- further changes to add dummy animation support to the viewer. Still under heavy construction, bone meshes are not rendered correctly with this version at the moment. I'm sorry. Will be fixed soon.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@202 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
ef3cd69ae6
commit
7101c33401
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@ -48,6 +48,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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namespace AssimpView
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{
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/** Calculates transformations for a given timestamp from a set of animation tracks. Not directly useful,
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* better use the AnimPlayer class.
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*/
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class AnimEvaluator
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{
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public:
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@ -43,6 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#if (!defined AV_ASSET_HELPER_H_INCLUDED)
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#define AV_ASSET_HELPER_H_INCLUDED
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class SceneAnimator;
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//-------------------------------------------------------------------------------
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/** \brief Class to wrap ASSIMP's asset output structures
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@ -66,7 +67,11 @@ class AssetHelper
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// default constructor
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AssetHelper()
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: iNormalSet(ORIGINAL)
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{}
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{
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mAnimator = NULL;
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apcMeshes = NULL;
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pcScene = NULL;
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}
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//---------------------------------------------------------------
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// default vertex data structure
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@ -82,13 +87,26 @@ class AssetHelper
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aiVector3D vTangent;
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aiVector3D vBitangent;
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aiVector2D vTextureUV;
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unsigned char mBoneIndices[4];
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unsigned char mBoneWeights[4]; // last Weight not used, calculated inside the vertex shader
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// retrieves the FVF code of the vertex type
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static DWORD GetFVF()
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/** Returns the vertex declaration elements to create a declaration from. */
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static D3DVERTEXELEMENT9* GetDeclarationElements()
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{
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return D3DFVF_DIFFUSE | D3DFVF_XYZ | D3DFVF_NORMAL |
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D3DFVF_TEX1 | D3DFVF_TEX2 | D3DFVF_TEX3 |
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D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE3(1);
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static D3DVERTEXELEMENT9 decl[] =
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{
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
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{ 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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{ 0, 28, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
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{ 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
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{ 0, 52, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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{ 0, 60, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
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{ 0, 64, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
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D3DDECL_END()
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};
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return decl;
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}
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};
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@ -191,6 +209,9 @@ class AssetHelper
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// Scene wrapper instance
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aiScene* pcScene;
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// Animation player to animate the scene if necessary
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SceneAnimator* mAnimator;
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// Specifies the normal set to be used
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unsigned int iNormalSet;
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@ -1016,6 +1016,13 @@ int CMaterialManager::CreateMaterial(
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++iCurrent;
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}
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if( pcSource->HasBones())
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{
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sMacro[iCurrent].Name = "AV_SKINNING";
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sMacro[iCurrent].Definition = "1";
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++iCurrent;
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}
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// If a cubemap is active, we'll need to lookup it for calculating
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// a physically correct reflection
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if (CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode())
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@ -1225,6 +1232,22 @@ int CMaterialManager::SetupMaterial (
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}
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}
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// setup bones if neccessary
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// if( pcMesh->HasBones())
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{
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static float matrices[4*3*60];
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float* tempmat = matrices;
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for( unsigned int a = 0; a < 60; a++)
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{
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// HACK: (thom) set identity matrices for all bones for the moment so that you see something
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*tempmat++ = 1.0f; *tempmat++ = 0.0f; *tempmat++ = 0.0f; *tempmat++ = 0.0f;
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*tempmat++ = 0.0f; *tempmat++ = 1.0f; *tempmat++ = 0.0f; *tempmat++ = 0.0f;
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*tempmat++ = 0.0f; *tempmat++ = 0.0f; *tempmat++ = 1.0f; *tempmat++ = 0.0f;
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}
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pcMesh->piEffect->SetVectorArray( "gBoneMatrix", (const D3DXVECTOR4*) matrices, 3*60);
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}
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// setup the correct shader technique to be used for drawing
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if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
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{
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@ -0,0 +1,230 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "stdafx.h"
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#include "assimp_view.h"
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using namespace AssimpView;
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// ------------------------------------------------------------------------------------------------
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// Constructor for a given scene.
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SceneAnimator::SceneAnimator( const aiScene* pScene, size_t pAnimIndex)
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{
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mScene = pScene;
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mCurrentAnimIndex = -1;
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mAnimEvaluator = NULL;
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mRootNode = NULL;
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// changing the current animation also creates the node tree for this animation
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SetAnimIndex( pAnimIndex);
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor
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SceneAnimator::~SceneAnimator()
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{
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delete mRootNode;
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delete mAnimEvaluator;
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}
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// ------------------------------------------------------------------------------------------------
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// Sets the animation to use for playback.
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void SceneAnimator::SetAnimIndex( size_t pAnimIndex)
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{
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// no change
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if( pAnimIndex == mCurrentAnimIndex)
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return;
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// kill data of the previous anim
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delete mRootNode; mRootNode = NULL;
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delete mAnimEvaluator; mAnimEvaluator = NULL;
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mNodesByName.clear();
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mCurrentAnimIndex = pAnimIndex;
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// create the internal node tree. Do this even in case of invalid animation index
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// so that the transformation matrices are properly set up to mimic the current scene
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mRootNode = CreateNodeTree( mScene->mRootNode);
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// invalid anim index
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if( mCurrentAnimIndex >= mScene->mNumAnimations)
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return;
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// create an evaluator for this animation
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mAnimEvaluator = new AnimEvaluator( mScene->mAnimations[mCurrentAnimIndex]);
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}
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// ------------------------------------------------------------------------------------------------
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// Calculates the node transformations for the scene.
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void SceneAnimator::Calculate( double pTime)
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{
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// invalid anim
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if( !mAnimEvaluator)
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return;
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// calculate current local transformations
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mAnimEvaluator->Evaluate( pTime);
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// and update all node transformations with the results
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UpdateTransforms( mRootNode, mAnimEvaluator->GetTransformations());
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}
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// ------------------------------------------------------------------------------------------------
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// Retrieves the most recent local transformation matrix for the given node.
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const aiMatrix4x4& SceneAnimator::GetLocalTransform( const std::string& pNodeName) const
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{
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NodeMap::const_iterator it = mNodesByName.find( pNodeName);
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if( it == mNodesByName.end())
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return mIdentityMatrix;
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return it->second->mLocalTransform;
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}
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// ------------------------------------------------------------------------------------------------
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// Retrieves the most recent global transformation matrix for the given node.
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const aiMatrix4x4& SceneAnimator::GetGlobalTransform( const std::string& pNodeName) const
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{
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NodeMap::const_iterator it = mNodesByName.find( pNodeName);
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if( it == mNodesByName.end())
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return mIdentityMatrix;
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return it->second->mLocalTransform;
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}
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// ------------------------------------------------------------------------------------------------
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// Calculates the bone matrices for the given mesh.
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const std::vector<aiMatrix4x4>& SceneAnimator::GetBoneMatrices( const aiNode* pNode, size_t pMeshIndex /* = 0 */)
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{
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assert( pMeshIndex < pNode->mNumMeshes);
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size_t meshIndex = pNode->mMeshes[pMeshIndex];
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assert( meshIndex < mScene->mNumMeshes);
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const aiMesh* mesh = mScene->mMeshes[meshIndex];
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// resize array and initialise it with identity matrices
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mTransforms.resize( mesh->mNumBones, aiMatrix4x4());
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// calculate the mesh's inverse global transform
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aiMatrix4x4 globalInverseMeshTransform = GetGlobalTransform( std::string( pNode->mName.data));
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globalInverseMeshTransform.Inverse();
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// Bone matrices transform from mesh coordinates in bind pose to mesh coordinates in skinned pose
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// Therefore the formula is offsetMatrix * currentGlobalTransform * inverseCurrentMeshTransform
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for( size_t a = 0; a < mesh->mNumBones; ++a)
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{
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const aiBone* bone = mesh->mBones[a];
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const aiMatrix4x4& currentGlobalTransform = GetGlobalTransform( std::string( bone->mName.data));
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mTransforms[a] = bone->mOffsetMatrix * currentGlobalTransform * globalInverseMeshTransform;
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}
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// and return the result
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return mTransforms;
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively creates an internal node structure matching the current scene and animation.
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SceneAnimNode* SceneAnimator::CreateNodeTree( aiNode* pNode)
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{
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// create a node
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SceneAnimNode* internalNode = new SceneAnimNode( pNode->mName.data);
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mNodesByName[std::string( pNode->mName.data)] = internalNode;
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// copy its transformation
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internalNode->mLocalTransform = pNode->mTransformation;
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CalculateGlobalTransform( internalNode);
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// find the index of the animation track affecting this node, if any
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if( mCurrentAnimIndex < mScene->mNumAnimations)
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{
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internalNode->mChannelIndex = -1;
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const aiAnimation* currentAnim = mScene->mAnimations[mCurrentAnimIndex];
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for( unsigned int a = 0; a < currentAnim->mNumChannels; a++)
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{
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if( currentAnim->mChannels[a]->mNodeName.data == internalNode->mName)
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{
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internalNode->mChannelIndex = a;
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break;
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}
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}
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}
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// continue for all child nodes and assign the created internal nodes as our children
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for( unsigned int a = 0; a < pNode->mNumChildren; a++)
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{
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SceneAnimNode* childNode = CreateNodeTree( pNode->mChildren[a]);
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childNode->mParent = internalNode;
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internalNode->mChildren.push_back( childNode);
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}
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return internalNode;
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively updates the internal node transformations from the given matrix array
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void SceneAnimator::UpdateTransforms( SceneAnimNode* pNode, const std::vector<aiMatrix4x4>& pTransforms)
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{
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// update node local transform
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if( pNode->mChannelIndex != -1)
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{
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assert( pNode->mChannelIndex < pTransforms.size());
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pNode->mLocalTransform = pTransforms[pNode->mChannelIndex];
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// update global transform as well
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CalculateGlobalTransform( pNode);
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}
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// continue for all children
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for( std::vector<SceneAnimNode*>::iterator it = pNode->mChildren.begin(); it != pNode->mChildren.end(); ++it)
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UpdateTransforms( *it, pTransforms);
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}
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// ------------------------------------------------------------------------------------------------
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// Calculates the global transformation matrix for the given internal node
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void SceneAnimator::CalculateGlobalTransform( SceneAnimNode* pInternalNode)
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{
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// concatenate all parent transforms to get the global transform for this node
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pInternalNode->mGlobalTransform = pInternalNode->mLocalTransform;
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SceneAnimNode* node = pInternalNode->mParent;
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while( node)
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{
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pInternalNode->mGlobalTransform *= node->mLocalTransform;
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node = node->mParent;
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}
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}
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@ -0,0 +1,166 @@
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/** Manages animations for a given scene and calculates present transformations for all nodes */
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
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*/
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#ifndef AV_SCENEANIMATOR_H_INCLUDED
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#define AV_SCENEANIMATOR_H_INCLUDED
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namespace AssimpView
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{
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/** A little tree structure to match the scene's node structure, but holding additional data. Needs to be public
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* to allow using it in templates at certain compilers.
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*/
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struct SceneAnimNode
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{
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std::string mName;
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SceneAnimNode* mParent;
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std::vector<SceneAnimNode*> mChildren;
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aiMatrix4x4 mLocalTransform; // most recently calculated local transform
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aiMatrix4x4 mGlobalTransform; // same, but in world space
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size_t mChannelIndex; // index in the current animation's channel array. -1 if not animated.
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SceneAnimNode() { mChannelIndex = -1; mParent = NULL; }
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SceneAnimNode( const std::string& pName) : mName( pName) { mChannelIndex = -1; mParent = NULL; }
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~SceneAnimNode() { for( std::vector<SceneAnimNode*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it) delete *it; }
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};
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/** Calculates the animated node transformations for a given scene and timestamp. Create an instance for a aiScene
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* you want to animate and set the current animation to play. You can then have the instance calculate the current pose
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* for all nodes by calling Calculate() for a given timestamp. After this you can retrieve the present transformation for a given
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* node by calling GetLocalTransform() or GetGlobalTransform(). A full set of bone matrices can be retrieved by GetBoneMatrices()
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* for a given mesh.
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*/
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class SceneAnimator
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{
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public:
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/** Constructor for a given scene. The object keeps a reference to the scene during its lifetime, but ownership
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* stays at the caller.
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* @param pScene The scene to animate.
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* @param pAnimIndex [optional] Index of the animation to play. Assumed to be 0 if not given.
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*/
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SceneAnimator( const aiScene* pScene, size_t pAnimIndex = 0);
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/** Destructor */
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~SceneAnimator();
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/** Sets the animation to use for playback. This also recreates the internal mapping structures,
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* which might take a few cycles.
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* @param pAnimIndex Index of the animation in the scene's animation array
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*/
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void SetAnimIndex( size_t pAnimIndex);
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/** Calculates the node transformations for the scene. Call this to get uptodate results
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* before calling one of the getters.
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* @param pTime Current time. Can be an arbitrary range.
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*/
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void Calculate( double pTime);
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/** Retrieves the most recent local transformation matrix for the given node. The returned
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* matrix is in the node's parent's local space, just like the original node's transformation
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* matrix. If the node is not animated, the node's original transformation is returned so that
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* you can safely use or assign it to the node itsself. If there is no node with the given name,
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* the identity matrix is returned. All transformations are updated whenever Calculate() is called.
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* @param pNodeName Name of the node
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* @return A reference to the node's most recently calculated local transformation matrix.
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*/
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const aiMatrix4x4& GetLocalTransform( const std::string& pNodeName) const;
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/** Retrieves the most recent global transformation matrix for the given node. The returned
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* matrix is in world space, which is the same coordinate space as the transformation of the
|
||||
* scene's root node. If the node is not animated, the node's original transformation is
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||||
* returned so that you can safely use or assign it to the node itsself. If there is no node
|
||||
* with the given name, the identity matrix is returned. All transformations are updated whenever
|
||||
* Calculate() is called.
|
||||
* @param pNodeName Name of the node
|
||||
* @return A reference to the node's most recently calculated global transformation matrix.
|
||||
*/
|
||||
const aiMatrix4x4& GetGlobalTransform( const std::string& pNodeName) const;
|
||||
|
||||
/** Calculates the bone matrices for the given mesh. Each bone matrix transforms from
|
||||
* mesh space in bind pose to mesh space in skinned pose, it does not contain the mesh's
|
||||
* world matrix. Thus the usual matrix chain for using in the vertex shader is
|
||||
* boneMatrix * worldMatrix * viewMatrix * projMatrix.
|
||||
* @param pNode The node carrying the mesh.
|
||||
* @param pMeshIndex Index of the mesh in the node's mesh array. The NODE's mesh array, not
|
||||
* the scene's mesh array! Leave out to use the first mesh of the node, which is usually
|
||||
* also the only one.
|
||||
* @return A reference to a vector of bone matrices. Stays stable till the next call to GetBoneMatrices();
|
||||
*/
|
||||
const std::vector<aiMatrix4x4>& GetBoneMatrices( const aiNode* pNode, size_t pMeshIndex = 0);
|
||||
|
||||
protected:
|
||||
/** Recursively creates an internal node structure matching the current scene and animation. */
|
||||
SceneAnimNode* CreateNodeTree( aiNode* pNode);
|
||||
|
||||
/** Recursively updates the internal node transformations from the given matrix array */
|
||||
void UpdateTransforms( SceneAnimNode* pNode, const std::vector<aiMatrix4x4>& pTransforms);
|
||||
|
||||
/** Calculates the global transformation matrix for the given internal node */
|
||||
void CalculateGlobalTransform( SceneAnimNode* pInternalNode);
|
||||
|
||||
protected:
|
||||
/** The scene we're operating on */
|
||||
const aiScene* mScene;
|
||||
|
||||
/** Current animation index */
|
||||
size_t mCurrentAnimIndex;
|
||||
|
||||
/** The AnimEvaluator we use to calculate the current pose for the current animation */
|
||||
AnimEvaluator* mAnimEvaluator;
|
||||
|
||||
/** Root node of the internal scene structure */
|
||||
SceneAnimNode* mRootNode;
|
||||
|
||||
/** Name to node map to quickly find nodes by their name */
|
||||
typedef std::map<std::string, SceneAnimNode*> NodeMap;
|
||||
NodeMap mNodesByName;
|
||||
|
||||
/** Array to return transformations results inside. */
|
||||
std::vector<aiMatrix4x4> mTransforms;
|
||||
|
||||
/** Identity matrix to return a reference to in case of error */
|
||||
aiMatrix4x4 mIdentityMatrix;
|
||||
};
|
||||
|
||||
} // end of namespace AssimpView
|
||||
|
||||
#endif // AV_SCENEANIMATOR_H_INCLUDED
|
|
@ -259,11 +259,20 @@ std::string g_szDefaultShader = std::string(
|
|||
// position of the camera in worldspace\n"
|
||||
"float3 vCameraPos : CAMERAPOSITION;\n"
|
||||
|
||||
// Bone matrices
|
||||
"#ifdef AV_SKINNING \n"
|
||||
"float4x3 gBoneMatrix[60]; \n"
|
||||
"#endif // AV_SKINNING \n"
|
||||
|
||||
// Vertex shader input structure
|
||||
"struct VS_INPUT\n"
|
||||
"{\n"
|
||||
"float3 Position : POSITION;\n"
|
||||
"float3 Normal : NORMAL;\n"
|
||||
"#ifdef AV_SKINNING \n"
|
||||
"float4 BlendIndices : BLENDINDICES;\n"
|
||||
"float4 BlendWeights : BLENDWEIGHT;\n"
|
||||
"#endif // AV_SKINNING \n"
|
||||
"};\n"
|
||||
|
||||
// Vertex shader output structure for pixel shader usage
|
||||
|
@ -286,9 +295,20 @@ std::string g_szDefaultShader = std::string(
|
|||
"{\n"
|
||||
"VS_OUTPUT Out;\n"
|
||||
|
||||
"#ifdef AV_SKINNING \n"
|
||||
"float4 weights = IN.BlendWeights; \n"
|
||||
"weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
|
||||
"float3 objPos = mul( IN.Position, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
|
||||
"#else \n"
|
||||
"float3 objPos = IN.Position; \n"
|
||||
"#endif // AV_SKINNING \n"
|
||||
|
||||
// Multiply with the WorldViewProjection matrix
|
||||
"Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n"
|
||||
"float3 WorldPos = mul(float4(IN.Position,1.0f),World);\n"
|
||||
"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
|
||||
"float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
|
||||
"Out.ViewDir = vCameraPos - WorldPos;\n"
|
||||
"Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n"
|
||||
|
||||
|
@ -300,8 +320,20 @@ std::string g_szDefaultShader = std::string(
|
|||
"{\n"
|
||||
"VS_OUTPUT_FF Out;\n"
|
||||
|
||||
"#ifdef AV_SKINNING \n"
|
||||
"float4 weights = IN.BlendWeights; \n"
|
||||
"weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
|
||||
"float3 objPos = mul( IN.Position, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
|
||||
"#else \n"
|
||||
"float3 objPos = IN.Position; \n"
|
||||
"#endif // AV_SKINNING \n"
|
||||
|
||||
// Multiply with the WorldViewProjection matrix
|
||||
"Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n"
|
||||
"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
|
||||
|
||||
"float3 worldNormal = normalize( mul( IN.Normal, (float3x3) WorldInverseTranspose)); \n"
|
||||
|
||||
// per-vertex lighting. We simply assume light colors of unused lights to be black
|
||||
|
@ -486,6 +518,11 @@ std::string g_szMaterialShader = std::string(
|
|||
// position of the camera in worldspace
|
||||
"float3 vCameraPos : CAMERAPOSITION;\n"
|
||||
|
||||
// Bone matrices
|
||||
"#ifdef AV_SKINNING \n"
|
||||
"float4x3 gBoneMatrix[60]; \n"
|
||||
"#endif // AV_SKINNING \n"
|
||||
|
||||
"#ifdef AV_DIFFUSE_TEXTURE\n"
|
||||
"texture DIFFUSE_TEXTURE;\n"
|
||||
"sampler DIFFUSE_SAMPLER\n"
|
||||
|
@ -574,6 +611,10 @@ std::string g_szMaterialShader = std::string(
|
|||
"float3 Tangent : TEXCOORD0;\n"
|
||||
"float3 Bitangent : TEXCOORD1;\n"
|
||||
"float2 TexCoord0 : TEXCOORD2;\n"
|
||||
"#ifdef AV_SKINNING \n"
|
||||
"float4 BlendIndices : BLENDINDICES;\n"
|
||||
"float4 BlendWeights : BLENDWEIGHT;\n"
|
||||
"#endif // AV_SKINNING \n"
|
||||
"};\n"
|
||||
|
||||
// Vertex shader output structure for pixel shader usage
|
||||
|
@ -650,9 +691,20 @@ std::string g_szMaterialShader = std::string(
|
|||
"{\n"
|
||||
"VS_OUTPUT Out;\n"
|
||||
|
||||
// Multiply with the WorldViewProjection matrix\n"
|
||||
"Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n"
|
||||
"float3 WorldPos = mul(float4(IN.Position,1.0f),World);\n"
|
||||
"#ifdef AV_SKINNING \n"
|
||||
"float4 weights = IN.BlendWeights; \n"
|
||||
"weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
|
||||
"float3 objPos = mul( IN.Position, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
|
||||
"#else \n"
|
||||
"float3 objPos = IN.Position; \n"
|
||||
"#endif // AV_SKINNING \n"
|
||||
|
||||
// Multiply with the WorldViewProjection matrix
|
||||
"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
|
||||
"float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
|
||||
"Out.TexCoord0 = IN.TexCoord0;\n"
|
||||
|
||||
"#ifndef AV_NORMAL_TEXTURE\n"
|
||||
|
@ -674,9 +726,20 @@ std::string g_szMaterialShader = std::string(
|
|||
"{\n"
|
||||
"VS_OUTPUT Out;\n"
|
||||
|
||||
// Multiply with the WorldViewProjection matrix\n"
|
||||
"Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n"
|
||||
"float3 WorldPos = mul(float4(IN.Position,1.0f),World);\n"
|
||||
"#ifdef AV_SKINNING \n"
|
||||
"float4 weights = IN.BlendWeights; \n"
|
||||
"weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
|
||||
"float3 objPos = mul( IN.Position, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
|
||||
"#else \n"
|
||||
"float3 objPos = IN.Position; \n"
|
||||
"#endif // AV_SKINNING \n"
|
||||
|
||||
// Multiply with the WorldViewProjection matrix
|
||||
"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
|
||||
"float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
|
||||
"Out.TexCoord0 = IN.TexCoord0;\n"
|
||||
|
||||
"#ifndef AV_NORMAL_TEXTURE\n"
|
||||
|
@ -699,9 +762,20 @@ std::string g_szMaterialShader = std::string(
|
|||
"{\n"
|
||||
"VS_OUTPUT_FF Out;\n"
|
||||
|
||||
"#ifdef AV_SKINNING \n"
|
||||
"float4 weights = IN.BlendWeights; \n"
|
||||
"weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
|
||||
"float3 objPos = mul( IN.Position, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
|
||||
"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
|
||||
"#else \n"
|
||||
"float3 objPos = IN.Position; \n"
|
||||
"#endif // AV_SKINNING \n"
|
||||
|
||||
// Multiply with the WorldViewProjection matrix
|
||||
"Out.Position = mul( float4( IN.Position, 1.0f), WorldViewProjection);\n"
|
||||
"float3 worldPos = mul( float4( IN.Position, 1.0f), World);\n"
|
||||
"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
|
||||
"float3 worldPos = mul( float4( objPos, 1.0f), World);\n"
|
||||
"float3 worldNormal = normalize( mul( IN.Normal, (float3x3) WorldInverseTranspose)); \n"
|
||||
"Out.TexCoord0 = IN.TexCoord0;\n"
|
||||
|
||||
|
|
|
@ -55,6 +55,7 @@ HINSTANCE g_hInstance = NULL;
|
|||
HWND g_hDlg = NULL;
|
||||
IDirect3D9* g_piD3D = NULL;
|
||||
IDirect3DDevice9* g_piDevice = NULL;
|
||||
IDirect3DVertexDeclaration9* gDefaultVertexDecl = NULL;
|
||||
double g_fFPS = 0.0f;
|
||||
char g_szFileName[MAX_PATH];
|
||||
ID3DXEffect* g_piDefaultEffect = NULL;
|
||||
|
@ -222,6 +223,9 @@ int LoadAsset(void)
|
|||
g_pcAsset->apcMeshes[i] = new AssetHelper::MeshHelper();
|
||||
}
|
||||
|
||||
// create animator
|
||||
g_pcAsset->mAnimator = new SceneAnimator( g_pcAsset->pcScene);
|
||||
|
||||
// build a new caption string for the viewer
|
||||
char szOut[MAX_PATH + 10];
|
||||
sprintf(szOut,AI_VIEW_CAPTION_BASE " [%s]",g_szFileName);
|
||||
|
@ -272,6 +276,7 @@ int DeleteAsset(void)
|
|||
}
|
||||
aiReleaseImport(g_pcAsset->pcScene);
|
||||
delete[] g_pcAsset->apcMeshes;
|
||||
delete g_pcAsset->mAnimator;
|
||||
delete g_pcAsset;
|
||||
g_pcAsset = NULL;
|
||||
|
||||
|
@ -430,23 +435,25 @@ int CreateAssetData()
|
|||
|
||||
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
||||
{
|
||||
const aiMesh* mesh = g_pcAsset->pcScene->mMeshes[i];
|
||||
|
||||
// create the material for the mesh
|
||||
if (!g_pcAsset->apcMeshes[i]->piEffect)
|
||||
{
|
||||
CMaterialManager::Instance().CreateMaterial(
|
||||
g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
|
||||
g_pcAsset->apcMeshes[i],mesh);
|
||||
}
|
||||
|
||||
if (g_pcAsset->pcScene->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
|
||||
if (mesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// create vertex buffer
|
||||
if(FAILED( g_piDevice->CreateVertexBuffer(sizeof(AssetHelper::Vertex) *
|
||||
g_pcAsset->pcScene->mMeshes[i]->mNumVertices,
|
||||
mesh->mNumVertices,
|
||||
D3DUSAGE_WRITEONLY,
|
||||
AssetHelper::Vertex::GetFVF(),
|
||||
0,
|
||||
D3DPOOL_DEFAULT, &g_pcAsset->apcMeshes[i]->piVB,NULL)))
|
||||
{
|
||||
MessageBox(g_hDlg,"Failed to create vertex buffer",
|
||||
|
@ -459,11 +466,11 @@ int CreateAssetData()
|
|||
dwUsage |= D3DUSAGE_DYNAMIC;
|
||||
|
||||
// check whether we can use 16 bit indices
|
||||
if (g_pcAsset->pcScene->mMeshes[i]->mNumFaces * 3 >= 65536)
|
||||
if (mesh->mNumFaces * 3 >= 65536)
|
||||
{
|
||||
// create 32 bit index buffer
|
||||
if(FAILED( g_piDevice->CreateIndexBuffer( 4 *
|
||||
g_pcAsset->pcScene->mMeshes[i]->mNumFaces * 3,
|
||||
mesh->mNumFaces * 3,
|
||||
D3DUSAGE_WRITEONLY | dwUsage,
|
||||
D3DFMT_INDEX32,
|
||||
D3DPOOL_DEFAULT,
|
||||
|
@ -478,11 +485,11 @@ int CreateAssetData()
|
|||
// now fill the index buffer
|
||||
unsigned int* pbData;
|
||||
g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0);
|
||||
for (unsigned int x = 0; x < g_pcAsset->pcScene->mMeshes[i]->mNumFaces;++x)
|
||||
for (unsigned int x = 0; x < mesh->mNumFaces;++x)
|
||||
{
|
||||
for (unsigned int a = 0; a < 3;++a)
|
||||
{
|
||||
*pbData++ = g_pcAsset->pcScene->mMeshes[i]->mFaces[x].mIndices[a];
|
||||
*pbData++ = mesh->mFaces[x].mIndices[a];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -490,7 +497,7 @@ int CreateAssetData()
|
|||
{
|
||||
// create 16 bit index buffer
|
||||
if(FAILED( g_piDevice->CreateIndexBuffer( 2 *
|
||||
g_pcAsset->pcScene->mMeshes[i]->mNumFaces * 3,
|
||||
mesh->mNumFaces * 3,
|
||||
D3DUSAGE_WRITEONLY | dwUsage,
|
||||
D3DFMT_INDEX16,
|
||||
D3DPOOL_DEFAULT,
|
||||
|
@ -505,56 +512,86 @@ int CreateAssetData()
|
|||
// now fill the index buffer
|
||||
uint16_t* pbData;
|
||||
g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0);
|
||||
for (unsigned int x = 0; x < g_pcAsset->pcScene->mMeshes[i]->mNumFaces;++x)
|
||||
for (unsigned int x = 0; x < mesh->mNumFaces;++x)
|
||||
{
|
||||
for (unsigned int a = 0; a < 3;++a)
|
||||
{
|
||||
*pbData++ = (uint16_t)g_pcAsset->pcScene->mMeshes[i]->mFaces[x].mIndices[a];
|
||||
*pbData++ = (uint16_t)mesh->mFaces[x].mIndices[a];
|
||||
}
|
||||
}
|
||||
}
|
||||
g_pcAsset->apcMeshes[i]->piIB->Unlock();
|
||||
|
||||
// collect weights on all vertices. Quick and careless
|
||||
std::vector<std::vector<aiVertexWeight> > weightsPerVertex( mesh->mNumVertices);
|
||||
for( unsigned int a = 0; a < mesh->mNumBones; a++)
|
||||
{
|
||||
const aiBone* bone = mesh->mBones[a];
|
||||
for( unsigned int b = 0; b < bone->mNumWeights; b++)
|
||||
weightsPerVertex[bone->mWeights[b].mVertexId].push_back( aiVertexWeight( a, bone->mWeights[b].mWeight));
|
||||
}
|
||||
|
||||
// now fill the vertex buffer
|
||||
AssetHelper::Vertex* pbData2;
|
||||
g_pcAsset->apcMeshes[i]->piVB->Lock(0,0,(void**)&pbData2,0);
|
||||
for (unsigned int x = 0; x < g_pcAsset->pcScene->mMeshes[i]->mNumVertices;++x)
|
||||
for (unsigned int x = 0; x < mesh->mNumVertices;++x)
|
||||
{
|
||||
pbData2->vPosition = g_pcAsset->pcScene->mMeshes[i]->mVertices[x];
|
||||
pbData2->vPosition = mesh->mVertices[x];
|
||||
|
||||
if (NULL == g_pcAsset->pcScene->mMeshes[i]->mNormals)
|
||||
if (NULL == mesh->mNormals)
|
||||
pbData2->vNormal = aiVector3D(0.0f,0.0f,0.0f);
|
||||
else pbData2->vNormal = g_pcAsset->pcScene->mMeshes[i]->mNormals[x];
|
||||
else pbData2->vNormal = mesh->mNormals[x];
|
||||
|
||||
if (NULL == g_pcAsset->pcScene->mMeshes[i]->mTangents)
|
||||
if (NULL == mesh->mTangents)
|
||||
{
|
||||
pbData2->vTangent = aiVector3D(0.0f,0.0f,0.0f);
|
||||
pbData2->vBitangent = aiVector3D(0.0f,0.0f,0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
pbData2->vTangent = g_pcAsset->pcScene->mMeshes[i]->mTangents[x];
|
||||
pbData2->vBitangent = g_pcAsset->pcScene->mMeshes[i]->mBitangents[x];
|
||||
pbData2->vTangent = mesh->mTangents[x];
|
||||
pbData2->vBitangent = mesh->mBitangents[x];
|
||||
}
|
||||
|
||||
if (g_pcAsset->pcScene->mMeshes[i]->HasVertexColors( 0))
|
||||
if (mesh->HasVertexColors( 0))
|
||||
{
|
||||
pbData2->dColorDiffuse = D3DCOLOR_ARGB(
|
||||
((unsigned char)std::max( std::min( g_pcAsset->pcScene->mMeshes[i]->mColors[0][x].a * 255.0f, 255.0f),0.0f)),
|
||||
((unsigned char)std::max( std::min( g_pcAsset->pcScene->mMeshes[i]->mColors[0][x].r * 255.0f, 255.0f),0.0f)),
|
||||
((unsigned char)std::max( std::min( g_pcAsset->pcScene->mMeshes[i]->mColors[0][x].g * 255.0f, 255.0f),0.0f)),
|
||||
((unsigned char)std::max( std::min( g_pcAsset->pcScene->mMeshes[i]->mColors[0][x].b * 255.0f, 255.0f),0.0f)));
|
||||
((unsigned char)std::max( std::min( mesh->mColors[0][x].a * 255.0f, 255.0f),0.0f)),
|
||||
((unsigned char)std::max( std::min( mesh->mColors[0][x].r * 255.0f, 255.0f),0.0f)),
|
||||
((unsigned char)std::max( std::min( mesh->mColors[0][x].g * 255.0f, 255.0f),0.0f)),
|
||||
((unsigned char)std::max( std::min( mesh->mColors[0][x].b * 255.0f, 255.0f),0.0f)));
|
||||
}
|
||||
else pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF,0,0,0);
|
||||
|
||||
// ignore a third texture coordinate component
|
||||
if (g_pcAsset->pcScene->mMeshes[i]->HasTextureCoords( 0))
|
||||
if (mesh->HasTextureCoords( 0))
|
||||
{
|
||||
pbData2->vTextureUV = aiVector2D(
|
||||
g_pcAsset->pcScene->mMeshes[i]->mTextureCoords[0][x].x,
|
||||
g_pcAsset->pcScene->mMeshes[i]->mTextureCoords[0][x].y);
|
||||
mesh->mTextureCoords[0][x].x,
|
||||
mesh->mTextureCoords[0][x].y);
|
||||
}
|
||||
else pbData2->vTextureUV = aiVector2D(0.0f,0.0f);
|
||||
|
||||
// Bone indices and weights
|
||||
if( mesh->HasBones())
|
||||
{
|
||||
unsigned char boneIndices[4] = { 0, 0, 0, 0 };
|
||||
unsigned char boneWeights[4] = { 0, 0, 0, 0 };
|
||||
assert( weightsPerVertex[x].size() <= 4);
|
||||
for( unsigned int a = 0; a < weightsPerVertex[x].size(); a++)
|
||||
{
|
||||
boneIndices[a] = weightsPerVertex[x][a].mVertexId;
|
||||
boneWeights[a] = (unsigned char) (weightsPerVertex[x][a].mWeight * 255.0f);
|
||||
}
|
||||
|
||||
memcpy( pbData2->mBoneIndices, boneIndices, sizeof( boneIndices));
|
||||
memcpy( pbData2->mBoneWeights, boneWeights, sizeof( boneWeights));
|
||||
} else
|
||||
{
|
||||
memset( pbData2->mBoneIndices, 0, sizeof( pbData2->mBoneIndices));
|
||||
memset( pbData2->mBoneWeights, 0, sizeof( pbData2->mBoneWeights));
|
||||
}
|
||||
|
||||
++pbData2;
|
||||
}
|
||||
g_pcAsset->apcMeshes[i]->piVB->Unlock();
|
||||
|
@ -562,7 +599,7 @@ int CreateAssetData()
|
|||
// now generate the second vertex buffer, holding all normals
|
||||
if (!g_pcAsset->apcMeshes[i]->piVBNormals)
|
||||
{
|
||||
GenerateNormalsAsLineList(g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
|
||||
GenerateNormalsAsLineList(g_pcAsset->apcMeshes[i],mesh);
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
|
@ -743,6 +780,12 @@ int ShutdownDevice(void)
|
|||
g_pcTexture = NULL;
|
||||
}
|
||||
|
||||
if( NULL != gDefaultVertexDecl)
|
||||
{
|
||||
gDefaultVertexDecl->Release();
|
||||
gDefaultVertexDecl = NULL;
|
||||
}
|
||||
|
||||
// delete the main D3D device object
|
||||
if (NULL != g_piDevice)
|
||||
{
|
||||
|
@ -929,7 +972,15 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
|
|||
if (bHW)return CreateDevice(p_bMultiSample,p_bSuperSample,false);
|
||||
return 0;
|
||||
}
|
||||
g_piDevice->SetFVF(AssetHelper::Vertex::GetFVF());
|
||||
|
||||
// create a vertex declaration to match the vertex
|
||||
D3DVERTEXELEMENT9* vdecl = AssetHelper::Vertex::GetDeclarationElements();
|
||||
if( FAILED( g_piDevice->CreateVertexDeclaration( vdecl, &gDefaultVertexDecl)))
|
||||
{
|
||||
MessageBox( g_hDlg, "Failed to create vertex declaration", "Init", MB_OK);
|
||||
return 0;
|
||||
}
|
||||
g_piDevice->SetVertexDeclaration( gDefaultVertexDecl);
|
||||
|
||||
// get the capabilities of the device object
|
||||
g_piDevice->GetDeviceCaps(&g_sCaps);
|
||||
|
|
|
@ -73,7 +73,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
using namespace Assimp;
|
||||
|
||||
namespace AssimpView {
|
||||
namespace AssimpView
|
||||
{
|
||||
|
||||
#include "AssetHelper.h"
|
||||
#include "Camera.h"
|
||||
|
@ -86,6 +87,15 @@ namespace AssimpView {
|
|||
#include "MeshRenderer.h"
|
||||
#include "MaterialManager.h"
|
||||
|
||||
} // end of namespace AssimpView - for a while
|
||||
|
||||
// outside of namespace, to help Intellisense and solve boost::metatype_stuff_miracle
|
||||
#include "AnimEvaluator.h"
|
||||
#include "SceneAnimator.h"
|
||||
|
||||
namespace AssimpView
|
||||
{
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Function prototypes
|
||||
//-------------------------------------------------------------------------------
|
||||
|
@ -196,6 +206,7 @@ enum EClickPos
|
|||
extern HWND g_hDlg /*= NULL*/;
|
||||
extern IDirect3D9* g_piD3D /*= NULL*/;
|
||||
extern IDirect3DDevice9* g_piDevice /*= NULL*/;
|
||||
extern IDirect3DVertexDeclaration9* gDefaultVertexDecl /*= NULL*/;
|
||||
extern double g_fFPS /*= 0.0f*/;
|
||||
extern char g_szFileName[MAX_PATH];
|
||||
extern ID3DXEffect* g_piDefaultEffect /*= NULL*/;
|
||||
|
@ -257,7 +268,4 @@ enum EClickPos
|
|||
extern IDirect3DQuery9* g_piQuery;
|
||||
}
|
||||
|
||||
// outside of namespace, to help Intellisense and solve boost::metatype_stuff_miracle
|
||||
#include "AnimEvaluator.h"
|
||||
|
||||
#endif // !! AV_MAIN_H_INCLUDED
|
|
@ -28,6 +28,7 @@
|
|||
#include <windows.h>
|
||||
|
||||
// C RunTime-Headerdateien
|
||||
#include <assert.h>
|
||||
#include <stdlib.h>
|
||||
#include <malloc.h>
|
||||
#include <memory.h>
|
||||
|
|
|
@ -775,6 +775,14 @@
|
|||
RelativePath="..\..\tools\assimp_view\Resource.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\tools\assimp_view\SceneAnimator.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\tools\assimp_view\SceneAnimator.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\tools\assimp_view\Shaders.cpp"
|
||||
>
|
||||
|
|
Loading…
Reference in New Issue