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GXMeshFunctions.h

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00001 #include "GXStandardDefines.h"//todo, make sure all headers have this
00002 #include "GXVertex.h"
00003 
00004 
00005 
00006 
00007 bool GXCalcMeshNormals(GXVertex* pVerts, unsigned short* pIndices,
00008                                          UINT uVertCount, UINT uIndexCount);
00009 
00010 inline void GXCalcNormal(D3DXVECTOR3& vOut,
00011                                                                 D3DXVECTOR3& vOne,
00012                                                                 D3DXVECTOR3& vTwo,
00013                                                                 D3DXVECTOR3& vThree)
00014 {
00015         D3DXVECTOR3 vTwoMinusOne=vTwo-vOne;
00016         D3DXVECTOR3 vThreeMinusOne=vThree-vOne;
00017 
00018         D3DXVec3Cross(&vOut,&vTwoMinusOne,&vThreeMinusOne);
00019         D3DXVec3Normalize(&vOut, &vOut);
00020 }
00021 
00022 
00023 
00024 bool CleanMesh(ID3DXMesh** ppInOut);//todo, naming conventions, GX!
00025 bool TesselateMesh(ID3DXMesh** ppInOut, UINT uMaxFaceCount);
00026 bool CheckBoneIndices(ID3DXMesh* pInOut);
00027 
00028 bool GXCenterMesh(ID3DXMesh* pMesh, float fSize);
00029 
00030 

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