1 #include "..\include\raMain.h" 33 LPCSTR modelFileName) :
88 if(pTechnique->IsValid())
94 pTechnique->GetDesc( &techDesc );
105 for( UINT p = 0; p < techDesc.
Passes; ++p )
125 bool bIntersects =
false;
126 FLOAT mindist = FLT_MAX;
127 FLOAT u = 0, v = 0, dist =
false;
129 for (UINT64 idx = 0; idx < nIndices; idx += 3)
135 for(
int i = 0; i < 3; i++)
136 p[i] = (pVertices + pIndices16[idx + i])->position;
140 UINT32* pIndices32 = (UINT32*)pIndices;
141 for(
int i = 0; i < 3; i++)
142 p[i] = (pVertices + pIndices32[idx + i])->position;
145 if(D3DXIntersectTri(&p[0], &p[1], &p[2],
146 (D3DXVECTOR3*)pRayPos, (D3DXVECTOR3*)pRayDir, &u, &v, &dist))
raEntitySDKMesh(raSmartPointer< raDirectX > dx, LPCSTR modelFileName)
LPCSTR m_effectVariableName
ID3D11ShaderResourceView * m_pRV
UINT64 GetNumIndices(UINT iMesh)
BYTE * GetRawIndicesAt(UINT iIB)
virtual bool DestroyMesh()
BOOL IsErrorResource(TYPE data)
static raString TexturedTechniqueName
static D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveType11(SDKMESH_PRIMITIVE_TYPE PrimType)
ID3D11DeviceContext * GetImmediateContext(void)
ID3D11Buffer * GetVB11(UINT iMesh, UINT iVB)
UINT GetVertexStride(UINT iMesh, UINT iVB)
interface ID3DX11EffectTechnique ID3DX11EffectTechnique
LPCSTR GetModelFileName()
SDKMESH_SUBSET * GetSubset(UINT iMesh, UINT iSubset)
ID3DX11Effect * m_pEffect
virtual bool Intersects(const raVector3 *pRayPos, const raVector3 *pRayDir, float *pDist)
SDKMESH_MESH * GetMesh(UINT iMesh)
SDKMESH_MATERIAL * GetMaterial(UINT iMaterial)
virtual UINT GetNumSubsets()
virtual bool CreateMesh()
virtual DXGI_FORMAT GetIndexBufferFormat()
ID3D11ShaderResourceView * pDiffuseRV11
virtual HRESULT Create(raDirectX *pDev11, LPCTSTR szFileName, bool bCreateAdjacencyIndices=false, SDKMESH_CALLBACKS11 *pLoaderCallbacks=NULL)
virtual ID3D11Buffer * GetIndexBuffer()
raMaterial ** m_pMaterials
ID3DX11EffectShaderResourceVariable * m_ptxDiffuseVariable
virtual bool RenderMesh(LPCSTR techniqueName="")
BYTE * GetRawVerticesAt(UINT iVB)
SDKMESH_MATERIAL * m_pSDKMaterial
raSmartPointer< raDirectX > m_dx
ID3DX11EffectVectorVariable * m_pMaterialDiffuseColorVariable
static raString EffectfileName
ID3DX11EffectTechnique * GetEffectTechnique(LPCSTR techniqueName="")
raEntitySDKMaterial(raSmartPointer< raDirectX > dx, LPCSTR effectFileName, LPCSTR Technique, SDKMESH_MATERIAL *mat)
ID3DX11EffectVectorVariable * m_pMaterialAmbientVariable