類cAnimMesh是最關鍵的一個類,所有與骨骼動畫相關的具體實現(xiàn)細節(jié)都封裝在該類中,該類還定義了類cAllocateHierarchy的一個對象m_alloc_hierarchy,該對象完成從文件中加載動畫網(wǎng)格模型的骨骼層次結構、動畫數(shù)據(jù)以及其他用于繪制模型的幾何數(shù)據(jù)。
類cAnimMesh的定義如下所示:
class cAnimMesh
{
private:
cAllocateHierarchy* m_alloc_hierarchy;
IDirect3DDevice9* m_device;
D3DXFRAME* m_root_frame;
public:
D3DXVECTOR3 m_object_center;
float m_object_radius;
bool m_is_play_anim;
ID3DXAnimationController* m_anim_controller;
private:
HRESULT load_from_xfile(CONST WCHAR* wfilename);
void update_frame_matrices(D3DXFRAME* base_frame, CONST D3DXMATRIX* parent_matrix);
void draw_frame(CONST D3DXFRAME* frame);
void draw_mesh_container(CONST D3DXMESHCONTAINER* base_mesh_container, CONST D3DXFRAME* base_frame);
public:
HRESULT create(IDirect3DDevice9* device, CONST WCHAR* wfilename);
void render(CONST D3DXMATRIX* mat_world, double app_elapsed_time);
void destroy();
public:
cAnimMesh();
virtual ~cAnimMesh();
};
構造函數(shù)負責分配資源和初始化成員變量,析構函數(shù)負責釋放資源:
cAnimMesh::cAnimMesh()
{
m_is_play_anim = true;
m_device = NULL;
m_anim_controller = NULL;
m_root_frame = NULL;
m_alloc_hierarchy = new cAllocateHierarchy();
}
cAnimMesh::~cAnimMesh()
{
D3DXFrameDestroy(m_root_frame, m_alloc_hierarchy);
release_com(m_anim_controller);
delete m_alloc_hierarchy;
}
函數(shù)load_from_xfile()的主要任務是調(diào)用函數(shù)D3DXLoadMeshHierarchyFromX()從.x文件中加載動畫模型,其實現(xiàn)如下:
HRESULT cAnimMesh::load_from_xfile(CONST WCHAR* wfilename)
{
HRESULT hr;
WCHAR wpath[MAX_PATH];
DXUTFindDXSDKMediaFileCch(wpath, sizeof(wpath) / sizeof(WCHAR), wfilename);
V_RETURN(D3DXLoadMeshHierarchyFromXW(wpath, D3DXMESH_MANAGED, m_device, m_alloc_hierarchy, NULL,
&m_root_frame, &m_anim_controller));
V_RETURN(D3DXFrameCalculateBoundingSphere(m_root_frame, &m_object_center, &m_object_radius));
return S_OK;
}
雖然該函數(shù)的實現(xiàn)代碼非常簡單,但其內(nèi)部過程卻是很復雜的,關鍵是要弄清除D3DXLoadMeshHierarchyFromX()函數(shù)中m_alloc_hierarchy參數(shù)的作用。D3DXLoadMeshHierarchyFromX()函數(shù)在內(nèi)部隱式地通過m_alloc_hierarchy調(diào)用加載網(wǎng)格模型具體數(shù)據(jù)的函數(shù)(即上面提到的cAllocateHeirarchy中的CreateFrame()和CreateMeshContainer()函數(shù)),這些函數(shù)是由用戶編寫的,但卻是由Direct3D在內(nèi)部于適當機制調(diào)用。
來看看D3DXLoadMeshHierarchyFromX()的具體使用說明:
Loads the first frame hierarchy from a .x file.
HRESULT D3DXLoadMeshHierarchyFromX(
LPCSTR Filename,
DWORD MeshOptions,
LPDIRECT3DDEVICE9 pDevice,
LPD3DXALLOCATEHIERARCHY pAlloc,
LPD3DXLOADUSERDATA pUserDataLoader,
LPD3DXFRAME* ppFrameHierarchy,
LPD3DXANIMATIONCONTROLLER* ppAnimController
);
Parameters
- Filename
- [in] Pointer to a string that specifies the
filename. If the compiler settings require Unicode, the data type LPCTSTR
resolves to LPCWSTR. Otherwise, the string data type resolves to LPCSTR. See
Remarks.
- MeshOptions
- [in] Combination of one or more flags from the
D3DXMESH enumeration that specify creation options for the mesh.
- pDevice
- [in] Pointer to an IDirect3DDevice9 interface, the
device object associated with the mesh.
- pAlloc
- [in] Pointer to an ID3DXAllocateHierarchy
interface.
- pUserDataLoader
- [in] Application provided interface that allows
loading of user data.
- ppFrameHierarchy
- [out, retval] Returns a pointer to the loaded
frame hierarchy.
- ppAnimController
- [out, retval] Returns a pointer to the animation
controller corresponding to animation in the .x file. This is created with
default tracks and events.
Return Values
If the function succeeds, the return value is D3D_OK.
If the function fails, the return value can be one of the following values:
D3DERR_INVALIDCALL, E_OUTOFMEMORY.
Remarks
The compiler setting also determines the function
version. If Unicode is defined, the function call resolves to
D3DXLoadMeshHierarchyFromXW. Otherwise, the function call resolves to
D3DXLoadMeshHierarchyFromXA.
All the meshes in the file will be collapsed into one
output mesh. If the file contains a frame hierarchy, all the transformations
will be applied to the mesh.
D3DXLoadMeshHierarchyFromX loads the animation
data and frame hierarchy from a .x file. It scans the .x file and builds a frame
hierarchy and animation controller according to the ID3DXAllocateHierarchy-derived
object passed to it through pAlloc. Loading the data requires several steps as
follows:
- Derive ID3DXAllocateHierarchy, implementing
each method. This controls how frames and meshes are allocated and freed.
- Derive ID3DXLoadUserData, implementing each
method. If your .x file has no embedded user-defined data, or if you do not
need it, you can skip this part.
- Create an object of your ID3DXAllocateHierarchy
class, and optionally of your LoadUserData class. You do not need to call
any methods of these objects yourself.
- Call D3DXLoadMeshHierarchyFromX, passing in
your ID3DXAllocateHierarchy object and your ID3DXLoadUserData
object (or NULL) to create the frame hierarchy and animation controller. All
the animation sets and frames are automatically registered to the animation
controller.
During the load, ID3DXAllocateHierarchy::CreateFrame
and ID3DXLoadUserData::LoadFrameChildData are called back on each frame to
control loading and allocation of the frame. The application defines these
methods to control how frames are stored.
ID3DXAllocateHierarchy::CreateMeshContainer and
ID3DXLoadUserData::LoadMeshChildData are called back on each mesh object to
control loading and allocation of mesh objects.
ID3DXLoadUserData::LoadTopLevelData is called back for each top level object
that doesn't get loaded by the other methods.
To free this data, call
ID3DXAnimationController::Release to free the animation sets, and
D3DXFRAMEDestroy, passing in the root node of the frame hierarchy and an object
of your derived ID3DXAllocateHierarchy class.
ID3DXAllocateHierarchy::DestroyFrame and
ID3DXAllocateHierarchy::DestroyMeshContainer will each be called for every frame
and mesh object in the frame hierarchy. Your implementation of
ID3DXAllocateHierarchy::DestroyFrame should release everything allocated by
ID3DXAllocateHierarchy::CreateFrame, and likewise for the mesh container
methods.
因為在每次渲染網(wǎng)格模型前,只有知道每個框架的確切位置,才能在正確的位置上繪制出該框架包含的具體網(wǎng)格模型,所以需要計算得到各級框架的組合變換矩陣,函數(shù)update_frame_matrices()采用遞歸的方法計算各級框架的組合變換矩陣,具體實現(xiàn)代碼如下:
void cAnimMesh::update_frame_matrices(D3DXFRAME* base_frame, CONST D3DXMATRIX* parent_matrix)
{
D3DXFRAME_DERIVED* frame = (D3DXFRAME_DERIVED*) base_frame;
if(parent_matrix != NULL)
D3DXMatrixMultiply(&frame->CombinedTransformMatrix, &frame->TransformationMatrix, parent_matrix);
else
frame->CombinedTransformMatrix = frame->TransformationMatrix;
if(frame->pFrameSibling != NULL)
update_frame_matrices(frame->pFrameSibling, parent_matrix);
if(frame->pFrameFirstChild != NULL)
update_frame_matrices(frame->pFrameFirstChild, &frame->CombinedTransformMatrix);
}
因為骨骼動畫網(wǎng)格模型是通過框架按照樹狀結構組織起來的,而網(wǎng)格模型又包含在框架之中,所以在為了渲染網(wǎng)格模型的同時能將其中的動畫播放出來,就需要逐個框架逐個網(wǎng)格模型地進行渲染,其中draw_mesh_container()負責渲染框架中包含的具體網(wǎng)格模型:
void cAnimMesh::draw_mesh_container(CONST D3DXMESHCONTAINER* base_mesh_container, CONST D3DXFRAME* base_frame)
{
D3DXMESHCONTAINER_DERIVED* mesh_container = (D3DXMESHCONTAINER_DERIVED*) base_mesh_container;
D3DXFRAME_DERIVED* frame = (D3DXFRAME_DERIVED*) base_frame;
m_device->SetTransform(D3DTS_WORLD, &frame->CombinedTransformMatrix);
for(UINT i = 0; i < mesh_container->NumMaterials; i++)
{
m_device->SetMaterial(&mesh_container->pMaterials[i].MatD3D);
m_device->SetTexture(0, mesh_container->ppTextures[i]);
mesh_container->MeshData.pMesh->DrawSubset(i);
}
}
該函數(shù)的實現(xiàn)比較簡單,在渲染每個網(wǎng)格之前,首先調(diào)用函數(shù)SetTransform(),根據(jù)該網(wǎng)格在框架的組合變換矩陣,將網(wǎng)格中所包含的網(wǎng)格模型移動到正確的位置后,再設置材質(zhì)、紋理,最后進行繪制。
函數(shù)draw_frame()以draw_mesh_container()為基礎,采用遞歸的方法,將整個網(wǎng)格模型繪制出來:
void cAnimMesh::draw_frame(CONST D3DXFRAME* frame)
{
D3DXMESHCONTAINER* mesh_container = frame->pMeshContainer;
while(mesh_container != NULL)
{
draw_mesh_container(mesh_container, frame);
mesh_container = mesh_container->pNextMeshContainer;
}
if(frame->pFrameSibling != NULL)
draw_frame(frame->pFrameSibling);
if(frame->pFrameFirstChild != NULL)
draw_frame(frame->pFrameFirstChild);
}
在調(diào)用該函數(shù)時,只需將參數(shù)frame設置為網(wǎng)格模型的根節(jié)點就可以繪制出整個網(wǎng)格模型。
函數(shù)render()通過draw_frame()完成整個網(wǎng)格模型的渲染,其實現(xiàn)如下:
void cAnimMesh::render(CONST D3DXMATRIX* mat_world, double app_elapsed_time)
{
if(0.0f == app_elapsed_time)
return;
if(m_is_play_anim && m_anim_controller != NULL)
m_anim_controller->AdvanceTime(app_elapsed_time, NULL);
update_frame_matrices(m_root_frame, mat_world);
draw_frame(m_root_frame);
}
在渲染網(wǎng)格模型之前,首先使用動畫控制器m_anim_controller調(diào)用函數(shù)AdvanceTime()將網(wǎng)格模型動畫向前推進,然后調(diào)用函數(shù)update_frame_matrices(),根據(jù)當前網(wǎng)格模型的世界矩陣mat_world更新整個網(wǎng)格模型的層次,即計算每個框架的組合變換矩陣,最后調(diào)用draw_frame()函數(shù)渲染出整個網(wǎng)格模型。
create()函數(shù)用于根據(jù)參數(shù)指定的網(wǎng)格模型文件名創(chuàng)建骨骼動畫網(wǎng)格模型:
HRESULT cAnimMesh::create(IDirect3DDevice9* device, CONST WCHAR* wfilename)
{
m_device = device;
HRESULT hr;
V_RETURN(load_from_xfile(wfilename));
return S_OK;
}
函數(shù)destroy()只負責銷毀對象:
void cAnimMesh::destroy()
{
delete this;
}