111 lines
3.9 KiB
C
111 lines
3.9 KiB
C
|
// DXHELP3.cpp : Contains definitions of routines shared by multiple effects
|
||
|
|
||
|
#ifndef __DXHELP3_H_
|
||
|
#define __DXHELP3_H_
|
||
|
|
||
|
#include <d3d.h>
|
||
|
#include <d3drm.h>
|
||
|
#include <math.h>
|
||
|
|
||
|
|
||
|
#ifndef PI
|
||
|
#define PI 3.1415926538
|
||
|
#endif
|
||
|
|
||
|
/*******************
|
||
|
This class is used to rotate a set of points about an axis. An example of
|
||
|
how this is used is in Explode.cpp. Basically you set up the axis and the
|
||
|
angle with the Set() function. The angle is in radians, and the Axis given
|
||
|
MUST be normalized. That is the magnitude of the vector must be one. Then
|
||
|
you call RotatePoint() for each point.
|
||
|
*******************/
|
||
|
class Rotate
|
||
|
{
|
||
|
public:
|
||
|
Rotate(){ D3DVECTOR v; v.x = 1; v.y = 0; v.z = 0; Set(v, PI); }
|
||
|
Rotate(D3DVECTOR NormalAxis, double Angle) { Set(NormalAxis, Angle); }
|
||
|
|
||
|
D3DVECTOR RotatePoint(D3DVECTOR Org)
|
||
|
{
|
||
|
D3DVECTOR Result;
|
||
|
|
||
|
Result.x = Org.x * m_d3dvctrXComponent.x +
|
||
|
Org.y * m_d3dvctrXComponent.y +
|
||
|
Org.z * m_d3dvctrXComponent.z;
|
||
|
|
||
|
Result.y = Org.x * m_d3dvctrYComponent.x +
|
||
|
Org.y * m_d3dvctrYComponent.y +
|
||
|
Org.z * m_d3dvctrYComponent.z;
|
||
|
|
||
|
Result.z = Org.x * m_d3dvctrZComponent.x +
|
||
|
Org.y * m_d3dvctrZComponent.y +
|
||
|
Org.z * m_d3dvctrZComponent.z;
|
||
|
|
||
|
return Result;
|
||
|
}
|
||
|
|
||
|
void Set(D3DVECTOR d3dvtcrAxis, double dAngle);
|
||
|
|
||
|
private:
|
||
|
D3DVECTOR m_d3dvctrXComponent, m_d3dvctrYComponent, m_d3dvctrZComponent;
|
||
|
};
|
||
|
|
||
|
/******************
|
||
|
Copy the input MeshBuilder to the Output MeshBuilder.
|
||
|
But, create independent vertices for each face in the output
|
||
|
mesh. That is no two faces share a single vertice.
|
||
|
******************/
|
||
|
HRESULT DecoupleVertices(IDirect3DRMMeshBuilder3* lpMeshBuilderOut,
|
||
|
IDirect3DRMMeshBuilder3* lpMeshBuilderIn);
|
||
|
|
||
|
/******************
|
||
|
For each MeshBuilder in lpMeshBuilderIn find the corresponding
|
||
|
MeshBuilder in lpMeshBuilderOut and call (*lpCallBack)(lpThis, lpmbOutX, lpmbInX).
|
||
|
If there is no corresponding output mesh for the input mesh, create it.
|
||
|
*******************/
|
||
|
HRESULT TraverseSubMeshes(HRESULT (*lpCallBack)(void *lpThis,
|
||
|
IDirect3DRMMeshBuilder3* lpOut,
|
||
|
IDirect3DRMMeshBuilder3* lpIn),
|
||
|
void *lpThis,
|
||
|
IDirect3DRMMeshBuilder3* lpMeshBuilderOut,
|
||
|
IDirect3DRMMeshBuilder3* lpMeshBuilderIn);
|
||
|
|
||
|
/***********************
|
||
|
Given three points, return the normal to the plane defined by these three points.
|
||
|
For a Right Handed system points A, B, and C should be in a CW order on the plane.
|
||
|
From CRC Standard Mathematical Tables 22nd Edition, page 380.
|
||
|
Direction Numbers and Direction Cosines.
|
||
|
***********************/
|
||
|
inline D3DVECTOR ComputeNormal(D3DVECTOR d3dptA, D3DVECTOR d3dptB, D3DVECTOR d3dptC)
|
||
|
{
|
||
|
const D3DVECTOR d3dptOne = d3dptB - d3dptA;
|
||
|
const D3DVECTOR d3dptTwo = d3dptC - d3dptB;
|
||
|
|
||
|
D3DVECTOR d3dptRetValue;
|
||
|
d3dptRetValue.x = d3dptOne.y * d3dptTwo.z - d3dptOne.z * d3dptTwo.y;
|
||
|
d3dptRetValue.y = d3dptOne.z * d3dptTwo.x - d3dptOne.x * d3dptTwo.z;
|
||
|
d3dptRetValue.z = d3dptOne.x * d3dptTwo.y - d3dptOne.y * d3dptTwo.x;
|
||
|
|
||
|
float Magnitude = (float)sqrt(d3dptRetValue.x * d3dptRetValue.x +
|
||
|
d3dptRetValue.y * d3dptRetValue.y +
|
||
|
d3dptRetValue.z * d3dptRetValue.z);
|
||
|
|
||
|
// There's no good answer for how to get around this problem. The magnitude
|
||
|
// here can be zero if the points given are not unique or are collinear. In
|
||
|
// that case, there is no single normal, but rather there is a whole range of
|
||
|
// them (either there are two unique points describing a line, or there is
|
||
|
// only one describing a point). We choose simply to return the un-normalized
|
||
|
// vector, which is probably almost a zero vector.
|
||
|
if (fabs(Magnitude) < 1.0e-5)
|
||
|
return d3dptRetValue;
|
||
|
else
|
||
|
return d3dptRetValue/Magnitude;
|
||
|
}
|
||
|
|
||
|
float GetDlgItemFloat(HWND hDlg, int id);
|
||
|
BOOL SetDlgItemFloat( HWND hDlg, int id, float f );
|
||
|
double GetDlgItemDouble(HWND hDlg, int id);
|
||
|
BOOL SetDlgItemDouble( HWND hDlg, int id, double d );
|
||
|
|
||
|
#endif // __DXHELP3_H_
|