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DirectX 3D Mesh Editor

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.

DirectX 3D Mesh Editor screenshot

Overview

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

Tech Stack

  • C++
  • DirectX 11
  • Win32 API
  • Dear ImGui
  • ImGuizmo
  • Assimp
  • Visual Studio 2017 toolchain (v141)

Repository Layout

.
|-- 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

Current Interaction Model

Based on the code in the current project:

  • File > SampleModel loads the bundled teapot.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, D move the camera while the right mouse button is held
  • The T, R, and S toolbox buttons switch the active gizmo mode
  • The Properties panel exposes primitive counts and toggles vertex or face editing

Build Requirements

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.

Build Instructions

  1. Open EngineDX/EngineDX.sln in Visual Studio.
  2. Select a supported configuration such as Debug|Win32 or Release|Win32.
  3. Confirm the v141 toolset and Windows SDK are installed.
  4. Build the EngineDX startup project.
  5. If runtime loading fails, ensure EngineDX/Assimp32.dll is available beside the built executable or on your system PATH.

Notes On Project State

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

Cleanup Performed In This Repository

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 .gitignore tailored for Visual Studio and this project's asset layout

License

This project is distributed under the license in LICENSE.

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3D model Editor in DirectX

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