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Mesh.cpp
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Mesh.cpp
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#include "mesh.h"
const DWORD CMesh::MeshFVF = D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE|D3DFVF_TEX1;
CMesh::CMesh()
{
m_pDevice = NULL;
m_dwNumMaterials = 0;
m_pMeshMaterials = NULL;
m_pMeshTextures = NULL;
m_pMesh = NULL;
m_MatTrans = CMatrix::Identity();
m_MatScale = CMatrix::Identity();
m_MatRotate = CMatrix::Identity();
m_MatTransform = CMatrix::Identity();
}
CMesh::CMesh(const CMesh &Mesh)
{
m_pDevice = Mesh.m_pDevice;
m_dwNumMaterials = Mesh.m_dwNumMaterials;
m_pMeshMaterials = new D3DMATERIAL9[m_dwNumMaterials];
m_pMeshTextures = new LPDIRECT3DTEXTURE9[m_dwNumMaterials];
for(DWORD i = 0; i < m_dwNumMaterials; ++i)
{
m_pMeshMaterials[i] = Mesh.m_pMeshMaterials[i];
m_pMeshTextures[i] = Mesh.m_pMeshTextures[i];
}
m_pMesh = Mesh.m_pMesh;
// Add reference to the COM object
m_pMesh->AddRef();
}
CMesh& CMesh::operator=(const CMesh &Mesh)
{
m_pDevice = Mesh.m_pDevice;
m_dwNumMaterials = Mesh.m_dwNumMaterials;
m_pMeshMaterials = new D3DMATERIAL9[m_dwNumMaterials];
m_pMeshTextures = new LPDIRECT3DTEXTURE9[m_dwNumMaterials];
for(DWORD i = 0; i < m_dwNumMaterials; ++i)
{
m_pMeshMaterials[i] = Mesh.m_pMeshMaterials[i];
m_pMeshTextures[i] = Mesh.m_pMeshTextures[i];
}
m_pMesh = Mesh.m_pMesh;
// Add reference to the ID3DXBaseMesh COM object since we're not explicitly creating one
m_pMesh->AddRef();
return *this;
}
CMesh::~CMesh()
{
if(m_dwNumMaterials > 1)
{
for(size_t i = 0; i < m_dwNumMaterials; i++)
CBase::SafeRelease(m_pMeshTextures[i], "Releasing Mesh Textures");
CBase::SafeDeleteArray(m_pMeshMaterials);
CBase::SafeDeleteArray(m_pMeshTextures);
}
else
{
CBase::SafeDelete(m_pMeshTextures, "Releasing Mesh Texture");
CBase::SafeDelete(m_pMeshMaterials, "Releasing Mesh Material");
}
CBase::SafeRelease(m_pMesh, "Releasing Mesh Object");
}
HRESULT CMesh::CreateMeshFromX(LPDIRECT3DDEVICE9 pDevice, const char *FileName)
{
LPD3DXBUFFER pD3DXMtrlBuffer;
m_pDevice = pDevice;
if(FAILED(D3DXLoadMeshFromX((char*)FileName, D3DXMESH_MANAGED, m_pDevice, NULL,
&pD3DXMtrlBuffer, NULL, &m_dwNumMaterials, &m_pMesh)))
{
return E_FAIL;
}
// Make sure normals are there, just in case
m_pMesh->CloneMeshFVF(D3DXMESH_MANAGED, MeshFVF, m_pDevice, &m_pMesh);
D3DXComputeNormals(m_pMesh, NULL);
// Clone again for the shadow maesh
m_pMesh->CloneMeshFVF(D3DXMESH_MANAGED, MeshFVF, m_pDevice, &m_pShadowMesh);
LPDIRECT3DVERTEXBUFFER9 pVB = NULL;
MESHVERTEX *ptr;
void *pVerts;
// Get the verts
m_pMesh->GetVertexBuffer(&pVB);
pVB->Lock(0, 0, &pVerts, 0);
ptr = (MESHVERTEX*)pVerts;
for(DWORD i = 0; i < m_pShadowMesh->GetNumVertices(); i++)
ptr[i].Colour = 0x80808080;
pVB->Unlock();
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
m_pMeshMaterials = new D3DMATERIAL9[m_dwNumMaterials];
m_pMeshTextures = new LPDIRECT3DTEXTURE9[m_dwNumMaterials];
for(size_t i = 0; i < m_dwNumMaterials; i++)
{
m_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
m_pMeshMaterials[i].Ambient = m_pMeshMaterials[i].Diffuse;
if(FAILED(D3DXCreateTextureFromFileEx(m_pDevice, d3dxMaterials[i].pTextureFilename,
0, 0, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
D3DX_DEFAULT, D3DX_FILTER_LINEAR, 0, NULL, NULL,
&m_pMeshTextures[i])))
{
m_pMeshTextures[i] = NULL;
}
}
pD3DXMtrlBuffer->Release();
return S_OK;
}
void CMesh::Transform(const CMatrix &pMat)
{
m_MatTransform *= pMat;
}
void CMesh::SetTransform(CViewport *pViewport) const
{
pViewport->SetWorld(m_MatTransform);
}
void CMesh::SetTransformAll(CViewport *pViewport)
{
m_MatTransform *= m_MatScale * m_MatRotate * m_MatTrans;
pViewport->SetWorld(m_MatTransform);
}
void CMesh::MultiplyTransform(CViewport *pViewport) const
{
pViewport->MultiplyWorld(m_MatTransform);
}
void CMesh::MultiplyTransformAll(CViewport *pViewport)
{
m_MatTransform *= m_MatScale * m_MatRotate * m_MatTrans;
pViewport->MultiplyWorld(m_MatTransform);
}
void CMesh::ResetTransform()
{
m_MatTransform = CMatrix::Identity();
}
void CMesh::Rotate()
{
m_MatRotate = CMatrix::YawPitchRoll(m_Rotate.y, m_Rotate.x, m_Rotate.z);
m_MatTransform *= m_MatRotate;
}
void CMesh::SetRotate(const float x, const float y, const float z)
{
m_Rotate.x = x;
m_Rotate.y = y;
m_Rotate.z = z;
m_MatRotate = CMatrix::YawPitchRoll(y, x, z);
}
void CMesh::Scale()
{
m_MatScale = CMatrix::Scaling(m_Scale.x, m_Scale.y, m_Scale.z);
m_MatTransform *= m_MatScale;
}
void CMesh::SetScale(const float x, const float y, const float z)
{
m_Scale.x = x;
m_Scale.y = y;
m_Scale.z = z;
m_vSphereCentre *= m_Scale.x;
m_fSphereRadius *= m_Scale.x;
m_MatScale = CMatrix::Scaling(x, y, z);
}
void CMesh::Translate()
{
m_MatTrans = CMatrix::Translation(m_Trans.x, m_Trans.y, m_Trans.z);
m_MatTransform *= m_MatTrans;
}
void CMesh::SetTranslate(const float x, const float y, const float z)
{
m_Trans.x = x;
m_Trans.y = y;
m_Trans.z = z;
// Update the bounding sphere centre
m_vSphereCentre += m_Trans;
m_MatTrans = CMatrix::Translation(x, y, z);
}
void CMesh::ComputeBoundingSphere()
{
LPDIRECT3DVERTEXBUFFER9 pVB = NULL;
void *pVerts;
// Get the verts
m_pMesh->GetVertexBuffer(&pVB);
pVB->Lock(0, 0, &pVerts, 0);
// Calculate bounding sphere
D3DXComputeBoundingSphere((D3DXVECTOR3*)pVerts, m_pMesh->GetNumVertices(),
D3DXGetFVFVertexSize(m_pMesh->GetFVF()), m_vSphereCentre, &m_fSphereRadius);
pVB->Unlock();
}
void CMesh::RenderMesh(const CFrustum *pFrustum) const
{
// Don't draw if not in frustum
if(pFrustum->SphereIsInside(GetBoundingSphereCentre(), GetBoundingSphereRadius()))
{
for(DWORD i = 0; i < m_dwNumMaterials; i++)
{
m_pDevice->SetMaterial(&m_pMeshMaterials[i]);
m_pDevice->SetTexture(0, m_pMeshTextures[i]);
m_pMesh->DrawSubset(i);
}
}
}
void CMesh::RenderMeshShadow(const CFrustum *pFrustum) const
{
for(DWORD i = 0; i < m_dwNumMaterials; i++)
{
m_pMesh->DrawSubset(i);
}
}