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