x文件处理的SkinnedMesh.h以及使用方法,从Direct3D sample改动得到
//-------------------文件名为SkinnedMesh.h----------------------
#ifndef __SkinnedMeshH__
#define __SkinnedMeshH__
#include <Windows.h>
#include <MMSystem.h>
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "winmm.lib")
#define V(x) { hr = (x); }
#define V_RETURN(x) { hr = (x); if( FAILED(hr) ) { return hr; } }
#define SAFE_DELETE(p) { if (p) { delete (p); (p)=NULL; } }
#define SAFE_DELETE_ARRAY(p) { if (p) { delete[] (p); (p)=NULL; } }
#define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } }
struct D3DXFRAME_DERIVED : public D3DXFRAME
{
D3DXMATRIXA16 CombinedTransformationMatrix;
};
struct D3DXMESHCONTAINER_DERIVED : public D3DXMESHCONTAINER
{
LPDIRECT3DTEXTURE9* ppTextures; // array of textures, entries are NULL if no texture specified
// SkinMesh info
LPD3DXMESH pOrigMesh;
LPD3DXATTRIBUTERANGE pAttributeTable;
DWORD NumAttributeGroups;
DWORD NumInfl;
LPD3DXBUFFER pBoneCombinationBuf;
D3DXMATRIX** ppBoneMatrixPtrs;
D3DXMATRIX* pBoneOffsetMatrices;
DWORD NumPaletteEntries;
bool UseSoftwareVP;
DWORD iAttributeSW; // used to denote the split between SW and HW if necessary for non-indexed skinning
};
class CAllocateHierarchy : public ID3DXAllocateHierarchy
{
public:
STDMETHOD( CreateFrame )( THIS_ LPCSTR Name, LPD3DXFRAME *ppNewFrame );
STDMETHOD( CreateMeshContainer )( THIS_
LPCSTR Name,
CONST D3DXMESHDATA *pMeshData,
CONST D3DXMATERIAL *pMaterials,
CONST D3DXEFFECTINSTANCE *pEffectInstances,
DWORD NumMaterials,
CONST DWORD *pAdjacency,
LPD3DXSKININFO pSkinInfo,
LPD3DXMESHCONTAINER *ppNewMeshContainer );
STDMETHOD( DestroyFrame )( THIS_ LPD3DXFRAME pFrameToFree );
STDMETHOD( DestroyMeshContainer )( THIS_ LPD3DXMESHCONTAINER pMeshContainerBase );
CAllocateHierarchy()
{
}
};
void DrawMeshContainer( IDirect3DDevice9* pd3dDevice, LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase );
void DrawFrame( IDirect3DDevice9* pd3dDevice, LPD3DXFRAME pFrame );
HRESULT SetupBoneMatrixPointersOnMesh( LPD3DXMESHCONTAINER pMeshContainer , LPD3DXFRAME pFrameRoot);
HRESULT SetupBoneMatrixPointers( LPD3DXFRAME pFrame , LPD3DXFRAME pFrameRoot);
void UpdateFrameMatrices( LPD3DXFRAME pFrameBase, LPD3DXMATRIX pParentMatrix );
HRESULT GenerateSkinnedMesh( IDirect3DDevice9* pd3dDevice, D3DXMESHCONTAINER_DERIVED* pMeshContainer );
void ReleaseAttributeTable( LPD3DXFRAME pFrameBase );
HRESULT AllocateName( LPCSTR Name, LPSTR* pNewName )
{
UINT cbLength;
if( Name != NULL )
{
cbLength = ( UINT )strlen( Name ) + 1;
*pNewName = new CHAR[cbLength];
if( *pNewName == NULL )
return E_OUTOFMEMORY;
memcpy( *pNewName, Name, cbLength * sizeof( CHAR ) );
}
else
{
*pNewName = NULL;
}
return S_OK;
}
HRESULT CAllocateHierarchy::CreateFrame( LPCSTR Name, LPD3DXFRAME* ppNewFrame )
{
HRESULT hr = S_OK;
D3DXFRAME_DERIVED* pFrame;
*ppNewFrame = NULL;
pFrame = new D3DXFRAME_DERIVED;
if( pFrame == NULL )
{
hr = E_OUTOFMEMORY;
goto e_Exit;
}
hr = AllocateName( Name, &pFrame->Name );
if( FAILED( hr ) )
goto e_Exit;
D3DXMatrixIdentity( &pFrame->TransformationMatrix );
D3DXMatrixIdentity( &pFrame->CombinedTransformationMatrix );
pFrame->pMeshContainer = NULL;
pFrame->pFrameSibling = NULL;
pFrame->pFrameFirstChild = NULL;
*ppNewFrame = pFrame;
pFrame = NULL;
e_Exit:
delete pFrame;
return hr;
}
HRESULT CAllocateHierarchy::CreateMeshContainer(
LPCSTR Name,
CONST D3DXMESHDATA *pMeshData,
CONST D3DXMATERIAL *pMaterials,
CONST D3DXEFFECTINSTANCE *pEffectInstances,
DWORD NumMaterials,
CONST DWORD *pAdjacency,
LPD3DXSKININFO pSkinInfo,
LPD3DXMESHCONTAINER *ppNewMeshContainer )
{
HRESULT hr;
D3DXMESHCONTAINER_DERIVED *pMeshContainer = NULL;
UINT NumFaces;
UINT iMaterial;
UINT iBone, cBones;
LPDIRECT3DDEVICE9 pd3dDevice = NULL;
LPD3DXMESH pMesh = NULL;
*ppNewMeshContainer = NULL;
if( pMeshData->Type != D3DXMESHTYPE_MESH )
{
hr = E_FAIL;
goto e_Exit;
}
pMesh = pMeshData->pMesh;
if( pMesh->GetFVF() == 0 )
{
hr = E_FAIL;
goto e_Exit;
}
pMeshContainer = new D3DXMESHCONTAINER_DERIVED;
if( pMeshContainer == NULL )
{
hr = E_OUTOFMEMORY;
goto e_Exit;
}
memset( pMeshContainer, 0, sizeof( D3DXMESHCONTAINER_DERIVED ) );
hr = AllocateName( Name, &pMeshContainer->Name );
if( FAILED( hr ) )
goto e_Exit;
pMesh->GetDevice( &pd3dDevice );
NumFaces = pMesh->GetNumFaces();
if( !( pMesh->GetFVF() & D3DFVF_NORMAL ) )
{
pMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;
hr = pMesh->CloneMeshFVF( pMesh->GetOptions(),
pMesh->GetFVF() | D3DFVF_NORMAL,
pd3dDevice, &pMeshContainer->MeshData.pMesh );
if( FAILED( hr ) )
goto e_Exit;
pMesh = pMeshContainer->MeshData.pMesh;
D3DXComputeNormals( pMesh, NULL );
}
else // if no normals, just add a reference to the mesh for the mesh container
{
pMeshContainer->MeshData.pMesh = pMesh;
pMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;
pMesh->AddRef();
}
pMeshContainer->NumMaterials = max( 1, NumMaterials );
pMeshContainer->pMaterials = new D3DXMATERIAL[pMeshContainer->NumMaterials];
pMeshContainer->ppTextures = new LPDIRECT3DTEXTURE9[pMeshContainer->NumMaterials];
pMeshContainer->pAdjacency = new DWORD[NumFaces*3];
if( ( pMeshContainer->pAdjacency == NULL ) || ( pMeshContainer->pMaterials == NULL ) )
{
hr = E_OUTOFMEMORY;
goto e_Exit;
}
memcpy( pMeshContainer->pAdjacency, pAdjacency, sizeof( DWORD ) * NumFaces*3 );
memset( pMeshContainer->ppTextures, 0, sizeof( LPDIRECT3DTEXTURE9 ) * pMeshContainer->NumMaterials );
if( NumMaterials > 0 )
{
memcpy( pMeshContainer->pMaterials, pMaterials, sizeof( D3DXMATERIAL ) * NumMaterials );
for( iMaterial = 0; iMaterial < NumMaterials; iMaterial++ )
{
if( pMeshContainer->pMaterials[iMaterial].pTextureFilename != NULL )
{
if( FAILED( D3DXCreateTextureFromFileA( pd3dDevice, pMeshContainer->pMaterials[iMaterial].pTextureFilename,
&pMeshContainer->ppTextures[iMaterial] ) ) )
pMeshContainer->ppTextures[iMaterial] = NULL;
pMeshContainer->pMaterials[iMaterial].pTextureFilename = NULL;
}
}
}
else // if no materials provided, use a default one
{
pMeshContainer->pMaterials[0].pTextureFilename = NULL;
memset( &pMeshContainer->pMaterials[0].MatD3D, 0, sizeof( D3DMATERIAL9 ) );
pMeshContainer->pMaterials[0].MatD3D.Diffuse.r = 0.5f;
pMeshContainer->pMaterials[0].MatD3D.Diffuse.g = 0.5f;
pMeshContainer->pMaterials[0].MatD3D.Diffuse.b = 0.5f;
pMeshContainer->pMaterials[0].MatD3D.Specular = pMeshContainer->pMaterials[0].MatD3D.Diffuse;
}
if( pSkinInfo != NULL )
{
pMeshContainer->pSkinInfo = pSkinInfo;
pSkinInfo->AddRef();
pMeshContainer->pOrigMesh = pMesh;
pMesh->AddRef();
cBones = pSkinInfo->GetNumBones();
pMeshContainer->pBoneOffsetMatrices = new D3DXMATRIX[cBones];
if( pMeshContainer->pBoneOffsetMatrices == NULL )
{
hr = E_OUTOFMEMORY;
goto e_Exit;
}
for( iBone = 0; iBone < cBones; iBone++ )
{
pMeshContainer->pBoneOffsetMatrices[iBone] = *( pMeshContainer->pSkinInfo->GetBoneOffsetMatrix( iBone ) );
}
hr = GenerateSkinnedMesh( pd3dDevice, pMeshContainer );
if( FAILED( hr ) )
goto e_Exit;
}
*ppNewMeshContainer = pMeshContainer;
pMeshContainer = NULL;
e_Exit:
SAFE_RELEASE( pd3dDevice );
if( pMeshContainer != NULL ) {
DestroyMeshContainer( pMeshContainer );
}
return hr;
}
HRESULT CAllocateHierarchy::DestroyFrame( LPD3DXFRAME pFrameToFree )
{
SAFE_DELETE_ARRAY( pFrameToFree->Name );
SAFE_DELETE( pFrameToFree );
return S_OK;
}
HRESULT CAllocateHierarchy::DestroyMeshContainer( LPD3DXMESHCONTAINER pMeshContainerBase )
{
UINT iMaterial;
D3DXMESHCONTAINER_DERIVED* pMeshContainer = ( D3DXMESHCONTAINER_DERIVED* )pMeshContainerBase;
SAFE_DELETE_ARRAY( pMeshContainer->Name );
SAFE_DELETE_ARRAY( pMeshContainer->pAdjacency );
SAFE_DELETE_ARRAY( pMeshContainer->pMaterials );
SAFE_DELETE_ARRAY( pMeshContainer->pBoneOffsetMatrices );
if( pMeshContainer->ppTextures != NULL )
{
for( iMaterial = 0; iMaterial < pMeshContainer->NumMaterials; iMaterial++ )
{
SAFE_RELEASE( pMeshContainer->ppTextures[iMaterial] );
}
}
SAFE_DELETE_ARRAY( pMeshContainer->ppTextures );
SAFE_DELETE_ARRAY( pMeshContainer->ppBoneMatrixPtrs );
SAFE_RELEASE( pMeshContainer->pBoneCombinationBuf );
SAFE_RELEASE( pMeshContainer->MeshData.pMesh );
SAFE_RELEASE( pMeshContainer->pSkinInfo );
SAFE_RELEASE( pMeshContainer->pOrigMesh );
SAFE_DELETE( pMeshContainer );
return S_OK;
}
HRESULT GenerateSkinnedMesh( IDirect3DDevice9* pd3dDevice, D3DXMESHCONTAINER_DERIVED* pMeshContainer )
{
HRESULT hr = S_OK;
D3DCAPS9 d3dCaps;
pd3dDevice->GetDeviceCaps( &d3dCaps );
if( pMeshContainer->pSkinInfo == NULL )
return hr;
SAFE_RELEASE( pMeshContainer->MeshData.pMesh );
SAFE_RELEASE( pMeshContainer->pBoneCombinationBuf );
hr = pMeshContainer->pSkinInfo->ConvertToBlendedMesh
(
pMeshContainer->pOrigMesh,
D3DXMESH_MANAGED | D3DXMESHOPT_VERTEXCACHE,
pMeshContainer->pAdjacency,
NULL, NULL, NULL,
&pMeshContainer->NumInfl,
&pMeshContainer->NumAttributeGroups,
&pMeshContainer->pBoneCombinationBuf,
&pMeshContainer->MeshData.pMesh
);
if( FAILED( hr ) )
goto e_Exit;
LPD3DXBONECOMBINATION rgBoneCombinations = reinterpret_cast<LPD3DXBONECOMBINATION>(
pMeshContainer->pBoneCombinationBuf->GetBufferPointer() );
for( pMeshContainer->iAttributeSW = 0; pMeshContainer->iAttributeSW < pMeshContainer->NumAttributeGroups;
pMeshContainer->iAttributeSW++ )
{
DWORD cInfl = 0;
for( DWORD iInfl = 0; iInfl < pMeshContainer->NumInfl; iInfl++ )
{
if( rgBoneCombinations[pMeshContainer->iAttributeSW].BoneId[iInfl] != UINT_MAX )
{
++cInfl;
}
}
if( cInfl > d3dCaps.MaxVertexBlendMatrices )
{
break;
}
}
if( pMeshContainer->iAttributeSW < pMeshContainer->NumAttributeGroups )
{
LPD3DXMESH pMeshTmp;
hr = pMeshContainer->MeshData.pMesh->CloneMeshFVF( D3DXMESH_SOFTWAREPROCESSING |
pMeshContainer->MeshData.pMesh->GetOptions(),
pMeshContainer->MeshData.pMesh->GetFVF(),
pd3dDevice, &pMeshTmp );
if( FAILED( hr ) )
{
goto e_Exit;
}
pMeshContainer->MeshData.pMesh->Release();
pMeshContainer->MeshData.pMesh = pMeshTmp;
pMeshTmp = NULL;
}
e_Exit:
return hr;
}
void DrawMeshContainer( IDirect3DDevice9* pd3dDevice, LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase )
{
HRESULT hr;
D3DXMESHCONTAINER_DERIVED* pMeshContainer = ( D3DXMESHCONTAINER_DERIVED* )pMeshContainerBase;
D3DXFRAME_DERIVED* pFrame = ( D3DXFRAME_DERIVED* )pFrameBase;
UINT iMaterial;
UINT NumBlend;
UINT iAttrib;
DWORD AttribIdPrev;
LPD3DXBONECOMBINATION pBoneComb;
UINT iMatrixIndex;
D3DXMATRIXA16 matTemp;
D3DCAPS9 d3dCaps;
pd3dDevice->GetDeviceCaps( &d3dCaps );
if( pMeshContainer->pSkinInfo != NULL )
{
AttribIdPrev = UNUSED32;
pBoneComb = reinterpret_cast<LPD3DXBONECOMBINATION>( pMeshContainer->pBoneCombinationBuf->GetBufferPointer
() );
for( iAttrib = 0; iAttrib < pMeshContainer->NumAttributeGroups; iAttrib++ )
{
NumBlend = 0;
for( DWORD i = 0; i < pMeshContainer->NumInfl; ++i )
{
if( pBoneComb[iAttrib].BoneId[i] != UINT_MAX )
{
NumBlend = i;
}
}
if( d3dCaps.MaxVertexBlendMatrices >= NumBlend + 1 )
{
for( DWORD i = 0; i < pMeshContainer->NumInfl; ++i )
{
iMatrixIndex = pBoneComb[iAttrib].BoneId[i];
if( iMatrixIndex != UINT_MAX )
{
D3DXMatrixMultiply( &matTemp, &pMeshContainer->pBoneOffsetMatrices[iMatrixIndex],
pMeshContainer->ppBoneMatrixPtrs[iMatrixIndex] );
V( pd3dDevice->SetTransform( D3DTS_WORLDMATRIX( i ), &matTemp ) );
}
}
V( pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, NumBlend ) );
if( ( AttribIdPrev != pBoneComb[iAttrib].AttribId ) || ( AttribIdPrev == UNUSED32 ) )
{
V( pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[pBoneComb[iAttrib].AttribId].MatD3D )
);
V( pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[pBoneComb[iAttrib].AttribId] ) );
AttribIdPrev = pBoneComb[iAttrib].AttribId;
}
V( pMeshContainer->MeshData.pMesh->DrawSubset( iAttrib ) );
}
}
if( pMeshContainer->iAttributeSW < pMeshContainer->NumAttributeGroups )
{
AttribIdPrev = UNUSED32;
V( pd3dDevice->SetSoftwareVertexProcessing( TRUE ) );
for( iAttrib = pMeshContainer->iAttributeSW; iAttrib < pMeshContainer->NumAttributeGroups; iAttrib++ )
{
NumBlend = 0;
for( DWORD i = 0; i < pMeshContainer->NumInfl; ++i )
{
if( pBoneComb[iAttrib].BoneId[i] != UINT_MAX )
{
NumBlend = i;
}
}
if( d3dCaps.MaxVertexBlendMatrices < NumBlend + 1 )
{
for( DWORD i = 0; i < pMeshContainer->NumInfl; ++i )
{
iMatrixIndex = pBoneComb[iAttrib].BoneId[i];
if( iMatrixIndex != UINT_MAX )
{
D3DXMatrixMultiply( &matTemp, &pMeshContainer->pBoneOffsetMatrices[iMatrixIndex],
pMeshContainer->ppBoneMatrixPtrs[iMatrixIndex] );
V( pd3dDevice->SetTransform( D3DTS_WORLDMATRIX( i ), &matTemp ) );
}
}
V( pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, NumBlend ) );
if( ( AttribIdPrev != pBoneComb[iAttrib].AttribId ) || ( AttribIdPrev == UNUSED32 ) )
{
V( pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[pBoneComb[iAttrib].AttribId].MatD3D
) );
V( pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[pBoneComb[iAttrib].AttribId] ) );
AttribIdPrev = pBoneComb[iAttrib].AttribId;
}
V( pMeshContainer->MeshData.pMesh->DrawSubset( iAttrib ) );
}
}
V( pd3dDevice->SetSoftwareVertexProcessing( FALSE ) );
}
V( pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, 0 ) );
}
else // standard mesh, just draw it after setting material properties
{
V( pd3dDevice->SetTransform( D3DTS_WORLD, &pFrame->CombinedTransformationMatrix ) );
for( iMaterial = 0; iMaterial < pMeshContainer->NumMaterials; iMaterial++ )
{
V( pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[iMaterial].MatD3D ) );
V( pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[iMaterial] ) );
V( pMeshContainer->MeshData.pMesh->DrawSubset( iMaterial ) );
}
}
}
void DrawFrame( IDirect3DDevice9* pd3dDevice, LPD3DXFRAME pFrame )
{
LPD3DXMESHCONTAINER pMeshContainer;
pMeshContainer = pFrame->pMeshContainer;
while( pMeshContainer != NULL )
{
DrawMeshContainer( pd3dDevice, pMeshContainer, pFrame );
pMeshContainer = pMeshContainer->pNextMeshContainer;
}
if( pFrame->pFrameSibling != NULL )
{
DrawFrame( pd3dDevice, pFrame->pFrameSibling );
}
if( pFrame->pFrameFirstChild != NULL )
{
DrawFrame( pd3dDevice, pFrame->pFrameFirstChild );
}
}
HRESULT SetupBoneMatrixPointersOnMesh( LPD3DXMESHCONTAINER pMeshContainerBase , LPD3DXFRAME pFrameRoot)
{
UINT iBone, cBones;
D3DXFRAME_DERIVED* pFrame;
D3DXMESHCONTAINER_DERIVED* pMeshContainer = ( D3DXMESHCONTAINER_DERIVED* )pMeshContainerBase;
if( pMeshContainer->pSkinInfo != NULL )
{
cBones = pMeshContainer->pSkinInfo->GetNumBones();
pMeshContainer->ppBoneMatrixPtrs = new D3DXMATRIX*[cBones];
if( pMeshContainer->ppBoneMatrixPtrs == NULL )
return E_OUTOFMEMORY;
for( iBone = 0; iBone < cBones; iBone++ )
{
pFrame = ( D3DXFRAME_DERIVED* )D3DXFrameFind( pFrameRoot,
pMeshContainer->pSkinInfo->GetBoneName( iBone ) );
if( pFrame == NULL )
return E_FAIL;
pMeshContainer->ppBoneMatrixPtrs[iBone] = &pFrame->CombinedTransformationMatrix;
}
}
return S_OK;
}
HRESULT SetupBoneMatrixPointers( LPD3DXFRAME pFrame , LPD3DXFRAME pFrameRoot)
{
HRESULT hr;
if( pFrame->pMeshContainer != NULL )
{
hr = SetupBoneMatrixPointersOnMesh( pFrame->pMeshContainer , pFrameRoot);
if( FAILED( hr ) )
return hr;
}
if( pFrame->pFrameSibling != NULL )
{
hr = SetupBoneMatrixPointers( pFrame->pFrameSibling , pFrameRoot);
if( FAILED( hr ) )
return hr;
}
if( pFrame->pFrameFirstChild != NULL )
{
hr = SetupBoneMatrixPointers( pFrame->pFrameFirstChild , pFrameRoot);
if( FAILED( hr ) )
return hr;
}
return S_OK;
}
void UpdateFrameMatrices( LPD3DXFRAME pFrameBase, LPD3DXMATRIX pParentMatrix )
{
D3DXFRAME_DERIVED* pFrame = ( D3DXFRAME_DERIVED* )pFrameBase;
if( pParentMatrix != NULL )
D3DXMatrixMultiply( &pFrame->CombinedTransformationMatrix, &pFrame->TransformationMatrix, pParentMatrix );
else
pFrame->CombinedTransformationMatrix = pFrame->TransformationMatrix;
if( pFrame->pFrameSibling != NULL )
{
UpdateFrameMatrices( pFrame->pFrameSibling, pParentMatrix );
}
if( pFrame->pFrameFirstChild != NULL )
{
UpdateFrameMatrices( pFrame->pFrameFirstChild, &pFrame->CombinedTransformationMatrix );
}
}
void ReleaseAttributeTable( LPD3DXFRAME pFrameBase )
{
D3DXFRAME_DERIVED* pFrame = ( D3DXFRAME_DERIVED* )pFrameBase;
D3DXMESHCONTAINER_DERIVED* pMeshContainer;
pMeshContainer = ( D3DXMESHCONTAINER_DERIVED* )pFrame->pMeshContainer;
while( pMeshContainer != NULL )
{
delete[] pMeshContainer->pAttributeTable;
pMeshContainer = ( D3DXMESHCONTAINER_DERIVED* )pMeshContainer->pNextMeshContainer;
}
if( pFrame->pFrameSibling != NULL )
{
ReleaseAttributeTable( pFrame->pFrameSibling );
}
if( pFrame->pFrameFirstChild != NULL )
{
ReleaseAttributeTable( pFrame->pFrameFirstChild );
}
}
#endif
//----------------------------------------以下为使用方法举例------------------------------
//#include "SkinnedMesh.h"
//IDirect3DDevice9* g_pDevice = NULL;
//IDirect3D9* g_pD3d = NULL;
//LPD3DXFRAME g_pFrameRoot1 = NULL;
//ID3DXAnimationController* g_pAnimController1 = NULL;
//D3DXVECTOR3 g_vObjectCenter1; // Center of bounding sphere of object
//FLOAT g_fObjectRadius1; // Radius of bounding sphere of object
//LPD3DXFRAME g_pFrameRoot2 = NULL;
//ID3DXAnimationController* g_pAnimController2 = NULL;
//D3DXVECTOR3 g_vObjectCenter2; // Center of bounding sphere of object
//FLOAT g_fObjectRadius2; // Radius of bounding sphere of object
//LPD3DXFRAME g_pFrameRoot3 = NULL;
//ID3DXAnimationController* g_pAnimController3 = NULL;
//D3DXVECTOR3 g_vObjectCenter3; // Center of bounding sphere of object
//FLOAT g_fObjectRadius3; // Radius of bounding sphere of object
//void Init()
//{
// CAllocateHierarchy Alloc;
// D3DXLoadMeshHierarchyFromX( L"Mesh1.x", D3DXMESH_MANAGED, g_pDevice, //其中Mesh1.x、Mesh2.x、Mesh3为带蒙皮骨骼动画的x文件
// &Alloc, NULL, &g_pFrameRoot1, &g_pAnimController1 );
// SetupBoneMatrixPointers( g_pFrameRoot1 , g_pFrameRoot1);
// D3DXFrameCalculateBoundingSphere( g_pFrameRoot1, &g_vObjectCenter1, &g_fObjectRadius1 );
// D3DXLoadMeshHierarchyFromX( L"Mesh2.x", D3DXMESH_MANAGED, g_pDevice,
// &Alloc, NULL, &g_pFrameRoot2, &g_pAnimController2 );
// SetupBoneMatrixPointers( g_pFrameRoot2 , g_pFrameRoot2);
// D3DXFrameCalculateBoundingSphere( g_pFrameRoot2, &g_vObjectCenter2, &g_fObjectRadius2 );
// D3DXLoadMeshHierarchyFromX( L"Mesh3.x", D3DXMESH_MANAGED, g_pDevice,
// &Alloc, NULL, &g_pFrameRoot3, &g_pAnimController3 );
// SetupBoneMatrixPointers( g_pFrameRoot3 , g_pFrameRoot3);
// D3DXFrameCalculateBoundingSphere( g_pFrameRoot3, &g_vObjectCenter3, &g_fObjectRadius3 );
//}
//void Logic(float fElapsedTime)
//{
// g_pAnimController1->AdvanceTime(fElapsedTime, 0);
// g_pAnimController2->AdvanceTime(fElapsedTime, 0);
// g_pAnimController3->AdvanceTime(fElapsedTime, 0);
// D3DXMATRIX matWorld;
// D3DXMatrixIdentity(&matWorld);
// matWorld._42 -= 100.0f;
// matWorld._41 -= 100.0f;
// UpdateFrameMatrices(g_pFrameRoot1, &matWorld);
// matWorld._41 += 100.0f;
// UpdateFrameMatrices(g_pFrameRoot2, &matWorld);
// matWorld._41 += 100.0f;
// UpdateFrameMatrices(g_pFrameRoot3, &matWorld);
//}
//void Render(float fElapsedTime)
//{
// g_pDevice->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff707020, 1.0f, 0L );
// g_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
// 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.Direction = D3DXVECTOR3(0.0f, -1.0f, 0.0f);
// g_pDevice->SetLight(0, &light);
// g_pDevice->LightEnable(0, TRUE);
// light.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
// g_pDevice->SetLight(1, &light);
// g_pDevice->LightEnable(1, TRUE);
// light.Direction = D3DXVECTOR3(-1.0f, 0.0f, 0.0f);
// g_pDevice->SetLight(2, &light);
// g_pDevice->LightEnable(2, TRUE);
// light.Direction = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
// g_pDevice->SetLight(3, &light);
// g_pDevice->LightEnable(3, TRUE);
// light.Direction = D3DXVECTOR3(0.0f, 0.0f, -1.0f);
// g_pDevice->SetLight(4, &light);
// g_pDevice->LightEnable(4, TRUE);
// g_pDevice->BeginScene();
// D3DXMATRIX matWorld;
// D3DXMatrixIdentity(&matWorld);
// g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
// DrawFrame(g_pDevice, g_pFrameRoot1);
// DrawFrame(g_pDevice, g_pFrameRoot2);
// DrawFrame(g_pDevice, g_pFrameRoot3);
// g_pDevice->EndScene();
// g_pDevice->Present(0, 0, 0, 0);
//}
//LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
//{
// if(uMsg == WM_KEYDOWN && wParam == VK_ESCAPE) PostQuitMessage(0);
// return DefWindowProc(hWnd, uMsg, wParam, lParam);
//}
//INT WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE, LPWSTR, int )
//{
// WNDCLASS wc;
// ZeroMemory(&wc, sizeof(WNDCLASS));
// wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
// wc.hCursor = LoadCursor(0, IDC_ARROW);
// wc.hIcon = LoadIcon(0, IDI_APPLICATION);
// wc.hInstance = hInstance;
// wc.lpfnWndProc = (WNDPROC)WndProc;
// wc.lpszClassName = L"ClassName";
// wc.style = CS_HREDRAW | CS_VREDRAW;
// RegisterClassW(&wc);
// D3DDISPLAYMODE d3ddm;
// ZeroMemory(&d3ddm, sizeof(d3ddm));
// g_pD3d = Direct3DCreate9(D3D_SDK_VERSION);
// g_pD3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
// HWND hWnd = CreateWindow(wc.lpszClassName, L"Application", WS_OVERLAPPED, 0, 0, 800, 600, 0, 0, hInstance, 0);
// D3DCAPS9 caps;
// g_pD3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
// int vp = 0;
// if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
// vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
// else
// vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// D3DPRESENT_PARAMETERS d3dpp;
// ZeroMemory(&d3dpp, sizeof(d3dpp));
// d3dpp.BackBufferWidth = d3ddm.Width;
// d3dpp.BackBufferHeight = d3ddm.Height;
// d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
// d3dpp.BackBufferCount = 1;
// d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
// d3dpp.MultiSampleQuality = 0;
// d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
// d3dpp.hDeviceWindow = hWnd;
// d3dpp.Windowed = TRUE;
// d3dpp.EnableAutoDepthStencil = true;
// d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
// d3dpp.Flags = 0;
// d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
// d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
// g_pD3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vp, &d3dpp, &g_pDevice);
// g_pDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
// g_pDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
// D3DXMATRIX matWorld;
// D3DXMatrixIdentity(&matWorld);
// g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
// D3DXMATRIX matView;
// D3DXVECTOR3 vEyePos(0.0f, 0.0f, -400.0f);
// D3DXVECTOR3 vLookAt(0.0f, 0.0f, 0.0f);
// D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);
// D3DXMatrixLookAtLH(&matView, &vEyePos, &vLookAt, &vUp);
// g_pDevice->SetTransform(D3DTS_VIEW, &matView);
// D3DXMATRIX matProj;
// D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI * 0.25f, 1366.0f/768.0f, 1.0f, 1000.0f);
// g_pDevice->SetTransform(D3DTS_PROJECTION, &matProj);
// g_pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// g_pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
// g_pDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
// Init();
// ShowWindow(hWnd, SW_SHOW);
// UpdateWindow(hWnd);
// MSG msg;
// ZeroMemory(&msg, sizeof(MSG));
// while(msg.message != WM_QUIT)
// {
// if(PeekMessageA(&msg, 0, 0, 0, PM_REMOVE))
// {
// TranslateMessage(&msg);
// DispatchMessageA(&msg);
// }
// else
// {
// static float fLastTime = (float)timeGetTime();
// float fCurrentTime = (float)timeGetTime();
// float fElapsedTime = (fCurrentTime - fLastTime) * 0.001f;
// Logic(fElapsedTime);
// Render(fElapsedTime);
// fLastTime = fCurrentTime;
// }
// }
// ReleaseAttributeTable( g_pFrameRoot1 );
// ReleaseAttributeTable( g_pFrameRoot2 );
// ReleaseAttributeTable( g_pFrameRoot3 );
// return 0;
//}