Sweden-Number/dlls/d3dx9_36/mesh.c

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2009-02-03 09:36:08 +01:00
/*
* Mesh operations specific to D3DX9.
*
* Copyright (C) 2009 David Adam
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "windef.h"
#include "wingdi.h"
#include "d3dx9.h"
/*************************************************************************
* D3DXComputeBoundingBox
*/
HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
{
D3DXVECTOR3 vec;
unsigned int i;
if( !pfirstposition || !pmin || !pmax ) return D3DERR_INVALIDCALL;
*pmin = *pfirstposition;
*pmax = *pmin;
for(i=0; i<numvertices; i++)
{
vec = *( (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i) );
if ( vec.x < pmin->x ) pmin->x = vec.x;
if ( vec.x > pmax->x ) pmax->x = vec.x;
if ( vec.y < pmin->y ) pmin->y = vec.y;
if ( vec.y > pmax->y ) pmax->y = vec.y;
if ( vec.z < pmin->z ) pmin->z = vec.z;
if ( vec.z > pmax->z ) pmax->z = vec.z;
}
return D3D_OK;
}
/*************************************************************************
* D3DXComputeBoundingSphere
*/
HRESULT WINAPI D3DXComputeBoundingSphere(CONST D3DXVECTOR3* pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, FLOAT *pradius)
{
D3DXVECTOR3 temp, temp1;
FLOAT d;
unsigned int i;
if( !pfirstposition || !pcenter || !pradius ) return D3DERR_INVALIDCALL;
temp.x = 0.0f;
temp.y = 0.0f;
temp.z = 0.0f;
temp1 = temp;
d = 0.0f;
*pradius = 0.0f;
for(i=0; i<numvertices; i++)
{
D3DXVec3Add(&temp1, &temp, (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i));
temp = temp1;
}
D3DXVec3Scale(pcenter, &temp, 1.0f/((FLOAT)numvertices));
for(i=0; i<numvertices; i++)
{
d = D3DXVec3Length(D3DXVec3Subtract(&temp, (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i), pcenter));
if ( d > *pradius ) *pradius = d;
}
return D3D_OK;
}
/*************************************************************************
* D3DXGetFVFVertexSize
*/
static UINT Get_TexCoord_Size_From_FVF(DWORD FVF, int tex_num)
{
return (((((FVF) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1);
}
UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF)
{
DWORD size = 0;
UINT i;
UINT numTextures = (FVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
if (FVF & D3DFVF_NORMAL) size += sizeof(D3DXVECTOR3);
if (FVF & D3DFVF_DIFFUSE) size += sizeof(DWORD);
if (FVF & D3DFVF_SPECULAR) size += sizeof(DWORD);
if (FVF & D3DFVF_PSIZE) size += sizeof(DWORD);
switch (FVF & D3DFVF_POSITION_MASK)
{
case D3DFVF_XYZ: size += sizeof(D3DXVECTOR3); break;
case D3DFVF_XYZRHW: size += 4 * sizeof(FLOAT); break;
case D3DFVF_XYZB1: size += 4 * sizeof(FLOAT); break;
case D3DFVF_XYZB2: size += 5 * sizeof(FLOAT); break;
case D3DFVF_XYZB3: size += 6 * sizeof(FLOAT); break;
case D3DFVF_XYZB4: size += 7 * sizeof(FLOAT); break;
case D3DFVF_XYZB5: size += 8 * sizeof(FLOAT); break;
case D3DFVF_XYZW: size += 4 * sizeof(FLOAT); break;
}
for (i = 0; i < numTextures; i++)
{
size += Get_TexCoord_Size_From_FVF(FVF, i) * sizeof(FLOAT);
}
return size;
}
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/*************************************************************************
* D3DXIntersectTri
*/
BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
{
D3DXMATRIX m;
D3DXVECTOR4 vec;
m.m[0][0] = p1->x - p0->x;
m.m[1][0] = p2->x - p0->x;
m.m[2][0] = -praydir->x;
m.m[3][0] = 0.0f;
m.m[0][1] = p1->y - p0->z;
m.m[1][1] = p2->y - p0->z;
m.m[2][1] = -praydir->y;
m.m[3][1] = 0.0f;
m.m[0][2] = p1->z - p0->z;
m.m[1][2] = p2->z - p0->z;
m.m[2][2] = -praydir->z;
m.m[3][2] = 0.0f;
m.m[0][3] = 0.0f;
m.m[1][3] = 0.0f;
m.m[2][3] = 0.0f;
m.m[3][3] = 1.0f;
vec.x = praypos->x - p0->x;
vec.y = praypos->y - p0->y;
vec.z = praypos->z - p0->z;
vec.w = 0.0f;
if ( D3DXMatrixInverse(&m, NULL, &m) )
{
D3DXVec4Transform(&vec, &vec, &m);
if ( (vec.x >= 0.0f) && (vec.y >= 0.0f) && (vec.x + vec.y <= 1.0f) && (vec.z >= 0.0f) )
{
*pu = vec.x;
*pv = vec.y;
*pdist = fabs( vec.z );
return TRUE;
}
}
return FALSE;
}