📄 mesh.h
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//+-----------------------------------------------------------------------------
//| Inclusion guard
//+-----------------------------------------------------------------------------
#ifndef MAGOS_MESH_H
#define MAGOS_MESH_H
//+-----------------------------------------------------------------------------
//| Included files
//+-----------------------------------------------------------------------------
#include "Misc.h"
//+-----------------------------------------------------------------------------
//| Pre-declared classes
//+-----------------------------------------------------------------------------
struct VERTEX;
//+-----------------------------------------------------------------------------
//| Mesh class
//+-----------------------------------------------------------------------------
class MESH
{
public:
CONSTRUCTOR MESH();
DESTRUCTOR ~MESH();
BOOL Create(INT NrOfVertices, INT NrOfFaces);
VOID Clear();
LPD3DXMESH GetMesh() CONST;
BOOL LockVertexBuffer(VERTEX** VertexPointer);
VOID UnlockVertexBuffer();
BOOL LockIndexBuffer(WORD** IndexPointer);
VOID UnlockIndexBuffer();
BOOL RayIntersects(CONST D3DXVECTOR3& RayPosition, CONST D3DXVECTOR3& RayDirection, FLOAT* Distance);
VOID Render();
protected:
LPD3DXMESH Mesh;
BOOL VertexBufferLocked;
BOOL IndexBufferLocked;
};
//+-----------------------------------------------------------------------------
//| Post-included files
//+-----------------------------------------------------------------------------
#include "Graphics.h"
//+-----------------------------------------------------------------------------
//| End of inclusion guard
//+-----------------------------------------------------------------------------
#endif
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