topical media & game development
graphic-directx-game-16-Skinned-Mesh-Demo-AllocMeshHierarchy.h / h
//=============================================================================
// AllocMeshHierarchy.h by Frank Luna (C) 2005 All Rights Reserved.
//=============================================================================
ifndef ALLOC_MESH_HIERARCHY_H
define ALLOC_MESH_HIERARCHY_H
include <d3dx9.h>
// Implements the ID3DXAllocateHierarchy interface. In order to create and destroy an animation
// hierarchy using the D3DXLoadMeshHierarchyFromX and D3DXFrameDestroy functions, we must implement
// the ID3DXAllocateHierarchy interface, which defines how meshes and frames are created and
// destroyed, thereby giving us some flexibility in the construction and destruction process.
class AllocMeshHierarchy : public ID3DXAllocateHierarchy
{
public:
HRESULT STDMETHODCALLTYPE CreateFrame(THIS_ PCSTR Name, D3DXFRAME** ppNewFrame);
HRESULT STDMETHODCALLTYPE CreateMeshContainer(PCSTR Name, const D3DXMESHDATA* pMeshData,
const D3DXMATERIAL* pMaterials, const D3DXEFFECTINSTANCE* pEffectInstances, DWORD NumMaterials,
const DWORD *pAdjacency, ID3DXSkinInfo* pSkinInfo, D3DXMESHCONTAINER** ppNewMeshContainer);
HRESULT STDMETHODCALLTYPE DestroyFrame(THIS_ D3DXFRAME* pFrameToFree);
HRESULT STDMETHODCALLTYPE DestroyMeshContainer(THIS_ D3DXMESHCONTAINER* pMeshContainerBase);
};
endif // ALLOC_MESH_HIERARCHY_H
(C) Æliens
20/2/2008
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