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Note: This article is an update of an original article written for DirectX
8.x, accommodating changes in the D3DXComputeBoundingSphere() function. IntroductionFrequently I have received requests for functions that will allow a mesh to be rescaled to fit within specific bounds and/or centered at origin, so I decided to take some time to publish source code to accomplish this task. It is often necessary to do this when dealing with arbitrary content such as in a mesh viewer, or as a means to verify the validity of imported meshes that may be arbitrarily scaled or offset from origin. In that context it may also be useful for rescaling mesh geometry so that it can be saved back to a geometry file properly scaled for later use. Normalizing a MeshRather than scaling the mesh by a fixed amount, the first function that I am going to show here "normalizes" a mesh - that is, it scales the mesh based on the dimensions of the mesh, so that it will fit inside of a bounding sphere of a specified size. Normalization typically refers to scaling to unit (1.0) dimensions, but in the case of our function we will allow you to specify the final dimensions of the bounding sphere. Before we can write our mesh normalization function, we will first need a couple of supporting functions, which will allow us to measure the mesh and to apply scaling and offset. Measuring the MeshOur first function will allow us to compute the bounding sphere of the mesh, by wrapping the D3DXComputeBoundingSphere() function: HRESULT CalcBounds(ID3DXMesh *pMesh, D3DXVECTOR3 *vCenter, float *radius) { BYTE *ptr=NULL; HRESULT hr; // return failure if no mesh pointer provided if (!pMesh) return D3DERR_INVALIDCALL; // get the face count DWORD numVerts=pMesh->GetNumVertices(); // get the FVF flags DWORD fvfSize=D3DXGetFVFVertexSize(pMesh->GetFVF()); // See DX8 Version // lock the vertex buffer if (FAILED(hr=pMesh->LockVertexBuffer(0,&ptr))) // return on failure return hr; // compute bounding sphere if (FAILED(hr=D3DXComputeBoundingSphere((D3DXVECTOR3 *) ptr, numVerts, fvfSize, // See DX8 Version vCenter, radius ))) // return on failure return hr; // unlock the vertex buffer if (FAILED(hr=pMesh->UnlockVertexBuffer())) // return on failure return hr; // return success to caller return S_OK; } Scaling the MeshOur next function allows us to scale and offset the vertices of a mesh: HRESULT ScaleMesh(ID3DXMesh *pMesh, float scale, D3DXVECTOR3 *offset=NULL) { BYTE *ptr=NULL; HRESULT hr; D3DXVECTOR3 vOff; // return failure if no mesh pointer set if (!pMesh) return D3DERR_INVALIDCALL; // select default or specified offset vector if (offset) vOff=*offset; else vOff=D3DXVECTOR3(0.0f,0.0f,0.0f); // get the face count DWORD numVerts=pMesh->GetNumVertices(); // get the FVF flags DWORD fvf=pMesh->GetFVF(); // calculate vertex size DWORD vertSize=D3DXGetFVFVertexSize(fvf); // lock the vertex buffer if (FAILED(hr=pMesh->LockVertexBuffer(0,&ptr))) // return on failure return hr; // loop through the vertices for (DWORD i=0;i<numVerts;i++) { // get pointer to location D3DXVECTOR3 *vPtr=(D3DXVECTOR3 *) ptr; // scale the vertex *vPtr+=vOff; vPtr->x*=scale; vPtr->y*=scale; vPtr->z*=scale; // increment pointer to next vertex ptr+=vertSize; } // unlock the vertex buffer if (FAILED(hr=pMesh->UnlockVertexBuffer())) // return on failure return hr; // return success to caller return S_OK; } Our Normalization FunctionFinally, we get to our normalization function, which will utilize the two functions we saw above:
HRESULT NormalizeMesh(ID3DXMesh *pMesh, float scaleTo=1.0f, BOOL bCenter=TRUE) { D3DXVECTOR3 vCenter; float radius; HRESULT hr; // calculate bounds of mesh if (FAILED(hr=CalcBounds(pMesh,&vCenter,&radius))) return hr; // calculate scaling factor float scale=scaleTo/radius; // calculate offset if centering requested D3DXVECTOR3 vOff; if (bCenter) vOff=-vCenter; else vOff=D3DXVECTOR3(0.0f,0.0f,0.0f); // scale and offset mesh return ScaleMesh(pMesh,scale,&vOff); } |
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