http://hi.baidu.com/zyb_debug/blog/item/cb3fe2ca9ca3f015bf09e682.html

开始了Advanced Animation with DirectX的阅读
基础类库的构建是重要的,过后打算把它们加入我的zybToos的Framework里。
代码来自书中

#ifndef ZYBANIMATIONTOOLS_H

#define ZYBANIMATIONTOOLS_H

#include 
"DXUT.h"

//=========================================
    /**
    扩充D3DXMESHCONTAINER
    扩充D3DXFrame
    
*/
//=========================================


namespace zyb
{

    
#define ReleaseCOM(x) { if(x!=NULL) x->Release(); x=NULL; }

    
// Declare an extended version of D3DXFRAME
    
// that contains a constructor and destructor
    
// as well as a combined transformation matrix
    struct D3DXFRAME_EX : D3DXFRAME 
    {
        D3DXMATRIX matCombined;   
// Combined matrix
        D3DXMATRIX matOriginal;   // Original transformation from .X

        D3DXFRAME_EX()
        {
            Name 
= NULL;
            pMeshContainer 
= NULL;
            pFrameSibling 
= pFrameFirstChild = NULL;
            D3DXMatrixIdentity(
&matCombined);
            D3DXMatrixIdentity(
&matOriginal);
            D3DXMatrixIdentity(
&TransformationMatrix);
        }

        
~D3DXFRAME_EX()
        { 
            delete [] Name;          Name 
= NULL;
            delete pFrameSibling;    pFrameSibling 
= NULL;
            delete pFrameFirstChild; pFrameFirstChild 
= NULL;
        }

        
// Function to scan hierarchy for matching frame name
        D3DXFRAME_EX *Find(const char *FrameName)
        {
            D3DXFRAME_EX 
*pFrame, *pFramePtr;

            
// Return this frame instance if name matched
            if(Name && FrameName && !strcmp(FrameName, Name))
                
return this;

            
// Scan siblings
            if((pFramePtr = (D3DXFRAME_EX*)pFrameSibling)) {
                
if((pFrame = pFramePtr->Find(FrameName)))
                    
return pFrame;
            }

            
// Scan children
            if((pFramePtr = (D3DXFRAME_EX*)pFrameFirstChild)) {
                
if((pFrame = pFramePtr->Find(FrameName)))
                    
return pFrame;
            }

            
// Return none found
            return NULL;
        }

        
// Reset transformation matrices to originals
        void Reset()
        {
            
// Copy original matrix
            TransformationMatrix = matOriginal;

            
// Reset sibling frames
            D3DXFRAME_EX *pFramePtr;
            
if((pFramePtr = (D3DXFRAME_EX*)pFrameSibling))
                pFramePtr
->Reset();

            
// Reset child frames
            if((pFramePtr = (D3DXFRAME_EX*)pFrameFirstChild))
                pFramePtr
->Reset();
        }

        
// Function to combine matrices in frame hiearchy
        void UpdateHierarchy(D3DXMATRIX *matTransformation = NULL)
        {
            D3DXFRAME_EX 
*pFramePtr;
            D3DXMATRIX matIdentity;

            
// Use an identity matrix if none passed
            if(!matTransformation) {
                D3DXMatrixIdentity(
&matIdentity);
                matTransformation 
= &matIdentity;
            }

            
// Combine matrices w/supplied transformation matrix
            matCombined = TransformationMatrix * (*matTransformation);

            
// Combine w/sibling frames
            if((pFramePtr = (D3DXFRAME_EX*)pFrameSibling))
                pFramePtr
->UpdateHierarchy(matTransformation);

            
// Combine w/child frames
            if((pFramePtr = (D3DXFRAME_EX*)pFrameFirstChild))
                pFramePtr
->UpdateHierarchy(&matCombined);
        }

        
void Count(DWORD *Num)
        {
            
// Error checking
            if(!Num)
                
return;

            
// Increase count of frames
            (*Num)+=1;

            
// Process sibling frames
            D3DXFRAME_EX *pFrame;
            
if((pFrame=(D3DXFRAME_EX*)pFrameSibling))
                pFrame
->Count(Num);

            
// Process child frames
            if((pFrame=(D3DXFRAME_EX*)pFrameFirstChild))
                pFrame
->Count(Num);
        }
    };

    
// Declare an extended version of D3DXMESHCONTAINER
    
// that contains a constructor and destructor
    
// as well as an array of textures, a mesh object
    
// that contains the generated skin mesh, and 
    
// matrices that map to the frame hierarchy's and
    
// for updating bones.
    struct D3DXMESHCONTAINER_EX : D3DXMESHCONTAINER
    {
        IDirect3DTexture9 
**pTextures;
        ID3DXMesh          
*pSkinMesh;

        D3DXMATRIX        
**ppFrameMatrices;
        D3DXMATRIX         
*pBoneMatrices;

        D3DXMESHCONTAINER_EX()
        {
            Name               
= NULL;
            MeshData.pMesh     
= NULL;
            pMaterials         
= NULL;
            pEffects           
= NULL;
            NumMaterials       
= 0;
            pAdjacency         
= NULL;
            pSkinInfo          
= NULL;
            pNextMeshContainer 
= NULL;
            pTextures          
= NULL;
            pSkinMesh          
= NULL;
            ppFrameMatrices    
= NULL;
            pBoneMatrices      
= NULL;
        }

        
~D3DXMESHCONTAINER_EX()
        {
            
if(pTextures && NumMaterials) {
                
for(DWORD i=0;i<NumMaterials;i++)
                    ReleaseCOM(pTextures[i]);
            }
            delete [] pTextures;       pTextures 
= NULL;
            NumMaterials 
= 0;

            delete [] Name;            Name 
= NULL;
            delete [] pMaterials;      pMaterials 
= NULL;
            delete pEffects;           pEffects 
= NULL;

            delete [] pAdjacency;      pAdjacency 
= NULL;
            delete [] ppFrameMatrices; ppFrameMatrices 
= NULL;
            delete [] pBoneMatrices;   pBoneMatrices 
= NULL;

            ReleaseCOM(MeshData.pMesh);
            ReleaseCOM(pSkinInfo);
            ReleaseCOM(pSkinMesh);

            delete pNextMeshContainer; pNextMeshContainer 
= NULL;
        }

        D3DXMESHCONTAINER_EX 
*Find(char *MeshName)
        {
            D3DXMESHCONTAINER_EX 
*pMesh, *pMeshPtr;

            
// Return this mesh instance if name matched
            if(Name && MeshName && !strcmp(MeshName, Name))
                
return this;

            
// Scan next in list
            if((pMeshPtr = (D3DXMESHCONTAINER_EX*)pNextMeshContainer)) {
                
if((pMesh = pMeshPtr->Find(MeshName)))
                    
return pMesh;
            }

            
// Return none found
            return NULL;
        }
    };

    

    








}


#endif
Posted on 2009-09-11 21:51 zyb_debug 阅读(1382) 评论(0)  编辑 收藏 引用

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