📄 cuboid.cpp
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// Cuboid.cpp: implementation of the CCuboid class.
//
//////////////////////////////////////////////////////////////////////
#include "Cuboid.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CCuboid::CCuboid(LPDIRECT3DDEVICE8 pD3DDevice)
{
m_pD3DDevice = pD3DDevice;
m_pVertexBuffer = NULL;
//Set a default size and position
m_rWidth = 10.0;
m_rHeight = 10.0;
m_rDepth = 10.0;
m_rX = 0.0;
m_rY = 0.0;
m_rZ = 0.0;
//Initialize Vertex Buffer
if(SUCCEEDED(CreateVertexBuffer()))
{
UpdateVertices();
}
}
CCuboid::~CCuboid()
{
SafeRelease(m_pVertexBuffer);
}
bool CCuboid::Render()
{
m_pD3DDevice->SetStreamSource(0, m_pVertexBuffer, sizeof(CUBIOD_CUSTOMVERTEX));
m_pD3DDevice->SetVertexShader(CUBIOD_D3DFVF_CUSTOMVERTEX);
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); //Top
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 8); //Sides
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 14, 2); //Bottom
return true;
}
HRESULT CCuboid::CreateVertexBuffer()
{
//Create the vertex buffer from our device.
if(FAILED(m_pD3DDevice->CreateVertexBuffer(18 * sizeof(CUBIOD_CUSTOMVERTEX),
0, CUBIOD_D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &m_pVertexBuffer)))
{
return E_FAIL;
}
return S_OK;
}
bool CCuboid::UpdateVertices()
{
VOID* pVertices;
//Store each point of the cube together with it's colour
//Make sure that the points of a polygon are specified in a clockwise direction,
//this is because anti-clockwise faces will be culled
//We will use a three triangle strips to render these polygons (Top, Sides, Bottom).
CUBIOD_CUSTOMVERTEX cvVertices[] =
{
//Top Face
{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 0 - Blue
{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 1 - Red
{m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 2 - Red
{m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 3 - Green
//Face 1
{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 4 - Red
{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 5 - Blue
{m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 6 - Green
{m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 7 - Red
//Face 2
{m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 8 - Blue
{m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 9 - Green
//Face 3
{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 10 - Green
{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 11 - Red
//Face 4
{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 12 - Red
{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 13 - Blue
//Bottom Face
{m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 14 - Green
{m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255),}, //Vertex 15 - Blue
{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),}, //Vertex 16 - Red
{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),}, //Vertex 17 - Green
};
//Get a pointer to the vertex buffer vertices and lock the vertex buffer
if(FAILED(m_pVertexBuffer->Lock(0, sizeof(cvVertices), (BYTE**)&pVertices, 0)))
{
return false;
}
//Copy our stored vertices values into the vertex buffer
memcpy(pVertices, cvVertices, sizeof(cvVertices));
//Unlock the vertex buffer
m_pVertexBuffer->Unlock();
return true;
}
bool CCuboid::SetSize(float rWidth, float rHeight, float rDepth)
{
m_rWidth = rWidth;
m_rHeight = rHeight;
m_rDepth = rDepth;
UpdateVertices();
return true;
}
bool CCuboid::SetPosition(float x, float y, float z)
{
m_rX = x;
m_rY = y;
m_rZ = z;
UpdateVertices();
return true;
}
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