• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Working with skeletal animation(3)

            Modifying Bone Orientation

            After you have loaded the bone hierarchy, you can manipulate it. To modify the orientation of a bone, you first need to locate its respective frame structure by creating a function that recursively searches the frames for a specific bone name. Once it is found, a pointer to the frame is provided so you can directly access the frame's transformation matrix. The recursive search function might look something like this:

            Note You can apply any transformation to any bone in the hierarchy, but it's recommended that you only work with rotations. Why only rotations? Think of it this way−when you bend your elbow, it rotates. How would you explain it if you translated your elbow instead? That would make your elbow pop off your arm−something you definitely don't want!

            If you are trying to move the entire mesh through the world, just translate the root bone; all other bones will inherit that transformation. Better yet, use the world transformation to move the skinned mesh object through the 3D world.

            D3DXFRAME_EX *FindFrame(D3DXFRAME_EX *Frame, char *Name)
            {
            // Only match non−NULL names
            if(Frame && Frame−>Name && Name)
            {
            // Return frame pointer if matching name found
            if(!strcmp(Frame−>Name, Name))
            return Frame;
            }
            	// Try to find matching name in sibling frames
            if(Frame && Frame−>pFrameSibling)
            {
            D3DXFRAME_EX *FramePtr = FindFrame((D3DXFRAME_EX*)Frame−>pFrameSibling, Name);
            		if(FramePtr)
            return FramePtr;
            }
            	// Try to find matching name in child frames
            if(Frame && Frame−>pFrameFirstChild)
            {
            D3DXFRAME_EX *FramePtr = FindFrame((D3DXFRAME_EX*)Frame−>pFrameFirstChild, Name);
            		if(FramePtr)
            return FramePtr;
            }
            	// No matches found, return NULL
            return NULL;
            }

            Suppose you want to find a bone called "Leg" using the FindFrame function. You simply provide the name of the bone to find and a pointer to your root frame, as shown here:

            // pRootframe = D3DXFRAME_EX root frame pointer
            D3DXFRAME_EX *Frame = FindFrame(pRootFrame, "Leg");

            if(Frame) {
              // Do something with frame, like changing the D3DXFRAME_EX::TransformationMatrix to something
              // you want. For here, let's rotate the bone a little
              D3DXMatrixRotationY(&Frame−>TransformationMatrix, 1.57f);
            }

             

            Updating the Hierarchy

            Once you've modified the bone transformations, you need to update the entire hierarchy so you can use it later for rendering. Even if you haven't modified the bone transformations, you still need to update the hierarchy because you need to set certain variables before rendering.

            During the hierarchy update, you must combine each successive transformation down through the hierarchy. Starting at the root, you apply the bone's transformation matrix to the frame's combined transformation matrix. The bone's transformation matrix is passed to any siblings of the root to be combined as well. From there, the combined transformation matrix you just calculated is passed to each child of the root. This process propagates itself throughout the hierarchy.

            Although it is hard to understand at first, you can think of the process this way: Take the skeletal structure in Figure 4.2, start at the root, and multiply it by a transformation matrix that positions the root in the world.

            As you can see in Figure 4.2, the combined transformation from the root is passed to all of its child bones, which in turn are combined. The results are passed to the child bones of those bones. However, trying to compute the transformation matrices in the manner shown is very difficult, so other means are necessary.

            The easiest way to update your frame hierarchy is to create a recursive function that combines the frame's transformation with a provided transformation matrix. From there, the transformation matrix is passed to the frame's siblings, and the combined matrix is passed to the frame's child frames. Take a look at the function in question.

            void UpdateHierarchy(D3DXFRAME_EX *Frame, D3DXMATRIX matTransformation = NULL)
            {
            D3DXFRAME_EX *pFramePtr;
            D3DXMATRIX matIdentity;
            	// Use an identity matrix if none passed
            if(!matTransformation)
            {
            D3DXMatrixIdentity(&matIdentity);
            matTransformation = &matIdentity;
            }
            	// Combine matrices with supplied transformation matrix
            matCombined = TransformationMatrix * (*matTransformation);
            	// Combine with sibling frames
            if((pFramePtr = (D3DXFRAME_EX*)pFrameSibling))
            pFramePtr−>UpdateHierarchy(matTransformation);
            	// Combine with child frames
            if((pFramePtr = (D3DXFRAME_EX*)pFrameFirstChild))
            pFramePtr−>UpdateHierarchy(&matCombined);
            }

            As you can see, the UpdateHierarchy function takes a D3DXFRAME_EX object as the first parameter−this is the current frame being processed. You only need to call UpdateHierarchy once, to provide a pointer to your root frame; the function will recursively call itself for each frame.

            Notice the second parameter of UpdateHierarchy−matTransformation. The matTransformation parameter is the transformation matrix to apply to the frame's transformation. By default, the matTransformation pointer is NULL, meaning that an identity matrix is used during the call to UpdateHierarchy. After a frame's matrix is combined with the provided transformation, the resulting transformation is passed to the child frames by setting matTransformation during the next call.

            As I just mentioned, you only need to call the UpdateHierarchy function using your root frame. Don't provide a transformation matrix as the second parameter−this should be left up to the recursive calls. If you do provide a transformation matrix with the root frame, you'll be moving the entire mesh using that transformation matrix. That's the same as setting the world transformation matrix to position and orient the mesh to render.

            // pRootFrame = D3DXFRAME_EX root frame object
            UpdateHierarchy(pRootFrame);

            Now that you have a little understanding of the skeletal structure and how to work with bone hierarchies, it's time to move on to the second piece of the animation puzzle−the overlaid skinned mesh that deforms to match the orientation of the bone hierarchy.


            posted on 2008-04-23 18:06 lovedday 閱讀(430) 評論(0)  編輯 收藏 引用

            公告

            導航

            統(tǒng)計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            www久久久天天com| 欧美熟妇另类久久久久久不卡| 久久国产欧美日韩精品免费| 久久香综合精品久久伊人| 精品无码久久久久久尤物| 青青草国产成人久久91网| 色诱久久av| 久久久久国产精品熟女影院| 久久夜色撩人精品国产| 久久久亚洲欧洲日产国码二区 | 狠色狠色狠狠色综合久久| 青青热久久国产久精品| 亚洲人成网亚洲欧洲无码久久| 亚洲午夜久久久久久久久久| 国内精品人妻无码久久久影院| 热综合一本伊人久久精品| 久久天堂电影网| 亚洲国产精品无码久久98| 亚洲?V乱码久久精品蜜桃| jizzjizz国产精品久久| 久久久久国产精品嫩草影院| 久久亚洲国产最新网站| 91麻豆精品国产91久久久久久| 精品久久久久香蕉网| 综合久久给合久久狠狠狠97色| 久久播电影网| 久久91精品综合国产首页| 久久久久成人精品无码中文字幕 | 97久久精品午夜一区二区| 久久久噜噜噜久久中文福利| 久久久久99精品成人片三人毛片| 国内精品久久久久久不卡影院 | 久久精品国产免费观看三人同眠| 国产免费久久精品99久久| 国产精品永久久久久久久久久| 久久99国内精品自在现线| 久久国产精品77777| 久久亚洲精品无码AV红樱桃| 人妻精品久久久久中文字幕69| 亚洲精品蜜桃久久久久久| 99久久无色码中文字幕人妻 |