📄 d3dx9mesh.h
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LPCVOID pVerticesSrc,
PVOID pVerticesDst) PURE;
// Takes a mesh and returns a new mesh with per vertex blend weights and a bone combination
// table that describes which bones affect which subsets of the mesh
STDMETHOD(ConvertToBlendedMesh)(THIS_
LPD3DXMESH pMesh,
DWORD Options,
CONST DWORD *pAdjacencyIn,
LPDWORD pAdjacencyOut,
DWORD* pFaceRemap,
LPD3DXBUFFER *ppVertexRemap,
DWORD* pMaxFaceInfl,
DWORD* pNumBoneCombinations,
LPD3DXBUFFER* ppBoneCombinationTable,
LPD3DXMESH* ppMesh) PURE;
// Takes a mesh and returns a new mesh with per vertex blend weights and indices
// and a bone combination table that describes which bones palettes affect which subsets of the mesh
STDMETHOD(ConvertToIndexedBlendedMesh)(THIS_
LPD3DXMESH pMesh,
DWORD Options,
DWORD paletteSize,
CONST DWORD *pAdjacencyIn,
LPDWORD pAdjacencyOut,
DWORD* pFaceRemap,
LPD3DXBUFFER *ppVertexRemap,
DWORD* pMaxVertexInfl,
DWORD* pNumBoneCombinations,
LPD3DXBUFFER* ppBoneCombinationTable,
LPD3DXMESH* ppMesh) PURE;
};
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
HRESULT WINAPI
D3DXCreateMesh(
DWORD NumFaces,
DWORD NumVertices,
DWORD Options,
CONST D3DVERTEXELEMENT9 *pDeclaration,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXMESH* ppMesh);
HRESULT WINAPI
D3DXCreateMeshFVF(
DWORD NumFaces,
DWORD NumVertices,
DWORD Options,
DWORD FVF,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXMESH* ppMesh);
HRESULT WINAPI
D3DXCreateSPMesh(
LPD3DXMESH pMesh,
CONST DWORD* pAdjacency,
CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights,
CONST FLOAT *pVertexWeights,
LPD3DXSPMESH* ppSMesh);
// clean a mesh up for simplification, try to make manifold
HRESULT WINAPI
D3DXCleanMesh(
D3DXCLEANTYPE CleanType,
LPD3DXMESH pMeshIn,
CONST DWORD* pAdjacencyIn,
LPD3DXMESH* ppMeshOut,
DWORD* pAdjacencyOut,
LPD3DXBUFFER* ppErrorsAndWarnings);
HRESULT WINAPI
D3DXValidMesh(
LPD3DXMESH pMeshIn,
CONST DWORD* pAdjacency,
LPD3DXBUFFER* ppErrorsAndWarnings);
HRESULT WINAPI
D3DXGeneratePMesh(
LPD3DXMESH pMesh,
CONST DWORD* pAdjacency,
CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights,
CONST FLOAT *pVertexWeights,
DWORD MinValue,
DWORD Options,
LPD3DXPMESH* ppPMesh);
HRESULT WINAPI
D3DXSimplifyMesh(
LPD3DXMESH pMesh,
CONST DWORD* pAdjacency,
CONST D3DXATTRIBUTEWEIGHTS *pVertexAttributeWeights,
CONST FLOAT *pVertexWeights,
DWORD MinValue,
DWORD Options,
LPD3DXMESH* ppMesh);
HRESULT WINAPI
D3DXComputeBoundingSphere(
CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position
DWORD NumVertices,
DWORD dwStride, // count in bytes to subsequent position vectors
D3DXVECTOR3 *pCenter,
FLOAT *pRadius);
HRESULT WINAPI
D3DXComputeBoundingBox(
CONST D3DXVECTOR3 *pFirstPosition, // pointer to first position
DWORD NumVertices,
DWORD dwStride, // count in bytes to subsequent position vectors
D3DXVECTOR3 *pMin,
D3DXVECTOR3 *pMax);
HRESULT WINAPI
D3DXComputeNormals(
LPD3DXBASEMESH pMesh,
CONST DWORD *pAdjacency);
HRESULT WINAPI
D3DXCreateBuffer(
DWORD NumBytes,
LPD3DXBUFFER *ppBuffer);
HRESULT WINAPI
D3DXLoadMeshFromXA(
LPCSTR pFilename,
DWORD Options,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXBUFFER *ppAdjacency,
LPD3DXBUFFER *ppMaterials,
LPD3DXBUFFER *ppEffectInstances,
DWORD *pNumMaterials,
LPD3DXMESH *ppMesh);
HRESULT WINAPI
D3DXLoadMeshFromXW(
LPCWSTR pFilename,
DWORD Options,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXBUFFER *ppAdjacency,
LPD3DXBUFFER *ppMaterials,
LPD3DXBUFFER *ppEffectInstances,
DWORD *pNumMaterials,
LPD3DXMESH *ppMesh);
#ifdef UNICODE
#define D3DXLoadMeshFromX D3DXLoadMeshFromXW
#else
#define D3DXLoadMeshFromX D3DXLoadMeshFromXA
#endif
HRESULT WINAPI
D3DXLoadMeshFromXInMemory(
LPCVOID Memory,
DWORD SizeOfMemory,
DWORD Options,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXBUFFER *ppAdjacency,
LPD3DXBUFFER *ppMaterials,
LPD3DXBUFFER *ppEffectInstances,
DWORD *pNumMaterials,
LPD3DXMESH *ppMesh);
HRESULT WINAPI
D3DXLoadMeshFromXResource(
HMODULE Module,
LPCSTR Name,
LPCSTR Type,
DWORD Options,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXBUFFER *ppAdjacency,
LPD3DXBUFFER *ppMaterials,
LPD3DXBUFFER *ppEffectInstances,
DWORD *pNumMaterials,
LPD3DXMESH *ppMesh);
HRESULT WINAPI
D3DXSaveMeshToXA(
LPCSTR pFilename,
LPD3DXMESH pMesh,
CONST DWORD* pAdjacency,
CONST D3DXMATERIAL* pMaterials,
CONST D3DXEFFECTINSTANCE* pEffectInstances,
DWORD NumMaterials,
DWORD Format
);
HRESULT WINAPI
D3DXSaveMeshToXW(
LPCWSTR pFilename,
LPD3DXMESH pMesh,
CONST DWORD* pAdjacency,
CONST D3DXMATERIAL* pMaterials,
CONST D3DXEFFECTINSTANCE* pEffectInstances,
DWORD NumMaterials,
DWORD Format
);
#ifdef UNICODE
#define D3DXSaveMeshToX D3DXSaveMeshToXW
#else
#define D3DXSaveMeshToX D3DXSaveMeshToXA
#endif
HRESULT WINAPI
D3DXCreatePMeshFromStream(
IStream *pStream,
DWORD Options,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXBUFFER *ppMaterials,
LPD3DXBUFFER *ppEffectInstances,
DWORD* pNumMaterials,
LPD3DXPMESH *ppPMesh);
// Creates a skin info object based on the number of vertices, number of bones, and a declaration describing the vertex layout of the target vertices
// The bone names and initial bone transforms are not filled in the skin info object by this method.
HRESULT WINAPI
D3DXCreateSkinInfo(
DWORD NumVertices,
CONST D3DVERTEXELEMENT9 *pDeclaration,
DWORD NumBones,
LPD3DXSKININFO* ppSkinInfo);
// Creates a skin info object based on the number of vertices, number of bones, and a FVF describing the vertex layout of the target vertices
// The bone names and initial bone transforms are not filled in the skin info object by this method.
HRESULT WINAPI
D3DXCreateSkinInfoFVF(
DWORD NumVertices,
DWORD FVF,
DWORD NumBones,
LPD3DXSKININFO* ppSkinInfo);
#ifdef __cplusplus
}
extern "C" {
#endif //__cplusplus
HRESULT WINAPI
D3DXLoadMeshFromXof(
LPD3DXFILEDATA pxofMesh,
DWORD Options,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXBUFFER *ppAdjacency,
LPD3DXBUFFER *ppMaterials,
LPD3DXBUFFER *ppEffectInstances,
DWORD *pNumMaterials,
LPD3DXMESH *ppMesh);
// This similar to D3DXLoadMeshFromXof, except also returns skinning info if present in the file
// If skinning info is not present, ppSkinInfo will be NULL
HRESULT WINAPI
D3DXLoadSkinMeshFromXof(
LPD3DXFILEDATA pxofMesh,
DWORD Options,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXBUFFER* ppAdjacency,
LPD3DXBUFFER* ppMaterials,
LPD3DXBUFFER *ppEffectInstances,
DWORD *pMatOut,
LPD3DXSKININFO* ppSkinInfo,
LPD3DXMESH* ppMesh);
// The inverse of D3DXConvertTo{Indexed}BlendedMesh() functions. It figures out the skinning info from
// the mesh and the bone combination table and populates a skin info object with that data. The bone
// names and initial bone transforms are not filled in the skin info object by this method. This works
// with either a non-indexed or indexed blended mesh. It examines the FVF or declarator of the mesh to
// determine what type it is.
HRESULT WINAPI
D3DXCreateSkinInfoFromBlendedMesh(
LPD3DXBASEMESH pMesh,
DWORD NumBones,
CONST D3DXBONECOMBINATION *pBoneCombinationTable,
LPD3DXSKININFO* ppSkinInfo);
HRESULT WINAPI
D3DXTessellateNPatches(
LPD3DXMESH pMeshIn,
CONST DWORD* pAdjacencyIn,
FLOAT NumSegs,
BOOL QuadraticInterpNormals, // if false use linear intrep for normals, if true use quadratic
LPD3DXMESH *ppMeshOut,
LPD3DXBUFFER *ppAdjacencyOut);
//generates implied outputdecl from input decl
//the decl generated from this should be used to generate the output decl for
//the tessellator subroutines.
HRESULT WINAPI
D3DXGenerateOutputDecl(
D3DVERTEXELEMENT9 *pOutput,
CONST D3DVERTEXELEMENT9 *pInput);
//loads patches from an XFileData
//since an X file can have up to 6 different patch meshes in it,
//returns them in an array - pNumPatches will contain the number of
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