Files
game-physics/DXUT11/Optional/SDKmesh.cpp
2017-10-11 15:01:05 +02:00

1312 lines
46 KiB
C++

//--------------------------------------------------------------------------------------
// File: SDKMesh.cpp
//
// The SDK Mesh format (.sdkmesh) is not a recommended file format for games.
// It was designed to meet the specific needs of the SDK samples. Any real-world
// applications should avoid this file format in favor of a destination format that
// meets the specific needs of the application.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#include "DXUT.h"
#include "SDKMesh.h"
#include "SDKMisc.h"
using namespace DirectX;
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
void CDXUTSDKMesh::LoadMaterials( ID3D11Device* pd3dDevice, SDKMESH_MATERIAL* pMaterials, UINT numMaterials,
SDKMESH_CALLBACKS11* pLoaderCallbacks )
{
char strPath[MAX_PATH];
if( pLoaderCallbacks && pLoaderCallbacks->pCreateTextureFromFile )
{
for( UINT m = 0; m < numMaterials; m++ )
{
pMaterials[m].pDiffuseTexture11 = nullptr;
pMaterials[m].pNormalTexture11 = nullptr;
pMaterials[m].pSpecularTexture11 = nullptr;
pMaterials[m].pDiffuseRV11 = nullptr;
pMaterials[m].pNormalRV11 = nullptr;
pMaterials[m].pSpecularRV11 = nullptr;
// load textures
if( pMaterials[m].DiffuseTexture[0] != 0 )
{
pLoaderCallbacks->pCreateTextureFromFile( pd3dDevice,
pMaterials[m].DiffuseTexture, &pMaterials[m].pDiffuseRV11,
pLoaderCallbacks->pContext );
}
if( pMaterials[m].NormalTexture[0] != 0 )
{
pLoaderCallbacks->pCreateTextureFromFile( pd3dDevice,
pMaterials[m].NormalTexture, &pMaterials[m].pNormalRV11,
pLoaderCallbacks->pContext );
}
if( pMaterials[m].SpecularTexture[0] != 0 )
{
pLoaderCallbacks->pCreateTextureFromFile( pd3dDevice,
pMaterials[m].SpecularTexture, &pMaterials[m].pSpecularRV11,
pLoaderCallbacks->pContext );
}
}
}
else
{
for( UINT m = 0; m < numMaterials; m++ )
{
pMaterials[m].pDiffuseTexture11 = nullptr;
pMaterials[m].pNormalTexture11 = nullptr;
pMaterials[m].pSpecularTexture11 = nullptr;
pMaterials[m].pDiffuseRV11 = nullptr;
pMaterials[m].pNormalRV11 = nullptr;
pMaterials[m].pSpecularRV11 = nullptr;
// load textures
if( pMaterials[m].DiffuseTexture[0] != 0 )
{
sprintf_s( strPath, MAX_PATH, "%s%s", m_strPath, pMaterials[m].DiffuseTexture );
if( FAILED( DXUTGetGlobalResourceCache().CreateTextureFromFile( pd3dDevice, DXUTGetD3D11DeviceContext(),
strPath, &pMaterials[m].pDiffuseRV11,
true ) ) )
pMaterials[m].pDiffuseRV11 = ( ID3D11ShaderResourceView* )ERROR_RESOURCE_VALUE;
}
if( pMaterials[m].NormalTexture[0] != 0 )
{
sprintf_s( strPath, MAX_PATH, "%s%s", m_strPath, pMaterials[m].NormalTexture );
if( FAILED( DXUTGetGlobalResourceCache().CreateTextureFromFile( pd3dDevice, DXUTGetD3D11DeviceContext(),
strPath,
&pMaterials[m].pNormalRV11 ) ) )
pMaterials[m].pNormalRV11 = ( ID3D11ShaderResourceView* )ERROR_RESOURCE_VALUE;
}
if( pMaterials[m].SpecularTexture[0] != 0 )
{
sprintf_s( strPath, MAX_PATH, "%s%s", m_strPath, pMaterials[m].SpecularTexture );
if( FAILED( DXUTGetGlobalResourceCache().CreateTextureFromFile( pd3dDevice, DXUTGetD3D11DeviceContext(),
strPath,
&pMaterials[m].pSpecularRV11 ) ) )
pMaterials[m].pSpecularRV11 = ( ID3D11ShaderResourceView* )ERROR_RESOURCE_VALUE;
}
}
}
}
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
HRESULT CDXUTSDKMesh::CreateVertexBuffer( ID3D11Device* pd3dDevice, SDKMESH_VERTEX_BUFFER_HEADER* pHeader,
void* pVertices, SDKMESH_CALLBACKS11* pLoaderCallbacks )
{
HRESULT hr = S_OK;
pHeader->DataOffset = 0;
//Vertex Buffer
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.ByteWidth = ( UINT )( pHeader->SizeBytes );
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
if( pLoaderCallbacks && pLoaderCallbacks->pCreateVertexBuffer )
{
pLoaderCallbacks->pCreateVertexBuffer( pd3dDevice, &pHeader->pVB11, bufferDesc, pVertices,
pLoaderCallbacks->pContext );
}
else
{
D3D11_SUBRESOURCE_DATA InitData;
InitData.pSysMem = pVertices;
hr = pd3dDevice->CreateBuffer( &bufferDesc, &InitData, &pHeader->pVB11 );
if (SUCCEEDED(hr))
{
DXUT_SetDebugName(pHeader->pVB11, "CDXUTSDKMesh");
}
}
return hr;
}
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
HRESULT CDXUTSDKMesh::CreateIndexBuffer( ID3D11Device* pd3dDevice, SDKMESH_INDEX_BUFFER_HEADER* pHeader,
void* pIndices, SDKMESH_CALLBACKS11* pLoaderCallbacks )
{
HRESULT hr = S_OK;
pHeader->DataOffset = 0;
//Index Buffer
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.ByteWidth = ( UINT )( pHeader->SizeBytes );
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
if( pLoaderCallbacks && pLoaderCallbacks->pCreateIndexBuffer )
{
pLoaderCallbacks->pCreateIndexBuffer( pd3dDevice, &pHeader->pIB11, bufferDesc, pIndices,
pLoaderCallbacks->pContext );
}
else
{
D3D11_SUBRESOURCE_DATA InitData;
InitData.pSysMem = pIndices;
hr = pd3dDevice->CreateBuffer( &bufferDesc, &InitData, &pHeader->pIB11 );
if (SUCCEEDED(hr))
{
DXUT_SetDebugName(pHeader->pIB11, "CDXUTSDKMesh");
}
}
return hr;
}
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
HRESULT CDXUTSDKMesh::CreateFromFile( ID3D11Device* pDev11,
LPCWSTR szFileName,
SDKMESH_CALLBACKS11* pLoaderCallbacks11 )
{
HRESULT hr = S_OK;
// Find the path for the file
V_RETURN( DXUTFindDXSDKMediaFileCch( m_strPathW, sizeof( m_strPathW ) / sizeof( WCHAR ), szFileName ) );
// Open the file
m_hFile = CreateFile( m_strPathW, FILE_READ_DATA, FILE_SHARE_READ, nullptr, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN,
nullptr );
if( INVALID_HANDLE_VALUE == m_hFile )
return DXUTERR_MEDIANOTFOUND;
// Change the path to just the directory
WCHAR* pLastBSlash = wcsrchr( m_strPathW, L'\\' );
if( pLastBSlash )
*( pLastBSlash + 1 ) = L'\0';
else
*m_strPathW = L'\0';
WideCharToMultiByte( CP_ACP, 0, m_strPathW, -1, m_strPath, MAX_PATH, nullptr, FALSE );
// Get the file size
LARGE_INTEGER FileSize;
GetFileSizeEx( m_hFile, &FileSize );
UINT cBytes = FileSize.LowPart;
// Allocate memory
m_pStaticMeshData = new (std::nothrow) BYTE[ cBytes ];
if( !m_pStaticMeshData )
{
CloseHandle( m_hFile );
return E_OUTOFMEMORY;
}
// Read in the file
DWORD dwBytesRead;
if( !ReadFile( m_hFile, m_pStaticMeshData, cBytes, &dwBytesRead, nullptr ) )
hr = E_FAIL;
CloseHandle( m_hFile );
if( SUCCEEDED( hr ) )
{
hr = CreateFromMemory( pDev11,
m_pStaticMeshData,
cBytes,
false,
pLoaderCallbacks11 );
if( FAILED( hr ) )
delete []m_pStaticMeshData;
}
return hr;
}
_Use_decl_annotations_
HRESULT CDXUTSDKMesh::CreateFromMemory( ID3D11Device* pDev11,
BYTE* pData,
size_t DataBytes,
bool bCopyStatic,
SDKMESH_CALLBACKS11* pLoaderCallbacks11 )
{
XMFLOAT3 lower;
XMFLOAT3 upper;
m_pDev11 = pDev11;
if ( DataBytes < sizeof(SDKMESH_HEADER) )
return E_FAIL;
// Set outstanding resources to zero
m_NumOutstandingResources = 0;
if( bCopyStatic )
{
auto pHeader = reinterpret_cast<SDKMESH_HEADER*>( pData );
SIZE_T StaticSize = ( SIZE_T )( pHeader->HeaderSize + pHeader->NonBufferDataSize );
if ( DataBytes < StaticSize )
return E_FAIL;
m_pHeapData = new (std::nothrow) BYTE[ StaticSize ];
if( !m_pHeapData )
return E_OUTOFMEMORY;
m_pStaticMeshData = m_pHeapData;
memcpy( m_pStaticMeshData, pData, StaticSize );
}
else
{
m_pHeapData = pData;
m_pStaticMeshData = pData;
}
// Pointer fixup
m_pMeshHeader = reinterpret_cast<SDKMESH_HEADER*>( m_pStaticMeshData );
m_pVertexBufferArray = ( SDKMESH_VERTEX_BUFFER_HEADER* )( m_pStaticMeshData +
m_pMeshHeader->VertexStreamHeadersOffset );
m_pIndexBufferArray = ( SDKMESH_INDEX_BUFFER_HEADER* )( m_pStaticMeshData +
m_pMeshHeader->IndexStreamHeadersOffset );
m_pMeshArray = ( SDKMESH_MESH* )( m_pStaticMeshData + m_pMeshHeader->MeshDataOffset );
m_pSubsetArray = ( SDKMESH_SUBSET* )( m_pStaticMeshData + m_pMeshHeader->SubsetDataOffset );
m_pFrameArray = ( SDKMESH_FRAME* )( m_pStaticMeshData + m_pMeshHeader->FrameDataOffset );
m_pMaterialArray = ( SDKMESH_MATERIAL* )( m_pStaticMeshData + m_pMeshHeader->MaterialDataOffset );
// Setup subsets
for( UINT i = 0; i < m_pMeshHeader->NumMeshes; i++ )
{
m_pMeshArray[i].pSubsets = ( UINT* )( m_pStaticMeshData + m_pMeshArray[i].SubsetOffset );
m_pMeshArray[i].pFrameInfluences = ( UINT* )( m_pStaticMeshData + m_pMeshArray[i].FrameInfluenceOffset );
}
// error condition
if( m_pMeshHeader->Version != SDKMESH_FILE_VERSION )
{
return E_NOINTERFACE;
}
// Setup buffer data pointer
BYTE* pBufferData = pData + m_pMeshHeader->HeaderSize + m_pMeshHeader->NonBufferDataSize;
// Get the start of the buffer data
UINT64 BufferDataStart = m_pMeshHeader->HeaderSize + m_pMeshHeader->NonBufferDataSize;
// Create VBs
m_ppVertices = new (std::nothrow) BYTE*[m_pMeshHeader->NumVertexBuffers];
if ( !m_ppVertices )
{
return E_OUTOFMEMORY;
}
for( UINT i = 0; i < m_pMeshHeader->NumVertexBuffers; i++ )
{
BYTE* pVertices = nullptr;
pVertices = ( BYTE* )( pBufferData + ( m_pVertexBufferArray[i].DataOffset - BufferDataStart ) );
if( pDev11 )
CreateVertexBuffer( pDev11, &m_pVertexBufferArray[i], pVertices, pLoaderCallbacks11 );
m_ppVertices[i] = pVertices;
}
// Create IBs
m_ppIndices = new (std::nothrow) BYTE*[m_pMeshHeader->NumIndexBuffers];
if ( !m_ppIndices )
{
return E_OUTOFMEMORY;
}
for( UINT i = 0; i < m_pMeshHeader->NumIndexBuffers; i++ )
{
BYTE* pIndices = nullptr;
pIndices = ( BYTE* )( pBufferData + ( m_pIndexBufferArray[i].DataOffset - BufferDataStart ) );
if( pDev11 )
CreateIndexBuffer( pDev11, &m_pIndexBufferArray[i], pIndices, pLoaderCallbacks11 );
m_ppIndices[i] = pIndices;
}
// Load Materials
if( pDev11 )
LoadMaterials( pDev11, m_pMaterialArray, m_pMeshHeader->NumMaterials, pLoaderCallbacks11 );
// Create a place to store our bind pose frame matrices
m_pBindPoseFrameMatrices = new (std::nothrow) XMFLOAT4X4[ m_pMeshHeader->NumFrames ];
if( !m_pBindPoseFrameMatrices )
{
return E_OUTOFMEMORY;
}
// Create a place to store our transformed frame matrices
m_pTransformedFrameMatrices = new (std::nothrow) XMFLOAT4X4[ m_pMeshHeader->NumFrames ];
if( !m_pTransformedFrameMatrices )
{
return E_OUTOFMEMORY;
}
m_pWorldPoseFrameMatrices = new (std::nothrow) XMFLOAT4X4[ m_pMeshHeader->NumFrames ];
if( !m_pWorldPoseFrameMatrices )
{
return E_OUTOFMEMORY;
}
SDKMESH_SUBSET* pSubset = nullptr;
D3D11_PRIMITIVE_TOPOLOGY PrimType;
// update bounding volume
SDKMESH_MESH* currentMesh = &m_pMeshArray[0];
int tris = 0;
for (UINT meshi=0; meshi < m_pMeshHeader->NumMeshes; ++meshi) {
lower.x = FLT_MAX; lower.y = FLT_MAX; lower.z = FLT_MAX;
upper.x = -FLT_MAX; upper.y = -FLT_MAX; upper.z = -FLT_MAX;
currentMesh = GetMesh( meshi );
INT indsize;
if (m_pIndexBufferArray[currentMesh->IndexBuffer].IndexType == IT_16BIT ) {
indsize = 2;
}else {
indsize = 4;
}
for( UINT subset = 0; subset < currentMesh->NumSubsets; subset++ )
{
pSubset = GetSubset( meshi, subset ); //&m_pSubsetArray[ currentMesh->pSubsets[subset] ];
PrimType = GetPrimitiveType11( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
assert( PrimType == D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );// only triangle lists are handled.
UINT IndexCount = ( UINT )pSubset->IndexCount;
UINT IndexStart = ( UINT )pSubset->IndexStart;
/*if( bAdjacent )
{
IndexCount *= 2;
IndexStart *= 2;
}*/
//BYTE* pIndices = nullptr;
//m_ppIndices[i]
UINT *ind = ( UINT * )m_ppIndices[currentMesh->IndexBuffer];
float *verts = ( float* )m_ppVertices[currentMesh->VertexBuffers[0]];
UINT stride = (UINT)m_pVertexBufferArray[currentMesh->VertexBuffers[0]].StrideBytes;
assert (stride % 4 == 0);
stride /=4;
for (UINT vertind = IndexStart; vertind < IndexStart + IndexCount; ++vertind) {
UINT current_ind=0;
if (indsize == 2) {
UINT ind_div2 = vertind / 2;
current_ind = ind[ind_div2];
if (vertind %2 ==0) {
current_ind = current_ind << 16;
current_ind = current_ind >> 16;
}else {
current_ind = current_ind >> 16;
}
}else {
current_ind = ind[vertind];
}
tris++;
XMFLOAT3 *pt = (XMFLOAT3*)&(verts[stride * current_ind]);
if (pt->x < lower.x) {
lower.x = pt->x;
}
if (pt->y < lower.y) {
lower.y = pt->y;
}
if (pt->z < lower.z) {
lower.z = pt->z;
}
if (pt->x > upper.x) {
upper.x = pt->x;
}
if (pt->y > upper.y) {
upper.y = pt->y;
}
if (pt->z > upper.z) {
upper.z = pt->z;
}
//BYTE** m_ppVertices;
//BYTE** m_ppIndices;
}
//pd3dDeviceContext->DrawIndexed( IndexCount, IndexStart, VertexStart );
}
XMFLOAT3 half( ( upper.x - lower.x ) * 0.5f,
( upper.y - lower.y ) * 0.5f,
( upper.z - lower.z ) * 0.5f );
currentMesh->BoundingBoxCenter.x = lower.x + half.x;
currentMesh->BoundingBoxCenter.y = lower.y + half.y;
currentMesh->BoundingBoxCenter.z = lower.z + half.z;
currentMesh->BoundingBoxExtents = half;
}
// Update
return S_OK;
}
//--------------------------------------------------------------------------------------
// transform bind pose frame using a recursive traversal
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
void CDXUTSDKMesh::TransformBindPoseFrame( UINT iFrame, CXMMATRIX parentWorld )
{
if( !m_pBindPoseFrameMatrices )
return;
// Transform ourselves
XMMATRIX m = XMLoadFloat4x4( &m_pFrameArray[iFrame].Matrix );
XMMATRIX mLocalWorld = XMMatrixMultiply( m, parentWorld );
XMStoreFloat4x4( &m_pBindPoseFrameMatrices[iFrame], mLocalWorld );
// Transform our siblings
if( m_pFrameArray[iFrame].SiblingFrame != INVALID_FRAME )
{
TransformBindPoseFrame( m_pFrameArray[iFrame].SiblingFrame, parentWorld );
}
// Transform our children
if( m_pFrameArray[iFrame].ChildFrame != INVALID_FRAME )
{
TransformBindPoseFrame( m_pFrameArray[iFrame].ChildFrame, mLocalWorld );
}
}
//--------------------------------------------------------------------------------------
// transform frame using a recursive traversal
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
void CDXUTSDKMesh::TransformFrame( UINT iFrame, CXMMATRIX parentWorld, double fTime )
{
// Get the tick data
XMMATRIX mLocalTransform;
UINT iTick = GetAnimationKeyFromTime( fTime );
if( INVALID_ANIMATION_DATA != m_pFrameArray[iFrame].AnimationDataIndex )
{
auto pFrameData = &m_pAnimationFrameData[ m_pFrameArray[iFrame].AnimationDataIndex ];
auto pData = &pFrameData->pAnimationData[ iTick ];
// turn it into a matrix (Ignore scaling for now)
XMFLOAT3 parentPos = pData->Translation;
XMMATRIX mTranslate = XMMatrixTranslation( parentPos.x, parentPos.y, parentPos.z );
XMVECTOR quat = XMVectorSet( pData->Orientation.x, pData->Orientation.y, pData->Orientation.z, pData->Orientation.w );
if ( XMVector4Equal( quat, g_XMZero ) )
quat = XMQuaternionIdentity();
quat = XMQuaternionNormalize( quat );
XMMATRIX mQuat = XMMatrixRotationQuaternion( quat );
mLocalTransform = ( mQuat * mTranslate );
}
else
{
mLocalTransform = XMLoadFloat4x4( &m_pFrameArray[iFrame].Matrix );
}
// Transform ourselves
XMMATRIX mLocalWorld = XMMatrixMultiply( mLocalTransform, parentWorld );
XMStoreFloat4x4( &m_pTransformedFrameMatrices[iFrame], mLocalWorld );
XMStoreFloat4x4( &m_pWorldPoseFrameMatrices[iFrame], mLocalWorld );
// Transform our siblings
if( m_pFrameArray[iFrame].SiblingFrame != INVALID_FRAME )
{
TransformFrame( m_pFrameArray[iFrame].SiblingFrame, parentWorld, fTime );
}
// Transform our children
if( m_pFrameArray[iFrame].ChildFrame != INVALID_FRAME )
{
TransformFrame( m_pFrameArray[iFrame].ChildFrame, mLocalWorld, fTime );
}
}
//--------------------------------------------------------------------------------------
// transform frame assuming that it is an absolute transformation
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
void CDXUTSDKMesh::TransformFrameAbsolute( UINT iFrame, double fTime )
{
UINT iTick = GetAnimationKeyFromTime( fTime );
if( INVALID_ANIMATION_DATA != m_pFrameArray[iFrame].AnimationDataIndex )
{
auto pFrameData = &m_pAnimationFrameData[ m_pFrameArray[iFrame].AnimationDataIndex ];
auto pData = &pFrameData->pAnimationData[ iTick ];
auto pDataOrig = &pFrameData->pAnimationData[ 0 ];
XMMATRIX mTrans1 = XMMatrixTranslation( -pDataOrig->Translation.x, -pDataOrig->Translation.y, -pDataOrig->Translation.z );
XMMATRIX mTrans2 = XMMatrixTranslation( pData->Translation.x, pData->Translation.y, pData->Translation.z );
XMVECTOR quat1 = XMVectorSet( pDataOrig->Orientation.x, pDataOrig->Orientation.y, pDataOrig->Orientation.z, pDataOrig->Orientation.w );
quat1 = XMQuaternionInverse( quat1 );
XMMATRIX mRot1 = XMMatrixRotationQuaternion( quat1 );
XMMATRIX mInvTo = mTrans1 * mRot1;
XMVECTOR quat2 = XMVectorSet( pData->Orientation.x, pData->Orientation.y, pData->Orientation.z, pData->Orientation.w );
XMMATRIX mRot2 = XMMatrixRotationQuaternion( quat2 );
XMMATRIX mFrom = mRot2 * mTrans2;
XMMATRIX mOutput = mInvTo * mFrom;
XMStoreFloat4x4( &m_pTransformedFrameMatrices[iFrame], mOutput );
}
}
#define MAX_D3D11_VERTEX_STREAMS D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
void CDXUTSDKMesh::RenderMesh( UINT iMesh,
bool bAdjacent,
ID3D11DeviceContext* pd3dDeviceContext,
UINT iDiffuseSlot,
UINT iNormalSlot,
UINT iSpecularSlot )
{
if( 0 < GetOutstandingBufferResources() )
return;
auto pMesh = &m_pMeshArray[iMesh];
UINT Strides[MAX_D3D11_VERTEX_STREAMS];
UINT Offsets[MAX_D3D11_VERTEX_STREAMS];
ID3D11Buffer* pVB[MAX_D3D11_VERTEX_STREAMS];
if( pMesh->NumVertexBuffers > MAX_D3D11_VERTEX_STREAMS )
return;
for( UINT64 i = 0; i < pMesh->NumVertexBuffers; i++ )
{
pVB[i] = m_pVertexBufferArray[ pMesh->VertexBuffers[i] ].pVB11;
Strides[i] = ( UINT )m_pVertexBufferArray[ pMesh->VertexBuffers[i] ].StrideBytes;
Offsets[i] = 0;
}
SDKMESH_INDEX_BUFFER_HEADER* pIndexBufferArray;
if( bAdjacent )
pIndexBufferArray = m_pAdjacencyIndexBufferArray;
else
pIndexBufferArray = m_pIndexBufferArray;
auto pIB = pIndexBufferArray[ pMesh->IndexBuffer ].pIB11;
DXGI_FORMAT ibFormat = DXGI_FORMAT_R16_UINT;
switch( pIndexBufferArray[ pMesh->IndexBuffer ].IndexType )
{
case IT_16BIT:
ibFormat = DXGI_FORMAT_R16_UINT;
break;
case IT_32BIT:
ibFormat = DXGI_FORMAT_R32_UINT;
break;
};
pd3dDeviceContext->IASetVertexBuffers( 0, pMesh->NumVertexBuffers, pVB, Strides, Offsets );
pd3dDeviceContext->IASetIndexBuffer( pIB, ibFormat, 0 );
SDKMESH_SUBSET* pSubset = nullptr;
SDKMESH_MATERIAL* pMat = nullptr;
D3D11_PRIMITIVE_TOPOLOGY PrimType;
for( UINT subset = 0; subset < pMesh->NumSubsets; subset++ )
{
pSubset = &m_pSubsetArray[ pMesh->pSubsets[subset] ];
PrimType = GetPrimitiveType11( ( SDKMESH_PRIMITIVE_TYPE )pSubset->PrimitiveType );
if( bAdjacent )
{
switch( PrimType )
{
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
PrimType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ;
break;
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP:
PrimType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ;
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINELIST:
PrimType = D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ;
break;
case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP:
PrimType = D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ;
break;
}
}
pd3dDeviceContext->IASetPrimitiveTopology( PrimType );
pMat = &m_pMaterialArray[ pSubset->MaterialID ];
if( iDiffuseSlot != INVALID_SAMPLER_SLOT && !IsErrorResource( pMat->pDiffuseRV11 ) )
pd3dDeviceContext->PSSetShaderResources( iDiffuseSlot, 1, &pMat->pDiffuseRV11 );
if( iNormalSlot != INVALID_SAMPLER_SLOT && !IsErrorResource( pMat->pNormalRV11 ) )
pd3dDeviceContext->PSSetShaderResources( iNormalSlot, 1, &pMat->pNormalRV11 );
if( iSpecularSlot != INVALID_SAMPLER_SLOT && !IsErrorResource( pMat->pSpecularRV11 ) )
pd3dDeviceContext->PSSetShaderResources( iSpecularSlot, 1, &pMat->pSpecularRV11 );
UINT IndexCount = ( UINT )pSubset->IndexCount;
UINT IndexStart = ( UINT )pSubset->IndexStart;
UINT VertexStart = ( UINT )pSubset->VertexStart;
if( bAdjacent )
{
IndexCount *= 2;
IndexStart *= 2;
}
pd3dDeviceContext->DrawIndexed( IndexCount, IndexStart, VertexStart );
}
}
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
void CDXUTSDKMesh::RenderFrame( UINT iFrame,
bool bAdjacent,
ID3D11DeviceContext* pd3dDeviceContext,
UINT iDiffuseSlot,
UINT iNormalSlot,
UINT iSpecularSlot )
{
if( !m_pStaticMeshData || !m_pFrameArray )
return;
if( m_pFrameArray[iFrame].Mesh != INVALID_MESH )
{
RenderMesh( m_pFrameArray[iFrame].Mesh,
bAdjacent,
pd3dDeviceContext,
iDiffuseSlot,
iNormalSlot,
iSpecularSlot );
}
// Render our children
if( m_pFrameArray[iFrame].ChildFrame != INVALID_FRAME )
RenderFrame( m_pFrameArray[iFrame].ChildFrame, bAdjacent, pd3dDeviceContext, iDiffuseSlot,
iNormalSlot, iSpecularSlot );
// Render our siblings
if( m_pFrameArray[iFrame].SiblingFrame != INVALID_FRAME )
RenderFrame( m_pFrameArray[iFrame].SiblingFrame, bAdjacent, pd3dDeviceContext, iDiffuseSlot,
iNormalSlot, iSpecularSlot );
}
//--------------------------------------------------------------------------------------
CDXUTSDKMesh::CDXUTSDKMesh() : m_NumOutstandingResources( 0 ),
m_bLoading( false ),
m_hFile( 0 ),
m_hFileMappingObject( 0 ),
m_pMeshHeader( nullptr ),
m_pStaticMeshData( nullptr ),
m_pHeapData( nullptr ),
m_pAdjacencyIndexBufferArray( nullptr ),
m_pAnimationData( nullptr ),
m_pAnimationHeader( nullptr ),
m_ppVertices( nullptr ),
m_ppIndices( nullptr ),
m_pBindPoseFrameMatrices( nullptr ),
m_pTransformedFrameMatrices( nullptr ),
m_pWorldPoseFrameMatrices( nullptr ),
m_pDev11( nullptr )
{
}
//--------------------------------------------------------------------------------------
CDXUTSDKMesh::~CDXUTSDKMesh()
{
Destroy();
}
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
HRESULT CDXUTSDKMesh::Create( ID3D11Device* pDev11, LPCWSTR szFileName, SDKMESH_CALLBACKS11* pLoaderCallbacks )
{
return CreateFromFile( pDev11, szFileName, pLoaderCallbacks );
}
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
HRESULT CDXUTSDKMesh::Create( ID3D11Device* pDev11, BYTE* pData, size_t DataBytes, bool bCopyStatic, SDKMESH_CALLBACKS11* pLoaderCallbacks )
{
return CreateFromMemory( pDev11, pData, DataBytes, bCopyStatic, pLoaderCallbacks );
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTSDKMesh::LoadAnimation( _In_z_ const WCHAR* szFileName )
{
HRESULT hr = E_FAIL;
DWORD dwBytesRead = 0;
LARGE_INTEGER liMove;
WCHAR strPath[MAX_PATH];
// Find the path for the file
V_RETURN( DXUTFindDXSDKMediaFileCch( strPath, MAX_PATH, szFileName ) );
// Open the file
HANDLE hFile = CreateFile( strPath, FILE_READ_DATA, FILE_SHARE_READ, nullptr, OPEN_EXISTING,
FILE_FLAG_SEQUENTIAL_SCAN, nullptr );
if( INVALID_HANDLE_VALUE == hFile )
return DXUTERR_MEDIANOTFOUND;
/////////////////////////
// Header
SDKANIMATION_FILE_HEADER fileheader;
if( !ReadFile( hFile, &fileheader, sizeof( SDKANIMATION_FILE_HEADER ), &dwBytesRead, nullptr ) )
{
CloseHandle(hFile);
return HRESULT_FROM_WIN32(GetLastError());
}
//allocate
m_pAnimationData = new (std::nothrow) BYTE[ ( size_t )( sizeof( SDKANIMATION_FILE_HEADER ) + fileheader.AnimationDataSize ) ];
if( !m_pAnimationData )
{
CloseHandle(hFile);
return E_OUTOFMEMORY;
}
// read it all in
liMove.QuadPart = 0;
if( !SetFilePointerEx( hFile, liMove, nullptr, FILE_BEGIN ) )
{
CloseHandle(hFile);
return HRESULT_FROM_WIN32(GetLastError());
}
if( !ReadFile( hFile, m_pAnimationData, ( DWORD )( sizeof( SDKANIMATION_FILE_HEADER ) +
fileheader.AnimationDataSize ), &dwBytesRead, nullptr ) )
{
CloseHandle(hFile);
return HRESULT_FROM_WIN32(GetLastError());
}
// pointer fixup
m_pAnimationHeader = ( SDKANIMATION_FILE_HEADER* )m_pAnimationData;
m_pAnimationFrameData = ( SDKANIMATION_FRAME_DATA* )( m_pAnimationData + m_pAnimationHeader->AnimationDataOffset );
UINT64 BaseOffset = sizeof( SDKANIMATION_FILE_HEADER );
for( UINT i = 0; i < m_pAnimationHeader->NumFrames; i++ )
{
m_pAnimationFrameData[i].pAnimationData = ( SDKANIMATION_DATA* )( m_pAnimationData +
m_pAnimationFrameData[i].DataOffset +
BaseOffset );
auto pFrame = FindFrame( m_pAnimationFrameData[i].FrameName );
if( pFrame )
{
pFrame->AnimationDataIndex = i;
}
}
return S_OK;
}
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::Destroy()
{
if( !CheckLoadDone() )
return;
if( m_pStaticMeshData )
{
if( m_pMaterialArray )
{
for( UINT64 m = 0; m < m_pMeshHeader->NumMaterials; m++ )
{
if( m_pDev11 )
{
if( m_pMaterialArray[m].pDiffuseRV11 && !IsErrorResource( m_pMaterialArray[m].pDiffuseRV11 ) )
{
//m_pMaterialArray[m].pDiffuseRV11->GetResource( &pRes );
//SAFE_RELEASE( pRes );
SAFE_RELEASE( m_pMaterialArray[m].pDiffuseRV11 );
}
if( m_pMaterialArray[m].pNormalRV11 && !IsErrorResource( m_pMaterialArray[m].pNormalRV11 ) )
{
//m_pMaterialArray[m].pNormalRV11->GetResource( &pRes );
//SAFE_RELEASE( pRes );
SAFE_RELEASE( m_pMaterialArray[m].pNormalRV11 );
}
if( m_pMaterialArray[m].pSpecularRV11 && !IsErrorResource( m_pMaterialArray[m].pSpecularRV11 ) )
{
//m_pMaterialArray[m].pSpecularRV11->GetResource( &pRes );
//SAFE_RELEASE( pRes );
SAFE_RELEASE( m_pMaterialArray[m].pSpecularRV11 );
}
}
}
}
for( UINT64 i = 0; i < m_pMeshHeader->NumVertexBuffers; i++ )
{
SAFE_RELEASE( m_pVertexBufferArray[i].pVB11 );
}
for( UINT64 i = 0; i < m_pMeshHeader->NumIndexBuffers; i++ )
{
SAFE_RELEASE( m_pIndexBufferArray[i].pIB11 );
}
}
if( m_pAdjacencyIndexBufferArray )
{
for( UINT64 i = 0; i < m_pMeshHeader->NumIndexBuffers; i++ )
{
SAFE_RELEASE( m_pAdjacencyIndexBufferArray[i].pIB11 );
}
}
SAFE_DELETE_ARRAY( m_pAdjacencyIndexBufferArray );
SAFE_DELETE_ARRAY( m_pHeapData );
m_pStaticMeshData = nullptr;
SAFE_DELETE_ARRAY( m_pAnimationData );
SAFE_DELETE_ARRAY( m_pBindPoseFrameMatrices );
SAFE_DELETE_ARRAY( m_pTransformedFrameMatrices );
SAFE_DELETE_ARRAY( m_pWorldPoseFrameMatrices );
SAFE_DELETE_ARRAY( m_ppVertices );
SAFE_DELETE_ARRAY( m_ppIndices );
m_pMeshHeader = nullptr;
m_pVertexBufferArray = nullptr;
m_pIndexBufferArray = nullptr;
m_pMeshArray = nullptr;
m_pSubsetArray = nullptr;
m_pFrameArray = nullptr;
m_pMaterialArray = nullptr;
m_pAnimationHeader = nullptr;
m_pAnimationFrameData = nullptr;
}
//--------------------------------------------------------------------------------------
// transform the mesh frames according to the animation for time fTime
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
void CDXUTSDKMesh::TransformMesh( CXMMATRIX world, double fTime )
{
if( !m_pAnimationHeader || FTT_RELATIVE == m_pAnimationHeader->FrameTransformType )
{
TransformFrame( 0, world, fTime );
// For each frame, move the transform to the bind pose, then
// move it to the final position
for( UINT i = 0; i < m_pMeshHeader->NumFrames; i++ )
{
XMMATRIX m = XMLoadFloat4x4( &m_pBindPoseFrameMatrices[i] );
XMMATRIX mInvBindPose = XMMatrixInverse( nullptr, m );
m = XMLoadFloat4x4( &m_pTransformedFrameMatrices[i] );
XMMATRIX mFinal = mInvBindPose * m;
XMStoreFloat4x4( &m_pTransformedFrameMatrices[i], mFinal );
}
}
else if( FTT_ABSOLUTE == m_pAnimationHeader->FrameTransformType )
{
for( UINT i = 0; i < m_pAnimationHeader->NumFrames; i++ )
TransformFrameAbsolute( i, fTime );
}
}
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
void CDXUTSDKMesh::Render( ID3D11DeviceContext* pd3dDeviceContext,
UINT iDiffuseSlot,
UINT iNormalSlot,
UINT iSpecularSlot )
{
RenderFrame( 0, false, pd3dDeviceContext, iDiffuseSlot, iNormalSlot, iSpecularSlot );
}
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
void CDXUTSDKMesh::RenderAdjacent( ID3D11DeviceContext* pd3dDeviceContext,
UINT iDiffuseSlot,
UINT iNormalSlot,
UINT iSpecularSlot )
{
RenderFrame( 0, true, pd3dDeviceContext, iDiffuseSlot, iNormalSlot, iSpecularSlot );
}
//--------------------------------------------------------------------------------------
D3D11_PRIMITIVE_TOPOLOGY CDXUTSDKMesh::GetPrimitiveType11( _In_ SDKMESH_PRIMITIVE_TYPE PrimType )
{
D3D11_PRIMITIVE_TOPOLOGY retType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
switch( PrimType )
{
case PT_TRIANGLE_LIST:
retType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
case PT_TRIANGLE_STRIP:
retType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
break;
case PT_LINE_LIST:
retType = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
break;
case PT_LINE_STRIP:
retType = D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
break;
case PT_POINT_LIST:
retType = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
break;
case PT_TRIANGLE_LIST_ADJ:
retType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ;
break;
case PT_TRIANGLE_STRIP_ADJ:
retType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ;
break;
case PT_LINE_LIST_ADJ:
retType = D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ;
break;
case PT_LINE_STRIP_ADJ:
retType = D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ;
break;
};
return retType;
}
//--------------------------------------------------------------------------------------
DXGI_FORMAT CDXUTSDKMesh::GetIBFormat11( _In_ UINT iMesh ) const
{
switch( m_pIndexBufferArray[ m_pMeshArray[ iMesh ].IndexBuffer ].IndexType )
{
case IT_16BIT:
return DXGI_FORMAT_R16_UINT;
case IT_32BIT:
return DXGI_FORMAT_R32_UINT;
};
return DXGI_FORMAT_R16_UINT;
}
//--------------------------------------------------------------------------------------
ID3D11Buffer* CDXUTSDKMesh::GetVB11( _In_ UINT iMesh, _In_ UINT iVB ) const
{
return m_pVertexBufferArray[ m_pMeshArray[ iMesh ].VertexBuffers[iVB] ].pVB11;
}
//--------------------------------------------------------------------------------------
ID3D11Buffer* CDXUTSDKMesh::GetIB11( _In_ UINT iMesh ) const
{
return m_pIndexBufferArray[ m_pMeshArray[ iMesh ].IndexBuffer ].pIB11;
}
SDKMESH_INDEX_TYPE CDXUTSDKMesh::GetIndexType( _In_ UINT iMesh ) const
{
return ( SDKMESH_INDEX_TYPE ) m_pIndexBufferArray[m_pMeshArray[ iMesh ].IndexBuffer].IndexType;
}
//--------------------------------------------------------------------------------------
ID3D11Buffer* CDXUTSDKMesh::GetAdjIB11( _In_ UINT iMesh ) const
{
return m_pAdjacencyIndexBufferArray[ m_pMeshArray[ iMesh ].IndexBuffer ].pIB11;
}
//--------------------------------------------------------------------------------------
const char* CDXUTSDKMesh::GetMeshPathA() const
{
return m_strPath;
}
//--------------------------------------------------------------------------------------
const WCHAR* CDXUTSDKMesh::GetMeshPathW() const
{
return m_strPathW;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumMeshes() const
{
if( !m_pMeshHeader )
return 0;
return m_pMeshHeader->NumMeshes;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumMaterials() const
{
if( !m_pMeshHeader )
return 0;
return m_pMeshHeader->NumMaterials;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumVBs() const
{
if( !m_pMeshHeader )
return 0;
return m_pMeshHeader->NumVertexBuffers;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumIBs() const
{
if( !m_pMeshHeader )
return 0;
return m_pMeshHeader->NumIndexBuffers;
}
//--------------------------------------------------------------------------------------
ID3D11Buffer* CDXUTSDKMesh::GetVB11At( _In_ UINT iVB ) const
{
return m_pVertexBufferArray[ iVB ].pVB11;
}
//--------------------------------------------------------------------------------------
ID3D11Buffer* CDXUTSDKMesh::GetIB11At( _In_ UINT iIB ) const
{
return m_pIndexBufferArray[ iIB ].pIB11;
}
//--------------------------------------------------------------------------------------
BYTE* CDXUTSDKMesh::GetRawVerticesAt( _In_ UINT iVB ) const
{
return m_ppVertices[iVB];
}
//--------------------------------------------------------------------------------------
BYTE* CDXUTSDKMesh::GetRawIndicesAt( _In_ UINT iIB ) const
{
return m_ppIndices[iIB];
}
//--------------------------------------------------------------------------------------
SDKMESH_MATERIAL* CDXUTSDKMesh::GetMaterial( _In_ UINT iMaterial ) const
{
return &m_pMaterialArray[ iMaterial ];
}
//--------------------------------------------------------------------------------------
SDKMESH_MESH* CDXUTSDKMesh::GetMesh( _In_ UINT iMesh ) const
{
return &m_pMeshArray[ iMesh ];
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumSubsets( _In_ UINT iMesh ) const
{
return m_pMeshArray[ iMesh ].NumSubsets;
}
//--------------------------------------------------------------------------------------
SDKMESH_SUBSET* CDXUTSDKMesh::GetSubset( _In_ UINT iMesh, _In_ UINT iSubset ) const
{
return &m_pSubsetArray[ m_pMeshArray[ iMesh ].pSubsets[iSubset] ];
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetVertexStride( _In_ UINT iMesh, _In_ UINT iVB ) const
{
return ( UINT )m_pVertexBufferArray[ m_pMeshArray[ iMesh ].VertexBuffers[iVB] ].StrideBytes;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumFrames() const
{
return m_pMeshHeader->NumFrames;
}
//--------------------------------------------------------------------------------------
SDKMESH_FRAME* CDXUTSDKMesh::GetFrame( _In_ UINT iFrame ) const
{
assert( iFrame < m_pMeshHeader->NumFrames );
return &m_pFrameArray[ iFrame ];
}
//--------------------------------------------------------------------------------------
SDKMESH_FRAME* CDXUTSDKMesh::FindFrame( _In_z_ const char* pszName ) const
{
for( UINT i = 0; i < m_pMeshHeader->NumFrames; i++ )
{
if( _stricmp( m_pFrameArray[i].Name, pszName ) == 0 )
{
return &m_pFrameArray[i];
}
}
return nullptr;
}
//--------------------------------------------------------------------------------------
UINT64 CDXUTSDKMesh::GetNumVertices( _In_ UINT iMesh, _In_ UINT iVB ) const
{
return m_pVertexBufferArray[ m_pMeshArray[ iMesh ].VertexBuffers[iVB] ].NumVertices;
}
//--------------------------------------------------------------------------------------
UINT64 CDXUTSDKMesh::GetNumIndices( _In_ UINT iMesh ) const
{
return m_pIndexBufferArray[ m_pMeshArray[ iMesh ].IndexBuffer ].NumIndices;
}
//--------------------------------------------------------------------------------------
XMVECTOR CDXUTSDKMesh::GetMeshBBoxCenter( _In_ UINT iMesh ) const
{
return XMLoadFloat3( &m_pMeshArray[iMesh].BoundingBoxCenter );
}
//--------------------------------------------------------------------------------------
XMVECTOR CDXUTSDKMesh::GetMeshBBoxExtents( _In_ UINT iMesh ) const
{
return XMLoadFloat3( &m_pMeshArray[iMesh].BoundingBoxExtents );
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetOutstandingResources() const
{
UINT outstandingResources = 0;
if( !m_pMeshHeader )
return 1;
outstandingResources += GetOutstandingBufferResources();
if( m_pDev11 )
{
for( UINT i = 0; i < m_pMeshHeader->NumMaterials; i++ )
{
if( m_pMaterialArray[i].DiffuseTexture[0] != 0 )
{
if( !m_pMaterialArray[i].pDiffuseRV11 && !IsErrorResource( m_pMaterialArray[i].pDiffuseRV11 ) )
outstandingResources ++;
}
if( m_pMaterialArray[i].NormalTexture[0] != 0 )
{
if( !m_pMaterialArray[i].pNormalRV11 && !IsErrorResource( m_pMaterialArray[i].pNormalRV11 ) )
outstandingResources ++;
}
if( m_pMaterialArray[i].SpecularTexture[0] != 0 )
{
if( !m_pMaterialArray[i].pSpecularRV11 && !IsErrorResource( m_pMaterialArray[i].pSpecularRV11 ) )
outstandingResources ++;
}
}
}
return outstandingResources;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetOutstandingBufferResources() const
{
UINT outstandingResources = 0;
if( !m_pMeshHeader )
return 1;
return outstandingResources;
}
//--------------------------------------------------------------------------------------
bool CDXUTSDKMesh::CheckLoadDone()
{
if( 0 == GetOutstandingResources() )
{
m_bLoading = false;
return true;
}
return false;
}
//--------------------------------------------------------------------------------------
bool CDXUTSDKMesh::IsLoaded() const
{
if( m_pStaticMeshData && !m_bLoading )
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------
bool CDXUTSDKMesh::IsLoading() const
{
return m_bLoading;
}
//--------------------------------------------------------------------------------------
void CDXUTSDKMesh::SetLoading( _In_ bool bLoading )
{
m_bLoading = bLoading;
}
//--------------------------------------------------------------------------------------
BOOL CDXUTSDKMesh::HadLoadingError() const
{
return FALSE;
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetNumInfluences( _In_ UINT iMesh ) const
{
return m_pMeshArray[iMesh].NumFrameInfluences;
}
//--------------------------------------------------------------------------------------
XMMATRIX CDXUTSDKMesh::GetMeshInfluenceMatrix( _In_ UINT iMesh, _In_ UINT iInfluence ) const
{
UINT iFrame = m_pMeshArray[iMesh].pFrameInfluences[ iInfluence ];
return XMLoadFloat4x4( &m_pTransformedFrameMatrices[iFrame] );
}
XMMATRIX CDXUTSDKMesh::GetWorldMatrix( _In_ UINT iFrameIndex ) const
{
return XMLoadFloat4x4( &m_pWorldPoseFrameMatrices[iFrameIndex] );
}
XMMATRIX CDXUTSDKMesh::GetInfluenceMatrix( _In_ UINT iFrameIndex ) const
{
return XMLoadFloat4x4( &m_pTransformedFrameMatrices[iFrameIndex] );
}
//--------------------------------------------------------------------------------------
UINT CDXUTSDKMesh::GetAnimationKeyFromTime( _In_ double fTime ) const
{
if( !m_pAnimationHeader )
{
return 0;
}
UINT iTick = ( UINT )( m_pAnimationHeader->AnimationFPS * fTime );
iTick = iTick % ( m_pAnimationHeader->NumAnimationKeys - 1 );
iTick ++;
return iTick;
}
_Use_decl_annotations_
bool CDXUTSDKMesh::GetAnimationProperties( UINT* pNumKeys, float* pFrameTime ) const
{
if( !m_pAnimationHeader )
{
*pNumKeys = 0;
*pFrameTime = 0;
return false;
}
*pNumKeys = m_pAnimationHeader->NumAnimationKeys;
*pFrameTime = 1.0f / (float)m_pAnimationHeader->AnimationFPS;
return true;
}