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📄 model.h

📁 Battle Balls v1.0 nice
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#pragma once
#include <vector>
#include <d3dx9.h>

struct BoundingBox
{
	bool isPointInside(D3DXVECTOR3& p);

	D3DXVECTOR3 _min;
	D3DXVECTOR3 _max;
};

struct BoundingSphere
{
	D3DXVECTOR3 _center;
	float       _radius;
};

class CModel
{
public:
	CModel(char *File,IDirect3DDevice9 *device,bool pmesh);
	~CModel();
	void Draw();
	void walk(float units);   // forward/backward
	void yaw(float angle);   // rotate on up vector
	bool ComputeBoundingSphere(ID3DXMesh* mesh, BoundingSphere* sphere);

	D3DXVECTOR3 vecRot; // vector for rotation angles
	D3DXVECTOR3 vecPos; // vector for translation units
	D3DXVECTOR3 vecScale; // vector for scaling units
	D3DXVECTOR3 look;
	float alphaLevel;
	bool alpha;
	bool pm; //is progressive mesh?
	ID3DXPMesh *pMesh;  //progressive mesh
	ID3DXMesh *Mesh;
	BoundingSphere BS;
private:
	IDirect3DDevice9 *Device;
	std::vector<IDirect3DTexture9*> Textures;
	std::vector<D3DMATERIAL9> Mtrls;
};

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