[1488] | 1 | #pragma once
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| 2 | /**
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| 3 | \brief Encapsulates a mesh of .X format.
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| 4 | \brief Adds helper functions for easier scaling, moving, texturing
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| 5 | \see OptimizedMesh DirectX SDK Sample
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| 6 | */
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| 7 | class Mesh
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| 8 | {
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| 9 | ID3DXMesh* pMesh; ///< THE .X MESH OBJECT
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| 10 | IDirect3DTexture9* pMeshTexture;
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| 11 |
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| 12 | DWORD numMaterials;
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| 13 | D3DXVECTOR3 originalSize;
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| 14 | float originalDiameter;
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| 15 | float preferredDiameter;
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| 16 | D3DXVECTOR3 containerSize;
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| 17 |
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| 18 | HRESULT hr;
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| 19 | D3DXVECTOR3 position;
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| 20 |
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| 21 | public:
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| 22 |
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| 23 | /// Loads the specified .X file
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| 24 | /// \param fileName name of the mesh file
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| 25 | /// \param texFileName name of the texture file
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| 26 | /// \param preferredDiameter final size of the mesh
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| 27 | /// \param position initial position of the mesh.
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| 28 | /// During rendering, use GetMeshScale() to get the appropriate scaling factor
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| 29 | /// to achieve the preferred mesh size.
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| 30 | Mesh(LPCWSTR fileName, LPCWSTR texFileName, float preferredDiameter, D3DXVECTOR3 position);
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| 31 | /// Destructor. Deletes dynamically created resources.
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| 32 | ~Mesh();
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| 33 |
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| 34 | /// \brief LOADS THE SPECIFIED .X FILE
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| 35 | /// Eliminates mesh offset (centers the mesh to the origin)
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| 36 | /// and determines mesh size (#originalSize, #originalDiameter).
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| 37 | void Load(LPCWSTR fileName);
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| 38 | /// Adds the specified offset to the mesh position.
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| 39 | /// \param bContainerOnly indicates whether the object can leave the room
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| 40 | void Move(D3DXVECTOR3 offset, bool bContainerOnly = false);
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| 41 | /// Draws the mesh. Before drawing, use GetMeshScale() to get the appropriate scaling factor.
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| 42 | HRESULT Draw();
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| 43 | /// current mesh size
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| 44 | D3DXVECTOR3 GetMeshSize() { return GetMeshScale() * originalSize; }
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| 45 | /// current mesh scale
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| 46 | float GetMeshScale() { return preferredDiameter / originalDiameter; }
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| 47 | /// current mesh position
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| 48 | D3DXVECTOR3 GetMeshPosition() { return position; }
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| 49 | /// mesh texture
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| 50 | IDirect3DTexture9* GetTexture() { return pMeshTexture; }
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| 51 |
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| 52 | /// Sets the size of the encapsulating room.
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| 53 | void SetContainerSize(D3DXVECTOR3 size) { containerSize = size; }
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| 54 | /// Sets mesh position.
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| 55 | void SetMeshPosition(D3DXVECTOR3 pos) { position = pos; }
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| 56 | /// Sets preferred mesh size (diameter).
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| 57 | void SetPreferredDiameter(float d) {
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| 58 | preferredDiameter = d;
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| 59 | Move(D3DXVECTOR3(0,0,0),true); // to stay inside the room
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| 60 | }
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| 61 |
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| 62 | protected:
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| 63 | /// Calculates mesh size and updates #originalSize and #originalDiameter.
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| 64 | HRESULT CalculateMeshSize( );
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| 65 | }; |
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