The DejaVU Framework --
hush 3.1
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//=============================================================================
// SkinnedMesh.h by Frank Luna (C) 2005 All Rights Reserved.
//=============================================================================
ifndef SKINNED_MESH_H
define SKINNED_MESH_H
include <d3dUtil.h>
struct FrameEx : public D3DXFRAME
{
D3DXMATRIX toRoot;
};
<h4 align=right text=red> SkinnedMesh</h4><hr>
class SkinnedMesh
{
public:
SkinnedMesh(std::string XFilename);
~SkinnedMesh();
UINT numVertices();
UINT numTriangles();
UINT numBones();
const D3DXMATRIX* getFinalXFormArray();
void update(float deltaTime);
void draw();
protected:
D3DXFRAME* findNodeWithMesh(D3DXFRAME* frame);
bool hasNormals(ID3DXMesh* mesh);
void buildSkinnedMesh(ID3DXMesh* mesh);
void buildToRootXFormPtrArray();
void buildToRootXForms(FrameEx* frame, D3DXMATRIX& parentsToRoot);
// We do not implement the required functionality to do deep copies,
// so restrict copying.
SkinnedMesh(const SkinnedMesh& rhs);
SkinnedMesh& operator=(const SkinnedMesh& rhs);
protected:
ID3DXMesh* mSkinnedMesh;
D3DXFRAME* mRoot;
DWORD mMaxVertInfluences;
DWORD mNumBones;
ID3DXSkinInfo* mSkinInfo;
ID3DXAnimationController* mAnimCtrl;
std::vector mFinalXForms;
std::vector mToRootXFormPtrs;
static const int MAX_NUM_BONES_SUPPORTED = 35;
};<hr>
endif // SKINNED_MESH_H
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[]
<black>readme</black>
course(s)
preface
<black>I</black>
1
2
<black>II</black>
3
4
<black>III</black>
5
6
7
<black>IV</black>
8
9
10
<black>V</black>
11
12
afterthought(s)
<black>appendix</black>
reference(s)
example(s)
<black>resource(s)</black>
_
</div>
<hr>
(C) Æliens
20/2/2008
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.
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<td>
<address>
Hush Online Technology
</address>
hush@cs.vu.nl
<br>04/07/09
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