模拟实现ID3DXSkinInfo::UpdateSkinnedMesh

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模拟实现ID3DXSkinInfo::UpdateSkinnedMesh

 

作者:cywater2000

日期:2006-1-5

 

一.公式:

FinalPos = MeshPos + ( Difference_i * Weight_i)

= MeshPos + ( (NewMeshPos_i - MeshPos) * Weight_i )

= MeshPos + ( (MeshPos × OffsetMatix_i × CombinedMatrix_i - MeshPos) * Weight_i ) [1]

 

其中:

MeshPos                   某顶点在mesh中的原始位置

NewMeshPos_i       此顶点受某骨骼i影响后变换到的新位置

Difference_i              两者之间的位移差值

Weight_i:                   此顶点受某骨骼i的影响权重

OffsetMatix_i            骨骼i的偏移矩阵

CombinedMatrix_i:     骨骼i经过层次更新后的混合矩阵

∑:                                求和(对所有影响该顶点的骨骼)

FinalPos                    此顶点的最终位置

 

法线计算同理。

 

二.模拟代码(没有优化):

HRESULT UpdateSkinnedMesh(ID3DXSkinInfo *pSkinInfo,

                  const D3DXMATRIX *pBoneTransforms,

                  const D3DXMATRIX *pBoneInvTransposeTransforms, //not use(原函数也没用)

                  LPCVOID pVerticesSrc,

                  PVOID pVerticesDst,

//注意下面增加的两个变量是原函数在调用时没有的,因为ID3DXSkinInfo的内部机制可以获得

                  DWORD numTotalVerts, //add 1,指mesh的顶点个数

                  DWORD dwStride //add 2,指mesh每个顶点的间距,即每个顶点结构的大小

                  )

{

    DWORD *pVertsIndic = NULL;

    float *pVertsWeigh = NULL;

    DWORD dwNumVerts;

    DWORD offsetByte;

 

    BYTE *pDest = (BYTE*)pVerticesDst; //目标顶点缓冲

    const BYTE *pSrc = (BYTE*)pVerticesSrc; //源顶点缓冲

 

    memcpy(pDest, pSrc, numTotalVerts * dwStride);

 

    for(DWORD i = 0; i < pSkinInfo->GetNumBones(); i++)

    {

       dwNumVerts = pSkinInfo->GetNumBoneInfluences(i); //得到受影响的顶点个数

       if(dwNumVerts <= 0)

           continue;

 

       pVertsIndic = new DWORD[dwNumVerts];

       pVertsWeigh = new float[dwNumVerts];

       pSkinInfo->GetBoneInfluence(i, pVertsIndic, pVertsWeigh);

 

       while(dwNumVerts--)

       {

           DWORD index = pVertsIndic[dwNumVerts]; //当前受影响的顶点索引

           float weight = pVertsWeigh[dwNumVerts]; //当前受影响顶点的权重

           offsetByte = index * dwStride;

 

           D3DXVECTOR3 vecPos = *(D3DXVECTOR3 *)(pSrc + offsetByte); //位置

           D3DXVECTOR3 vecNor = *(D3DXVECTOR3 *)(pSrc + offsetByte + sizeof(D3DXVECTOR3)); //法线

 

           D3DXVECTOR3 vecPos2, vecNor2;

           D3DXVec3TransformCoord(&vecPos2, &vecPos, &pBoneTransforms[i]);

           D3DXVec3TransformNormal(&vecNor2, &vecNor, &pBoneTransforms[i]);

 

           D3DXVECTOR3 *pV = (D3DXVECTOR3 *)(pDest + offsetByte);

           D3DXVECTOR3 *pN = (D3DXVECTOR3 *)(pDest + offsetByte + sizeof(D3DXVECTOR3));

 

           D3DXVECTOR3 diff = (vecPos2 - vecPos) * weight;

           *pV += diff;

 

           diff = (vecNor2 - vecNor) * weight;

           *pN += diff;

       }

 

       delete[] pVertsIndic;

       delete[] pVertsWeigh;

    }

 

    return S_OK;

}


    注意在调用UpdateSkinnedMesh前,pBoneTransforms已经是OffsetMatixCombinedMatrix的连接矩阵了(ID3DXSkinInfo::UpdateSkinnedMesh也是这么要求的)

重要更新:

骨骼动画属于Geometry Blending,因此标准做法应该是:
 [2]
即FinalPos =∑(NewMeshPos_i  * Weight_i) + NewMeshPos_n * (1 - ∑Weight_i ) , i=0,1..n-1
=∑(MeshPos × OffsetMatix_i × CombinedMatrix_i * Weight_i) + (MeshPos × OffsetMatix_n × CombinedMatrix_n) * (1 - ∑Weight_i ) , i=0,1..n-1 [3]
 
(显然只有当影响顶点的所有权重之和等于1时,公式[1]与[3]才等价)