[760] | 1 |
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| 2 | #include "dxstdafx.h"
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| 3 | #include "Mesh.h"
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| 4 |
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| 5 | extern IDirect3DDevice9* g_pd3dDevice;
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| 6 |
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| 7 | // source: DirectX SDK Samples / OptimizedMesh
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| 8 |
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| 9 | Mesh::Mesh(float preferredDiameter)
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| 10 | {
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| 11 | originalDiameter = 1;
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| 12 | this->preferredDiameter = preferredDiameter;
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| 13 | originalSize = D3DXVECTOR3(1,1,1);
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| 14 | position = D3DXVECTOR3(0,0,0);
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| 15 | containerSize = D3DXVECTOR3(1,1,1);
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| 16 | numMaterials = 0;
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| 17 | pMesh = NULL;
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| 18 | //if (g_pd3dDevice == NULL) exit(-1);
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| 19 | }
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| 20 |
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| 21 | Mesh::Mesh(LPCWSTR fileName, float preferredDiameter, D3DXVECTOR3 offset)
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| 22 | {
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| 23 | originalDiameter = 1;
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| 24 | this->preferredDiameter = preferredDiameter;
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| 25 | originalSize = D3DXVECTOR3(1,1,1);
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| 26 | position = D3DXVECTOR3(0,0,0);
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| 27 | containerSize = D3DXVECTOR3(1,1,1);
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| 28 | numMaterials = 0;
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| 29 | pMesh = NULL;
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| 30 |
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| 31 | Load(fileName);
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| 32 | Move(offset);
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| 33 | }
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| 34 |
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| 35 | void Mesh::Move(D3DXVECTOR3 movement)
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| 36 | {
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| 37 | position += movement;
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| 38 |
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| 39 | // keep some distance from the walls
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| 40 | D3DXVECTOR3 maxOffset = containerSize*0.99f - GetMeshSize();
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| 41 | D3DXVECTOR3 minOffset = -maxOffset;
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| 42 | /*
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| 43 | if (position.x > maxOffset.x) position.x = maxOffset.x;
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| 44 | if (position.y > maxOffset.y) position.y = maxOffset.y;
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| 45 | if (position.z > maxOffset.z) position.z = maxOffset.z;
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| 46 |
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| 47 | if (position.x < minOffset.x) position.x = minOffset.x;
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| 48 | if (position.y < minOffset.y) position.y = minOffset.y;
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| 49 | if (position.z < minOffset.z) position.z = minOffset.z;*/
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| 50 | }
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| 51 |
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| 52 | Mesh::~Mesh()
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| 53 | {
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| 54 | SAFE_RELEASE( pMesh );
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| 55 | }
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| 56 |
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| 57 | HRESULT Mesh::CalculateMeshSize( )
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| 58 | {
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| 59 | // default size
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| 60 | originalSize = D3DXVECTOR3(1,1,1);
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| 61 | originalDiameter = 1;
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| 62 |
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| 63 | IDirect3DVertexBuffer9* pMeshVB = NULL;
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| 64 | D3DXVECTOR3 minPos, maxPos;
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| 65 | BYTE* pVertices;
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| 66 |
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| 67 | // Lock the vertex buffer to generate a simple bounding box
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| 68 |
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| 69 | hr = pMesh->GetVertexBuffer( &pMeshVB );
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| 70 | if( SUCCEEDED( hr ) )
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| 71 | {
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| 72 | hr = pMeshVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_NOSYSLOCK );
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| 73 | if( SUCCEEDED(hr) )
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| 74 | {
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| 75 | V( D3DXComputeBoundingBox( ( D3DXVECTOR3*)pVertices, pMesh->GetNumVertices(),
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| 76 | D3DXGetFVFVertexSize( pMesh->GetFVF() ),
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| 77 | &minPos, &maxPos ) );
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| 78 |
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| 79 | D3DXVECTOR3 vCenter = ( minPos + maxPos ) / 2.0f;
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| 80 |
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| 81 | // eliminating offset from the mesh
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| 82 |
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| 83 | DWORD numVerts = pMesh->GetNumVertices(); // get the face count
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| 84 | DWORD vertSize = D3DXGetFVFVertexSize(pMesh->GetFVF()); // calculate vertex size
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| 85 |
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| 86 | for (DWORD i = 0; i < numVerts; i++) // loop through the vertices
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| 87 | {
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| 88 | D3DXVECTOR3 *vPtr=(D3DXVECTOR3*)pVertices;
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| 89 | *vPtr -= vCenter; // eliminating offset
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| 90 | pVertices += vertSize; // set pointer to next vertex
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| 91 | }
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| 92 |
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| 93 | pMeshVB->Unlock();
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| 94 | pMeshVB->Release();
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| 95 |
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| 96 | // size of the object
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| 97 | originalSize = ( maxPos - minPos ) / 2.0f;
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| 98 | // object "diameter" is calculated from the size of the bounding box only
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| 99 | originalDiameter = sqrt( originalSize.x * originalSize.x +
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| 100 | originalSize.y * originalSize.y +
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| 101 | originalSize.z * originalSize.z) / 1.732f;
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| 102 | }
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| 103 | }
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| 104 |
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| 105 | return hr;
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| 106 | }
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| 107 |
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| 108 | void Mesh::Load( LPCWSTR fileName )
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| 109 | {
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| 110 | SAFE_RELEASE( pMesh );
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| 111 | pMesh = NULL;
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| 112 |
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| 113 | // HRESULT hr;
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| 114 |
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| 115 | if (FAILED( D3DXLoadMeshFromX(fileName, D3DXMESH_MANAGED, g_pd3dDevice, NULL, NULL, NULL, &numMaterials, &pMesh) ))
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| 116 | {
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| 117 | MessageBox(NULL, L"Media not found!", fileName, MB_ICONEXCLAMATION);
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| 118 | exit(-1);
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| 119 | }
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| 120 | /*
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| 121 | if ( FAILED( CalculateMeshSize() ))
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| 122 | {
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| 123 | MessageBox(NULL, L"Could not calculate bounding box!\nUsing original mesh size...",
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| 124 | fileName, MB_ICONEXCLAMATION);
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| 125 | }
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| 126 |
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| 127 | DWORD *rgdwAdjacency = NULL;
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| 128 |
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| 129 | // Make sure there are normals which are required for lighting
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| 130 | if( !(pMesh->GetFVF() & D3DFVF_NORMAL) )
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| 131 | {
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| 132 | ID3DXMesh* pTempMesh;
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| 133 | V( pMesh->CloneMeshFVF( pMesh->GetOptions(),
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| 134 | pMesh->GetFVF() | D3DFVF_NORMAL,
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| 135 | g_pd3dDevice, &pTempMesh ) );
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| 136 | V( D3DXComputeNormals( pTempMesh, NULL ) );
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| 137 |
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| 138 | SAFE_RELEASE( pMesh );
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| 139 | pMesh = pTempMesh;
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| 140 | }
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| 141 |
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| 142 | // Optimize the mesh for this graphics card's vertex cache
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| 143 | rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
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| 144 | if( rgdwAdjacency == NULL ) return ;
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| 145 |
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| 146 | V( pMesh->ConvertPointRepsToAdjacency(NULL, rgdwAdjacency) );
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| 147 | V( pMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL) );
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| 148 | delete[] rgdwAdjacency; */
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| 149 | }
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| 150 |
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| 151 | void Mesh::computeTangent()
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| 152 | {
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| 153 | //V(D3DXComputeTangentFrame(pMesh,D3DXTANGENT_DONT_NORMALIZE_PARTIALS));
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| 154 | D3DXComputeTangentFrameEx(pMesh, D3DDECLUSAGE_TEXCOORD, 0,
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| 155 | D3DDECLUSAGE_TANGENT, 0, D3DDECLUSAGE_BINORMAL, 0,
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| 156 | D3DDECLUSAGE_NORMAL, 0,
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| 157 | D3DXTANGENT_DONT_NORMALIZE_PARTIALS | D3DXTANGENT_GENERATE_IN_PLACE,
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| 158 | NULL, 0.01f, 0.25f, 0.01f, NULL, NULL);
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| 159 |
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| 160 |
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| 161 | }
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| 162 |
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| 163 |
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| 164 |
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| 165 | HRESULT Mesh::Draw()
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| 166 | {
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| 167 | HRESULT hr;
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| 168 | // Set and draw each of the materials in the mesh
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| 169 | for( DWORD iMaterial = 0; iMaterial < numMaterials; iMaterial++ )
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| 170 | {
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| 171 | V( pMesh->DrawSubset( iMaterial ) );
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| 172 | }
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| 173 |
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| 174 | return S_OK;
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| 175 | } |
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