A legacy DirectX 11 mesh editing prototype built with C++, Win32, Dear ImGui, ImGuizmo, and Assimp.
The project renders imported geometry, overlays editing gizmos, and exposes object, vertex, and face-level interactions through an in-editor UI. It is structured as a Visual Studio 2017 solution and keeps most third-party dependencies vendored inside the repository.
This repository is an experimental desktop mesh editor focused on real-time manipulation inside a custom DirectX 11 renderer. The current build includes:
- Mesh loading through Assimp
- Object translation, rotation, and scaling gizmos
- Vertex selection and manipulation mode
- Face selection and manipulation mode
- Wireframe and overlay rendering for edited geometry
- Camera fly controls for scene navigation
- Dear ImGui based editor panels for scene tools and properties
- C++
- DirectX 11
- Win32 API
- Dear ImGui
- ImGuizmo
- Assimp
- Visual Studio 2017 toolchain (
v141)
.
|-- EngineDX/
| |-- EngineDX.sln # Visual Studio solution
| |-- EngineDX/ # Main application project
| |-- ImGUI/ # Dear ImGui and ImGuizmo sources
| |-- Include/ # Vendored SDK and dependency headers
| `-- Lib/ # Vendored libraries
|-- images/
| `-- DX.jpg # Project screenshot
|-- LICENSE
`-- README.md
Based on the code in the current project:
File > SampleModelloads the bundledteapot.obj- Left mouse button selects objects, vertices, or faces depending on the active mode
- Right mouse button rotates the camera
- Right mouse button plus left mouse button pans the camera
W,A,S,Dmove the camera while the right mouse button is held- The
T,R, andStoolbox buttons switch the active gizmo mode - The
Propertiespanel exposes primitive counts and toggles vertex or face editing
To build the project as checked in, use a Windows environment with:
- Visual Studio 2017 or a compatible MSVC toolset with
v141 - Windows 10 SDK with support for
10.0.17134.0 - DirectX 11 capable hardware and drivers
The repository vendors most of its headers and libraries, so there is no package restore step.
- Open
EngineDX/EngineDX.slnin Visual Studio. - Select a supported configuration such as
Debug|Win32orRelease|Win32. - Confirm the
v141toolset and Windows SDK are installed. - Build the
EngineDXstartup project. - If runtime loading fails, ensure
EngineDX/Assimp32.dllis available beside the built executable or on your systemPATH.
This codebase is a prototype rather than a production editor. A few things are worth knowing up front:
- The repository vendors large native dependencies instead of using an external package manager
- The code targets an older Visual Studio and Windows SDK baseline
- Some features are clearly exploratory or incomplete, such as parts of the file browser workflow
- There is no documented export or persistence pipeline for edited meshes in the current version
The repository has been cleaned up to make it easier to review and maintain:
- Removed tracked Visual Studio cache files
- Removed tracked debug and release build artifacts
- Removed tracked user-specific project settings and runtime-local UI state
- Added a
.gitignoretailored for Visual Studio and this project's asset layout
This project is distributed under the license in LICENSE.
