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 | D3DXMATRIXA16 rotation;
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21 |
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22 | public:
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23 |
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24 | /// Loads the specified .X file
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25 | /// \param fileName name of the mesh file
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26 | /// \param texFileName name of the texture file
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27 | /// \param preferredDiameter final size of the mesh
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28 | /// \param position initial position of the mesh.
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29 | /// During rendering, use GetMeshScale() to get the appropriate scaling factor
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30 | /// to achieve the preferred mesh size.
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31 | Mesh(LPCWSTR fileName, LPCWSTR texFileName, float preferredDiameter, D3DXVECTOR3 position);
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32 | /// Destructor. Deletes dynamically created resources.
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33 | ~Mesh();
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34 |
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35 | /// \brief LOADS THE SPECIFIED .X FILE
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36 | /// Eliminates mesh offset (centers the mesh to the origin)
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37 | /// and determines mesh size (#originalSize, #originalDiameter).
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38 | void Load(LPCWSTR fileName);
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39 | /// Adds the specified offset to the mesh position.
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40 | /// \param bContainerOnly indicates whether the object can leave the room
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41 | void Move(D3DXVECTOR3 offset, bool bContainerOnly = false);
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42 | /// Draws the mesh. Before drawing, use GetMeshScale() to get the appropriate scaling factor.
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43 | HRESULT Draw();
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44 | /// current mesh size
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45 | D3DXVECTOR3 GetMeshSize() { return GetMeshScale() * originalSize; }
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46 | /// current mesh scale
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47 | float GetMeshScale() { return preferredDiameter / originalDiameter; }
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48 | /// current mesh position
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49 | D3DXVECTOR3 GetMeshPosition() { return position; }
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50 | /// mesh texture
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51 | IDirect3DTexture9* GetTexture() { return pMeshTexture; }
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52 |
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53 | /// Sets the size of the encapsulating room.
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54 | void SetContainerSize(D3DXVECTOR3 size) { containerSize = size; }
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55 | /// Sets mesh position.
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56 | void SetMeshPosition(D3DXVECTOR3 pos) { position = pos; }
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57 | /// Sets preferred mesh size (diameter).
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58 | void SetPreferredDiameter(float d) {
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59 | preferredDiameter = d;
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60 | Move(D3DXVECTOR3(0,0,0),true); // to stay inside the room
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61 | }
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62 |
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63 | void setRotation(D3DXMATRIXA16& rotmatrix){rotation = rotmatrix;}
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64 | D3DXMATRIXA16& getRotation(){return rotation;}
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65 |
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66 | protected:
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67 | /// Calculates mesh size and updates #originalSize and #originalDiameter.
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68 | HRESULT CalculateMeshSize( );
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69 | }; |
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