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            天行健 君子當自強而不息

            網格模型高級技術(19)

            一個網格模型中可以包含多個動畫集,在渲染網格時通過動畫控制器可以在各個動畫集之間進行切換,從而可以在渲染網格模型時根據具體情況播放不同的動畫。這里將具有多個骨骼動畫的網格模型稱為"多骨骼動畫網格模型",當然骨骼動畫網格模型也完全可以具有蒙皮信息,下面的示例程序演示了渲染多骨骼動畫網格模型時骨骼動畫之間的切換,骨骼動畫間的切換是通過動畫控制器來完成的。

            在示例程序MultiAnimMesh中渲染的網格模型具有4個動畫集,即具有4個動作,通過按下數字鍵"1" ~ "4"在4個動作之間進行切換:

            case 49:	// press key "1"
            g_skin_mesh->m_anim_controller->GetAnimationSetByName("Walk", &g_anim_set);
            g_skin_mesh->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);
            break;
            case 50:	// press key "2"
            g_skin_mesh->m_anim_controller->GetAnimationSetByName("Jog", &g_anim_set);
            g_skin_mesh->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);
            break;
            case 51:	// press key "3"
            g_skin_mesh->m_anim_controller->GetAnimationSetByName("Loiter", &g_anim_set);
            g_skin_mesh->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);
            break;
            case 52:	// press key "4"
            g_skin_mesh->m_anim_controller->GetAnimationSetByName("Wave", &g_anim_set);
            g_skin_mesh->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);
            break;

            GetAnimationSetByName()根據名稱取得動畫播放集:

            Gets an animation set, given its name.

            HRESULT GetAnimationSetByName(
            LPCSTR pName,
            LPD3DXANIMATIONSET * ppAnimSet
            );

            Parameters

            pName
            [in] String containing the name of the animation set.
            ppAnimSet
            [out] Pointer to the ID3DXAnimationSet animation set.

            Return Values

            If the method succeeds, the return value is S_OK. If the method fails, the following value will be returned: D3DERR_INVALIDCALL.

            Remarks

            The animation controller contains an array of animation sets. This method returns an animation set that has the given name.

            SetTrackAnimationSet()設置要播放的動畫集:

            Applies the animation set to the specified track.

            HRESULT SetTrackAnimationSet(
            UINT Track,
            LPD3DXANIMATIONSET pAnimSet
            );

            Parameters

            Track
            [in] Identifier of the track to which the animation set is applied.
            pAnimSet
            [in] Pointer to the ID3DXAnimationSet animation set to be added to the track.

            Return Values

            If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following values: D3DERR_INVALIDCALL, E_OUTOFMEMORY.

            Remarks

            This method sets the animation set to the specified track for mixing. The animation set for each track is blended according to the track weight and speed when ID3DXAnimationController::AdvanceTime is called.

             

            運行效果圖:

            步行

             

            跑步

             

            觀望


            揮手

             

            主程序:

            #include "dxstdafx.h"
            #include 
            "resource.h"
            #include 
            "SkinMesh.h"

            #pragma warning(disable : 
            4127 4995)

            #define IDC_TOGGLE_FULLSCREEN    1
            #define IDC_TOGGLE_REF            2
            #define IDC_CHANGE_DEVICE        3

            #define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

            ID3DXFont
            *                    g_font;
            ID3DXSprite
            *                g_text_sprite;
            bool                        g_show_help = true;

            CDXUTDialogResourceManager    g_dlg_resource_manager;
            CD3DSettingsDlg                g_settings_dlg;
            CDXUTDialog                    g_button_dlg;

            cSkinMesh
            *                    g_skin_mesh;
            ID3DXAnimationSet
            *            g_anim_set;
            D3DXMATRIX                    g_mat_world;

            //--------------------------------------------------------------------------------------
            // 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 transform and light, then uses sofaware mode.
                if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
                    pDeviceSettings
            ->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

                
            // !!important, change vertex processing to mixed mode.
                if(pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING)
                    pDeviceSettings
            ->BehaviorFlags = D3DCREATE_MIXED_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;
            }


            //--------------------------------------------------------------------------------------
            // 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, 
            180, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                               DEFAULT_PITCH 
            | FF_DONTCARE, L"Arial"&g_font);
                
                g_skin_mesh 
            = new cSkinMesh();
                V_RETURN(g_skin_mesh
            ->create(pd3dDevice, L"tiny_4anim.x"));

                
            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 - 1700);
                g_button_dlg.SetSize(
            170170);

                
            // setup view matrix

                D3DXMATRIX mat_view;
                D3DXVECTOR3 eye(
            0.0f0.0f-1000.0f);
                D3DXVECTOR3  at(
            0.0f0.0f,  0.0f);
                D3DXVECTOR3  up(
            0.0f1.0f,  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, 1.0f2000.0f);
                pd3dDevice
            ->SetTransform(D3DTS_PROJECTION, &mat_proj);

                
            // setup light
                
                D3DLIGHT9 light;
                ZeroMemory(
            &light, sizeof(D3DLIGHT9));

                light.Type       
            = D3DLIGHT_DIRECTIONAL;
                light.Diffuse.r  
            = 1.0f;
                light.Diffuse.g  
            = 1.0f;
                light.Diffuse.b  
            = 1.0f;
                light.Range         
            = 1000.0f;

                D3DXVECTOR3 light_dir(
            -1.0f-1.0f1.0f);    
                D3DXVec3Normalize((D3DXVECTOR3
            *&light.Direction, &light_dir);
                pd3dDevice
            ->SetLight(0&light);
                pd3dDevice
            ->LightEnable(0, TRUE);
                pd3dDevice
            ->SetRenderState(D3DRS_LIGHTING, TRUE);

                pd3dDevice
            ->SetRenderState(D3DRS_AMBIENT, 0x00505050);

                
            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);

                g_skin_mesh
            ->destroy();
            }

            //--------------------------------------------------------------------------------------
            // Handle updates to the scene
            //--------------------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
            {
                D3DXMATRIX mat_trans, mat_rot_x, mat_rot_y;    
                
                D3DXMatrixRotationX(
            &mat_rot_x, -D3DX_PI / 2);
                D3DXMatrixRotationY(
            &mat_rot_y, timeGetTime() / 1000.0f);
                D3DXMatrixTranslation(
            &mat_trans, 0.0f-250.0f0.0f);
                        
                g_mat_world 
            = mat_rot_x * mat_rot_y * mat_trans;
            }

            //--------------------------------------------------------------------------------------
            // 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(55);
                text_helper.SetForegroundColor( D3DXCOLOR(
            1.0f0.475f0.0f1.0f) );
                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 * 10);
                    text_helper.SetForegroundColor( D3DXCOLOR(
            1.0f0.475f0.0f1.0f) );
                    text_helper.DrawTextLine(L
            "Controls (F1 to hide):");
                    text_helper.DrawTextLine(L
            "Quit: ESC\n");

                    text_helper.SetInsertionPos(
            10, surface_desc->Height - 15 * 6);        
                    text_helper.DrawTextLine(L
            "1: walk");
                    text_helper.DrawTextLine(L
            "2: jog");
                    text_helper.DrawTextLine(L
            "3: loiter");
                    text_helper.DrawTextLine(L
            "4: wave");
                }
                
            else
                {
                    text_helper.SetInsertionPos(
            10, surface_desc->Height - 15 * 4);
                    text_helper.SetForegroundColor( D3DXCOLOR(
            1.0f1.0f1.0f1.0f) );
                    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(0000), 1.0f0) );

                
            // Render the scene
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {                                    
                    V(g_skin_mesh
            ->render(&g_mat_world, fElapsedTime));
                    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;

                    
            case 49:    // press key "1"
                        g_skin_mesh->m_anim_controller->GetAnimationSetByName("Walk"&g_anim_set);
                        g_skin_mesh
            ->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);    
                        
            break;

                    
            case 50:    // press key "2"
                        g_skin_mesh->m_anim_controller->GetAnimationSetByName("Jog"&g_anim_set);
                        g_skin_mesh
            ->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);    
                        
            break;    

                    
            case 51:    // press key "3"
                        g_skin_mesh->m_anim_controller->GetAnimationSetByName("Loiter"&g_anim_set);
                        g_skin_mesh
            ->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);    
                        
            break;

                    
            case 52:    // press key "4"
                        g_skin_mesh->m_anim_controller->GetAnimationSetByName("Wave"&g_anim_set);
                        g_skin_mesh
            ->m_anim_controller->SetTrackAnimationSet(0, g_anim_set);    
                        
            break;
                    }
                }
            }

            //--------------------------------------------------------------------------------------
            // Handle events for controls
            //--------------------------------------------------------------------------------------
            void CALLBACK OnGUIEvent(UINT eventint 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( truetruetrue ); // Parse the command line, handle the default hotkeys, and show msgboxes
                DXUTSetCursorSettings( truetrue ); // Show the cursor and clip it when in full screen
                DXUTCreateWindow( L"Multi Animation Mesh" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true640480, IsDeviceAcceptable, ModifyDeviceSettings );

                
            // Start the render loop
                DXUTMainLoop();

                
            // TODO: Perform any application-level cleanup here

                
            return DXUTGetExitCode();
            }

             

            下載示例工程


            posted on 2008-06-13 14:35 lovedday 閱讀(3420) 評論(0)  編輯 收藏 引用

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