339 lines
10 KiB
C++
339 lines
10 KiB
C++
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// DXHELP3.cpp : Contains routines shared by multiple 3D effects
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#include "dxhelp3.h"
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#include <malloc.h>
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#include <math.h>
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#include <stdio.h>
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void Rotate::Set(D3DVECTOR d3dvctrNormal, double dAngle)
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{
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#ifdef _DEBUG
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float NormalSum = d3dvctrNormal.x * d3dvctrNormal.x +
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d3dvctrNormal.y * d3dvctrNormal.y +
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d3dvctrNormal.z * d3dvctrNormal.z;
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_ASSERT(NormalSum == 0.0f || (0.99f < NormalSum && NormalSum < 1.01f));
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#endif
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// The following transformation matrix routines are from
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// Graphics Gems (the first one) page 466 (Converting
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// between Matrix and Axis-Amount Representations)
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float s = (float)sin(dAngle), c = (float)cos(dAngle);
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float t = 1.0f - c;
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m_d3dvctrXComponent.x = t * d3dvctrNormal.x * d3dvctrNormal.x + c;
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m_d3dvctrXComponent.y = t * d3dvctrNormal.x * d3dvctrNormal.y - s * d3dvctrNormal.z;
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m_d3dvctrXComponent.z = t * d3dvctrNormal.x * d3dvctrNormal.z + s * d3dvctrNormal.y;
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m_d3dvctrYComponent.x = t * d3dvctrNormal.x * d3dvctrNormal.y + s * d3dvctrNormal.z;
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m_d3dvctrYComponent.y = t * d3dvctrNormal.y * d3dvctrNormal.y + c;
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m_d3dvctrYComponent.z = t * d3dvctrNormal.y * d3dvctrNormal.z - s * d3dvctrNormal.x;
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m_d3dvctrZComponent.x = t * d3dvctrNormal.x * d3dvctrNormal.z - s * d3dvctrNormal.y;
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m_d3dvctrZComponent.y = t * d3dvctrNormal.y * d3dvctrNormal.z + s * d3dvctrNormal.x;
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m_d3dvctrZComponent.z = t * d3dvctrNormal.z * d3dvctrNormal.z + c;
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}
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static HRESULT DecoupleOneMeshBuilder(void *lpThis /* Ignored */,
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IDirect3DRMMeshBuilder3 *lpMeshBuilderOut,
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IDirect3DRMMeshBuilder3 *lpMeshBuilderIn)
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{
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HRESULT hr = lpMeshBuilderOut->SetAppData(lpMeshBuilderIn->GetAppData());
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if(FAILED(hr))
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{
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return hr;
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}
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const int ciOutputFaceCount = lpMeshBuilderOut->GetFaceCount();
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const int ciMaxFaceCount = lpMeshBuilderIn->GetFaceCount();
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if(!ciMaxFaceCount)
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{
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return hr;
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}
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CComPtr<IDirect3DRMFaceArray> cpD3DRMFaceArray;
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hr = lpMeshBuilderIn->GetFaces(&cpD3DRMFaceArray);
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if(hr != D3DRM_OK)
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{
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return hr;
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}
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D3DVECTOR *lpvctrPosition = NULL;
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D3DVECTOR *lpvctrFaceNormals = NULL;
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DWORD dwMaxVertexCount = 0;
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// By reserving space we speed things up by a factor of 20 or 30 X!
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DWORD dwTotalVertexCount = lpMeshBuilderIn->GetVertexCount();
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_ASSERT(dwTotalVertexCount >= 3);
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if (dwTotalVertexCount/ciMaxFaceCount < 3)
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{
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dwTotalVertexCount = ciMaxFaceCount * 3; // There will be at least 3 vertices per face.
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}
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hr = lpMeshBuilderOut->ReserveSpace(dwTotalVertexCount, dwTotalVertexCount, ciMaxFaceCount);
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if(hr != D3DRM_OK)
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{
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return hr;
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}
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// Need to have seperate vertices for each face in the output mesh.
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int iFaceIndex = 0;
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do
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{
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CComPtr<IDirect3DRMFace> cpd3dInFaceTemp;
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CComPtr<IDirect3DRMFace2> cpd3dOutFace;
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if(FAILED(hr = cpD3DRMFaceArray->GetElement((DWORD)iFaceIndex, &cpd3dInFaceTemp)))
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{
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break;
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}
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_ASSERT(cpd3dInFaceTemp);
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CComPtr<IDirect3DRMFace2> cpd3dInFace;
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if(FAILED(hr = cpd3dInFaceTemp->QueryInterface(
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IID_IDirect3DRMFace2, (void **)&cpd3dInFace)))
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{
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break;
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}
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DWORD dwVertexCount;
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cpd3dInFace->GetVertices(&dwVertexCount, NULL, NULL);
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_ASSERT(dwVertexCount >= 3);
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if(dwVertexCount > dwMaxVertexCount)
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{
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dwMaxVertexCount = dwVertexCount;
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D3DVECTOR *lpTemp = lpvctrPosition;
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D3DVECTOR *lpNormalTemp = lpvctrFaceNormals;
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lpvctrPosition = (D3DVECTOR *)realloc(lpvctrPosition, dwMaxVertexCount * sizeof (*lpvctrPosition));
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lpvctrFaceNormals = (D3DVECTOR *)realloc(lpvctrFaceNormals, dwMaxVertexCount * sizeof (*lpvctrFaceNormals));
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if(!lpvctrPosition || !lpvctrFaceNormals)
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{
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free(lpTemp);
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free(lpNormalTemp);
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hr = E_OUTOFMEMORY;
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break;
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}
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// We may have a problem in the amount of space reserved in the output meshbuilder.
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if((ciMaxFaceCount - iFaceIndex) * dwMaxVertexCount > dwTotalVertexCount)
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{
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dwTotalVertexCount = (ciMaxFaceCount - iFaceIndex) * dwMaxVertexCount;
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hr = lpMeshBuilderOut->ReserveSpace(dwTotalVertexCount, dwTotalVertexCount, ciMaxFaceCount - iFaceIndex);
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if(hr != D3DRM_OK)
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{
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break;
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}
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}
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}
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if(FAILED(hr = cpd3dInFace->GetVertices(&dwVertexCount, lpvctrPosition, lpvctrFaceNormals)) ||
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FAILED(hr = lpMeshBuilderOut->CreateFace(&cpd3dOutFace)) ||
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FAILED(hr = cpd3dOutFace->SetAppData(cpd3dInFace->GetAppData())))
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{
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break;
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}
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CComPtr<IDirect3DRMMaterial2> cpMaterial;
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CComPtr<IDirect3DRMTexture3> cpTexture;
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BOOL bU, bV;
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if(hr != D3DRM_OK ||
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(hr = cpd3dInFace->GetMaterial(&cpMaterial)) != D3DRM_OK ||
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(hr = cpd3dOutFace->SetMaterial(cpMaterial)) != D3DRM_OK ||
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(hr = cpd3dOutFace->SetColor(cpd3dInFace->GetColor())) != D3DRM_OK ||
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(hr = cpd3dInFace->GetTexture(&cpTexture)) != D3DRM_OK ||
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(hr = cpd3dOutFace->SetTexture(cpTexture)) != D3DRM_OK ||
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(hr = cpd3dInFace->GetTextureTopology(&bU, &bV)) != D3DRM_OK ||
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(hr = cpd3dOutFace->SetTextureTopology(bU, bV)) != D3DRM_OK)
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{
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break;
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}
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DWORD dwInFaceVertex = 0;
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do
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{
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int iVIndex = lpMeshBuilderOut->AddVertex(lpvctrPosition[dwInFaceVertex].x,
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lpvctrPosition[dwInFaceVertex].y,
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lpvctrPosition[dwInFaceVertex].z);
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int iNIndex = lpMeshBuilderOut->AddNormal(lpvctrFaceNormals[dwInFaceVertex].x,
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lpvctrFaceNormals[dwInFaceVertex].y,
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lpvctrFaceNormals[dwInFaceVertex].z);
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D3DVALUE U, V;
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if(FAILED(hr = cpd3dOutFace->AddVertexAndNormalIndexed(iVIndex, iNIndex)) ||
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FAILED(hr = cpd3dInFace->GetTextureCoordinates(dwInFaceVertex, &U, &V)) ||
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FAILED(hr = cpd3dOutFace->SetTextureCoordinates(dwInFaceVertex, U, V)))
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{
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break;
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}
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} while (++dwInFaceVertex < dwVertexCount);
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dwTotalVertexCount -= dwVertexCount;
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} while (hr == D3DRM_OK && ++iFaceIndex < ciMaxFaceCount);
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free(lpvctrPosition);
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free(lpvctrFaceNormals);
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return hr;
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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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HRESULT hr;
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_ASSERT(lpCallBack);
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if(FAILED(hr = (*lpCallBack)(lpThis, lpMeshBuilderOut, lpMeshBuilderIn)))
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return hr;
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DWORD dwInSubMeshCount;
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hr = lpMeshBuilderIn->GetSubMeshes(&dwInSubMeshCount, NULL);
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if(FAILED(hr) || dwInSubMeshCount == 0)
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return hr;
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DWORD dwOutSubMeshCount;
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if(FAILED(hr = lpMeshBuilderOut->GetSubMeshes(&dwOutSubMeshCount, NULL)))
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{
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return hr;
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}
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const BOOL bCreateOutMeshes = (dwOutSubMeshCount == 0);
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_ASSERT(bCreateOutMeshes || dwInSubMeshCount == dwOutSubMeshCount);
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LPUNKNOWN *lplpunkInSubMeshes =
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(LPUNKNOWN *)malloc(dwInSubMeshCount * sizeof(*lplpunkInSubMeshes));
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LPUNKNOWN *lplpunkOutSubMeshes = (bCreateOutMeshes? NULL:
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(LPUNKNOWN *)malloc(dwOutSubMeshCount * sizeof(*lplpunkOutSubMeshes)));
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if(!lplpunkInSubMeshes || !bCreateOutMeshes && !lplpunkOutSubMeshes)
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{
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return E_OUTOFMEMORY;
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}
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if(FAILED(hr = lpMeshBuilderIn->GetSubMeshes(&dwInSubMeshCount, lplpunkInSubMeshes)) ||
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!bCreateOutMeshes &&
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FAILED(hr = lpMeshBuilderOut->GetSubMeshes(&dwOutSubMeshCount, lplpunkOutSubMeshes)))
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{
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return hr;
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}
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CComPtr<IDirect3DRMMeshBuilder3> cpInSubMesh, cpOutSubMesh;
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DWORD dwSubMesh;
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for(dwSubMesh = 0; SUCCEEDED(hr) && dwSubMesh < dwInSubMeshCount; dwSubMesh++)
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{
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cpInSubMesh = NULL;
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cpOutSubMesh = NULL;
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// Get the current input submesh.
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hr = lplpunkInSubMeshes[dwSubMesh]->QueryInterface(IID_IDirect3DRMMeshBuilder3,
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(void **)&cpInSubMesh);
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if(FAILED(hr))
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break;
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if(bCreateOutMeshes)
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{
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// Create a new submesh in the output mesh to match the input submesh.
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LPUNKNOWN lpunkSubmesh;
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if(FAILED(hr = lpMeshBuilderOut->CreateSubMesh(&lpunkSubmesh)))
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break;
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hr = lpunkSubmesh->QueryInterface(IID_IDirect3DRMMeshBuilder3,
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(void **)&cpOutSubMesh);
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lpunkSubmesh->Release();
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}
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else
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{
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// Get the current output submesh.
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hr = lplpunkOutSubMeshes[dwSubMesh]->QueryInterface(IID_IDirect3DRMMeshBuilder3,
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(void **)&cpOutSubMesh);
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}
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if(FAILED(hr))
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break;
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// Do all the children for these two MeshBuilders.
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hr = TraverseSubMeshes(lpCallBack, lpThis, cpOutSubMesh, cpInSubMesh);
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}
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for(dwSubMesh = 0; dwSubMesh < dwInSubMeshCount; dwSubMesh++)
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{
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lplpunkInSubMeshes[dwSubMesh]->Release();
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if(lplpunkOutSubMeshes)
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{
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lplpunkOutSubMeshes[dwSubMesh]->Release();
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}
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}
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free(lplpunkInSubMeshes);
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free(lplpunkOutSubMeshes);
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return hr;
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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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DWORD dwSubMeshCount;
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HRESULT hr = lpMeshBuilderOut->GetSubMeshes(&dwSubMeshCount, NULL);
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if(FAILED(hr))
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return hr;
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if(lpMeshBuilderOut->GetFaceCount() || dwSubMeshCount)
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{
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if(FAILED(hr = lpMeshBuilderOut->Empty(0)))
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return hr;
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}
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hr = TraverseSubMeshes(DecoupleOneMeshBuilder, NULL,
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lpMeshBuilderOut, lpMeshBuilderIn);
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return hr;
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}
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float GetDlgItemFloat(HWND hDlg, int id)
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{
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TCHAR *pEnd;
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TCHAR szItemText[20];
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GetDlgItemText(hDlg, id, szItemText, 20);
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return (float)strtod(szItemText, &pEnd);
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}
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BOOL SetDlgItemFloat( HWND hDlg, int id, float f )
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{
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TCHAR szItem[20];
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_stprintf( szItem, _T("%.2f"), f );
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return SetDlgItemText( hDlg, id, szItem );
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}
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double GetDlgItemDouble(HWND hDlg, int id)
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{
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TCHAR *pEnd;
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TCHAR szItemText[20];
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GetDlgItemText(hDlg, id, szItemText, 20);
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return strtod(szItemText, &pEnd);
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}
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BOOL SetDlgItemDouble( HWND hDlg, int id, double d )
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{
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TCHAR szItem[20];
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_stprintf( szItem, _T("%.2d"), d );
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return SetDlgItemText( hDlg, id, szItem );
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}
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