directx中第五卷

包围盒

定义包围盒

struct BoundBox
{
    BoundBox();

    bool isPointInside(D3DXVECTOR3& p); //是否包含点

    D3DXVECTOR3 _min;
    D3DXVECTOR3 _max;
};
BoundBox::BoundBox()
{
    _min.x = FLT_MAX; //初始化最大
    _min.y = FLT_MAX;
    _min.z = FLT_MAX;

    _max.x = -FLT_MAX;
    _max.y = -FLT_MAX;
    _max.z = -FLT_MAX;
}
bool BoundBox::isPointInside(D3DXVECTOR3& p)
{
    if (p.x >= _min.x && p.y >= _min.y && p.z >= _min.z &&
        p.x <= _max.x && p.y <= _max.y && p.z <= _max.z)
    {
        return true;
    }
    else
    {
        return false;
    }
}

声明变量

ID3DXMesh* BoxMesh = 0;
BoundBox boundingBox;

创建包围盒

加载模型

bool ComputeBoundingBox(ID3DXMesh* mesh, BoundBox* box)
{
    HRESULT hr = 0;

    BYTE* v = 0;
    mesh->LockVertexBuffer(0, (void**)&v);
    //计算边界盒(第一个顶点的向量,顶点数,,每个顶点大小,最小点,最大点)
    hr = D3DXComputeBoundingBox(
        (D3DXVECTOR3*)v,
        mesh->GetNumVertices(),
        D3DXGetFVFVertexSize(mesh->GetFVF()),
        &box->_min,
        &box->_max);

    mesh->UnlockVertexBuffer();

    if (FAILED(hr))
        return false;

    return true;
}
ComputeBoundingBox(Mesh, &boundingBox);

D3DXCreateBox(
        g_pd3dDevice,
        boundingBox._max.x - boundingBox._min.x,
        boundingBox._max.y - boundingBox._min.y,
        boundingBox._max.z - boundingBox._min.z,
        &BoxMesh,
        0);

绘制包围盒

绘制模型

D3DMATERIAL9 white = white_mtrl;
white.Diffuse.a = 0.50f;

g_pd3dDevice->SetMaterial(&white);
//模拟碰撞或点击
if (boundingBox.isPointInside(D3DXVECTOR3(1, 1, 1)))
{
    g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
    BoxMesh->DrawSubset(0);
    g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
}

效果

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directx 3d 实例#include #include "d3d9.h" #include "d3dx9.h" #include "Direct3D.h" // Direct3D objects IDirect3D9 *g_pD3D = NULL; IDirect3DDevice9 *g_pD3DDevice = NULL; // Sky vertex structure, fvf, vertex buffer, and texture typedef struct { float x, y, z, rhw; float u, v; } sSkyVertex; #define SKYFVF (D3DFVF_XYZRHW | D3DFVF_TEX1) IDirect3DVertexBuffer9 *g_SkyVB = NULL; IDirect3DTexture9 *g_SkyTexture = NULL; // Land and water meshes D3DXMESHCONTAINER_EX *g_WaterMesh = NULL; D3DXMESHCONTAINER_EX *g_LandMesh = NULL; // Window class and caption text char g_szClass[] = "TextureTransformationClass"; char g_szCaption[] = "Texture Transformation Demo by Jim Adams"; // Function prototypes int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow); long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); void Matrix4x4To3x3(D3DXMATRIX *matOut, D3DXMATRIX *matIn); BOOL DoInit(HWND hWnd, BOOL Windowed = TRUE); void DoShutdown(); void DoFrame(); int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow) { WNDCLASSEX wcex; MSG Msg; HWND hWnd; // Initialize the COM system CoInitialize(NULL); // Create the window class here and register it wcex.cbSize = sizeof(wcex); wcex.style = CS_CLASSDC; wcex.lpfnWndProc = WindowProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInst; wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = NULL; wcex.lpszMenuName = NULL; wcex.lpszClassName = g_szClass; wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION); if(!RegisterClassEx(&wcex)) return FALSE; // Create the main window hWnd = CreateWindow(g_szClass, g_szCaption, WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX, 0, 0, 640, 480, NULL, NULL, hInst, NULL); if(!hWnd) return FALSE; ShowWindow(hWnd, SW_NORMAL); UpdateWindow(hWnd); // Call init function and enter message pump if(DoInit(hWnd) == TRUE) { // Start message pump, waiting for user to exit ZeroMemory(&Msg, sizeof(MSG)); while(Msg.message != WM_QUIT) { if(PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&Msg); DispatchMessage(&Msg); } // Render a single frame DoFrame(); } } // Call shutdown DoShutdown(); // Unregister the window class UnregisterClass(g_szClass, hInst); // Shut down the COM system CoUninitialize(); return 0; } long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, \ WPARAM wParam, LPARAM lParam) { // Only handle window destruction messages switch(uMsg) { case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, uMsg, wParam, lParam); } return 0; } BOOL DoInit(HWND hWnd, BOOL Windowed) { // Initialize Direct3D InitD3D(&g_pD3D, &g_pD3DDevice, hWnd); // Load the land and water meshes LoadMesh(&g_WaterMesh, g_pD3DDevice, "..\\Data\\Water.x", "..\\Data\\"); LoadMesh(&g_LandMesh, g_pD3DDevice, "..\\Data\\Land.x", "..\\Data\\"); // Create the sky backdrop sSkyVertex SkyVerts[4] = { { 0.0f, 0.0, 1.0, 1.0f, 0.0f, 0.0f }, { 640.0f, 0.0, 1.0, 1.0f, 1.0f, 0.0f }, { 0.0f, 480.0, 1.0, 1.0f, 0.0f, 1.0f }, { 640.0f, 480.0, 1.0, 1.0f, 1.0f, 1.0f } }; g_pD3DDevice->CreateVertexBuffer(sizeof(SkyVerts), D3DUSAGE_WRITEONLY, SKYFVF, D3DPOOL_DEFAULT, &g_SkyVB, NULL); char *Ptr; g_SkyVB->Lock(0,0, (void**)&Ptr, 0); memcpy(Ptr, SkyVerts, sizeof(SkyVerts)); g_SkyVB->Unlock(); D3DXCreateTextureFromFile(g_pD3DDevice, "..\\Data\\Sky.bmp", &g_SkyTexture); // Setup a light D3DLIGHT9 Light; ZeroMemory(&Light, sizeof(Light)); Light.Diffuse.r = Light.Diffuse.g = Light.Diffuse.b = Light.Diffuse.a = 1.0f; Light.Type = D3DLIGHT_DIRECTIONAL; D3DXVECTOR3 vecLight = D3DXVECTOR3(-1.0f, -1.0f, 0.5f); D3DXVec3Normalize(&vecLight, &vecLight); Light.Direction = vecLight; g_pD3DDevice->SetLight(0, &Light); g_pD3DDevice->LightEnable(0, TRUE); // Start playing a waterfall sound PlaySound("..\\Data\\Waterfall.wav", NULL, SND_ASYNC | SND_LOOP); return TRUE; } void DoShutdown() { // Stop playing an ocean sound PlaySound(NULL, NULL, 0); // Free meshes delete g_WaterMesh; g_WaterMesh = NULL; delete g_LandMesh; g_LandMesh = NULL; // Release sky data ReleaseCOM(g_SkyVB); ReleaseCOM(g_SkyTexture); // Release D3D objects ReleaseCOM(g_pD3DDevice); ReleaseCOM(g_pD3D); } void DoFrame() { // Create and set the view transformation D3DXMATRIX matView; D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(360.0f, -170.0f, -430.0f), &D3DXVECTOR3(65.0f, 70.0f, -15.0f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView); // Clear the device and start drawing the scene g_pD3DDevice->Clear(NULL, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0,0,64,255), 1.0, 0); if(SUCCEEDED(g_pD3DDevice->BeginScene())) { // Set identity matrix for world transformation D3DXMATRIX matWorld; D3DXMatrixIdentity(&matWorld); g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld); // Draw the sky g_pD3DDevice->SetFVF(SKYFVF); g_pD3DDevice->SetStreamSource(0, g_SkyVB, 0, sizeof(sSkyVertex)); g_pD3DDevice->SetTexture(0, g_SkyTexture); g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); // Enable lighting g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE); // Draw the land meshes DrawMeshes(g_LandMesh); // Setup the texture transformation float TimeFactor = (float)(timeGetTime() / 500.0f); D3DXMATRIX matTexture; D3DXMatrixTranslation(&matTexture, 0.0f, -TimeFactor, 0.0f); Matrix4x4To3x3(&matTexture, &matTexture); g_pD3DDevice->SetTransform(D3DTS_TEXTURE0, &matTexture); g_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); // Draw the water (using alpha blending) DrawMeshes(g_WaterMesh); g_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); // Disable lighting g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); // Turn off texture transformations g_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); // End the scene g_pD3DDevice->EndScene(); } // Present the scene to the user g_pD3DDevice->Present(NULL, NULL, NULL, NULL); } void Matrix4x4To3x3(D3DXMATRIX *matOut, D3DXMATRIX *matIn) { matOut->_11 = matIn->_11; // Copy over 1st row matOut->_12 = matIn->_12; matOut->_13 = matIn->_13; matOut->_14 = 0.0f; matOut->_21 = matIn->_21; // Copy over 2nd row matOut->_22 = matIn->_22; matOut->_23 = matIn->_23; matOut->_24 = 0.0f; matOut->_31 = matIn->_41; // Copy bottom row matOut->_32 = matIn->_42; // used for translation matOut->_33 = matIn->_43; matOut->_34 = 0.0f; matOut->_41 = 0.0f; // Clear the bottom row matOut->_42 = 0.0f; matOut->_43 = 0.0f; matOut->_44 = 1.0f; }

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