[843] | 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 | pMeshTexture = NULL;
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| 19 | //if (g_pd3dDevice == NULL) exit(-1);
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| 20 | }
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| 21 |
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| 22 | Mesh::Mesh(LPCWSTR fileName, LPCWSTR texFileName, float preferredDiameter, D3DXVECTOR3 offset)
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| 23 | {
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| 24 | originalDiameter = 1;
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| 25 | this->preferredDiameter = preferredDiameter;
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| 26 | originalSize = D3DXVECTOR3(1,1,1);
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| 27 | position = D3DXVECTOR3(0,0,0);
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| 28 | containerSize = D3DXVECTOR3(1,1,1);
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| 29 | numMaterials = 0;
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| 30 | pMesh = NULL;
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| 31 |
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| 32 | Load(fileName);
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| 33 | Move(offset);
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| 34 | pMeshTexture = NULL;
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| 35 |
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| 36 | V( D3DXCreateTextureFromFile(g_pd3dDevice, texFileName, &pMeshTexture) );
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| 37 | }
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| 38 |
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| 39 | void Mesh::Move(D3DXVECTOR3 movement)
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| 40 | {
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| 41 | position += movement;
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| 42 |
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| 43 | // keep some distance from the walls
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| 44 | D3DXVECTOR3 maxOffset = containerSize*0.99 - GetMeshSize();
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| 45 | D3DXVECTOR3 minOffset = -maxOffset;
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| 46 | /*
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| 47 | if (position.x > maxOffset.x) position.x = maxOffset.x;
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| 48 | if (position.y > maxOffset.y) position.y = maxOffset.y;
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| 49 | if (position.z > maxOffset.z) position.z = maxOffset.z;
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| 50 |
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| 51 | if (position.x < minOffset.x) position.x = minOffset.x;
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| 52 | if (position.y < minOffset.y) position.y = minOffset.y;
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| 53 | if (position.z < minOffset.z) position.z = minOffset.z;*/
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| 54 | }
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| 55 |
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| 56 | Mesh::~Mesh()
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| 57 | {
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| 58 | SAFE_RELEASE( pMesh );
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| 59 | SAFE_RELEASE( pMeshTexture );
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| 60 | }
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| 61 |
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| 62 | HRESULT Mesh::CalculateMeshSize( )
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| 63 | {
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| 64 | // default size
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| 65 | originalSize = D3DXVECTOR3(1,1,1);
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| 66 | originalDiameter = 1;
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| 67 |
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| 68 | IDirect3DVertexBuffer9* pMeshVB = NULL;
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| 69 | D3DXVECTOR3 minPos, maxPos;
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| 70 | BYTE* pVertices;
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| 71 |
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| 72 | // Lock the vertex buffer to generate a simple bounding box
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| 73 |
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| 74 | hr = pMesh->GetVertexBuffer( &pMeshVB );
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| 75 | if( SUCCEEDED( hr ) )
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| 76 | {
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| 77 | hr = pMeshVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_NOSYSLOCK );
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| 78 | if( SUCCEEDED(hr) )
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| 79 | {
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| 80 | V( D3DXComputeBoundingBox( ( D3DXVECTOR3*)pVertices, pMesh->GetNumVertices(),
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| 81 | D3DXGetFVFVertexSize( pMesh->GetFVF() ),
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| 82 | &minPos, &maxPos ) );
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| 83 |
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| 84 | D3DXVECTOR3 vCenter = ( minPos + maxPos ) / 2.0f;
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| 85 |
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| 86 | // eliminating offset from the mesh
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| 87 |
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| 88 | DWORD numVerts = pMesh->GetNumVertices(); // get the face count
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| 89 | DWORD vertSize = D3DXGetFVFVertexSize(pMesh->GetFVF()); // calculate vertex size
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| 90 |
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| 91 | for (DWORD i = 0; i < numVerts; i++) // loop through the vertices
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| 92 | {
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| 93 | D3DXVECTOR3 *vPtr=(D3DXVECTOR3*)pVertices;
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| 94 | *vPtr -= vCenter; // eliminating offset
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| 95 | pVertices += vertSize; // set pointer to next vertex
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| 96 | }
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| 97 |
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| 98 | pMeshVB->Unlock();
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| 99 | pMeshVB->Release();
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| 100 |
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| 101 | // size of the object
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| 102 | originalSize = ( maxPos - minPos ) / 2.0f;
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| 103 | // object "diameter" is calculated from the size of the bounding box only
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| 104 | originalDiameter = sqrt( originalSize.x * originalSize.x +
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| 105 | originalSize.y * originalSize.y +
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| 106 | originalSize.z * originalSize.z) / 1.732f;
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| 107 | }
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| 108 | }
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| 109 |
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| 110 | return hr;
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| 111 | }
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| 112 |
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| 113 | void Mesh::Load( LPCWSTR fileName )
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| 114 | {
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| 115 | SAFE_RELEASE( pMesh );
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| 116 | pMesh = NULL;
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| 117 |
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| 118 | HRESULT hr;
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| 119 |
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| 120 | if (FAILED( D3DXLoadMeshFromX(fileName, D3DXMESH_MANAGED, g_pd3dDevice, NULL, NULL, NULL, &numMaterials, &pMesh) ))
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| 121 | {
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| 122 | MessageBox(NULL, L"Media not found!", fileName, MB_ICONEXCLAMATION);
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| 123 | exit(-1);
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| 124 | }
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| 125 |
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| 126 | if ( FAILED( CalculateMeshSize() ))
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| 127 | {
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| 128 | MessageBox(NULL, L"Could not calculate bounding box!\nUsing original mesh size...",
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| 129 | fileName, MB_ICONEXCLAMATION);
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| 130 | }
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| 131 |
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| 132 | DWORD *rgdwAdjacency = NULL;
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| 133 |
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| 134 | // Make sure there are normals which are required for lighting
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| 135 | if( !(pMesh->GetFVF() & D3DFVF_NORMAL) )
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| 136 | {
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| 137 | ID3DXMesh* pTempMesh;
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| 138 | V( pMesh->CloneMeshFVF( pMesh->GetOptions(),
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| 139 | pMesh->GetFVF() | D3DFVF_NORMAL,
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| 140 | g_pd3dDevice, &pTempMesh ) );
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| 141 | V( D3DXComputeNormals( pTempMesh, NULL ) );
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| 142 |
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| 143 | SAFE_RELEASE( pMesh );
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| 144 | pMesh = pTempMesh;
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| 145 | }
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| 146 |
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| 147 | // Optimize the mesh for this graphics card's vertex cache
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| 148 | rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
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| 149 | if( rgdwAdjacency == NULL ) return /*E_OUTOFMEMORY*/;
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| 150 |
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| 151 | V( pMesh->ConvertPointRepsToAdjacency(NULL, rgdwAdjacency) );
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| 152 | V( pMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL) );
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| 153 | delete[] rgdwAdjacency;
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| 154 | }
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| 155 |
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| 156 | HRESULT Mesh::Draw()
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| 157 | {
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| 158 | HRESULT hr;
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| 159 | // Set and draw each of the materials in the mesh
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| 160 | for( DWORD iMaterial = 0; iMaterial < numMaterials; iMaterial++ )
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| 161 | {
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| 162 | V( pMesh->DrawSubset( iMaterial ) );
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| 163 | }
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| 164 |
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| 165 | return S_OK;
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| 166 | } |
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