cbClsExtra    
            = 0;
                win_class.cbWndExtra    
            = DLGWINDOWEXTRA;
                win_class.hInstance     
            = inst;
                win_class.hIcon         
            = LoadIcon(NULL, IDI_APPLICATION);
                win_class.hCursor       
            = LoadCursor(NULL, IDC_ARROW);
                win_class.hbrBackground 
            = (HBRUSH)(COLOR_BTNFACE + 1);
                win_class.lpszMenuName  
            = NULL;
                win_class.lpszClassName 
            = g_class_name;
                win_class.hIconSm       
            = LoadIcon(NULL, IDI_APPLICATION);

                
            if(!RegisterClassEx(&win_class))
                    
            return -1;

                
            // create the dialog box window and show it
                HWND hwnd = CreateDialog(inst, MAKEINTRESOURCE(IDD_FRAMEVIEW), 0, NULL);

                ShowWindow(hwnd, cmd_show);
                UpdateWindow(hwnd);

                MSG msg;    
                ZeroMemory(
            &msg, sizeof(MSG));

                
            // Start message pump, waiting for user to exit
                while(msg.message != WM_QUIT) 
                {
                    
            if(PeekMessage(&msg, NULL, 00, PM_REMOVE)) 
                    {
                        TranslateMessage(
            &msg);
                        DispatchMessage(
            &msg);
                    }
                }

                UnregisterClass(g_class_name, inst);
                CoUninitialize();

                
            return 0;
            }

            LRESULT FAR PASCAL window_proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
            {
                OPENFILENAME ofn;
                
            char filename[MAX_PATH] = {0};
                
                
            // Only handle window destruction messages
                switch(msg) 
                {
                
            case WM_COMMAND:
                    
            switch(LOWORD(wParam))
                    {
                    
            case IDC_SELECT:
                        ZeroMemory(
            &ofn, sizeof(OPENFILENAME));

                        ofn.lStructSize        
            = sizeof(OPENFILENAME);
                        ofn.nMaxFile        
            = MAX_PATH;
                        ofn.nMaxFileTitle    
            = MAX_PATH;
                        ofn.Flags            
            = OFN_HIDEREADONLY | OFN_CREATEPROMPT | OFN_OVERWRITEPROMPT;
                        ofn.hwndOwner        
            = hwnd;
                        ofn.lpstrFile        
            = filename;
                        ofn.lpstrTitle        
            = "Load and Parse .x file";
                        ofn.lpstrFilter        
            = ".X Files (*.x)\0*.x\0All Files (*.*)\0*.*\0\0";
                        ofn.lpstrDefExt        
            = "x";

                        
            if(! GetOpenFileName(&ofn))
                            
            return 0;

                        
            // get rid of last loaded mesh list
                        delete g_root_frame;
                        g_root_frame 
            = NULL;

                        
            // parse .x file and display hierarchy

                        cXFrameParser mesh_parser;

                        
            if(mesh_parser.load(filename, &g_root_frame))
                        {
                            SendMessage(GetDlgItem(hwnd, IDC_FRAMELIST), LB_RESETCONTENT, 
            00);
                            add_frames_to_list(g_root_frame, 
            2, GetDlgItem(hwnd, IDC_FRAMELIST));
                        }

                        
            break;
                    }

                    
            break;
                
                
            case WM_DESTROY:
                    delete g_root_frame;
                    g_root_frame 
            = NULL;
                    PostQuitMessage(
            0);
                    
            break;

                
            case WM_KEYDOWN:
                    
            if(wParam == VK_ESCAPE)
                        DestroyWindow(hwnd);

                    
            break;
                }

                
            return DefWindowProc(hwnd, msg, wParam, lParam);
            }

            void add_frames_to_list(D3DXFRAME_EX* frame, DWORD indent, HWND list_handle)
            {
                
            if(frame == NULL)
                    
            return;

                
            // add siblings to list first
                if(frame->pFrameSibling)
                    add_frames_to_list((D3DXFRAME_EX
            *) frame->pFrameSibling, indent, list_handle);

                
            // build text to add to list

                
            char text[1024];

                memset(text, 
            ' ', indent);
                text[indent] 
            = '\0';
                strcat(text, frame
            ->Name);    

                SendMessage(list_handle, LB_ADDSTRING, 
            0, (LPARAM) text);

                
            // add children to list
                if(frame->pFrameFirstChild)
                    add_frames_to_list((D3DXFRAME_EX
            *) frame->pFrameFirstChild, indent+4, list_handle);
            }
             

            download source file


            Loading Custom Data from .X

            As I've expressed throughout this chapter, the .X file format is completely open−ended; there is no limit to the type of data you can store. With that in mind, you can create any type of data storage you want, and accessing that data will be just as easy as accessing the mesh and frame data we've already covered.

            Jump back to your ContactEntry template and see just how to parse an .X file and display every instance of ContactEntry. Again, a single small derived class of cXParser will work perfectly here.

            #include "initguid.h"
            // First declare the ContactEntry GUID
            DEFINE_GUID(ContactEntry, \
            0x4c9d055b, 0xc64d, 0x4bfe, 0xa7, 0xd9, 0x98, \
            0x1f, 0x50, 0x7e, 0x45, 0xff);
            // Now, define the .X parser class
            class cXContactParser : public cXParser
            {
            public:
            BOOL ParseObject(IDirectXFileData *pDataObj,
            IDirectXFileData *pParentDataObj,
            DWORD Depth,
            void **Data,
            BOOL Reference)
            {
            // Skip reference objects
            if(Reference == TRUE)
            return TRUE;
            		// Make sure object being parsed is ContactEntry
            if(*GetObjectGUID(pDataObj) == CONTACTENTRY)
            {
            // Get the data pointer and size
            DWORD DataSize;
            DWORD *DataPtr;
            			DataPtr = (DWORD*)GetObjectData(pDataObj, &DataSize);
            			// Get name from object data
            char *Name = (char*)*DataPtr++;
            			// Get phone # from object data
            char *PhoneNum = (char*)*DataPtr++;
            			// Get age from object data
            DWORD Age = *DataPtr++;
            			// Display contact information
            char Text[1024];
            sprintf(Text, "Name: %s\r\nPhone #: %s\r\nAge: %lu", Name, PhoneNum, Age);
            MessageBox(NULL, Text, "Contact", MB_OK);
            }
            		return ParseChildObjects(pDataObj,Depth,Data,Reference);
            }
            };
            cXContactParser Parser;
            Parser.Parse("contacts.x");

            With a single call to cXContactParser::Parse, you're treated to a list of people's names, phone numbers, and ages−all contained in the contacts.x file! Now wasn't that easy? See, you don't have to be afraid of the .X file format. I personally use .X to store as much custom data as I can.


            posted on 2008-04-18 14:35 lovedday 閱讀(911) 評論(1)  編輯 收藏 引用

            評論

            # re: Using the .X File Format(11) 2009-07-07 11:34 blueesoft

            好,努力  回復  更多評論   

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            亚洲国产日韩欧美综合久久| 狠狠色丁香婷婷久久综合不卡 | 久久精品国产第一区二区三区| 久久国产精品免费一区二区三区| 久久综合给合久久狠狠狠97色| 久久久国产亚洲精品| 欧美成a人片免费看久久| 国产一区二区精品久久凹凸 | 国产精品狼人久久久久影院| 久久精品这里热有精品| 亚洲成色999久久网站| 66精品综合久久久久久久| 色综合久久久久| 久久精品视频91| 久久99热这里只频精品6| 一级女性全黄久久生活片免费 | segui久久国产精品| 天天综合久久久网| 久久国产影院| 久久久久久精品久久久久| 无码人妻久久一区二区三区| 久久精品人人做人人爽电影| 久久国产精品波多野结衣AV| 伊人 久久 精品| 久久国产一区二区| 久久综合久久综合亚洲| 久久超碰97人人做人人爱| 久久中文字幕一区二区| 欧美色综合久久久久久| 99久久国产综合精品女同图片| 国产91久久精品一区二区| 久久国产热这里只有精品| 色综合久久久久久久久五月| 久久久久免费精品国产| 亚洲日韩欧美一区久久久久我 | 久久久无码精品亚洲日韩京东传媒| 天天爽天天狠久久久综合麻豆| 香蕉久久一区二区不卡无毒影院| 偷偷做久久久久网站| 国内精品久久久久久久亚洲| 精品综合久久久久久97|