x文件处理的SkinnedMesh.h以及使用方法,从Direct3D sample改动得到

//-------------------文件名为SkinnedMesh.h----------------------

#ifndef __SkinnedMeshH__
#define __SkinnedMeshH__

#include <Windows.h>
#include <MMSystem.h>
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "winmm.lib")
#define V(x)           { hr = (x); }
#define V_RETURN(x)    { hr = (x); if( FAILED(hr) ) { return hr; } }
#define SAFE_DELETE(p)       { if (p) { delete (p);     (p)=NULL; } }
#define SAFE_DELETE_ARRAY(p) { if (p) { delete[] (p);   (p)=NULL; } }
#define SAFE_RELEASE(p)      { if (p) { (p)->Release(); (p)=NULL; } }
struct D3DXFRAME_DERIVED : public D3DXFRAME
{
 D3DXMATRIXA16 CombinedTransformationMatrix;
};
struct D3DXMESHCONTAINER_DERIVED : public D3DXMESHCONTAINER
{
 LPDIRECT3DTEXTURE9* ppTextures;       // array of textures, entries are NULL if no texture specified   

 // SkinMesh info            
 LPD3DXMESH pOrigMesh;
 LPD3DXATTRIBUTERANGE pAttributeTable;
 DWORD NumAttributeGroups;
 DWORD NumInfl;
 LPD3DXBUFFER pBoneCombinationBuf;
 D3DXMATRIX** ppBoneMatrixPtrs;
 D3DXMATRIX* pBoneOffsetMatrices;
 DWORD NumPaletteEntries;
 bool UseSoftwareVP;
 DWORD iAttributeSW;     // used to denote the split between SW and HW if necessary for non-indexed skinning
};
class CAllocateHierarchy : public ID3DXAllocateHierarchy
{
public:
 STDMETHOD( CreateFrame )( THIS_ LPCSTR Name, LPD3DXFRAME *ppNewFrame );
 STDMETHOD( CreateMeshContainer )( THIS_
  LPCSTR Name,
  CONST D3DXMESHDATA *pMeshData,
  CONST D3DXMATERIAL *pMaterials,
  CONST D3DXEFFECTINSTANCE *pEffectInstances,
  DWORD NumMaterials,
  CONST DWORD *pAdjacency,
  LPD3DXSKININFO pSkinInfo,
  LPD3DXMESHCONTAINER *ppNewMeshContainer );
 STDMETHOD( DestroyFrame )( THIS_ LPD3DXFRAME pFrameToFree );
 STDMETHOD( DestroyMeshContainer )( THIS_ LPD3DXMESHCONTAINER pMeshContainerBase );

 CAllocateHierarchy()
 {
 }
};
void DrawMeshContainer( IDirect3DDevice9* pd3dDevice, LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase );
void DrawFrame( IDirect3DDevice9* pd3dDevice, LPD3DXFRAME pFrame );
HRESULT SetupBoneMatrixPointersOnMesh( LPD3DXMESHCONTAINER pMeshContainer , LPD3DXFRAME pFrameRoot);
HRESULT SetupBoneMatrixPointers( LPD3DXFRAME pFrame , LPD3DXFRAME pFrameRoot);
void UpdateFrameMatrices( LPD3DXFRAME pFrameBase, LPD3DXMATRIX pParentMatrix );
HRESULT GenerateSkinnedMesh( IDirect3DDevice9* pd3dDevice, D3DXMESHCONTAINER_DERIVED* pMeshContainer );
void ReleaseAttributeTable( LPD3DXFRAME pFrameBase );
HRESULT AllocateName( LPCSTR Name, LPSTR* pNewName )
{
 UINT cbLength;
 if( Name != NULL )
 {
  cbLength = ( UINT )strlen( Name ) + 1;
  *pNewName = new CHAR[cbLength];
  if( *pNewName == NULL )
   return E_OUTOFMEMORY;
  memcpy( *pNewName, Name, cbLength * sizeof( CHAR ) );
 }
 else
 {
  *pNewName = NULL;
 }
 return S_OK;
}
HRESULT CAllocateHierarchy::CreateFrame( LPCSTR Name, LPD3DXFRAME* ppNewFrame )
{
 HRESULT hr = S_OK;
 D3DXFRAME_DERIVED* pFrame;
 *ppNewFrame = NULL;
 pFrame = new D3DXFRAME_DERIVED;
 if( pFrame == NULL )
 {
  hr = E_OUTOFMEMORY;
  goto e_Exit;
 }
 hr = AllocateName( Name, &pFrame->Name );
 if( FAILED( hr ) )
  goto e_Exit;
 D3DXMatrixIdentity( &pFrame->TransformationMatrix );
 D3DXMatrixIdentity( &pFrame->CombinedTransformationMatrix );
 pFrame->pMeshContainer = NULL;
 pFrame->pFrameSibling = NULL;
 pFrame->pFrameFirstChild = NULL;
 *ppNewFrame = pFrame;
 pFrame = NULL;
e_Exit:
 delete pFrame;
 return hr;
}
HRESULT CAllocateHierarchy::CreateMeshContainer(
 LPCSTR Name,
 CONST D3DXMESHDATA *pMeshData,
 CONST D3DXMATERIAL *pMaterials,
 CONST D3DXEFFECTINSTANCE *pEffectInstances,
 DWORD NumMaterials,
 CONST DWORD *pAdjacency,
 LPD3DXSKININFO pSkinInfo,
 LPD3DXMESHCONTAINER *ppNewMeshContainer )
{
 HRESULT hr;
 D3DXMESHCONTAINER_DERIVED *pMeshContainer = NULL;
 UINT NumFaces;
 UINT iMaterial;
 UINT iBone, cBones;
 LPDIRECT3DDEVICE9 pd3dDevice = NULL;
 LPD3DXMESH pMesh = NULL;
 *ppNewMeshContainer = NULL;
 if( pMeshData->Type != D3DXMESHTYPE_MESH )
 {
  hr = E_FAIL;
  goto e_Exit;
 }
 pMesh = pMeshData->pMesh;
 if( pMesh->GetFVF() == 0 )
 {
  hr = E_FAIL;
  goto e_Exit;
 }
 pMeshContainer = new D3DXMESHCONTAINER_DERIVED;
 if( pMeshContainer == NULL )
 {
  hr = E_OUTOFMEMORY;
  goto e_Exit;
 }
 memset( pMeshContainer, 0, sizeof( D3DXMESHCONTAINER_DERIVED ) );
 hr = AllocateName( Name, &pMeshContainer->Name );
 if( FAILED( hr ) )
  goto e_Exit;
 pMesh->GetDevice( &pd3dDevice );
 NumFaces = pMesh->GetNumFaces();
 if( !( pMesh->GetFVF() & D3DFVF_NORMAL ) )
 {
  pMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;
  hr = pMesh->CloneMeshFVF( pMesh->GetOptions(),
   pMesh->GetFVF() | D3DFVF_NORMAL,
   pd3dDevice, &pMeshContainer->MeshData.pMesh );
  if( FAILED( hr ) )
   goto e_Exit;
  pMesh = pMeshContainer->MeshData.pMesh;
  D3DXComputeNormals( pMesh, NULL );
 }
 else  // if no normals, just add a reference to the mesh for the mesh container
 {
  pMeshContainer->MeshData.pMesh = pMesh;
  pMeshContainer->MeshData.Type = D3DXMESHTYPE_MESH;
  pMesh->AddRef();
 }
 pMeshContainer->NumMaterials = max( 1, NumMaterials );
 pMeshContainer->pMaterials = new D3DXMATERIAL[pMeshContainer->NumMaterials];
 pMeshContainer->ppTextures = new LPDIRECT3DTEXTURE9[pMeshContainer->NumMaterials];
 pMeshContainer->pAdjacency = new DWORD[NumFaces*3];
 if( ( pMeshContainer->pAdjacency == NULL ) || ( pMeshContainer->pMaterials == NULL ) )
 {
  hr = E_OUTOFMEMORY;
  goto e_Exit;
 }
 memcpy( pMeshContainer->pAdjacency, pAdjacency, sizeof( DWORD ) * NumFaces*3 );
 memset( pMeshContainer->ppTextures, 0, sizeof( LPDIRECT3DTEXTURE9 ) * pMeshContainer->NumMaterials );
 if( NumMaterials > 0 )
 {
  memcpy( pMeshContainer->pMaterials, pMaterials, sizeof( D3DXMATERIAL ) * NumMaterials );

  for( iMaterial = 0; iMaterial < NumMaterials; iMaterial++ )
  {
   if( pMeshContainer->pMaterials[iMaterial].pTextureFilename != NULL )
   {
    if( FAILED( D3DXCreateTextureFromFileA( pd3dDevice, pMeshContainer->pMaterials[iMaterial].pTextureFilename,
     &pMeshContainer->ppTextures[iMaterial] ) ) )
     pMeshContainer->ppTextures[iMaterial] = NULL;
    pMeshContainer->pMaterials[iMaterial].pTextureFilename = NULL;
   }
  }
 }
 else // if no materials provided, use a default one
 {
  pMeshContainer->pMaterials[0].pTextureFilename = NULL;
  memset( &pMeshContainer->pMaterials[0].MatD3D, 0, sizeof( D3DMATERIAL9 ) );
  pMeshContainer->pMaterials[0].MatD3D.Diffuse.r = 0.5f;
  pMeshContainer->pMaterials[0].MatD3D.Diffuse.g = 0.5f;
  pMeshContainer->pMaterials[0].MatD3D.Diffuse.b = 0.5f;
  pMeshContainer->pMaterials[0].MatD3D.Specular = pMeshContainer->pMaterials[0].MatD3D.Diffuse;
 }
 if( pSkinInfo != NULL )
 {
  pMeshContainer->pSkinInfo = pSkinInfo;
  pSkinInfo->AddRef();
  pMeshContainer->pOrigMesh = pMesh;
  pMesh->AddRef();
  cBones = pSkinInfo->GetNumBones();
  pMeshContainer->pBoneOffsetMatrices = new D3DXMATRIX[cBones];
  if( pMeshContainer->pBoneOffsetMatrices == NULL )
  {
   hr = E_OUTOFMEMORY;
   goto e_Exit;
  }
  for( iBone = 0; iBone < cBones; iBone++ )
  {
   pMeshContainer->pBoneOffsetMatrices[iBone] = *( pMeshContainer->pSkinInfo->GetBoneOffsetMatrix( iBone ) );
  }
  hr = GenerateSkinnedMesh( pd3dDevice, pMeshContainer );
  if( FAILED( hr ) )
   goto e_Exit;
 }
 *ppNewMeshContainer = pMeshContainer;
 pMeshContainer = NULL;
e_Exit:
 SAFE_RELEASE( pd3dDevice );
 if( pMeshContainer != NULL ) {
  DestroyMeshContainer( pMeshContainer );
 }
 return hr;
}
HRESULT CAllocateHierarchy::DestroyFrame( LPD3DXFRAME pFrameToFree )
{
 SAFE_DELETE_ARRAY( pFrameToFree->Name );
 SAFE_DELETE( pFrameToFree );
 return S_OK;
}
HRESULT CAllocateHierarchy::DestroyMeshContainer( LPD3DXMESHCONTAINER pMeshContainerBase )
{
 UINT iMaterial;
 D3DXMESHCONTAINER_DERIVED* pMeshContainer = ( D3DXMESHCONTAINER_DERIVED* )pMeshContainerBase;
 SAFE_DELETE_ARRAY( pMeshContainer->Name );
 SAFE_DELETE_ARRAY( pMeshContainer->pAdjacency );
 SAFE_DELETE_ARRAY( pMeshContainer->pMaterials );
 SAFE_DELETE_ARRAY( pMeshContainer->pBoneOffsetMatrices );
 if( pMeshContainer->ppTextures != NULL )
 {
  for( iMaterial = 0; iMaterial < pMeshContainer->NumMaterials; iMaterial++ )
  {
   SAFE_RELEASE( pMeshContainer->ppTextures[iMaterial] );
  }
 }
 SAFE_DELETE_ARRAY( pMeshContainer->ppTextures );
 SAFE_DELETE_ARRAY( pMeshContainer->ppBoneMatrixPtrs );
 SAFE_RELEASE( pMeshContainer->pBoneCombinationBuf );
 SAFE_RELEASE( pMeshContainer->MeshData.pMesh );
 SAFE_RELEASE( pMeshContainer->pSkinInfo );
 SAFE_RELEASE( pMeshContainer->pOrigMesh );
 SAFE_DELETE( pMeshContainer );
 return S_OK;
}
HRESULT GenerateSkinnedMesh( IDirect3DDevice9* pd3dDevice, D3DXMESHCONTAINER_DERIVED* pMeshContainer )
{
 HRESULT hr = S_OK;
 D3DCAPS9 d3dCaps;
 pd3dDevice->GetDeviceCaps( &d3dCaps );
 if( pMeshContainer->pSkinInfo == NULL )
  return hr;
 SAFE_RELEASE( pMeshContainer->MeshData.pMesh );
 SAFE_RELEASE( pMeshContainer->pBoneCombinationBuf );
 hr = pMeshContainer->pSkinInfo->ConvertToBlendedMesh
  (
  pMeshContainer->pOrigMesh,
  D3DXMESH_MANAGED | D3DXMESHOPT_VERTEXCACHE,
  pMeshContainer->pAdjacency,
  NULL, NULL, NULL,
  &pMeshContainer->NumInfl,
  &pMeshContainer->NumAttributeGroups,
  &pMeshContainer->pBoneCombinationBuf,
  &pMeshContainer->MeshData.pMesh
  );
 if( FAILED( hr ) )
  goto e_Exit;
 LPD3DXBONECOMBINATION rgBoneCombinations = reinterpret_cast<LPD3DXBONECOMBINATION>(
  pMeshContainer->pBoneCombinationBuf->GetBufferPointer() );
 for( pMeshContainer->iAttributeSW = 0; pMeshContainer->iAttributeSW < pMeshContainer->NumAttributeGroups;
  pMeshContainer->iAttributeSW++ )
 {
  DWORD cInfl = 0;
  for( DWORD iInfl = 0; iInfl < pMeshContainer->NumInfl; iInfl++ )
  {
   if( rgBoneCombinations[pMeshContainer->iAttributeSW].BoneId[iInfl] != UINT_MAX )
   {
    ++cInfl;
   }
  }
  if( cInfl > d3dCaps.MaxVertexBlendMatrices )
  {
   break;
  }
 }
 if( pMeshContainer->iAttributeSW < pMeshContainer->NumAttributeGroups )
 {
  LPD3DXMESH pMeshTmp;

  hr = pMeshContainer->MeshData.pMesh->CloneMeshFVF( D3DXMESH_SOFTWAREPROCESSING |
   pMeshContainer->MeshData.pMesh->GetOptions(),
   pMeshContainer->MeshData.pMesh->GetFVF(),
   pd3dDevice, &pMeshTmp );
  if( FAILED( hr ) )
  {
   goto e_Exit;
  }
  pMeshContainer->MeshData.pMesh->Release();
  pMeshContainer->MeshData.pMesh = pMeshTmp;
  pMeshTmp = NULL;
 }
e_Exit:
 return hr;
}
void DrawMeshContainer( IDirect3DDevice9* pd3dDevice, LPD3DXMESHCONTAINER pMeshContainerBase, LPD3DXFRAME pFrameBase )
{
 HRESULT hr;
 D3DXMESHCONTAINER_DERIVED* pMeshContainer = ( D3DXMESHCONTAINER_DERIVED* )pMeshContainerBase;
 D3DXFRAME_DERIVED* pFrame = ( D3DXFRAME_DERIVED* )pFrameBase;
 UINT iMaterial;
 UINT NumBlend;
 UINT iAttrib;
 DWORD AttribIdPrev;
 LPD3DXBONECOMBINATION pBoneComb;
 UINT iMatrixIndex;
 D3DXMATRIXA16 matTemp;
 D3DCAPS9 d3dCaps;
 pd3dDevice->GetDeviceCaps( &d3dCaps );
 if( pMeshContainer->pSkinInfo != NULL )
 {
  AttribIdPrev = UNUSED32;
  pBoneComb = reinterpret_cast<LPD3DXBONECOMBINATION>( pMeshContainer->pBoneCombinationBuf->GetBufferPointer
   () );
  for( iAttrib = 0; iAttrib < pMeshContainer->NumAttributeGroups; iAttrib++ )
  {
   NumBlend = 0;
   for( DWORD i = 0; i < pMeshContainer->NumInfl; ++i )
   {
    if( pBoneComb[iAttrib].BoneId[i] != UINT_MAX )
    {
     NumBlend = i;
    }
   }
   if( d3dCaps.MaxVertexBlendMatrices >= NumBlend + 1 )
   {
    for( DWORD i = 0; i < pMeshContainer->NumInfl; ++i )
    {
     iMatrixIndex = pBoneComb[iAttrib].BoneId[i];
     if( iMatrixIndex != UINT_MAX )
     {
      D3DXMatrixMultiply( &matTemp, &pMeshContainer->pBoneOffsetMatrices[iMatrixIndex],
       pMeshContainer->ppBoneMatrixPtrs[iMatrixIndex] );
      V( pd3dDevice->SetTransform( D3DTS_WORLDMATRIX( i ), &matTemp ) );
     }
    }
    V( pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, NumBlend ) );
    if( ( AttribIdPrev != pBoneComb[iAttrib].AttribId ) || ( AttribIdPrev == UNUSED32 ) )
    {
     V( pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[pBoneComb[iAttrib].AttribId].MatD3D )
      );
     V( pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[pBoneComb[iAttrib].AttribId] ) );
     AttribIdPrev = pBoneComb[iAttrib].AttribId;
    }
    V( pMeshContainer->MeshData.pMesh->DrawSubset( iAttrib ) );
   }
  }
  if( pMeshContainer->iAttributeSW < pMeshContainer->NumAttributeGroups )
  {
   AttribIdPrev = UNUSED32;
   V( pd3dDevice->SetSoftwareVertexProcessing( TRUE ) );
   for( iAttrib = pMeshContainer->iAttributeSW; iAttrib < pMeshContainer->NumAttributeGroups; iAttrib++ )
   {
    NumBlend = 0;
    for( DWORD i = 0; i < pMeshContainer->NumInfl; ++i )
    {
     if( pBoneComb[iAttrib].BoneId[i] != UINT_MAX )
     {
      NumBlend = i;
     }
    }
    if( d3dCaps.MaxVertexBlendMatrices < NumBlend + 1 )
    {
     for( DWORD i = 0; i < pMeshContainer->NumInfl; ++i )
     {
      iMatrixIndex = pBoneComb[iAttrib].BoneId[i];
      if( iMatrixIndex != UINT_MAX )
      {
       D3DXMatrixMultiply( &matTemp, &pMeshContainer->pBoneOffsetMatrices[iMatrixIndex],
        pMeshContainer->ppBoneMatrixPtrs[iMatrixIndex] );
       V( pd3dDevice->SetTransform( D3DTS_WORLDMATRIX( i ), &matTemp ) );
      }
     }
     V( pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, NumBlend ) );
     if( ( AttribIdPrev != pBoneComb[iAttrib].AttribId ) || ( AttribIdPrev == UNUSED32 ) )
     {
      V( pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[pBoneComb[iAttrib].AttribId].MatD3D
       ) );
      V( pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[pBoneComb[iAttrib].AttribId] ) );
      AttribIdPrev = pBoneComb[iAttrib].AttribId;
     }
     V( pMeshContainer->MeshData.pMesh->DrawSubset( iAttrib ) );
    }
   }
   V( pd3dDevice->SetSoftwareVertexProcessing( FALSE ) );
  }

  V( pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, 0 ) );
 }
 else  // standard mesh, just draw it after setting material properties
 {
  V( pd3dDevice->SetTransform( D3DTS_WORLD, &pFrame->CombinedTransformationMatrix ) );
  for( iMaterial = 0; iMaterial < pMeshContainer->NumMaterials; iMaterial++ )
  {
   V( pd3dDevice->SetMaterial( &pMeshContainer->pMaterials[iMaterial].MatD3D ) );
   V( pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[iMaterial] ) );
   V( pMeshContainer->MeshData.pMesh->DrawSubset( iMaterial ) );
  }
 }
}
void DrawFrame( IDirect3DDevice9* pd3dDevice, LPD3DXFRAME pFrame )
{
 LPD3DXMESHCONTAINER pMeshContainer;
 pMeshContainer = pFrame->pMeshContainer;
 while( pMeshContainer != NULL )
 {
  DrawMeshContainer( pd3dDevice, pMeshContainer, pFrame );
  pMeshContainer = pMeshContainer->pNextMeshContainer;
 }
 if( pFrame->pFrameSibling != NULL )
 {
  DrawFrame( pd3dDevice, pFrame->pFrameSibling );
 }
 if( pFrame->pFrameFirstChild != NULL )
 {
  DrawFrame( pd3dDevice, pFrame->pFrameFirstChild );
 }
}
HRESULT SetupBoneMatrixPointersOnMesh( LPD3DXMESHCONTAINER pMeshContainerBase , LPD3DXFRAME pFrameRoot)
{
 UINT iBone, cBones;
 D3DXFRAME_DERIVED* pFrame;
 D3DXMESHCONTAINER_DERIVED* pMeshContainer = ( D3DXMESHCONTAINER_DERIVED* )pMeshContainerBase;
 if( pMeshContainer->pSkinInfo != NULL )
 {
  cBones = pMeshContainer->pSkinInfo->GetNumBones();
  pMeshContainer->ppBoneMatrixPtrs = new D3DXMATRIX*[cBones];
  if( pMeshContainer->ppBoneMatrixPtrs == NULL )
   return E_OUTOFMEMORY;
  for( iBone = 0; iBone < cBones; iBone++ )
  {
   pFrame = ( D3DXFRAME_DERIVED* )D3DXFrameFind( pFrameRoot,
    pMeshContainer->pSkinInfo->GetBoneName( iBone ) );
   if( pFrame == NULL )
    return E_FAIL;
   pMeshContainer->ppBoneMatrixPtrs[iBone] = &pFrame->CombinedTransformationMatrix;
  }
 }
 return S_OK;
}
HRESULT SetupBoneMatrixPointers( LPD3DXFRAME pFrame , LPD3DXFRAME pFrameRoot)
{
 HRESULT hr;
 if( pFrame->pMeshContainer != NULL )
 {
  hr = SetupBoneMatrixPointersOnMesh( pFrame->pMeshContainer , pFrameRoot);
  if( FAILED( hr ) )
   return hr;
 }
 if( pFrame->pFrameSibling != NULL )
 {
  hr = SetupBoneMatrixPointers( pFrame->pFrameSibling , pFrameRoot);
  if( FAILED( hr ) )
   return hr;
 }
 if( pFrame->pFrameFirstChild != NULL )
 {
  hr = SetupBoneMatrixPointers( pFrame->pFrameFirstChild , pFrameRoot);
  if( FAILED( hr ) )
   return hr;
 }
 return S_OK;
}
void UpdateFrameMatrices( LPD3DXFRAME pFrameBase, LPD3DXMATRIX pParentMatrix )
{
 D3DXFRAME_DERIVED* pFrame = ( D3DXFRAME_DERIVED* )pFrameBase;
 if( pParentMatrix != NULL )
  D3DXMatrixMultiply( &pFrame->CombinedTransformationMatrix, &pFrame->TransformationMatrix, pParentMatrix );
 else
  pFrame->CombinedTransformationMatrix = pFrame->TransformationMatrix;
 if( pFrame->pFrameSibling != NULL )
 {
  UpdateFrameMatrices( pFrame->pFrameSibling, pParentMatrix );
 }
 if( pFrame->pFrameFirstChild != NULL )
 {
  UpdateFrameMatrices( pFrame->pFrameFirstChild, &pFrame->CombinedTransformationMatrix );
 }
}
void ReleaseAttributeTable( LPD3DXFRAME pFrameBase )
{
 D3DXFRAME_DERIVED* pFrame = ( D3DXFRAME_DERIVED* )pFrameBase;
 D3DXMESHCONTAINER_DERIVED* pMeshContainer;
 pMeshContainer = ( D3DXMESHCONTAINER_DERIVED* )pFrame->pMeshContainer;
 while( pMeshContainer != NULL )
 {
  delete[] pMeshContainer->pAttributeTable;
  pMeshContainer = ( D3DXMESHCONTAINER_DERIVED* )pMeshContainer->pNextMeshContainer;
 }
 if( pFrame->pFrameSibling != NULL )
 {
  ReleaseAttributeTable( pFrame->pFrameSibling );
 }
 if( pFrame->pFrameFirstChild != NULL )
 {
  ReleaseAttributeTable( pFrame->pFrameFirstChild );
 }
}

#endif

//----------------------------------------以下为使用方法举例------------------------------

//#include "SkinnedMesh.h"
//IDirect3DDevice9*           g_pDevice = NULL;
//IDirect3D9*                 g_pD3d = NULL;
//LPD3DXFRAME                 g_pFrameRoot1 = NULL;
//ID3DXAnimationController*   g_pAnimController1 = NULL;
//D3DXVECTOR3                 g_vObjectCenter1;        // Center of bounding sphere of object
//FLOAT                       g_fObjectRadius1;        // Radius of bounding sphere of object
//LPD3DXFRAME                 g_pFrameRoot2 = NULL;
//ID3DXAnimationController*   g_pAnimController2 = NULL;
//D3DXVECTOR3                 g_vObjectCenter2;        // Center of bounding sphere of object
//FLOAT                       g_fObjectRadius2;        // Radius of bounding sphere of object
//LPD3DXFRAME                 g_pFrameRoot3 = NULL;
//ID3DXAnimationController*   g_pAnimController3 = NULL;
//D3DXVECTOR3                 g_vObjectCenter3;        // Center of bounding sphere of object
//FLOAT                       g_fObjectRadius3;        // Radius of bounding sphere of object
//void Init()
//{
// CAllocateHierarchy Alloc;
// D3DXLoadMeshHierarchyFromX( L"Mesh1.x", D3DXMESH_MANAGED, g_pDevice, //其中Mesh1.x、Mesh2.x、Mesh3为带蒙皮骨骼动画的x文件
//  &Alloc, NULL, &g_pFrameRoot1, &g_pAnimController1 );
// SetupBoneMatrixPointers( g_pFrameRoot1 , g_pFrameRoot1);
// D3DXFrameCalculateBoundingSphere( g_pFrameRoot1, &g_vObjectCenter1, &g_fObjectRadius1 );
// D3DXLoadMeshHierarchyFromX( L"Mesh2.x", D3DXMESH_MANAGED, g_pDevice,
//  &Alloc, NULL, &g_pFrameRoot2, &g_pAnimController2 );
// SetupBoneMatrixPointers( g_pFrameRoot2 , g_pFrameRoot2);
// D3DXFrameCalculateBoundingSphere( g_pFrameRoot2, &g_vObjectCenter2, &g_fObjectRadius2 );
// D3DXLoadMeshHierarchyFromX( L"Mesh3.x", D3DXMESH_MANAGED, g_pDevice,
//  &Alloc, NULL, &g_pFrameRoot3, &g_pAnimController3 );
// SetupBoneMatrixPointers( g_pFrameRoot3 , g_pFrameRoot3);
// D3DXFrameCalculateBoundingSphere( g_pFrameRoot3, &g_vObjectCenter3, &g_fObjectRadius3 );
//}
//void Logic(float fElapsedTime)
//{
// g_pAnimController1->AdvanceTime(fElapsedTime, 0);
// g_pAnimController2->AdvanceTime(fElapsedTime, 0);
// g_pAnimController3->AdvanceTime(fElapsedTime, 0);
// D3DXMATRIX matWorld;
// D3DXMatrixIdentity(&matWorld);
// matWorld._42 -= 100.0f;
// matWorld._41 -= 100.0f;
// UpdateFrameMatrices(g_pFrameRoot1, &matWorld);
// matWorld._41 += 100.0f;
// UpdateFrameMatrices(g_pFrameRoot2, &matWorld);
// matWorld._41 += 100.0f;
// UpdateFrameMatrices(g_pFrameRoot3, &matWorld);
//}
//void Render(float fElapsedTime)
//{
// g_pDevice->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff707020, 1.0f, 0L );
// g_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
// D3DLIGHT9 light;
// ZeroMemory( &light, sizeof( D3DLIGHT9 ) );
// light.Type = D3DLIGHT_DIRECTIONAL;
// light.Diffuse.r = 1.0f;
// light.Diffuse.g = 1.0f;
// light.Diffuse.b = 1.0f;
// light.Direction = D3DXVECTOR3(0.0f, -1.0f, 0.0f);
// g_pDevice->SetLight(0, &light);
// g_pDevice->LightEnable(0, TRUE);
// light.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
// g_pDevice->SetLight(1, &light);
// g_pDevice->LightEnable(1, TRUE);
// light.Direction = D3DXVECTOR3(-1.0f, 0.0f, 0.0f);
// g_pDevice->SetLight(2, &light);
// g_pDevice->LightEnable(2, TRUE);
// light.Direction = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
// g_pDevice->SetLight(3, &light);
// g_pDevice->LightEnable(3, TRUE);
// light.Direction = D3DXVECTOR3(0.0f, 0.0f, -1.0f);
// g_pDevice->SetLight(4, &light);
// g_pDevice->LightEnable(4, TRUE);
// g_pDevice->BeginScene();
// D3DXMATRIX matWorld;
// D3DXMatrixIdentity(&matWorld);
// g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
// DrawFrame(g_pDevice, g_pFrameRoot1);
// DrawFrame(g_pDevice, g_pFrameRoot2);
// DrawFrame(g_pDevice, g_pFrameRoot3);
// g_pDevice->EndScene();
// g_pDevice->Present(0, 0, 0, 0);
//}
//LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
//{
// if(uMsg == WM_KEYDOWN && wParam == VK_ESCAPE) PostQuitMessage(0);
// return DefWindowProc(hWnd, uMsg, wParam, lParam);
//}
//INT WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE, LPWSTR, int )
//{
// WNDCLASS wc;
// ZeroMemory(&wc, sizeof(WNDCLASS));
// wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
// wc.hCursor = LoadCursor(0, IDC_ARROW);
// wc.hIcon = LoadIcon(0, IDI_APPLICATION);
// wc.hInstance = hInstance;
// wc.lpfnWndProc = (WNDPROC)WndProc;
// wc.lpszClassName = L"ClassName";
// wc.style = CS_HREDRAW | CS_VREDRAW;
// RegisterClassW(&wc);
// D3DDISPLAYMODE d3ddm;
// ZeroMemory(&d3ddm, sizeof(d3ddm));
// g_pD3d = Direct3DCreate9(D3D_SDK_VERSION);
// g_pD3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
// HWND hWnd = CreateWindow(wc.lpszClassName, L"Application", WS_OVERLAPPED, 0, 0, 800, 600, 0, 0, hInstance, 0);
// D3DCAPS9 caps;
// g_pD3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
// int vp = 0;
// if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
//  vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
// else
//  vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// D3DPRESENT_PARAMETERS d3dpp;
// ZeroMemory(&d3dpp, sizeof(d3dpp));
// d3dpp.BackBufferWidth            = d3ddm.Width;
// d3dpp.BackBufferHeight           = d3ddm.Height;
// d3dpp.BackBufferFormat           = D3DFMT_A8R8G8B8;
// d3dpp.BackBufferCount            = 1;
// d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;
// d3dpp.MultiSampleQuality         = 0;
// d3dpp.SwapEffect                 = D3DSWAPEFFECT_DISCARD;
// d3dpp.hDeviceWindow              = hWnd;
// d3dpp.Windowed                   = TRUE;
// d3dpp.EnableAutoDepthStencil     = true;
// d3dpp.AutoDepthStencilFormat     = D3DFMT_D24S8;
// d3dpp.Flags                      = 0;
// d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
// d3dpp.PresentationInterval       = D3DPRESENT_INTERVAL_ONE;
// g_pD3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vp, &d3dpp, &g_pDevice);
// g_pDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
// g_pDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
// D3DXMATRIX matWorld;
// D3DXMatrixIdentity(&matWorld);
// g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
// D3DXMATRIX matView;
// D3DXVECTOR3 vEyePos(0.0f, 0.0f, -400.0f);
// D3DXVECTOR3 vLookAt(0.0f, 0.0f, 0.0f);
// D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);
// D3DXMatrixLookAtLH(&matView, &vEyePos, &vLookAt, &vUp);
// g_pDevice->SetTransform(D3DTS_VIEW, &matView);
// D3DXMATRIX matProj;
// D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI * 0.25f, 1366.0f/768.0f, 1.0f, 1000.0f);
// g_pDevice->SetTransform(D3DTS_PROJECTION, &matProj);
// g_pDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// g_pDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
// g_pDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
// Init();
// ShowWindow(hWnd, SW_SHOW);
// UpdateWindow(hWnd);
// MSG msg;
// ZeroMemory(&msg, sizeof(MSG));
// while(msg.message != WM_QUIT)
// {
//  if(PeekMessageA(&msg, 0, 0, 0, PM_REMOVE))
//  {
//   TranslateMessage(&msg);
//   DispatchMessageA(&msg);
//  }
//  else
//  {
//   static float fLastTime = (float)timeGetTime();
//   float fCurrentTime = (float)timeGetTime();
//   float fElapsedTime = (fCurrentTime - fLastTime) * 0.001f;
//   Logic(fElapsedTime);
//   Render(fElapsedTime);
//   fLastTime = fCurrentTime;
//  }
// }
// ReleaseAttributeTable( g_pFrameRoot1 );
// ReleaseAttributeTable( g_pFrameRoot2 );
// ReleaseAttributeTable( g_pFrameRoot3 );
//    return 0;
//}

原文地址:https://www.cnblogs.com/ketmales/p/2478043.html