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    D3D 3D Box - Depict Part
    Old 19th March 2008, 03:44 PM #1

    MountedMG

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    D3D 3D Box - Draw Part


    Hullo guys,

    i dont know if it is needed past anybody but i searched around ane whole day on the internet for a 3D Box office and couldnt find it. Thats why i carried on with it myself and here are the results.
    Its just the Draw function, that means that you need to requite your own parameters of your source etc to it. For example bones.

    Here is a motion picture, that you lot see which points y'all have to give to the Draw Role, i am not a pigment skillful but i call up its possible to see what i mean.
    http://img385.imagecrap.us/img385/44...gboxog9.th.jpg

    And the post-obit is the code which you demand for the draw function. If you give the parameters correctly information technology should describe a 3D box effectually the parameters you give in .

    Code:

    //announcement stuff ID3DXLine  *pLine; //Liner   //here is the functions torso void Draw3DBox(float x_bottom_left, float y_bottom_left, float x_bottom_right, float y_bottom_right, float x_top_left, float y_top_left, bladder x_top_right, float y_top_right, float x_forward_bottom_left, float y_forward_bottom_left, float x_forward_bottom_right, float y_forward_bottom_right, float x_forward_top_left, float y_forward_top_left, float x_forward_top_right, float y_forward_top_right, int a, int r, int m, int b) {     if(!IsBadReadPtr(pLine, sizeof(ID3DXLine)))     {         D3DXVECTOR2 vLine1[2];         D3DXVECTOR2 vLine2[2];         D3DXVECTOR2 vLine3[2];         D3DXVECTOR2 vLine4[ii];         D3DXVECTOR2 vLine5[2];         D3DXVECTOR2 vLine6[2];         D3DXVECTOR2 vLine7[2];         D3DXVECTOR2 vLine8[2];         D3DXVECTOR2 vLine9[2];         D3DXVECTOR2 vLine10[ii];         D3DXVECTOR2 vLine11[two];         D3DXVECTOR2 vLine12[two];          float t=1;         pLine->SetWidth( t );         pLine->SetAntialias( imitation );           pLine->SetGLLines( fake );          //bottom left to bottom right         vLine1[0].x = x_bottom_left;          vLine1[0].y = y_bottom_left;          vLine1[1].ten = x_bottom_left+(x_bottom_right-x_bottom_left);          vLine1[1].y = y_bottom_left;          //bottom left to superlative left         vLine2[0].x = x_top_left;          vLine2[0].y = y_top_left;         vLine2[1].x = x_top_left;          vLine2[i].y = y_top_left+(y_bottom_left-y_top_left);          //bottom right to top right         vLine3[0].x = x_top_right;          vLine3[0].y = y_top_right;          vLine3[ane].x = x_top_right;          vLine3[i].y = y_top_right+(y_bottom_right-y_top_right);          //top left to top right         vLine4[0].x = x_top_left;          vLine4[0].y = y_top_left;         vLine4[i].10 = x_top_left+(x_top_right-x_top_left);          vLine4[1].y = y_top_left;          //from top left to top left forward         vLine5[0].x = x_top_left;          vLine5[0].y = y_top_left;         vLine5[1].x = x_top_left+(x_forward_top_left-x_top_left);         vLine5[one].y = y_top_left+(y_forward_top_left-y_top_left);          //from bottom left to lesser left frontwards         vLine6[0].x = x_bottom_left;          vLine6[0].y = y_bottom_left;         vLine6[one].x = x_bottom_left+(x_forward_bottom_left-x_bottom_left);//         vLine6[1].y = y_bottom_left+(y_forward_bottom_left-y_bottom_left);//          //from bottom right to bottom correct forrard         vLine7[0].x = x_bottom_right;          vLine7[0].y = y_bottom_right;         vLine7[1].x = x_bottom_right+(x_forward_bottom_right-x_bottom_right);//         vLine7[1].y = y_bottom_right+(y_forward_bottom_right-y_bottom_right);//          //from height right to top right forward         vLine8[0].x = x_top_right;          vLine8[0].y = y_top_right;         vLine8[i].x = x_top_right+(x_forward_top_right-x_top_right);//         vLine8[1].y = y_top_right+(y_forward_top_right-y_top_right);//          //lesser left forward to bottom correct forrard         vLine9[0].10 = x_forward_bottom_left;          vLine9[0].y = y_forward_bottom_left;          vLine9[ane].ten = x_forward_bottom_left+(x_forward_bottom_right-x_forward_bottom_left);          vLine9[one].y = y_forward_bottom_left;          //bottom left forward to top left forward         vLine10[0].ten = x_forward_top_left;          vLine10[0].y = y_forward_top_left;         vLine10[1].x = x_forward_top_left;          vLine10[one].y = y_forward_top_left+(y_forward_bottom_left-y_forward_top_left);          //bottom right forward to acme right forward         vLine11[0].10 = x_forward_top_right;          vLine11[0].y = y_forward_top_right;          vLine11[1].10 = x_forward_top_right;          vLine11[1].y = y_forward_top_right+(y_forward_bottom_right-y_forward_top_right);          //top left forrard to summit right forward         vLine12[0].ten = x_forward_top_left;          vLine12[0].y = y_forward_top_left;         vLine12[1].x = x_forward_top_left+(x_forward_top_right-x_forward_top_left);          vLine12[1].y = y_forward_top_left;          pLine->Brainstorm( );         pLine->Draw( vLine1, 2, D3DCOLOR_ARGB(a, r, g, b ) );         pLine->Draw( vLine2, 2, D3DCOLOR_ARGB(a, r, g, b ) );         pLine->Draw( vLine3, ii, D3DCOLOR_ARGB(a, r, g, b ) );         pLine->Draw( vLine4, 2, D3DCOLOR_ARGB(a, r, k, b ) );         pLine->Draw( vLine5, 2, D3DCOLOR_ARGB(a, r, g, b ) );         pLine->Depict( vLine6, 2, D3DCOLOR_ARGB(a, r, g, b ) );         pLine->Depict( vLine7, 2, D3DCOLOR_ARGB(a, r, g, b ) );         pLine->Draw( vLine8, 2, D3DCOLOR_ARGB(a, r, g, b ) );         pLine->Draw( vLine9, ii, D3DCOLOR_ARGB(a, r, g, b ) );         pLine->Draw( vLine10, two, D3DCOLOR_ARGB(a, r, g, b ) );         pLine->Draw( vLine11, 2, D3DCOLOR_ARGB(a, r, thou, b ) );         pLine->Depict( vLine12, two, D3DCOLOR_ARGB(a, r, g, b ) );         pLine->End( );     } }  //post-obit you put in endscene for instance: D3DXCreateLine(d3dDevice, &pLine ); //Create line (put that for example in endscene or whatever you hooked  //and concluding simply not least lets phone call our function: Draw3DBox( /*all parameters for example basic*/ );

    Of cause its possible to apply Vectors on that function but i tried to keep it every bit simple equally i could.
    It shouldnt be a problem to rewrite it cause i hope the function and a grasp of c++ is at mitt.

    In the case at that place are questions, reply right here,
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    Old 19th March 2008, 09:37 PM #ii

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    Dainty job mate, Not much of a fan of D3D Myself, but looks skilful.

    +Rep.

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    Old 19th March 2008, 09:44 PM #3

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    thanks for shareing this ima give it ago

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    Old 20th March 2008, 03:25 PM #four

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    Jep i try to requite something dorsum of what i learned downwards here. 1 thing. Atm i give over the Bones for the Box. (Foots, Caput, etc) But of cause it shakes if the enemy walk. Accept anybody ideas how i could solve that? Of cause i want information technology to resize every bit farer the enemy is. But i endeavor to avert that shaking if the enemy walk. Maybe somebody has an idea which could help me alot =)

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    Old 20th March 2008, xi:20 PM #5

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    tried it out it works great itll exist a great addition to my non exsistent esp.

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    Old 21st March 2008, 01:24 AM #6

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    Nice that you like information technology Which parameters yous give to the function to stop shaking (like if you use human foot for the lesser parts)

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    Old 21st March 2008, 01:39 AM #seven

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    tried information technology out it works great itll be a great add-on to my non exsistent esp.

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    Old 21st March 2008, 03:41 PM #8

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    what points do u guys have i deceit seem to go it to work

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    Old 21st March 2008, 04:34 PM #9

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    Which points you lot take already? Employ bones or something. There is a Eradicator source somewhere in the download section. That 1 uses basic aswell, apply that as a tip.

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