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Dezibell

Frischling

  • »Dezibell« ist der Autor dieses Themas

Beiträge: 58

Wohnort: Kleve nrw

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1

10.08.2006, 23:41

dummes ruckeln

tach leute!
wenn ich mein programm starte, ruckelt es sobald sich die maus bewegt oder irgendein knopf auf der tastatur gedrückt wird. habe kein dxinput drin, keine sonstigen maus- oder tastatur-abfragen. kann mir jemand tips geben woran das liegen könnte? scheint als verliere das programm/fenster kurz den focus. kann das der fehler sein? wenn ja, hat jemand nen link zum thema??

thx
DeziBell
ICQ - 219 012 102
ICQ NAME - Stone

koschka

Community-Fossil

Beiträge: 2 862

Wohnort: Dresden

Beruf: Student

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2

10.08.2006, 23:44

Shit, man dieser moderne schnickschnack, sry aber meine NeonGlaskugel ist eben gerade kaputt gegangen und Abbrexxes kann mir auch nicht seine im Moment leihen.

Bitte poste mal:
-> Code
-> Warnungen
-> evtl. Logs

Dezibell

Frischling

  • »Dezibell« ist der Autor dieses Themas

Beiträge: 58

Wohnort: Kleve nrw

  • Private Nachricht senden

3

10.08.2006, 23:53

du hast es ja gewollt :)

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#include <Windows.h>
#include <stdio.h>
#include <tchar.h>

#include <d3dx9.h>
#include "DXUtil.h"

#include "SkinnedMesh.h"

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------

LPDIRECT3D9             g_pD3D              = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice        = NULL; // Our rendering device
D3DFORMAT               g_d3dfmtFullscreen;         // Backbuffer-Format

HWND                    g_MainWindowHandle;         // GLOBALES WINDOW HANDLE
BOOL                    g_bFullscreen       = TRUE; // FULLSCREEN JA/NEIN

int                     g_ScreenWidth       = 800;  // SCREEN X
int                     g_ScreenHeight      = 600;  // SCREEN Y

CD3DSkinMesh            *g_pSkinMesh;
D3DXMATRIX              g_matView;
D3DXMATRIX              g_matProj;

float g_fTime;

HRESULT InitD3D( HWND hWnd )
{
    // **************** InitD3D *********************

    D3DDISPLAYMODE        d3ddm;
    
    D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    if(g_bFullscreen == FALSE)
        g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm); 
    
    if(SUCCEEDED( g_pD3D->CheckDeviceType(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 
        D3DFMT_R5G6B5, D3DFMT_R5G6B5, FALSE)))
    {
        g_d3dfmtFullscreen = D3DFMT_R5G6B5;
    }
   
    d3dpp.Windowed = !g_bFullscreen;
    d3dpp.BackBufferCount  = 1;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
    
    if( g_bFullscreen )
    {
        d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
        d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
        
        d3dpp.hDeviceWindow    = g_MainWindowHandle;
        d3dpp.BackBufferWidth  = g_ScreenWidth;
        d3dpp.BackBufferHeight = g_ScreenHeight;
        d3dpp.BackBufferFormat = g_d3dfmtFullscreen;
    }
    else
    {
        d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
        d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
        d3dpp.BackBufferFormat = d3ddm.Format;
    }

    g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
                                      g_MainWindowHandle,
                                      D3DCREATE_MIXED_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice);
    
    // **************** LOAD THE MESH & ANIM *********************

    g_pSkinMesh    = new CD3DSkinMesh();

    DXUtil_GetDXSDKMediaPathCb( g_pSkinMesh->m_strInitialDir, sizeof(g_pSkinMesh->m_strInitialDir) );
    _tcscpy( g_pSkinMesh->m_strMeshFilename, _T("dwarf1.x") );

    TCHAR      strMeshPath[MAX_PATH];
    HRESULT    hr;

    hr = DXUtil_FindMediaFileCb( strMeshPath, sizeof(strMeshPath), g_pSkinMesh->m_strMeshFilename );
    
    g_pSkinMesh->InitDeviceObjects( &g_pd3dDevice, strMeshPath, NULL, 
                                    &g_pSkinMesh->m_vObjectCenter, &g_pSkinMesh->m_fObjectRadius );

    
    // **************** SET MATRICES *********************
    
    D3DXMatrixTranslation( &g_pSkinMesh->m_matWorld, -g_pSkinMesh->m_vObjectCenter.x,
                                        -g_pSkinMesh->m_vObjectCenter.y,
                                        -g_pSkinMesh->m_vObjectCenter.z );
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &g_pSkinMesh->m_matWorld );
    

    
    D3DXVECTOR3 vEye( 0, 0, 5*g_pSkinMesh->m_fObjectRadius );
    D3DXVECTOR3 vAt( 0, 0, 0 );
    D3DXVECTOR3 vUp( 0, 1, 0 );
    D3DXMatrixLookAtLH( &g_matView, &vEye, &vAt, &vUp);
    g_pd3dDevice->SetTransform( D3DTS_VIEW,  &g_matView );

    FLOAT      fAspect = (float)(800/600);

    D3DXMatrixPerspectiveFovLH( &g_matProj, D3DX_PI/4, fAspect, 
                                g_pSkinMesh->m_fObjectRadius/64.0f, 
                                g_pSkinMesh->m_fObjectRadius*200.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &g_matProj );

    // **************** GLOBAL RENDER STATE *********************

    g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
    g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{   
    if( g_pSkinMesh != NULL )
        g_pSkinMesh->DeleteDeviceObjects();
      
    if( g_pd3dDevice != NULL )
        g_pd3dDevice->Release();

    if( g_pD3D != NULL )
        g_pD3D->Release();
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // RENDER
    g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
                         0x0000ffff, 1.0f, 0L );
    
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        g_pSkinMesh->FrameMove(g_fTime);
        g_pSkinMesh->Render();

        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );


}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            Cleanup();
            PostQuitMessage( 0 );
            return 0;
    }

    return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, 
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      "D3D Tutorial", NULL };
    RegisterClassEx( &wc );

    // Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 06: Meshes", 
                              WS_OVERLAPPEDWINDOW, 0, 0, g_ScreenWidth, g_ScreenHeight,
                              NULL,   
                              NULL,   
                              hInst,
                              NULL );
    g_MainWindowHandle = hWnd;

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    { 
        // Show the window
        ShowWindow( hWnd, SW_SHOWDEFAULT );
        UpdateWindow( hWnd );
        

        // Enter the message loop
        MSG msg; 
        ZeroMemory( &msg, sizeof(msg) );
        while( msg.message!=WM_QUIT )
        {
            long t1 = timeGetTime();

            if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
            {
                TranslateMessage( &msg );
                DispatchMessage( &msg );
            }
            else
                Render();

            long t2 = timeGetTime();
            g_fTime = ((float)(t2-t1)*0.001f);
        }
    }

    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}

wenn das nicht reicht, poste ich auch noch die CD3DSkinmesh klasse. kannst mir ja bescheid geben :)

achja, logfile hab ich nicht, warnungen/fehler gibts nicht, und das ganze nur mit directx mitteln, ohne tribase...
DeziBell
ICQ - 219 012 102
ICQ NAME - Stone

Dezibell

Frischling

  • »Dezibell« ist der Autor dieses Themas

Beiträge: 58

Wohnort: Kleve nrw

  • Private Nachricht senden

4

11.08.2006, 00:27

soo.. hier noch die CD3DSkinMeshKlasse....

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//-----------------------------------------------------------------------------
// File: SkinnedMesh-Mesh.h
//
// Desc: CD3DSkinMesh definition
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
 

//-----------------------------------------------------------------------------
// Name: struct D3DXFRAME_DERIVED
// Desc: Structure derived from D3DXFRAME so we can add some app-specific
//       info that will be stored with each frame
//-----------------------------------------------------------------------------
struct D3DXFRAME_DERIVED: public D3DXFRAME
{
    D3DXMATRIX        CombinedTransformationMatrix;
};




//-----------------------------------------------------------------------------
// Name: struct D3DXMESHCONTAINER_DERIVED
// Desc: Structure derived from D3DXMESHCONTAINER so we can add some app-specific
//       info that will be stored with each mesh
//-----------------------------------------------------------------------------
struct D3DXMESHCONTAINER_DERIVED: public D3DXMESHCONTAINER
{
    LPDIRECT3DTEXTURE9*  ppTextures;       // array of textures, entries are NULL if no texture specified    
                                
    // SkinMesh info             
    LPD3DXMESH           pOrigMesh;
    DWORD                NumAttributeGroups; 
    DWORD                NumInfl;
    LPD3DXBUFFER         pBoneCombinationBuf;
    D3DXMATRIX**         ppBoneMatrixPtrs;
    D3DXMATRIX*          pBoneOffsetMatrices;
    DWORD                iAttributeSW;     // used to denote the split between SW and HW if necessary for non-indexed skinning


};




//-----------------------------------------------------------------------------
// Name: class CD3DSkinMesh
// Desc: skinned mesh class. 
//-----------------------------------------------------------------------------
class CD3DSkinMesh
{    
public:
    CD3DSkinMesh();
    
    TCHAR                       m_strMeshFilename[MAX_PATH];
    TCHAR                       m_strInitialDir[MAX_PATH];
    D3DXVECTOR3                 m_vObjectCenter;    // Center of bounding sphere of object
    FLOAT                       m_fObjectRadius;    // Radius of bounding sphere of object
    
    D3DXMATRIX                  m_matWorld;

    // mini-API
    HRESULT InitDeviceObjects(LPDIRECT3DDEVICE9 *m_pd3dDevice,
                              TCHAR             *strMeshPath,
                              TCHAR             *strSkinnedMeshPath,
                              D3DXVECTOR3       *m_vObjectCenter,
                              FLOAT             *m_fObjectRadius);
    HRESULT FrameMove(float ftime);
    HRESULT Render();
    HRESULT DeleteDeviceObjects();

    //public helpers
    LPD3DXFRAME  getFrameRoot()      { return m_pFrameRoot; };
    HRESULT GenerateSkinnedMesh( D3DXMESHCONTAINER_DERIVED *pMeshContainer);
    void UpdateSkinningMethod( LPD3DXFRAME  pFrameBase);

protected:
    LPDIRECT3DDEVICE9           m_pd3dDevice;
    LPD3DXFRAME                 m_pFrameRoot;
    LPD3DXANIMATIONCONTROLLER   m_pAnimController;    

    D3DXMATRIX*                 m_pBoneMatrices;
    UINT                        m_NumBoneMatricesMax;

    
    void DrawMeshContainer( LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase);
    void DrawFrame( LPD3DXFRAME  pFrame);

    HRESULT SetupBoneMatrixPointersOnMesh( LPD3DXMESHCONTAINER  pMeshContainer );
    HRESULT SetupBoneMatrixPointers      ( LPD3DXFRAME          pFrame );
    void UpdateFrameMatrices( LPD3DXFRAME pFrameBase, LPD3DXMATRIX pParentMatrix );
};

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//-----------------------------------------------------------------------------
// File: SkinnedMesh-Mesh.cpp
//
// Desc: CD3DSkinMesh implementation for sample showing skinned meshes in D3D
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <commdlg.h>
#include <tchar.h>
#include <stdio.h>
#include <d3dx9.h>
#include <d3dx9anim.h>
#include "DXUtil.h"

#include "skinnedmesh.h"


class CD3DSkinMesh;

//-----------------------------------------------------------------------------
// Name: class CAllocateHierarchy
// Desc: Custom version of ID3DXAllocateHierarchy with custom methods to create
//       frames and meshcontainers.
//-----------------------------------------------------------------------------
class CAllocateHierarchy: public ID3DXAllocateHierarchy
{
public:
    STDMETHOD(CreateFrame)(THIS_ LPCTSTR Name, LPD3DXFRAME *ppNewFrame);
    STDMETHOD(CreateMeshContainer)(THIS_ LPCTSTR Name, LPD3DXMESHDATA pMeshData,
                            LPD3DXMATERIAL pMaterials, LPD3DXEFFECTINSTANCE pEffectInstances, DWORD NumMaterials, 
                            DWORD *pAdjacency, LPD3DXSKININFO pSkinInfo, 
                            LPD3DXMESHCONTAINER *ppNewMeshContainer);
    STDMETHOD(DestroyFrame)(THIS_ LPD3DXFRAME pFrameToFree);
    STDMETHOD(DestroyMeshContainer)(THIS_ LPD3DXMESHCONTAINER pMeshContainerBase);
    CAllocateHierarchy(CD3DSkinMesh *pSkinMesh) :m_pSkinMesh(pSkinMesh) {}

public:
    CD3DSkinMesh* m_pSkinMesh;
};




//-----------------------------------------------------------------------------
// Name: AllocateName()
// Desc: Allocates memory for a string to hold the name of a frame or mesh
//-----------------------------------------------------------------------------
HRESULT AllocateName( LPCTSTR Name, LPTSTR *pNewName )
{
    UINT cbLength;

    if (Name != NULL)
    {
        cbLength = lstrlen(Name) + 1;
        *pNewName = new TCHAR[cbLength];
        if (*pNewName == NULL)
            return E_OUTOFMEMORY;
        memcpy(*pNewName, Name, cbLength*sizeof(TCHAR));
    }
    else
    {
        *pNewName = NULL;
    }

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: CAllocateHierarchy::CreateFrame()
// Desc: 
//-----------------------------------------------------------------------------
HRESULT CAllocateHierarchy::CreateFrame(LPCTSTR 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;

    // initialize other data members of the frame
    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;
}




//-----------------------------------------------------------------------------
// Name: CAllocateHierarchy::CreateMeshContainer()
// Desc: 
//-----------------------------------------------------------------------------
HRESULT CAllocateHierarchy::CreateMeshContainer(LPCTSTR Name, LPD3DXMESHDATA pMeshData,
                            LPD3DXMATERIAL pMaterials, LPD3DXEFFECTINSTANCE pEffectInstances, DWORD NumMaterials, 
                            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;

    // this sample does not handle patch meshes, so fail when one is found
    if (pMeshData->Type != D3DXMESHTYPE_MESH)
    {
        hr = E_FAIL;
        goto e_Exit;
    }

    // get the pMesh interface pointer out of the mesh data structure
    pMesh = pMeshData->pMesh;

    // this sample does not FVF compatible meshes, so fail when one is found
    if (pMesh->GetFVF() == 0)
    {
        hr = E_FAIL;
        goto e_Exit;
    }

    // allocate the overloaded structure to return as a D3DXMESHCONTAINER
    pMeshContainer = new D3DXMESHCONTAINER_DERIVED;
    if (pMeshContainer == NULL)
    {
        hr = E_OUTOFMEMORY;
        goto e_Exit;
    }
    memset(pMeshContainer, 0, sizeof(D3DXMESHCONTAINER_DERIVED));

    // make sure and copy the name.  All memory as input belongs to caller, interfaces can be addref'd though
    hr = AllocateName(Name, &pMeshContainer->Name);
    if (FAILED(hr))
        goto e_Exit;        

    pMesh->GetDevice(&pd3dDevice);
    NumFaces = pMesh->GetNumFaces();

    // if no normals are in the mesh, add them
    if (!(pMesh->GetFVF() & D3DFVF_NORMAL))
    {
        pMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;

        // pMesh->GetOptions() | 
        // clone the mesh to make room for the normals
        hr = pMesh->CloneMeshFVF(   D3DXMESH_MANAGED, 
                                    pMesh->GetFVF() | D3DFVF_NORMAL, 
                                    pd3dDevice, &pMeshContainer->MeshData.pMesh );
        if (FAILED(hr))
            goto e_Exit;

        // get the new pMesh pointer back out of the mesh container to use
        // NOTE: we do not release pMesh because we do not have a reference to it yet
        pMesh = pMeshContainer->MeshData.pMesh;

        // now generate the normals for the 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();
    }
        
    // allocate memory to contain the material information.  This sample uses
    //   the D3D9 materials and texture names instead of the EffectInstance style materials
    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 materials provided, copy them
    if (NumMaterials > 0)            
    {
        memcpy(pMeshContainer->pMaterials, pMaterials, sizeof(D3DXMATERIAL) * NumMaterials);

        for (iMaterial = 0; iMaterial < NumMaterials; iMaterial++)
        {
            if (pMeshContainer->pMaterials[iMaterial].pTextureFilename != NULL)
            {
                TCHAR strTexturePath[MAX_PATH] = _T("");
                DXUtil_FindMediaFileCb( strTexturePath, sizeof(strTexturePath), pMeshContainer->pMaterials[iMaterial].pTextureFilename );
                if( FAILED( D3DXCreateTextureFromFile( pd3dDevice, strTexturePath, 
                                                        &pMeshContainer->ppTextures[iMaterial] ) ) )
                    pMeshContainer->ppTextures[iMaterial] = NULL;


                // don't remember a pointer into the dynamic memory, just forget the name after loading
                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 there is skinning information, save off the required data and then setup for HW skinning
    if (pSkinInfo != NULL)
    {
        // first save off the SkinInfo and original mesh data
        pMeshContainer->pSkinInfo = pSkinInfo;
        pSkinInfo->AddRef();

        pMeshContainer->pOrigMesh = pMesh;
        pMesh->AddRef();

        // Will need an array of offset matrices to move the vertices from the figure space to the bone's space
        cBones = pSkinInfo->GetNumBones();
        pMeshContainer->pBoneOffsetMatrices = new D3DXMATRIX[cBones];
        if (pMeshContainer->pBoneOffsetMatrices == NULL)
        {
            hr = E_OUTOFMEMORY;
            goto e_Exit;
        }

        // get each of the bone offset matrices so that we don't need to get them later
        for (iBone = 0; iBone < cBones; iBone++)
        {
            pMeshContainer->pBoneOffsetMatrices[iBone] = *(pMeshContainer->pSkinInfo->GetBoneOffsetMatrix(iBone));
        }

        // GenerateSkinnedMesh will take the general skinning information and transform it to a HW friendly version
        hr = m_pSkinMesh->GenerateSkinnedMesh(pMeshContainer);
        if (FAILED(hr))
            goto e_Exit;
    }

    *ppNewMeshContainer = pMeshContainer;
    pMeshContainer = NULL;
e_Exit:
    SAFE_RELEASE(pd3dDevice);

    // call Destroy function to properly clean up the memory allocated 
    if (pMeshContainer != NULL)
    {
        DestroyMeshContainer(pMeshContainer);
    }

    return hr;
}




//-----------------------------------------------------------------------------
// Name: CAllocateHierarchy::DestroyFrame()
// Desc: 
//-----------------------------------------------------------------------------
HRESULT CAllocateHierarchy::DestroyFrame(LPD3DXFRAME pFrameToFree) 
{
    SAFE_DELETE_ARRAY( pFrameToFree->Name );
    SAFE_DELETE( pFrameToFree );
    return S_OK; 
}




//-----------------------------------------------------------------------------
// Name: CAllocateHierarchy::DestroyMeshContainer()
// Desc: 
//-----------------------------------------------------------------------------
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 );

    // release all the allocated textures
    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;
}





//-----------------------------------------------------------------------------
// Name: CD3DSkinMesh()
// Desc: skin mesh character constructor. Sets attributes for the skn mesh.
//-----------------------------------------------------------------------------
CD3DSkinMesh::CD3DSkinMesh()
{
    m_pAnimController = NULL;
    m_pFrameRoot = NULL;

    m_pBoneMatrices = NULL;
    m_NumBoneMatricesMax = 0;
}




//-----------------------------------------------------------------------------
// Name: GenerateSkinnedMesh()
// Desc: Called either by CreateMeshContainer when loading a skin mesh, or when 
//       changing methods.  This function uses the pSkinInfo of the mesh 
//       container to generate the desired drawable mesh and bone combination 
//       table.
//-----------------------------------------------------------------------------
HRESULT CD3DSkinMesh::GenerateSkinnedMesh(D3DXMESHCONTAINER_DERIVED *pMeshContainer)
{
    HRESULT hr = S_OK;

    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
                               );
  

    LPD3DXBONECOMBINATION rgBoneCombinations  = reinterpret_cast<LPD3DXBONECOMBINATION>(pMeshContainer->pBoneCombinationBuf->GetBufferPointer());

    // look for any set of bone combinations that do not fit the caps
    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;
            }
        }
    }
    return hr;
}



//-----------------------------------------------------------------------------
// Name: DrawMeshContainer()
// Desc: Called to render a mesh in the hierarchy
//-----------------------------------------------------------------------------
void CD3DSkinMesh::DrawMeshContainer(LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase)
{
    D3DXMESHCONTAINER_DERIVED *pMeshContainer = (D3DXMESHCONTAINER_DERIVED*)pMeshContainerBase;
    D3DXFRAME_DERIVED *pFrame = (D3DXFRAME_DERIVED*)pFrameBase;
    UINT iMaterial;
    UINT NumBlend;
    UINT iAttrib;
    DWORD AttribIdPrev;
    LPD3DXBONECOMBINATION pBoneComb;

    UINT iMatrixIndex;
    D3DXMATRIX matTemp;

    // first check for skinning
    if (pMeshContainer->pSkinInfo != NULL)
    {
        
        AttribIdPrev = UNUSED32; 
        pBoneComb = reinterpret_cast<LPD3DXBONECOMBINATION>(pMeshContainer->pBoneCombinationBuf->GetBufferPointer());

        // Draw using default vtx processing of the device (typically HW)
        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 (true)
            {
                // first calculate the world matrices for the current set of blend weights and get the accurate count of the number of blends
                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] );
                        m_pd3dDevice->SetTransform( D3DTS_WORLDMATRIX( i ), &matTemp );
                    }
                }

                m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, NumBlend);

                // lookup the material used for this subset of faces
                if ((AttribIdPrev != pBoneComb[iAttrib].AttribId) || (AttribIdPrev == UNUSED32))
                {
                    m_pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[pBoneComb[iAttrib].AttribId].MatD3D );
                    m_pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[pBoneComb[iAttrib].AttribId] );
                    AttribIdPrev = pBoneComb[iAttrib].AttribId;
                }

                // draw the subset now that the correct material and matrices are loaded
                pMeshContainer->MeshData.pMesh->DrawSubset(iAttrib);
            }
        }    
        m_pd3dDevice->SetRenderState(D3DRS_VERTEXBLEND, 0);
    }
    
    else  // standard mesh, just draw it after setting material properties
    {
        m_pd3dDevice->SetTransform(D3DTS_WORLD, &pFrame->CombinedTransformationMatrix);

        for (iMaterial = 0; iMaterial < pMeshContainer->NumMaterials; iMaterial++)
        {
            m_pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[iMaterial].MatD3D );
            m_pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[iMaterial] );
            pMeshContainer->MeshData.pMesh->DrawSubset(iMaterial);
        }
    }
}




//-----------------------------------------------------------------------------
// Name: DrawFrame()
// Desc: Called to render a frame in the hierarchy
//-----------------------------------------------------------------------------
void CD3DSkinMesh::DrawFrame(LPD3DXFRAME pFrame)
{
    LPD3DXMESHCONTAINER pMeshContainer;

    pMeshContainer = pFrame->pMeshContainer;
    while (pMeshContainer != NULL)
    {
        DrawMeshContainer(pMeshContainer, pFrame);

        pMeshContainer = pMeshContainer->pNextMeshContainer;
    }

    if (pFrame->pFrameSibling != NULL)
    {
        DrawFrame(pFrame->pFrameSibling);
    }

    if (pFrame->pFrameFirstChild != NULL)
    {
        DrawFrame(pFrame->pFrameFirstChild);
    }
}
//-----------------------------------------------------------------------------
// Name: SetupBoneMatrixPointersOnMesh()
// Desc: Called to setup the pointers for a given bone to its transformation matrix
//-----------------------------------------------------------------------------
HRESULT CD3DSkinMesh::SetupBoneMatrixPointersOnMesh(LPD3DXMESHCONTAINER pMeshContainerBase)
{
    UINT iBone, cBones;
    D3DXFRAME_DERIVED *pFrame;

    D3DXMESHCONTAINER_DERIVED *pMeshContainer = (D3DXMESHCONTAINER_DERIVED*)pMeshContainerBase;

    // if there is a skinmesh, then setup the bone matrices
    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(m_pFrameRoot, pMeshContainer->pSkinInfo->GetBoneName(iBone));
            if (pFrame == NULL)
                return E_FAIL;

            pMeshContainer->ppBoneMatrixPtrs[iBone] = &pFrame->CombinedTransformationMatrix;
        }
    }

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: SetupBoneMatrixPointers()
// Desc: Called to setup the pointers for a given bone to its transformation matrix
//-----------------------------------------------------------------------------
HRESULT CD3DSkinMesh::SetupBoneMatrixPointers(LPD3DXFRAME pFrame)
{
    HRESULT hr;

    if (pFrame->pMeshContainer != NULL)
    {
        hr = SetupBoneMatrixPointersOnMesh(pFrame->pMeshContainer);
        if (FAILED(hr))
            return hr;
    }

    if (pFrame->pFrameSibling != NULL)
    {
        hr = SetupBoneMatrixPointers(pFrame->pFrameSibling);
        if (FAILED(hr))
            return hr;
    }

    if (pFrame->pFrameFirstChild != NULL)
    {
        hr = SetupBoneMatrixPointers(pFrame->pFrameFirstChild);
        if (FAILED(hr))
            return hr;
    }

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: DrawFrame()
// Desc: Called to render a frame in the hierarchy
//-----------------------------------------------------------------------------
void CD3DSkinMesh::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);
    }
}




//-----------------------------------------------------------------------------
// Name: DrawFrame()
// Desc: Called to render a frame in the hierarchy
//-----------------------------------------------------------------------------
void CD3DSkinMesh::UpdateSkinningMethod(LPD3DXFRAME pFrameBase)
{
    D3DXFRAME_DERIVED *pFrame = (D3DXFRAME_DERIVED*)pFrameBase;
    D3DXMESHCONTAINER_DERIVED *pMeshContainer;

    pMeshContainer = (D3DXMESHCONTAINER_DERIVED *)pFrame->pMeshContainer;

    while (pMeshContainer != NULL)
    {
        GenerateSkinnedMesh(pMeshContainer);

        pMeshContainer = (D3DXMESHCONTAINER_DERIVED *)pMeshContainer->pNextMeshContainer;
    }

    if (pFrame->pFrameSibling != NULL)
    {
        UpdateSkinningMethod(pFrame->pFrameSibling);
    }

    if (pFrame->pFrameFirstChild != NULL)
    {
        UpdateSkinningMethod(pFrame->pFrameFirstChild);
    }
}




//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: This creates all device-dependent managed objects, such as managed
//       textures and managed vertex buffers.
//-----------------------------------------------------------------------------
HRESULT CD3DSkinMesh::InitDeviceObjects(LPDIRECT3DDEVICE9 *g_pd3dDevice,
                                        TCHAR*            strMeshPath,
                                        TCHAR*            strSkinnedMeshFXPath,
                                        D3DXVECTOR3*      m_vObjectCenter,
                                        FLOAT*            m_fObjectRadius)
{
    HRESULT    hr;

    m_pd3dDevice = *g_pd3dDevice;

    CAllocateHierarchy Alloc(this);

    hr = D3DXLoadMeshHierarchyFromX(strMeshPath, D3DXMESH_MANAGED, m_pd3dDevice, &Alloc, NULL, &m_pFrameRoot, &m_pAnimController);
    if (FAILED(hr))
        return hr;

    hr = SetupBoneMatrixPointers(m_pFrameRoot);
    if (FAILED(hr))
        return hr;

    hr = D3DXFrameCalculateBoundingSphere(m_pFrameRoot, m_vObjectCenter, m_fObjectRadius);
    if (FAILED(hr))
        return hr;

    if (FAILED(hr))
        return hr;

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
//       the scene.
//-----------------------------------------------------------------------------
HRESULT CD3DSkinMesh::FrameMove(float ftime)
{
    
    if (m_pAnimController != NULL)
    {
        m_pAnimController->SetTime(m_pAnimController->GetTime()+(ftime*2.5f));
    }
    UpdateFrameMatrices(m_pFrameRoot, &m_matWorld);

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
//       rendering. This function sets up render states, clears the
//       viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CD3DSkinMesh::Render()
{
    DrawFrame(m_pFrameRoot);

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
//       this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CD3DSkinMesh::DeleteDeviceObjects()
{
    CAllocateHierarchy Alloc(this);

    D3DXFrameDestroy(m_pFrameRoot, &Alloc);

    SAFE_RELEASE(m_pAnimController);
    
    return S_OK;
}

ansonsten hab ich nur noch DxUtil.h + cpp im projekt...
iss zwar viel code, aber immerhin funktioniert das skinnedMesh... würde bei mausbewegungen nur das modell nicht stehenbleiben....
DeziBell
ICQ - 219 012 102
ICQ NAME - Stone

Dezibell

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  • »Dezibell« ist der Autor dieses Themas

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5

11.08.2006, 02:48

tja... hab jetzt das original nochmal komplett neu auseinander genommen und jetzt funzt es. die animation bleibt nicht mehr stehen wenn ich die maus bewege. ich weiss zwar nicht woran das lag, aber was solls :)
wenn jemand weiss warum es im geposteten code nicht funzt, kanns mir ja mitteilen. ist aber nicht mehr dringend erforderlich...

thx!
DeziBell
ICQ - 219 012 102
ICQ NAME - Stone

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