漸變(tweening)網格模型是Direct3D中實現模型動畫最簡單的方式和途徑,它的原理也非常簡單。例如對于場景內的某個網格模型,最初只記錄t0時刻和t1時刻該網格模型的狀態(即這兩個時刻網格模型中所有頂點的位置),對于t0到t1這段時間內的任意時刻t_current,根據該時刻距離t0和t1時刻的遠近,實時地分配給這兩個網格模型不同的權重,然后按照這兩個網格模型中頂點的不同位置和它們各自的權重進行插值,計算出t_current時刻整個網格模型中所有頂點的位置,從而實現動畫效果。
通常將t0時刻的網格模型稱為源網格模型,將t1時刻的網格模型稱為目標網格模型,將最后擬合得到的網格模型稱為結果網格模型。當然初始條件還可以是3個或更多時刻網格模型的狀態,再根據時間的推移對這些網格模型進行插值而實時得到當前時刻網格模型的狀態。
事實上,漸變網格模型就是對一系列已知的網格模型進行插值得到最終的網格模型。
首先,我們需要從.x文件加載源網格模型和目標網格模型:
V_RETURN(D3DXLoadMeshFromXW(L"source.x", D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, &g_num_materials,
&g_source_mesh));
V_RETURN(D3DXLoadMeshFromXW(L"target.x", D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, &g_num_materials,
&g_target_mesh));
由于我們僅對兩個網格模型中的頂點位置坐標和法向量進行插值,所以在創建好源網格模型和目標網格模型后,需要按照指定的頂點格式克隆源網格模型、目標網格模型和結果網格模型,使這時的源網格模型、目標網格模型和結果網格模型僅包含頂點位置和法向量:
ID3DXMesh* cloned_mesh;
// clone source mesh with specified vertex format
g_source_mesh->CloneMeshFVF(g_source_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &cloned_mesh);
release_com(g_source_mesh);
g_source_mesh = cloned_mesh;
// clone target mesh with specified vertex format
g_target_mesh->CloneMeshFVF(g_target_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &cloned_mesh);
release_com(g_target_mesh);
g_target_mesh = cloned_mesh;
// clone result mesh with specified vertex format from target mesh
g_target_mesh->CloneMeshFVF(g_target_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &g_result_mesh);
g_source_mesh->GetVertexBuffer(&g_source_vb);
g_target_mesh->GetVertexBuffer(&g_target_vb);
g_result_mesh->GetVertexBuffer(&g_result_vb);
其中源網格模型的狀態如下圖所示:

目標網格模型的狀態如下圖所示:

最后我們根據程序當前運行時間,分別計算源網格模型和目標網格模型的權重,利用計算出的權重對源網格模型和目標網格模型的頂點坐標和法向量進行插值,得到當前時刻的結果網格模型:
sVertex* source_vertices;
sVertex* target_vertices;
sVertex* result_vertices;
g_source_vb->Lock(0, 0, (void**) &source_vertices, 0);
g_target_vb->Lock(0, 0, (void**) &target_vertices, 0);
g_result_vb->Lock(0, 0, (void**) &result_vertices, 0);
float time_factor = (float)(timeGetTime() % 2000) / 1000.0f;
float scalar = (time_factor <= 1.0f) ? time_factor : (2.0f - time_factor);
for(DWORD i = 0; i < g_result_mesh->GetNumVertices(); i++)
{
result_vertices[i].x = source_vertices[i].x * (1.0f - scalar) + target_vertices[i].x * scalar;
result_vertices[i].y = source_vertices[i].y * (1.0f - scalar) + target_vertices[i].y * scalar;
result_vertices[i].z = source_vertices[i].z * (1.0f - scalar) + target_vertices[i].z * scalar;
result_vertices[i].nx = source_vertices[i].nx * (1.0f - scalar) + target_vertices[i].nx * scalar;
result_vertices[i].ny = source_vertices[i].ny * (1.0f - scalar) + target_vertices[i].ny * scalar;
result_vertices[i].nz = source_vertices[i].nz * (1.0f - scalar) + target_vertices[i].nz * scalar;
}
g_source_vb->Unlock();
g_target_vb->Unlock();
g_result_vb->Unlock();
為了讓海豚動起來,我們還必須修改世界坐標矩陣:
// move dolphin around circle
float kick_freq = float(2.0f * fTime);
float phas = float(fTime) / 3.0f;
D3DXMATRIX mat_dolphin, mat_trans, mat_rot_y, mat_rot_z;
D3DXMatrixScaling(&mat_dolphin, 0.01f, 0.01f, 0.01f);
D3DXMatrixRotationZ(&mat_rot_z, -cosf(kick_freq) / 6);
D3DXMatrixRotationY(&mat_rot_y, phase);
D3DXMatrixTranslation(&mat_trans, -5 * sinf(phase), sinf(kick_freq)/2, 10 - 10 * cosf(phase));
mat_dolphin = mat_dolphin * mat_rot_z * mat_rot_y * mat_trans;;
pd3dDevice->SetTransform(D3DTS_WORLD, &mat_dolphin);
運行效果圖:

主程序:
#include "dxstdafx.h"
#include "resource.h"
#pragma warning(disable : 4127 4995)
#define IDC_TOGGLE_FULLSCREEN 1
#define IDC_TOGGLE_REF 2
#define IDC_CHANGE_DEVICE 3
struct sVertex
{
float x, y, z;
float nx, ny, nz;
};
const DWORD CUSTOM_VERTEX_FVF = D3DFVF_XYZ | D3DFVF_NORMAL;
#define release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
ID3DXFont* g_font;
ID3DXSprite* g_text_sprite;
bool g_show_help;
CDXUTDialogResourceManager g_dlg_resource_manager;
CD3DSettingsDlg g_settings_dlg;
CDXUTDialog g_button_dlg;
ID3DXMesh* g_source_mesh;
ID3DXMesh* g_target_mesh;
ID3DXMesh* g_result_mesh;
IDirect3DVertexBuffer9* g_source_vb;
IDirect3DVertexBuffer9* g_target_vb;
IDirect3DVertexBuffer9* g_result_vb;
DWORD g_num_materials;
//--------------------------------------------------------------------------------------
// 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 vertex processing, then uses sofaware vertex processing.
if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_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;
}
//--------------------------------------------------------------------------------------
// Remove path from fullname, and convert filename from multibyte to wchar.
//--------------------------------------------------------------------------------------
void RemovePathFromFileName(LPSTR fullname, LPWSTR wfilename)
{
WCHAR wbuf[MAX_PATH] = {0};
MultiByteToWideChar(CP_ACP, 0, fullname, -1, wbuf, MAX_PATH);
LPWSTR w_last_back_slash = wcsrchr(wbuf, '\\');
if(w_last_back_slash)
lstrcpy(wfilename, ++w_last_back_slash);
else
lstrcpy(wfilename, wbuf);
}
//--------------------------------------------------------------------------------------
// 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);
V_RETURN(D3DXLoadMeshFromXW(L"source.x", D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, &g_num_materials,
&g_source_mesh));
V_RETURN(D3DXLoadMeshFromXW(L"target.x", D3DXMESH_MANAGED, pd3dDevice, NULL, NULL, NULL, &g_num_materials,
&g_target_mesh));
ID3DXMesh* cloned_mesh;
// clone source mesh with specified vertex format
g_source_mesh->CloneMeshFVF(g_source_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &cloned_mesh);
release_com(g_source_mesh);
g_source_mesh = cloned_mesh;
// clone target mesh with specified vertex format
g_target_mesh->CloneMeshFVF(g_target_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &cloned_mesh);
release_com(g_target_mesh);
g_target_mesh = cloned_mesh;
// clone result mesh with specified vertex format from target mesh
g_target_mesh->CloneMeshFVF(g_target_mesh->GetOptions(), CUSTOM_VERTEX_FVF, pd3dDevice, &g_result_mesh);
g_source_mesh->GetVertexBuffer(&g_source_vb);
g_target_mesh->GetVertexBuffer(&g_target_vb);
g_result_mesh->GetVertexBuffer(&g_result_vb);
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, -8.0f);
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, 100.0f);
pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_proj);
// setup material
D3DMATERIAL9 material;
ZeroMemory(&material, sizeof(D3DMATERIAL9));
material.Diffuse.r = 0.5f;
material.Diffuse.g = 0.5f;
material.Diffuse.b = 0.8f;
material.Diffuse.a = 1.0f;
material.Ambient.r = 0.5f;
material.Ambient.g = 0.5f;
material.Ambient.b = 0.8f;
material.Ambient.a = 1.0f;
pd3dDevice->SetMaterial(&material);
// setup light
D3DLIGHT9 light;
ZeroMemory(&light, sizeof(D3DLIGHT9));
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 0.1f;
light.Diffuse.g = 0.1f;
light.Diffuse.b = 0.3f;
light.Diffuse.a = 1.0f;
light.Ambient.r = 0.1f;
light.Ambient.g = 0.1f;
light.Ambient.b = 0.3f;
light.Ambient.a = 1.0f;
D3DXVECTOR3 light_dir = D3DXVECTOR3(-1, -1, 1);
D3DXVec3Normalize((D3DXVECTOR3*) &light.Direction, &light_dir);
pd3dDevice->SetLight(0, &light);
pd3dDevice->LightEnable(0, TRUE);
pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
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);
release_com(g_source_mesh);
release_com(g_target_mesh);
release_com(g_result_mesh);
release_com(g_source_vb);
release_com(g_target_vb);
release_com(g_result_vb);
}
//--------------------------------------------------------------------------------------
// Handle updates to the scene
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
sVertex* source_vertices;
sVertex* target_vertices;
sVertex* result_vertices;
g_source_vb->Lock(0, 0, (void**) &source_vertices, 0);
g_target_vb->Lock(0, 0, (void**) &target_vertices, 0);
g_result_vb->Lock(0, 0, (void**) &result_vertices, 0);
float time_factor = (float)(timeGetTime() % 2000) / 1000.0f;
float scalar = (time_factor <= 1.0f) ? time_factor : (2.0f - time_factor);
for(DWORD i = 0; i < g_result_mesh->GetNumVertices(); i++)
{
result_vertices[i].x = source_vertices[i].x * (1.0f - scalar) + target_vertices[i].x * scalar;
result_vertices[i].y = source_vertices[i].y * (1.0f - scalar) + target_vertices[i].y * scalar;
result_vertices[i].z = source_vertices[i].z * (1.0f - scalar) + target_vertices[i].z * scalar;
result_vertices[i].nx = source_vertices[i].nx * (1.0f - scalar) + target_vertices[i].nx * scalar;
result_vertices[i].ny = source_vertices[i].ny * (1.0f - scalar) + target_vertices[i].ny * scalar;
result_vertices[i].nz = source_vertices[i].nz * (1.0f - scalar) + target_vertices[i].nz * scalar;
}
g_source_vb->Unlock();
g_target_vb->Unlock();
g_result_vb->Unlock();
// move dolphin around circle
float kick_freq = float(2.0f * fTime);
float phase = float(fTime) / 3.0f;
D3DXMATRIX mat_dolphin, mat_trans, mat_rot_y, mat_rot_z;
D3DXMatrixScaling(&mat_dolphin, 0.01f, 0.01f, 0.01f);
D3DXMatrixRotationZ(&mat_rot_z, -cosf(kick_freq) / 6);
D3DXMatrixRotationY(&mat_rot_y, phase);
D3DXMatrixTranslation(&mat_trans, -5 * sinf(phase), sinf(kick_freq)/2, 10 - 10 * cosf(phase));
mat_dolphin = mat_dolphin * mat_rot_z * mat_rot_y * mat_trans;;
pd3dDevice->SetTransform(D3DTS_WORLD, &mat_dolphin);
}
//--------------------------------------------------------------------------------------
// 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 * 6);
text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f) );
text_helper.DrawTextLine(L"Controls (F1 to hide):");
text_helper.SetInsertionPos(40, surface_desc->Height - 15 * 4);
text_helper.DrawTextLine(L"Quit: ESC");
}
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, 32, 64, 128), 1.0f, 0) );
// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
for(DWORD i = 0; i < g_num_materials; i++)
g_result_mesh->DrawSubset(i);
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;
}
}
}
//--------------------------------------------------------------------------------------
// 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"Tweening" );
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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