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'*******************************************************************
'  Direct3D retained mode include file for the RapidQ Compiler by William Yu
'    Last updated 4/2005,   by JohnK
'
'  THERE ARE NO WARANTIES OR GUARANTEES, Use at your own risk
'*********************************************************************
'
'
'
' ----------  Constants and definitions for DirectX under RapidQ -------
'  RapidQ comes from Delphi-X which uses a subset of Direct3D retained mode
' calls but does not offer the full functionality of retained mode.
'
'
'
     $TYPECHECK ON
     $IFNDEF False
      $DEFINE False 0
     $ENDIF
     $IFNDEF True
      $DEFINE True 1
     $ENDIF


     $IFNDEF D3DVALUE
      $DEFINE D3DVALUE	SINGLE	'actual c declaration is float
     $ENDIF

     $IFNDEF D3DVECTOR
      TYPE D3DVECTOR
       X		AS SINGLE
       Y		AS SINGLE
       Z		AS SINGLE
      END TYPE
      $DEFINE LPD3DVECTOR		LONG		'pointer to structure
     $ENDIF



' **** IMPORTANT, if you need all QD3DVECTOR values, use this instead!! *****
'The real implementation of QD3DVECTOR is a union between DVX &  X, DVY & Y, etc.
     TYPE Q3DVECTOR
      DVX		AS SINGLE
      DVY		AS SINGLE
      DVZ		AS SINGLE
      X		AS SINGLE
      Y		AS SINGLE
      Z		AS SINGLE

     END TYPE

'this makes more sense as a 3D vector has only 3 members
     TYPE QD3DORIENTVECTOR
      X		AS SINGLE
      Y		AS SINGLE
      Z		AS SINGLE
      DVX		AS SINGLE
      DVY		AS SINGLE
      DVZ		AS SINGLE
     END TYPE


     TYPE QD3DRGBA			'different from DirectX D3DRGBA, which return DWORD types
      R		AS SINGLE
      G		AS SINGLE
      B		AS SINGLE
      A		AS SINGLE
     END TYPE



     CONST D3DGROUND_ZERO = 0	'Boris added this


'-- Wrap Types
     CONST D3DRMWRAP_FLAT = 0			'projects the texture along one direction vector
     CONST D3DRMWRAP_CYLINDER = 1		'projects the texture inward to center tangent with one vector
     CONST D3DRMWRAP_SPHERE = 2			'projects the texture inward to center from a sphere
     CONST D3DRMWRAP_CHROME = 3			'mesh normals to camera frame (not available in RapidQ) or other frame to calc texture coord
     CONST D3DRMWRAP_SHEET = 4			'not documented by msdn
     CONST D3DRMWRAP_BOX = 5				'tiles the bitmap?
'Type 				u coordinate						v coordinate
'Flat 				1/w to cover width of object  		1/h to cover height of object exactly
'Cylindrical 		1* 1/h to cover height of object
'Spherical/chrome 	1* 									1*
'*Values <> 1 may be used to wrap part of the texture or to tile it but may not be good at the seams.


'***********************************************************************************
'
'  Light types
'
'***********************************************************************************

'-- D3DRMLIGHTTYPE light types, use for QD3DLight.SetLightRGB(lightType, R, G, B)
     CONST D3DRMLIGHT_AMBIENT = 0				'light homogenous in all directions
     CONST D3DRMLIGHT_POINT = 1					'point source
     CONST D3DRMLIGHT_SPOT = 2					'spotlight source.
     CONST D3DRMLIGHT_DIRECTIONAL = 3			'directional source
     CONST D3DRMLIGHT_PARALLELPOINT = 4			'parallel source

'***********************************************************************************
'
'  set rendering quality for the meshbuilder
'
'***********************************************************************************
' - D3DRMSHADEMODE shading modes how do you fill in shading between vertices on the face?
     CONST D3DRMSHADE_FLAT = 0
     CONST D3DRMSHADE_GOURAUD = 1
     CONST D3DRMSHADE_PHONG = 2
     CONST D3DRMSHADE_MASK = 7
     CONST D3DRMSHADE_MAX = 8

'-- fill in faces/vertex mode how do you fill the faces?
     CONST D3DRMFILL_POINTS = 0
     CONST D3DRMFILL_WIREFRAME = 64
     CONST D3DRMFILL_SOLID = 128
     CONST D3DRMFILL_MASK = 448
     CONST D3DRMFILL_MAX = 512


' -- D3DRMLIGHTMODE lighting modes
     CONST D3DRMLIGHT_OFF = 0 * D3DRMSHADE_MAX
     CONST D3DRMLIGHT_ON = 1 * D3DRMSHADE_MAX
     CONST D3DRMLIGHT_MASK = 7 * D3DRMSHADE_MAX
     CONST D3DRMLIGHT_MAX = 8 * D3DRMSHADE_MAX


'-- Shade quality		use in QD3DMeshBuilder.SetQuality, can use above alone
     CONST D3DRMRENDER_POINTS =		D3DRMSHADE_FLAT		+ D3DRMLIGHT_OFF	+ D3DRMFILL_POINTS
     CONST D3DRMRENDER_WIREFRAME =	D3DRMSHADE_FLAT		+ D3DRMLIGHT_OFF	+ D3DRMFILL_WIREFRAME
     CONST D3DRMRENDER_UNLITFLAT =	D3DRMSHADE_FLAT		+ D3DRMLIGHT_OFF	+ D3DRMFILL_SOLID
     CONST D3DRMRENDER_FLAT =		D3DRMSHADE_FLAT		+ D3DRMLIGHT_ON		+ D3DRMFILL_SOLID
     CONST D3DRMRENDER_GOURAUD =		D3DRMSHADE_GOURAUD	+ D3DRMLIGHT_ON		+ D3DRMFILL_SOLID
     CONST D3DRMRENDER_PHONG =		D3DRMSHADE_PHONG	+ D3DRMLIGHT_ON		+ D3DRMFILL_SOLID
     CONST D3DRMRENDER_MAX =			D3DRMSHADE_PHONG	+ D3DRMLIGHT_ON		+ D3DRMFILL_MAX

' IDirect3DRMDevice::GetWireframeOptions  API
     CONST D3DRMWIREFRAME_CULL = 1
     CONST D3DRMWIREFRAME_HIDDENLINE = 2

'*********************************************************************************

'-- Renderer modes		 use for QDXscreen.SetRenderMode, but they don't have any effect?
     CONST D3DRMRENDERMODE_BLENDEDTRANSPARENCY = 1
     CONST D3DRMRENDERMODE_SORTEDTRANSPARENCY = 2
     CONST D3DRMRENDERMODE_LIGHTINMODELSPACE = 8
     CONST D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR = 16
     CONST D3DRMRENDERMODE_DISABLESORTEDALPHAZWRITE = 32

'Most of the functionality of Direct3D would be through  D3DOP_STATERENDER opcodes
'This only works in Immediate Mode not in RapidQ's Retained Mode, so we are limited
' if you need more rendering options you will HAVE to go OpenGL, or other engine.


' the following constants are not described by rapidQ

' -- Textures definitions may not work
     CONST D3DRMTEXTURE_FORCERESIDENT  = &H00000001 			'texture should be kept in video memory */
     CONST D3DRMTEXTURE_STATIC  = &H02 						'texture will not change */
     CONST D3DRMTEXTURE_DOWNSAMPLEPOINT  = &H00000004 		'point filtering should be used when downsampling
     CONST D3DRMTEXTURE_DOWNSAMPLEBILINEAR  = &H00000008 	'bilinear filtering should be used when downsampling
     CONST D3DRMTEXTURE_DOWNSAMPLEREDUCEDEPTH  = &H00000010 	'reduce bit depth when downsampling
     CONST D3DRMTEXTURE_DOWNSAMPLENONE  = &H00000020 		'texture should never be downsampled
     CONST D3DRMTEXTURE_CHANGEDPIXELS  = &H00000040 			'pixels have changed
     CONST D3DRMTEXTURE_CHANGEDPALETTE  = &H00000080 		'palette has changed
     CONST D3DRMTEXTURE_INVALIDATEONLY  = &H00000100 		'dirty regions are invalid

' texture quality (D3DRMTEXTUREQUALITY) use for QDXscreen.SetTextureQuality
     CONST D3DRMTEXTURE_NEAREST = 0							'Choose the nearest pixel in the texture.  (default)
     CONST D3DRMTEXTURE_LINEAR = 1							'Linearly interpolate the four nearest pixels.
     CONST D3DRMTEXTURE_MIPNEAREST = 2						'like D3DRMTEXTURE_NEAREST, but uses the mipmap instead of texture.
     CONST D3DRMTEXTURE_MIPLINEAR = 3						'Like D3DRMTEXTURE_LINEAR, but uses the appropriate mipmap instead of texture
     CONST D3DRMTEXTURE_LINEARMIPNEAREST = 4					'Like D3DRMTEXTURE_MIPNEAREST, but interpolates between the two nearest mipmaps
     CONST D3DRMTEXTURE_LINEARMIPLINEAR = 5					'Like D3DRMTEXTURE_MIPLINEAR, but interpolates between the two nearest mipmaps


' --Shadows
     CONST D3DRMSHADOW_TRUEALPHA  = &H00000001 				'shadow should render without artifacts when true alpha is on


' --fog mode, use for QD3DFrame.FogMode and DXscreen.Fog...--fog color is a DWORD
     CONST D3DRMFOG_LINEAR = 0								'linear between start and end */
     CONST D3DRMFOG_EXPONENTIAL = 1							' density * exp(-distance) */
     CONST D3DRMFOG_EXPONENTIALSQUARED = 2					'* density * exp(-distance*distance) */



' --- D3DRMFRAMECONSTRAINT  frame constrain for QD3DFrame.LookAt (F AS QD3DFrame, Constraint AS INTEGER)
     CONST D3DRMCONSTRAIN_Z = 0
     CONST D3DRMCONSTRAIN_Y = 1
     CONST D3DRMCONSTRAIN_X = 2


' -- Combination types  _D3DRMCOMBINETYPE, use for QD3DFrame.AddScale SUB (CombineType%, X#, Y#, Z#)
' Scales a frame's local transformation by (rvX, rvY, rvZ)
'Specifies how to combine the new scale with any current frame transformation.
     CONST D3DRMCOMBINE_REPLACE = 0		'in matrix replaces the frame's current matrix.
     CONST D3DRMCOMBINE_BEFORE = 1		'in matrix is multiplied with the frame's current matrix and precedes the current matrix in the calculation.
     CONST D3DRMCOMBINE_AFTER = 2		'in matrix is multiplied with the frame's current matrix and follows the current matrix in the calculation.




'textures are obtained by QDXSCREEN.CreateTexture (Tex as QD3DTexture) or QD3DMeshBuilder.SetTexture only?
'There is a QD3DTexture object that should be the same as IDirect3DRMTexture but RapidQ doesn't support it

''Additional commands possible:
'
'QD3DANIMATION
'QDXSCREEN.CREATEANIMATION
'QD3DANIMATION.PARENT
'Example:
'DIM ANI AS QD3DANIMATION
'QDXSCREEN.CREATEANIMATION(ANI)
'ANI.PARENT = QDXscreen `-- no effect?
'ANI.PARENT = QD3Dframe `—causes strange things and changes the
'QD3Dframe settings!)
'--------------------------------------------------------------------

'QD3DANIMATIONSET
'QD3DANIMATIONSET.PARENT
'QDXSCREEN.CREATEANIMATIONSET
'Example:
'DIM AniSet AS QD3DANIMATIONSET
'QDXSCREEN.CREATEANIMATIONSET(AniSet)
'AniSet.PARENT = QDXscreen
'AniSet.Parent = QD3Dframe`—causes strange things and changes the
'QD3Dframe settings!)
'
'--------------------------------------------------------------------
'QDXSCREEN___FONT methods:
'QDXSCREEN.FONT.COLOR__
'QDXSCREEN.FONT.NAME___
'QDXSCREEN.FONT.SIZE___
'QDXSCREEN.FONT.ADDSTYLES__
'QDXSCREEN.FONT.DELSTYLES__
'QDXSCREEN.FONT.FONTCOUNT__
'QDXSCREEN.FONT.FONTNAME___
'QDXSCREEN.FONT.HANDLE_
'QDXSCREEN.FONT.CHARSET____
'QDXSCREEN.FONT.PITCH__
'QDXSCREEN.FONT.BOLD___
'QDXSCREEN.FONT.ITALIC_
'QDXSCREEN.FONT.UNDERLINE__
'QDXSCREEN.FONT.STRIKEOUT__
'


'************************************************************************
'WINDOWS COM API for Direct3D retained mode and substitues if fail


     DECLARE SUB D3DRMVectorCrossProduct LIB "d3drm.dll" ALIAS "D3DRMVectorCrossProduct"_
      (ByRef d AS D3DVECTOR, ByRef s1 AS D3DVECTOR, ByRef s2 AS D3DVECTOR)
	'returns result in d

     DECLARE SUB CrossProduct(BYREF Norm AS QD3DVECTOR, BYREF a AS QD3DVECTOR, BYREF b AS QD3DVECTOR)
     SUB CrossProduct(BYREF a AS QD3DVECTOR, BYREF b AS QD3DVECTOR, BYREF Norm AS QD3DVECTOR)
	'returns the Normal
      Norm.x = a.y * b.z - a.z * b.y
      Norm.y = a.z * b.x - a.x * b.z
      Norm.z = a.x * b.y - a.y * b.x
     END SUB


     DECLARE FUNCTION D3DRMVectorDotProduct LIB "d3drm.dll" ALIAS "D3DRMVectorDotProduct" _
      (ByRef s1 AS D3DVECTOR, ByRef s2 AS D3DVECTOR) AS D3DVALUE

     DECLARE FUNCTION VectorDotProduct(BYREF a AS QD3DVECTOR, BYREF b AS QD3DVECTOR) AS SINGLE
     FUNCTION VectorDotProduct(BYREF a AS QD3DVECTOR, BYREF b AS QD3DVECTOR) AS SINGLE
      VectorDotProduct = a.x * b.x + a.y * b.y + a.z * b.z
     END FUNCTION



     DECLARE FUNCTION D3DRMVectorNormalize LIB "d3drm.dll" ALIAS "D3DRMVectorNormalize"_
      (ByRef lpD3DVECTOR AS D3DVECTOR ) AS LPD3DVECTOR

     DECLARE SUB VectorNormalize(BYREF VecIn AS QD3DVECTOR)
     SUB VectorNormalize(BYREF VecIn AS QD3DVECTOR)
      DIM VLength AS SINGLE
      VLength = VecIn.x * VecIn.x + VecIn.y * VecIn.y + VecIn.z * VecIn.z	'square
      IF VLength = 0 THEN VecIn.x = 0: VecIn.y = 0: VecIn.z = 0: EXIT SUB
      VLength = SQR(VLength)
      VecIn.x = VecIn.x / VLength
      VecIn.y = VecIn.y / VLength
      VecIn.z = VecIn.z / VLength
     END SUB


'these are in D3DRM.DLL but will do ok under rapidQ

     DECLARE SUB VectorAdd(BYREF VectAdd AS QD3DVECTOR, BYREF a AS QD3DVECTOR, BYREF b AS QD3DVECTOR)
     SUB VectorAdd(BYREF VectAdd AS QD3DVECTOR, BYREF a AS QD3DVECTOR, BYREF b AS QD3DVECTOR)
      VectAdd.x = a.x + b.x
      VectAdd.y = a.y + b.y
      VectAdd.z = a.z + b.z
     END SUB


     DECLARE SUB VectorSubtract(BYREF VectSub AS QD3DVECTOR, BYREF a AS QD3DVECTOR, BYREF b AS QD3DVECTOR)
     SUB VectorSubtract(BYREF VectSub AS QD3DVECTOR, BYREF a AS QD3DVECTOR, BYREF b AS QD3DVECTOR)
      VectSub.x = a.x - b.x
      VectSub.y = a.y - b.y
      VectSub.z = a.z - b.z
     END SUB



'
'
' -------  Custom Components that help direct 3d programs  -------
'
     $DEFINE null ""


'========================================================================================================
'    QD3DCAMERA component version 1.1
'
' useful alternative to DXSCREEN.SetCameraXXXX
' 10/2004 JohnK
'========================================================================================================
     TYPE QD3DCamera EXTENDS QOBJECT
PRIVATE:
      PushMouseX		AS INTEGER
      PushMouseY		AS INTEGER

PUBLIC:
      POS				AS QD3DVECTOR				'xyz position
      Orient			AS QD3DOrientVector			'6 element vector for d3d retained mode camera
      Height			AS SINGLE					'offset in up direction
      ZoomFactor		AS SINGLE
      AngleX			AS INTEGER					'for holding of sin/cos integration in look-up tables
      AngleY			AS INTEGER					'and also for Up-Down vector from sin/cos look-up tables
      MouseDownButton	AS INTEGER					'signal which mouse button down for dynamic zooming
      MouseDownX		AS INTEGER					'where mouse is down for dynamic zooming
      MouseDownY		AS INTEGER					' and y
      MouseZooming	AS INTEGER					'signal mouse was used for zooming

      FUNCTION GetRadius() AS SINGLE				'vector length (radius) of the camera from origin
       QD3DCamera.GetRadius = SQR(QD3DCamera.POS.x * QD3DCamera.POS.x +_
        QD3DCamera.POS.y * QD3DCamera.POS.y +_
        QD3DCamera.POS.z * QD3DCamera.POS.z)
      END FUNCTION

      FUNCTION GetXZRadius() AS SINGLE			'radius in x-z plane of the camera from origin
       QD3DCamera.GetXZRadius = SQR(QD3DCamera.POS.x * QD3DCamera.POS.x +_
        QD3DCamera.POS.z * QD3DCamera.POS.z)
      END FUNCTION

      FUNCTION GetXYRadius() AS SINGLE			'radius in x-z plane of the camera from origin
       QD3DCamera.GetXYRadius = SQR(QD3DCamera.POS.x * QD3DCamera.POS.x +_
        QD3DCamera.POS.y * QD3DCamera.POS.y)
      END FUNCTION

      SUB Translate(dx AS SINGLE, dy AS SINGLE, dz AS SINGLE)
       QD3DCamera.POS.x = QD3DCamera.POS.x + dx
       QD3DCamera.POS.y = QD3DCamera.POS.y + dy
       QD3DCamera.POS.z = QD3DCamera.POS.z + dz
      END SUB

      SUB ZoomXZ(Mag AS SINGLE)
       QD3DCamera.POS.x = QD3DCamera.POS.x + (QD3DCamera.Orient.x * Mag)	'move forward by orientation
       QD3DCamera.POS.z = QD3DCamera.POS.z + (QD3DCamera.Orient.z * Mag)
      END SUB

      SUB Zoom(Mag AS SINGLE)
       QD3DCamera.POS.x = QD3DCamera.POS.x + (QD3DCamera.Orient.x * Mag)	'zoom forward/back by orientation
       QD3DCamera.POS.z = QD3DCamera.POS.z + (QD3DCamera.Orient.z * Mag)
       QD3DCamera.POS.y = QD3DCamera.POS.y + (QD3DCamera.Orient.y * Mag)
      END SUB


      SUB ResetView
       QD3DCamera.Orient.x = 0.0				'These vectors set the orientation of camera axis (-1 to 1)
       QD3DCamera.Orient.y = 0.0				'point straight down the z-axis
       QD3DCamera.Orient.z = 1.0				'since all others are 0 and z is 1
       QD3DCamera.Orient.dvx = 0.0			'this sets the "up" vector or roll
       QD3DCamera.Orient.dvy = 1.0			'camera is standing straight up
       QD3DCamera.Orient.dvz = 0.0			'this has no purpose, should be set to 0
       QD3DCamera.AngleX = 0
       QD3DCamera.AngleY = 0
      END SUB

      SUB FaceCamera(BYREF Orient AS QD3DOrientVector, ObjPosX AS SINGLE, ObjPosY AS SINGLE, ObjPosZ AS SINGLE)
		'Finds the angles required for orientation vectors to
		'face the camera. Also known as "Billboarding"
       DIM Delta		AS QD3DVECTOR
       DIM Radi		AS SINGLE

       Delta.X = ObjPosX - QD3DCamera.POS.x		'vector difference in position between camera & object
       Delta.Y = ObjPosY - QD3DCamera.POS.y
       Delta.Z = ObjPosZ - QD3DCamera.POS.z
       Orient.dvx = QD3DCamera.Orient.dvx			'this sets the "up" vector or roll
       Orient.dvy = QD3DCamera.Orient.dvy			'camera is standing straight up
       Orient.dvz = QD3DCamera.Orient.dvz			'this has no purpose, should be set to 0
       Radi = SQR(Delta.x*Delta.x + Delta.y*Delta.y + Delta.z*Delta.z)		'get magnitude
       IF Radi < 0.01 THEN EXIT SUB				'too close don't change
       Orient.x = Delta.X/Radi
       Orient.z = Delta.z/Radi
       Orient.y = Delta.Y/Radi
      END SUB


      SUB Update (DxScrn AS QDXSCREEN)
       DxScrn.SetCameraPosition(QD3DCamera.POS.x, QD3DCamera.POS.y, QD3DCamera.POS.z)
       DxScrn.SetCameraOrientation(QD3DCamera.Orient.x, QD3DCamera.Orient.y, QD3DCamera.Orient.z,_		'orientation axis vector
        QD3DCamera.Orient.dvx, QD3DCamera.Orient.dvy, QD3DCamera.Orient.dvz)	'up axis vector
		'DxScrn.Render
		'DxScrn.Flip			'may not want these...
      END SUB

      SUB SaveMouse
       QD3DCamera.PushMouseX = QD3DCamera.MouseDownX		'store the original mouse location (Push/pop)
       QD3DCamera.PushMouseY = QD3DCamera.MouseDownY
      END SUB


      SUB RestoreMouse
       SetCursorPos(QD3DCamera.PushMouseX, QD3DCamera.PushMouseY)	'restore mouse by Win API
      END SUB


      CONSTRUCTOR
       POS.x = 0.0					'
       POS.y = 0.0					'set it to middle
       POS.z = 0.0					'
       Orient.x = 0.0				'These vectors set the orientation of camera axis (-1 to 1)
       Orient.y = 0.0				'point straight down the z-axis
       Orient.z = 1.0				'since all others are 0 and z is 1
       Orient.dvx = 0.0			'this sets the "up" vector or roll
       Orient.dvy = 1.0			'camera is standing straight up
       Orient.dvz = 0.0			'this has no purpose, should be set to 0
       Height = 1.0				'offset camera from ground in y direction
       ZoomFactor = 1.0			'how much to zoom the camera
       AngleX = 0					'integers for look up of sin/cos tables
       AngleY = 0
       MouseDownButton = MouseNotDown		'signal no button, can't use false!!
       MouseDownX = 0
       MouseDownY = 0
       MouseZooming = False
      END CONSTRUCTOR
     END TYPE





'========================================================================================================
'    QD3DPrimitive component version 1.1
'
' make simple polygon mesh objects -- can't  extend a QD3DMeshbuilder
' 9/2005 JohnK
'========================================================================================================


     TYPE QD3DPrimitive EXTENDS QOBJECT		'use for floor, sky box, clouds, boxes, pyramids, whatever
PRIVATE:								'don't mess with these
      xc 	AS SINGLE						'quick draw center
      yc	AS SINGLE
      zc	AS SINGLE

PUBLIC:
      Mesh			AS QD3DMESHBUILDER	'mesh holds all polygon faces,colors, material, render quality
      Frame			AS QD3DFRAME		'Frame for independent orientation, position
      RenderQuality	AS LONG				'Rendering quality of the Mesh (eg D3DRMRENDER_GOURAUD)
      TextureFile		AS STRING
      TexOriginX		AS SINGLE			'texture origin
      TexOriginY		AS SINGLE			'in model space
      TexOriginZ		AS SINGLE			'These are the first 3 args for the D3Dwrap function
      TexOriginU		AS SINGLE			'coordinates on bmp (u,v) for texture origin
      TexOriginV		AS SINGLE			'of the last args in D3Dwrap function
      TexScaleU		AS SINGLE			'u,v texture scaling, for whole mesh = 1/size mesh
      TexScaleV		AS SINGLE			'2nd to last args in D3Dwrap function
      TexWrapType		AS SHORT			'See wrap type codes above
      COLOR			AS QD3DRGBA			'rgb and alphablend
      DrawCenter		AS QD3DVECTOR		'center for drawing primitives freely vary for each new polygon
      BoxSides		AS INTEGER			'number of sides for the MakeBox function
      ViewFromOutside	AS INTEGER			'poly faces orient outside the box
      Visible         AS INTEGER          'Flag any object / polygons created

      FUNCTION New() AS INTEGER
       WITH QD3DPrimitive
        .RenderQuality	= D3DRMRENDER_FLAT
        .TextureFile	= null
        .TexOriginX		= 0.0
        .TexOriginY		= 0.0
        .TexOriginZ		= 0.0
        .TexOriginU		= 0.0
        .TexOriginV		= 0.0
        .TexScaleU		= 1.0
        .TexScaleV		= 1.0
        .TexWrapType	= D3DRMWRAP_SPHERE
        .COLOR.R		= 1.0
        .COLOR.G		= 1.0
        .COLOR.B		= 1.0
        .COLOR.A		= 1.0
        .DrawCenter.x	= 0.0
        .DrawCenter.y	= 0.0
        .DrawCenter.z	= 0.0
        .BoxSides		= 5			'don't render the bottom
        .ViewFromOutside = True		'look at the box from the outside (inside is transparent)
        .Visible        = False     'nothing loaded
       END WITH
      END FUNCTION


      SUB LoadTextureFile
       DIM openDialog 	AS QOPENDIALOG

       IF QD3DPrimitive.TextureFile = null THEN
        openDialog.CAPTION = "select a bitmap for the texture"
        openDialog.filter = "*.bmp (bitmaps)|*.bmp"
        IF openDialog.EXECUTE THEN
         IF FILEEXISTS(openDialog.fileName) THEN
          QD3DPrimitive.TextureFile = openDialog.fileName
         ELSE
          SHOWMESSAGE "Texture file does not exist"
          EXIT SUB
         END IF
        END IF	'fileopen execute
       END IF		'no file name
       QD3DPrimitive.Mesh.loadTexture(QD3DPrimitive.TextureFile)
      END SUB




      SUB MakeHorizPlane(DXScreen AS QDXSCREEN)	'simple horizontal plane
       DIM Face	AS QD3DFACE
       DIM	xc		AS SINGLE						'quick draw center
       DIM	yc		AS SINGLE
       DIM	zc		AS SINGLE

       xc = QD3DPrimitive.DrawCenter.x			'looks silly but easier to read/debug
       yc = QD3DPrimitive.DrawCenter.y
       zc = QD3DPrimitive.DrawCenter.z
       DXScreen.CreateFace(Face)
       IF QD3DPrimitive.ViewFromOutside THEN
        Face.AddVertex(-1+xc, 0+yc, -1):	Face.AddVertex( 1+xc, 0+yc, -1)
        Face.AddVertex( 1+xc, 0+yc, 1):		Face.AddVertex(-1+xc, 0+yc, 1)
       ELSE
        Face.AddVertex(-1+xc, 0+yc, 1):		Face.AddVertex( 1+xc, 0+yc, 1)
        Face.AddVertex( 1+xc, 0+yc, -1):	Face.AddVertex(-1+xc, 0+yc, -1)
       END IF
       QD3DPrimitive.Mesh.AddFace(Face)
       QD3DPrimitive.Visible = True
      END SUB


      SUB MakeVertZPlane(DXScreen AS QDXSCREEN)		'simple vertical plane down the z-axis (x = 0)
       DIM Face 	AS QD3DFACE
       DIM	xc		AS SINGLE						'quick draw center
       DIM	yc		AS SINGLE
       DIM	zc		AS SINGLE

       xc = QD3DPrimitive.DrawCenter.x			'looks silly but easier to read/debug
       yc = QD3DPrimitive.DrawCenter.y
       zc = QD3DPrimitive.DrawCenter.z
       DXScreen.CreateFace(Face)
       IF QD3DPrimitive.ViewFromOutside THEN
        Face.AddVertex(xc, 0+yc, -1+zc):	Face.AddVertex(xc, 1+yc, -1+zc)
        Face.AddVertex(xc, 1+yc,  1+zc):	Face.AddVertex(xc, 0+yc,  1+zc)
       ELSE
        Face.AddVertex(xc, 0+yc,  1+zc):	Face.AddVertex(xc, 1+yc,  1+zc)
        Face.AddVertex(xc, 1+yc, -1+zc): 	Face.AddVertex(xc, 0+yc, -1+zc)
       END IF
       QD3DPrimitive.Mesh.AddFace(Face)
       QD3DPrimitive.Visible = True
      END SUB



      SUB MakeVertXPlane(DXScreen AS QDXSCREEN)		'simple vertical plane down the x-axis (z = 0)
       DIM Face 	AS QD3DFACE
       DIM	xc		AS SINGLE						'quick draw center
       DIM	yc		AS SINGLE
       DIM	zc		AS SINGLE

       xc = QD3DPrimitive.DrawCenter.x			'looks silly but easier to read/debug
       yc = QD3DPrimitive.DrawCenter.y
       zc = QD3DPrimitive.DrawCenter.z
       DXScreen.CreateFace(Face)
       IF QD3DPrimitive.ViewFromOutside = True THEN
        Face.AddVertex( 1+xc, 0+yc, zc):  	Face.AddVertex( 1+xc, 1+yc, zc)
        Face.AddVertex(-1+xc, 1+yc, zc): 	Face.AddVertex(-1+xc, 0+yc, zc)
       ELSE
        Face.AddVertex(-1+xc, 0+yc, zc): 	Face.AddVertex(-1+xc, 1+yc, zc)
        Face.AddVertex( 1+xc, 1+yc, zc):	Face.AddVertex( 1+xc, 0+yc, zc)
       END IF
       QD3DPrimitive.Mesh.AddFace(Face)
       QD3DPrimitive.Visible = True
      END SUB



      SUB MakeBox(DXScreen AS QDXSCREEN)			'must pass in DXscreen for COM operation
       DIM Face 	AS QD3DFACE
       DIM tmp		AS QD3DVECTOR				'keep track of DrawCenter
       DIM tmpView	AS INTEGER					'and view state

       WITH QD3DPrimitive
        tmp.x = .DrawCenter.x					'store them
        tmp.y = .DrawCenter.y
        tmp.z = .DrawCenter.z
        tmpView = .ViewFromOutside

        .DrawCenter.z = 1
        .MakeVertXPlane(DXScreen)				'back plane

        IF .ViewFromOutside = True THEN .ViewFromOutside = False ELSE .ViewFromOutside = True
        .DrawCenter.z = -1
        .MakeVertXPlane(DXScreen)				'front plane
        .ViewFromOutside = tmpView

        IF .ViewFromOutside = True THEN .ViewFromOutside = False ELSE .ViewFromOutside = True
        .DrawCenter.z = 0
        .DrawCenter.x = -1
        .MakeVertZPlane(DXScreen)				'left plane
        .ViewFromOutside = tmpView
        .DrawCenter.x = 1						'right plane
        .MakeVertZPlane(DXScreen)

        IF .BoxSides > 4 THEN					'ceiling
         IF .ViewFromOutside = True THEN .ViewFromOutside = False ELSE .ViewFromOutside = True
         .DrawCenter.z = 0
         .DrawCenter.x = 0
         .DrawCenter.y = 1
         .MakeHorizPlane(DXScreen)
         .ViewFromOutside = tmpView
        END IF

        IF .BoxSides > 5 THEN					'floor
         .DrawCenter.y = 0
         .MakeHorizPlane(DXScreen)
        END IF

        .DrawCenter.x = tmp.x					'restore
        .DrawCenter.y = tmp.y
        .DrawCenter.z = tmp.z
        .ViewFromOutside = tmpView
        .Visible = True
       END WITH
      END SUB



      SUB MakePyramid(DXScreen AS QDXSCREEN)	'simple pyramid from center
       DIM Face 	AS QD3DFACE

       WITH QD3DPrimitive
        DXScreen.CreateFace(Face)

        Face.AddVertex(0,  0, 0)
        Face.AddVertex(1,  1, 1)
        Face.AddVertex(1, -1, 1)
        IF .ViewFromOutside = False THEN
         Face.AddVertex(1,  1, 1)		'add extra vert to avoid culling
        END IF
        .Mesh.AddFace(Face)

        Face.AddVertex( 0, 0, 0)
        Face.AddVertex( 1, 1, 1)
        Face.AddVertex(-1, 1, 1)
        IF .ViewFromOutside = False THEN
         Face.AddVertex( 1, 1, 1)
        END IF
        .Mesh.AddFace(Face)

        Face.AddVertex( 0,  0, 0)
        Face.AddVertex(-1,  1, 1)
        Face.AddVertex(-1, -1, 1)
        IF .ViewFromOutside = False THEN
         Face.AddVertex(-1,  1, 1)
        END IF
        .Mesh.AddFace(Face)

        Face.AddVertex( 0,  0, 0)
        Face.AddVertex(-1, -1, 1)
        Face.AddVertex( 1, -1, 1)
        IF .ViewFromOutside = False THEN
         Face.AddVertex(-1, -1, 1)
        END IF
        .Mesh.AddFace(Face)
        .Visible = True
       END WITH
      END SUB



      SUB MakeSphere(DXScreen AS QDXSCREEN, NumFaces AS INTEGER)   'simple sphere from center
       DIM Phi         AS SINGLE
       DIM Theta       AS SINGLE
       DIM theStep     AS SINGLE
       DIM theStep2    AS SINGLE
       DIM x1 AS SINGLE, y1 AS SINGLE, z1 AS SINGLE
       DIM x2 AS SINGLE, y2 AS SINGLE, z2 AS SINGLE
       DIM x3 AS SINGLE, y3 AS SINGLE
       DIM x4 AS SINGLE, y4 AS SINGLE
       DIM Face        AS QD3DFACE
       DIM pi          AS SINGLE: pi = 3.14159265359
       DIM pi2         AS SINGLE: pi2 = 6.2831853072

       WITH QD3DPrimitive
        .xc = .DrawCenter.x
        .yc = .DrawCenter.y
        .zc = .DrawCenter.z
        theStep = pi/SQR(NumFaces)
        theStep2 = 2* TheStep

        FOR Phi = 0 TO pi STEP TheStep
         FOR Theta = 0 TO pi2 STEP TheStep2
          DXScreen.CreateFace(Face)
          y1 = SIN(Phi) * COS(Theta)
          x1 = SIN(Phi) * SIN(Theta)
          z1 = COS(Phi)

          y2 = SIN(Phi) * COS(Theta + TheStep2)
          x2 = SIN(Phi) * SIN(Theta + TheStep2)
          z2 = COS(Phi + TheStep)

          y3 = SIN(Phi + TheStep) * COS(Theta + TheStep2)
          x3 = SIN(Phi + TheStep) * SIN(Theta + TheStep2)

          y4 = SIN(Phi + TheStep) * COS(Theta)
          x4 = SIN(Phi + TheStep) * SIN(Theta)
          IF .ViewFromOutside = False THEN
           Face.AddVertex(x4  + .xc,  y4  + .yc, z2  + .zc)
           Face.AddVertex(x3  + .xc,  y3  + .yc, z2  + .zc)
           Face.AddVertex(x2  + .xc,  y2  + .yc, z1  + .zc)
           Face.AddVertex(x1  + .xc,  y1  + .yc, z1  + .zc)
          ELSE
           Face.AddVertex(x1  + .xc,  y1  + .yc, z1  + .zc)
           Face.AddVertex(x2  + .xc,  y2  + .yc, z1  + .zc)
           Face.AddVertex(x3  + .xc,  y3  + .yc, z2  + .zc)
           Face.AddVertex(x4  + .xc,  y4  + .yc, z2  + .zc)
          END IF

          .Mesh.AddFace(Face)
         NEXT Theta
        NEXT Phi
        .Visible = True
       END WITH
      END SUB




      SUB MakeCylinder(DXScreen AS QDXSCREEN, NumFaces AS INTEGER)   'simple sphere from center
       DIM Theta       AS SINGLE
       DIM Theta2      AS SINGLE
       DIM TheStep     AS SINGLE
       DIM x AS SINGLE,  y AS SINGLE,  z AS SINGLE
       DIM x2 AS SINGLE, y2 AS SINGLE, z2 AS SINGLE
       DIM Face        AS QD3DFACE
       DIM pi2         AS SINGLE: pi2 = 6.2831853072

       WITH QD3DPrimitive
        .xc = .DrawCenter.x
        .yc = .DrawCenter.y
        .zc = .DrawCenter.z
        y = 1.0
        y2 = -1.0
        TheStep = pi2/NumFaces
        FOR Theta = 0.0 TO pi2 STEP TheStep
         DXScreen.CreateFace(Face)                           'recreate to null prior faces
         Theta2 = Theta + TheStep
         x = COS(Theta):     z = SIN(Theta)
         x2 = COS(Theta2):   z2 = SIN(Theta2)
         IF .ViewFromOutside = False THEN
          Face.AddVertex(x  + .xc,  y2 + .yc, z  + .zc)
          Face.AddVertex(x2 + .xc,  y2 + .yc, z2 + .zc)
          Face.AddVertex(x2 + .xc,  y  + .yc, z2 + .zc)
          Face.AddVertex(x  + .xc,  y  + .yc, z  + .zc)
         ELSE
          Face.AddVertex(x  + .xc,  y  + .yc, z  + .zc)
          Face.AddVertex(x2 + .xc,  y  + .yc, z2 + .zc)
          Face.AddVertex(x2 + .xc,  y2 + .yc, z2 + .zc)
          Face.AddVertex(x  + .xc,  y2 + .yc, z  + .zc)
         END IF
         .Mesh.AddFace(Face)
        NEXT Theta
        .Visible = True
       END WITH
      END SUB



      SUB MakeCone(DXScreen AS QDXSCREEN, NumFaces AS INTEGER)   'simple sphere from center
       DIM Theta       AS SINGLE
       DIM Theta2      AS SINGLE
       DIM TheStep     AS SINGLE
       DIM x AS SINGLE,  y AS SINGLE,  z AS SINGLE
       DIM x2 AS SINGLE, y2 AS SINGLE, z2 AS SINGLE
       DIM Face        AS QD3DFACE
       DIM pi2         AS SINGLE: pi2 = 6.2831853072

       WITH QD3DPrimitive
        .xc = .DrawCenter.x
        .yc = .DrawCenter.y
        .zc = .DrawCenter.z
        y = 1.0
        y2 = -1.0
        TheStep = pi2/NumFaces
        FOR Theta = 0.0 TO pi2 STEP TheStep                 'work in a circle radian
         DXScreen.CreateFace(Face)                       'recreate to null prior faces
         Theta2 = Theta + TheStep                        'next vert of circle
         x = COS(Theta):     z = SIN(Theta)
         x2 = COS(Theta2):   z2 = SIN(Theta2)
         IF .ViewFromOutside = False THEN
          Face.AddVertex(x  + .xc,  y2 + .yc, z  + .zc)
          Face.AddVertex(x2 + .xc,  y2 + .yc, z2 + .zc)
          Face.AddVertex(0.0+ .xc,  y  + .yc, 0.0 + .zc)
         ELSE
          Face.AddVertex(0.0+ .xc,  y  + .yc, 0.0 + .zc)
          Face.AddVertex(x2 + .xc,  y2 + .yc, z2 + .zc)
          Face.AddVertex(x  + .xc,  y2 + .yc, z  + .zc)
         END IF
         .Mesh.AddFace(Face)
        NEXT Theta
        .Visible = True
       END WITH
      END SUB


      CONSTRUCTOR
       New()
      END CONSTRUCTOR
     END TYPE





'========================================================================================================
'    QD3DCloneMesh component version 1.0
'
' make multiple objects from the same mesh
' 10/2004 JohnK
'========================================================================================================



     CONST MaxD3DClones	= 100						'Multiply up to 100 D3Dframes in the scene

     TYPE QD3DCloneMesh		EXTENDS QOBJECT			'can't make arrays of custom objects
PRIVATE:
      Initialized			AS INTEGER
      RangeX				AS SINGLE
      RangeZ				AS SINGLE
PUBLIC:
      Visible				AS INTEGER	PROPERTY SET Set_Visible		'toggle visible on-off
      CloneNum			AS INTEGER	PROPERTY SET Set_CloneNum			'how many times to clone
      File				AS STRING				'filename  of X or 3DS 3d model
      Mesh				AS QD3DMESHBUILDER		'one mesh to multiply
      Frame(MaxD3DClones) AS QD3DFRAME
      Range				AS QRECT				'set a box volume range to place all the cloned objects
      RandPos				AS INTEGER	PROPERTY SET Set_RandPos		'randomly generate positions?
      POS(MaxD3DClones)	AS QD3DVECTOR			'position
      Orient(MaxD3DClones) AS QD3DOrientVector		'6 element vector for d3d retained mode camera
      RandScale			AS INTEGER 	PROPERTY SET Set_RandScale		'randomly generate sizes?
      Scale				AS QD3DVECTOR			'allow x,y,z scaling each frame
      TextureFile			AS STRING				'the texture file (.bmp or .ppm)
      TexOriginX			AS SINGLE				'texture origin
      TexOriginY			AS SINGLE				'in model space
      TexOriginZ			AS SINGLE				'These are the first 3 args for the D3Dwrap function
      TexOriginU			AS SINGLE				'u,v texture origin
      TexOriginV			AS SINGLE				'of the last args in D3Dwrap function
      TexScaleU			AS SINGLE				'u,v texture scaling
      TexScaleV			AS SINGLE				'2nd to last args in D3Dwrap function
      TexWrapType			AS LONG					'd3drm wrapping type code
      COLOR				AS QD3DRGBA				'(0 - 1) color whole mesh, if < 0 then don't modify -- if you set alpha you must set rgb... sorry


      PROPERTY SET Set_Visible(VisibleValue AS INTEGER)   'Property Set for Visible property
       DIM i AS INTEGER
       This.Visible = VisibleValue
       IF VisibleValue = 1 THEN                      'If Visible property is set to True
        IF This.Initialized THEN
         FOR i = 1 TO This.CloneNum
          This.Frame(i).AddVisual(This.Mesh)			'load the frames
         NEXT i
        ELSE
         SHOWMESSAGE "Initialize CloneObject first"
        END IF
       ELSE                                          'Otherwise
        IF This.Initialized THEN
         FOR i = 1 TO This.CloneNum
          This.Frame(i).DeleteVisual(This.Mesh)		'unload the frames
         NEXT i
        END IF
       END IF
      END PROPERTY


      PROPERTY SET Set_CloneNum(TheCloneNum AS INTEGER)
       IF TheCloneNum < = MaxD3DClones THEN
        This.CloneNum = TheCloneNum		'it needs to be set!
       END IF
      END PROPERTY



      PROPERTY SET Set_RandPos(RandPosValue AS INTEGER)   'Property Set for Visible property
       DIM i AS INTEGER
       This.RandPos = RandPosValue
       IF RandPosValue <> 0 THEN
        WITH This
         .RangeX = .Range.Right - .Range.Left
         .RangeZ = .Range.Top - .Range.Bottom
         FOR i = 1 TO .CloneNum
          This.POS(i).x = RND * .RangeX + (.Range.Left/1)	'convert to single
          This.POS(i).y = RND
          This.POS(i).z = RND * .RangeZ + (.Range.Bottom/1)
         NEXT i
        END WITH
       END IF
      END PROPERTY


      PROPERTY SET Set_RandScale(RandScaleValue AS INTEGER)   'Property Set for Visible property
       WITH This
        .RandScale = RandScaleValue
        IF RandScaleValue <> 0 THEN
         .Scale.x = RND
         .Scale.y = RND
         .Scale.z = .Scale.x
        ELSE
         .Scale.x = 1.0!
         .Scale.y = 1.0!
         .Scale.z = 1.0!
        END IF
       END WITH
      END PROPERTY



      SUB Init(DXscreen AS QDXSCREEN)
       DIM i	AS INTEGER

       IF This.Initialized THEN
        FOR i = 1 TO This.CloneNum
         This.Frame(i).DeleteVisual(This.Mesh)		'remove old ones first
        NEXT i
       END IF

       DXScreen.CreateMeshbuilder(This.Mesh)
       IF This.File <>"" THEN This.Mesh.Load(This.File)
       This.Mesh.Scale(This.Scale.x, This.Scale.y, This.Scale.z)' this works on each new load..but you can't remove them
       FOR i = 1 TO This.CloneNum
        DXScreen.CreateFrame(This.Frame(i))
        This.Frame(i).AddVisual(This.Mesh)
        This.Frame(i).SetPosition(This.POS(i).x, This.POS(i).y, This.POS(i).z)
'			This.Frame.AddScale(D3DRMCOMBINE_BEFORE,This.Scale(i).x, This.Scale(i).y, This.Scale(i).z) 'this crashes
       NEXT i
       This.Initialized = True
      END SUB



      FUNCTION New()		AS INTEGER
       DIM i AS INTEGER
       WITH QD3DCloneMesh
        .Initialized	= False	'need to setup with QDXScreen
        .Visible 		= True
        .File			= null
        .CloneNum		= 0
        .RandPos		= False
        .Range.Left		= -1
        .Range.Top		= 1
        .Range.Right	= 1
        .Range.Bottom	= -1
        .RangeX			= 2 'total range left-right
        .RangeZ			= 2 'same for top-bottom
        .RandScale		= False
        .Scale.x		= 1.0!
        .Scale.y		= 1.0!		'can't scale each frame! Bug in program?
        .Scale.z		= 1.0!

        FOR i = 0 TO MaxD3DClones
         .POS(i).x		= 0.0!
         .POS(i).y		= 0.0!
         .POS(i).z		= 0.0!
         .Orient(i).x 	= 0.0!
         .Orient(i).y 	= 1.0!
         .Orient(i).z 	= 1.0!
         .Orient(i).dvx 	= 0.0!
         .Orient(i).dvy 	= 1.0!
         .Orient(i).dvz 	= 0.0!
        NEXT i

        .TextureFile	= null
        .TexOriginX		= 0.0!
        .TexOriginY		= 0.0!
        .TexOriginZ		= 0.0!
        .TexOriginU		= 0.0!
        .TexOriginV		= 0.0!
        .TexScaleU		= 0.0!
        .TexScaleV		= 0.0!
        .TexWrapType	= D3DRMWRAP_SPHERE
        .COLOR.R		= 0.0!
        .COLOR.G		= 0.0!
        .COLOR.B		= 0.0!
        .COLOR.A		= 0.0!
       END WITH
      END FUNCTION

      CONSTRUCTOR
       New
      END CONSTRUCTOR
     END TYPE



     $UNDEF null
     $TYPECHECK OFF
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