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Blending Skeletal Animations(3)

Check Out the Demo

Although this chapter only has one demo to tout, it sure is a whopper! Demonstrating the technique of blended animation, the SkeletalAnimBlend demo program (see Figure 6.3) shows off Microsoft's Tiny character in all her blended glory!

Figure 6.3: Explore your new found blended skeletal animation techniques by choosing which animations to blend in real time.

I edited the Tiny.x file to split her animation up into multiple sets. There are animation sets for each of her arms and legs, as well as an animation set for her body. Pressing any of the keys displayed on the screen toggles the blending of the appropriate animation set. For instance, hitting 1 toggles the blending of her left arm animation sequence. When enabled, the left arm animation has Tiny swinging her arm in sequence with her step. When disabled, her left arm hangs limp.

To really illustrate the power of blending, suppose you add a new animation set to the Tiny.x file that has Tiny waving her arm as opposed to swinging it back and forth. You only need to turn off blending of the swinging animation and blend in the waving animation to create a new and totally unique animation!

 

SkeletalAnimBlend.h:

#ifndef SKELETAL_ANIM_BLEND_H
#define SKELETAL_ANIM_BLEND_H

#include 
"SkeletalAnim.h"

class cBlendAnimationCollection : public cAnimationCollection
{
public:
    
void blend(const char* anim_set_name, DWORD time, bool is_loop, float blend);
};

#endif

 

SkeletalAnimBlend.cpp:

#include "SkeletalAnimBlend.h"

#pragma warning(disable : 
4996)

void cBlendAnimationCollection::blend(const char* anim_set_name, 
                                      DWORD time, 
bool is_loop, float blend)
{
    sAnimationSet
* anim_set = m_anim_sets;

    
// look for matching animation set if name used
    if(anim_set_name)
    {
        
// find matching animation set name
        while(anim_set != NULL)
        {
            
// break when match found
            if(! stricmp(anim_set->name, anim_set_name))
                
break;

            anim_set 
= anim_set->next;
        }
    }

    
if(anim_set == NULL)    // no animation set found
        return;

    
// bounds time to animation length
    if(time > anim_set->length)
        time 
= is_loop ? (time % (anim_set->length + 1)) : anim_set->length;

    
for(sAnimation* anim = anim_set->anims; anim != NULL; anim = anim->next)
    {
        
if(anim->bone == NULL)    // only process if it is attached to a bone
            continue;
    
        
// reset transformation
        D3DXMATRIX anim_matrix;
        D3DXMatrixIdentity(
&anim_matrix);

        
// apply various matrices to transformation

        
// scaling
        if(anim->num_scale_keys && anim->scale_keys)
        {
            DWORD key1 
= 0, key2 = 0;

            
// loop for matching scale key
            for(DWORD i = 0; i < anim->num_scale_keys; i++)
            {
                
if(time >= anim->scale_keys[i].time)
                    key1 
= i;
            }

            key2 
= (key1 >= (anim->num_scale_keys - 1)) ? key1 : key1+1;

            DWORD time_diff 
= anim->scale_keys[key2].time - anim->scale_keys[key1].time;

            
if(time_diff == 0)
                time_diff 
= 1;

            
float scalar = (float)(time - anim->scale_keys[key1].time) / time_diff;

            
// calculate interpolated scale values
            D3DXVECTOR3 scale_vec = anim->scale_keys[key2].vec - anim->scale_keys[key1].vec;
            scale_vec 
*= scalar;
            scale_vec 
+= anim->scale_keys[key1].vec;

            
// create scale matrix and combine with transformation
            D3DXMATRIX scale_matrix;
            D3DXMatrixScaling(
&scale_matrix, scale_vec.x, scale_vec.y, scale_vec.z);
            anim_matrix 
*= scale_matrix;
        }

        
// rotation
        if(anim->num_rotation_keys && anim->rotation_keys)
        {
            DWORD key1 
= 0, key2 = 0;

            
// loop for matching rotation key
            for(DWORD i = 0; i < anim->num_rotation_keys; i++)
            {
                
if(time >= anim->rotation_keys[i].time)
                    key1 
= i;
            }

            key2 
= (key1 >= (anim->num_rotation_keys - 1)) ? key1 : key1+1;

            DWORD time_diff 
= anim->rotation_keys[key2].time - anim->rotation_keys[key1].time;

            
if(time_diff == 0)
                time_diff 
= 1;

            
float scalar = (float)(time - anim->rotation_keys[key1].time) / time_diff;

            
// slerp rotation values
            D3DXQUATERNION rot_quat;
            D3DXQuaternionSlerp(
&rot_quat, &anim->rotation_keys[key1].quat, &anim->rotation_keys[key2].quat, scalar);

            
// create rotation matrix and combine with transformation
            D3DXMATRIX rot_matrix;
            D3DXMatrixRotationQuaternion(
&rot_matrix, &rot_quat);
            anim_matrix 
*= rot_matrix;
        }

        
// translation
        if(anim->num_translation_keys && anim->translation_keys)
        {
            DWORD key1 
= 0, key2 = 0;

            
// loop for matching translation key
            for(DWORD i = 0; i < anim->num_translation_keys; i++)
            {
                
if(time >= anim->translation_keys[i].time)
                    key1 
= i;
            }

            key2 
= (key1 >= (anim->num_matrix_keys - 1)) ? key1 : key1+1;

            DWORD time_diff 
= anim->translation_keys[key2].time - anim->translation_keys[key1].time;

            
if(time_diff == 0)
                time_diff 
= 1;

            
float scalar = (float)(time - anim->translation_keys[key1].time) / time_diff;

            
// calculate interpolated vector values
            D3DXVECTOR3 pos_vec = anim->translation_keys[key2].vec - anim->translation_keys[key1].vec;
            pos_vec 
*= scalar;
            pos_vec 
+= anim->translation_keys[key1].vec;

            
// create translation matrix and combine with transformation
            D3DXMATRIX translation_matrix;
            D3DXMatrixTranslation(
&translation_matrix, pos_vec.x, pos_vec.y, pos_vec.z);
            anim_matrix 
*= translation_matrix;
        }

        
// matrix
        if(anim->num_matrix_keys && anim->matrix_keys)
        {
            DWORD key1 
= 0, key2 = 0;

            
// loop for matching matrix key
            for(DWORD i = 0; i < anim->num_matrix_keys; i++)
            {
                
if(time >= anim->matrix_keys[i].time)
                    key1 
= i;
            }

            key2 
= (key1 >= (anim->num_matrix_keys - 1)) ? key1 : key1+1;

            DWORD time_diff 
= anim->matrix_keys[key2].time - anim->matrix_keys[key1].time;

            
if(time_diff == 0)
                time_diff 
= 1;

            
float scalar = (float)(time - anim->matrix_keys[key1].time) / time_diff;

            
// calculate interpolated matrix
            D3DXMATRIX diff_matrix = anim->matrix_keys[key2].matrix - anim->matrix_keys[key1].matrix;
            diff_matrix 
*= scalar;
            diff_matrix 
+= anim->matrix_keys[key1].matrix;

            
// combine with transformation
            anim_matrix *= diff_matrix;
        }

        D3DXMATRIX diff_matrix 
= anim_matrix - anim->bone->mat_original;
        diff_matrix 
*= blend;
        anim
->bone->TransformationMatrix += diff_matrix;
    }
}

 

WinMain.cpp:

/***********************************************************************************************
 Demonstrates how multiple skeletal-based animations can be blended together into one animation.
**********************************************************************************************
*/

#include 
<windows.h>
#include 
<d3d9.h>
#include 
<d3dx9.h>
#include 
"Direct3D.h"
#include 
"SkeletalAnimBlend.h"

IDirect3D9
*                g_d3d;
IDirect3DDevice9
*        g_device;
D3DXMESHCONTAINER_EX
*    g_mesh_container;
D3DXFRAME_EX
*            g_frame;
IDirect3DTexture9
*        g_guide_texture;
ID3DXSprite
*            g_guide_sprite;

cBlendAnimationCollection    g_blend_anim_collection;

char g_blend_flags[5];        // blending toggles (arms, legs, )

const char CLASS_NAME[] = "BlendSkeletalAnimClass";
const char CAPTION[]    = "Blended Skeletal Animation Demo";

////////////////////////////////////////////////////////////////////////////////////////////////

LRESULT FAR PASCAL window_proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);

bool do_init(HWND hwnd);
void do_shutdown();
void do_frame();


//////////////////////////////////////////////////////////////////////////////////////////////

int PASCAL WinMain(HINSTANCE inst, HINSTANCE, LPSTR, int cmd_show)
{      
    CoInitialize(NULL);    
// Initialize the COM system

    
// Create the window class here and register it

    WNDCLASSEX win_class;  

    win_class.cbSize        
= sizeof(win_class);
    win_class.style         
= CS_CLASSDC;
    win_class.lpfnWndProc   
= window_proc;
    win_class.cbClsExtra    
= 0;
    win_class.cbWndExtra    
= 0;
    win_class.hInstance     
= inst;
    win_class.hIcon         
= LoadIcon(NULL, IDI_APPLICATION);
    win_class.hCursor       
= LoadCursor(NULL, IDC_ARROW);
    win_class.hbrBackground 
= NULL;
    win_class.lpszMenuName  
= NULL;
    win_class.lpszClassName 
= CLASS_NAME;
    win_class.hIconSm       
= LoadIcon(NULL, IDI_APPLICATION);

    
if(!RegisterClassEx(&win_class))
        
return -1;

    
// Create the main window
    HWND hwnd = CreateWindow(CLASS_NAME, CAPTION, WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
                             
00640480, NULL, NULL, inst, NULL);

    
if(hwnd == NULL)
        
return -1;

    ShowWindow(hwnd, cmd_show);
    UpdateWindow(hwnd);

    
// Call init function and enter message pump
    if(do_init(hwnd)) 
    {
        MSG msg;    
        ZeroMemory(
&msg, sizeof(MSG));

        
// Start message pump, waiting for user to exit
        while(msg.message != WM_QUIT) 
        {
            
if(PeekMessage(&msg, NULL, 00, PM_REMOVE)) 
            {
                TranslateMessage(
&msg);
                DispatchMessage(
&msg);
            }
            
            do_frame();    
// Render a single frame
        }
    }
  
    do_shutdown();
    UnregisterClass(CLASS_NAME, inst);
    CoUninitialize();

    
return 0;
}

LRESULT FAR PASCAL window_proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    
// Only handle window destruction messages
    switch(msg) 
    {
    
case WM_KEYUP:
        
// toggle a body part
        if(wParam >= '1' && wParam <= '5')
            g_blend_flags[wParam 
- '1'^= 1;

        
// clear toggles
        if(wParam == VK_SPACE)
            memset(g_blend_flags, 
1sizeof(g_blend_flags));

        
break;

    
case WM_KEYDOWN:
        
if(wParam == VK_ESCAPE)
            DestroyWindow(hwnd);
        
break;

    
case WM_DESTROY:
        PostQuitMessage(
0);
        
break;    
    }

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

bool do_init(HWND hwnd)
{
    init_d3d(
&g_d3d, &g_device, hwnd, falsefalse);

    
// load skeletal mesh
    if(FAILED(load_mesh(&g_mesh_container, &g_frame, g_device, "..\\Data\\tiny.x""..\\Data\\"
                        
0, D3DXMESH_SYSTEMMEM)))
    {
        
return false;
    }

    
// load animation data
    if(! g_blend_anim_collection.load("..\\Data\\tiny.x"))
        
return false;

    
// map the animation to the frame hierarchy
    g_blend_anim_collection.map_frames(g_frame);

    
// load the guide texture and create the sprite interface

    D3DXCreateTextureFromFileEx(g_device, 
"..\\Data\\Guide.bmp", D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 
                                
0, D3DFMT_A1R5G5B5, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT,
                                
0xFF000000, NULL, NULL, &g_guide_texture);

    D3DXCreateSprite(g_device, 
&g_guide_sprite);

    
// clear toggles
    memset(g_blend_flags, 1sizeof(g_blend_flags));

    
return true;
}

void do_shutdown()
{
    
// free mesh data
    delete g_mesh_container;    g_mesh_container = NULL;
    delete g_frame;                g_frame 
= NULL;

    
// free guide texture and sprite interface
    release_com(g_guide_texture);
    release_com(g_guide_sprite);
    
    
// release D3D objects
    release_com(g_device);
    release_com(g_d3d);
}

void do_frame()
{
    
static DWORD start_time = timeGetTime();
    DWORD curr_time 
= timeGetTime();

    g_frame
->reset();

    DWORD time 
= curr_time - start_time;

    
// blend the animations

    
if(g_blend_flags[0])
        g_blend_anim_collection.blend(
"left_arm",    time, true1.5f);
    
    
if(g_blend_flags[1])
        g_blend_anim_collection.blend(
"right_arm",    time, true1.5f);

    
if(g_blend_flags[2])
        g_blend_anim_collection.blend(
"left_leg",    time, true1.2f);

    
if(g_blend_flags[3])
        g_blend_anim_collection.blend(
"right_leg",    time, true1.2f);

    
if(g_blend_flags[4])
        g_blend_anim_collection.blend(
"body",        time, true1.0f);

    
// rebuild the frame hierarchy transformations
    if(g_frame)
        g_frame
->update_hierarchy(NULL);

    
// rebuild the mesh
    update_skin_mesh(g_mesh_container);

    
// calculate a view transformation matrix using the mesh's bounding radius to position the viewer
    
    D3DXMATRIX  mat_view;
    D3DXVECTOR3 eye(
600.0f200.0f-600.0f);
    D3DXVECTOR3 at(
0.0f0.0f0.0f);
    D3DXVECTOR3 up(
0.0f1.0f0.0f);

    D3DXMatrixLookAtLH(
&mat_view, &eye, &at, &up);
    g_device
->SetTransform(D3DTS_VIEW, &mat_view);    

    D3DXMATRIX mat_world;
    D3DXMatrixIdentity(
&mat_world);
    g_device
->SetTransform(D3DTS_WORLD, &mat_world);

    
// clear the device and start drawing the scene

    g_device
->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0064255), 1.0f0);

    g_device
->BeginScene();    

    draw_mesh(g_mesh_container);

    
// enable per pixel alpha testing
    g_device->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE);

    
// specifies a reference alpha value against which pixels are tested
    g_device->SetRenderState(D3DRS_ALPHAREF, 0x01);

    
// accept the new pixel if its value is greater than the value of the current pixel
    g_device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);

    
// draw the guid teture
    g_guide_sprite->Begin(0);
    g_guide_sprite
->Draw(g_guide_texture, NULL, NULL, NULL, D3DCOLOR_RGBA(255 ,2550255));
    g_guide_sprite
->End();

    g_device
->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);

    g_device
->EndScene();

    g_device
->Present(NULL, NULL, NULL, NULL);
}

 

download source file


posted on 2008-04-25 21:11 lovedday 阅读(567) 评论(0)  编辑 收藏 引用


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