d3dx8: Only the points in the positive ray are taken in account in D3DXSphereBoundProbe.
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@ -27,13 +27,14 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pcenter, FLOAT radius, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
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{
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D3DXVECTOR3 difference;
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FLOAT a, b, c;
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FLOAT a, b, c, d;
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a = D3DXVec3LengthSq(praydirection);
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if (!D3DXVec3Subtract(&difference, prayposition, pcenter)) return FALSE;
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b = D3DXVec3Dot(&difference, praydirection);
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c = D3DXVec3LengthSq(&difference) - radius * radius;
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d = b * b - a * c;
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if ( b * b - a * c <= 0.0f ) return FALSE;
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if ( ( d <= 0.0f ) || ( sqrt(d) <= b ) ) return FALSE;
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return TRUE;
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}
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@ -36,6 +36,10 @@ static void D3DXBoundProbeTest(void)
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result = D3DXSphereBoundProbe(¢er, radius, &rayposition, &raydirection);
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ok(result == TRUE, "expected TRUE, received FALSE\n");
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rayposition.x = 45.0f; rayposition.y = -75.0f; rayposition.z = 49.0f;
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result = D3DXSphereBoundProbe(¢er, radius, &rayposition, &raydirection);
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ok(result == FALSE, "expected FALSE, received TRUE\n");
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rayposition.x = 5.0f; rayposition.y = 7.0f; rayposition.z = 9.0f;
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result = D3DXSphereBoundProbe(¢er, radius, &rayposition, &raydirection);
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ok(result == FALSE, "expected FALSE, received TRUE\n");
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