#include <default.c>
#include <ackphysx.h>
#include <d3d9.h>
#define PRAGMA_PATH "%EXE_DIR%\samples"
#define NVB 9 // Number of Vertices
#define NIB 42 // Number of Indexes
#define NAB 14 // Number of Attributes
LPD3DXMESH pMesh;
D3DVERTEX pvb[NVB];
short pib[NIB];
long pab[NAB];
ENTITY* ent;
function create_house(ENTITY *entity) {
//printf("Total number of mesh vertices = %d", (long)ent_status(entity, 1));
int num_triangles = NAB;
int num_vertices = NVB;
// Vertices
pvb[0].x = -8;pvb[0].y = 8;pvb[0].z = -8;
pvb[1].x = 8;pvb[1].y = 8;pvb[1].z = -8;
pvb[2].x = 8;pvb[2].y = 8;pvb[2].z = 8;
pvb[3].x = -8;pvb[3].y = 8;pvb[3].z = 8;
pvb[4].x = -8;pvb[4].y = -8;pvb[4].z = -8;
pvb[5].x = 8;pvb[5].y = -8;pvb[5].z = -8;
pvb[6].x = 8;pvb[6].y = -8;pvb[6].z = 8;
pvb[7].x = -8;pvb[7].y = -8;pvb[7].z = 8;
pvb[8].x = 0;pvb[8].y = 32;pvb[8].z = 0;
// Triangles / Attributes
pib[ 0] = 6;pib[ 1] = 2;pib[ 2] = 7; pab[ 0] = 0;
pib[ 3] = 3;pib[ 4] = 7;pib[ 5] = 2; pab[ 1] = 1;
pib[ 6] = 7;pib[ 7] = 3;pib[ 8] = 4; pab[ 2] = 2;
pib[ 9] = 0;pib[10] = 4;pib[11] = 3; pab[ 3] = 3;
pib[12] = 4;pib[13] = 0;pib[14] = 5; pab[ 4] = 4;
pib[15] = 1;pib[16] = 5;pib[17] = 0; pab[ 5] = 5;
pib[18] = 5;pib[19] = 1;pib[20] = 6; pab[ 6] = 6;
pib[21] = 2;pib[22] = 6;pib[23] = 1; pab[ 7] = 7;
pib[24] = 7;pib[25] = 4;pib[26] = 6; pab[ 8] = 8;
pib[27] = 5;pib[28] = 6;pib[29] = 4; pab[ 9] = 9;
pib[30] = 3;pib[31] = 8;pib[32] = 0; pab[10] = 10;
pib[33] = 2;pib[34] = 8;pib[35] = 3; pab[11] = 11;
pib[36] = 1;pib[37] = 8;pib[38] = 2; pab[12] = 12;
pib[39] = 0;pib[40] = 8;pib[41] = 1; pab[13] = 13;
D3DXCreateMesh(num_triangles, num_vertices, D3DXMESH_MANAGED , pvertexdecl, pd3ddev, &pMesh);
D3DVERTEX *pnewvb; pMesh->LockVertexBuffer(0, (void**)&pnewvb);
short *pnewib; pMesh->LockIndexBuffer(0, (void**)&pnewib);
long *pnewab; pMesh->LockAttributeBuffer(0, &pnewab);
memcpy(pnewvb, pvb, num_vertices*ent_status(entity,22));
memcpy(pnewib, pib, num_triangles*3*sizeof(short));
memcpy(pnewab, pab, num_triangles*sizeof(long));
pMesh->UnlockVertexBuffer();
pMesh->UnlockIndexBuffer();
pMesh->UnlockAttributeBuffer();
D3DXComputeNormals(pMesh,0);
//int entBuffer = ent_buffers(entity,0,0,&pnewvb,&pnewib,&pnewab);
//printf("Number of triangles of the mesh = %i", entBuffer);
ent_setmesh(entity, pMesh, 0, 0); //printf("ent_setmesh(entity, pMesh, 0, 0);");
//int entBuffer = ent_buffers(entity,0,0,&pnewvb,&pnewib,&pnewab);
//printf("Number of triangles of the mesh = %i", entBuffer);
//printf("Total number of mesh vertices = %d", (long)ent_status(entity, 1));
}
function init_mesh() {
ent = ent_create(CUBE_MDL, vector(-100, 0, 0), NULL);
ent_clone(ent); set(ent, SHADOW|CAST);
create_house(ent);
wait_for(create_house);
c_setminmax(ent);
pXent_settype(ent,PH_RIGID,PH_CONVEX);
wait(1);
}
function spot1() {
set(me, SPOTLIGHT|CAST|LIGHT);
my.lightrange = 500;
vec_set(my.blue,vector(255,100,100));
while(1) {
my.pan += 3*time_step;
my.tilt = -60;
wait(1);
}
}
function spot2() {
set(me, SPOTLIGHT|CAST|LIGHT);
my.lightrange = 500;
vec_set(my.blue,vector(255,50,100));
while(1) {
my.pan -= 3*time_step;
my.tilt = -60;
wait(1);
}
}
function main() {
random_seed(0);
vec_set(sky_color,vector(76,51,25));
video_set(1024, 768, 32, 2);
fps_max = 60; sun_light = 0;
shadow_stencil = 1;
physX_open();
level_load("small.hmp");
vec_set(ambient_color,vector(40,40,40));
vec_set(camera.x,vector(-211,-77,50));
vec_set(camera.pan,vector(35,-19,0));
pXent_settype(level_ent,PH_STATIC,PH_POLY);
init_mesh(); wait_for(init_mesh);
int i; for(i=1;i<NAB+1;i++)
ent_setskin(ent, bmap_fill(bmap_createblack(32,32,24),vector(50+integer(random(255)),100+integer(random(255)),100+integer(random(255))),100),i);
ent.ambient = 50;
//printf("Total number of model skins = %d", (long)ent_status(ent, 8));
you = ent_create(CUBE_MDL,vector(0,0,200),spot1);
you = ent_create(CUBE_MDL,vector(100,0,200),spot2);
def_move();
while(1) {
pX_pick(); // pick and move the mesh with the cursor
wait(1);
}
}
function on_esc_event() {
pMesh = ent_getmesh(ent,0,0);
pMesh->Release();
ent_setmesh(ent,0,0,0);
sys_exit("");
}