一个网格模型中可以包含多个动画集,在渲染网格时通过动画控制器可以在各个动画集之间进行切换,从而可以在渲染网格模型时根据具体情况播放不同的动画。这里将具有多个骨骼动画的网格模型称为"多骨骼动画网格模型",当然骨骼动画网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动画网格模型时骨骼动画之间的切换,骨骼动画间的切换是通过动画控制器来完成的。
在示例程序MultiAnimMesh中渲染的网格模型具有4个动画集,即具有4个动作,通过按下数字键"1"
~ "4"在4个动作之间进行切换:
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()根据名称取得动画播放集:
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()设置要播放的动画集:
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.
运行效果图:
步行
跑步
观望
挥手
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, 18, 0, 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 - 170, 0);
g_button_dlg.SetSize(170, 170);
// setup view matrix
D3DXMATRIX mat_view;
D3DXVECTOR3 eye(0.0f, 0.0f, -1000.0f);
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, 2000.0f);
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, -1.0f, 1.0f);
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, -250.0f, 0.0f);
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(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 * 10);
text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f) );
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(1.0f, 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, 0, 0, 0), 1.0f, 0) );
// 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 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"Multi Animation Mesh" );
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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