d3dx8: Implement D3DXPlaneFromPoints.
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@ -64,7 +64,7 @@
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@ stdcall D3DXPlaneNormalize(ptr ptr)
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@ stdcall D3DXPlaneIntersectLine(ptr ptr ptr ptr)
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@ stdcall D3DXPlaneFromPointNormal(ptr ptr ptr)
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@ stub D3DXPlaneFromPoints
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@ stdcall D3DXPlaneFromPoints(ptr ptr ptr ptr)
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@ stub D3DXPlaneTransform
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@ stub D3DXColorAdjustSaturation
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@ stub D3DXColorAdjustContrast
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@ -491,6 +491,20 @@ D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *p
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return pout;
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}
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D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3)
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{
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D3DXVECTOR3 edge1, edge2, normal, Nnormal;
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edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
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edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
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D3DXVec3Subtract(&edge1, pv2, pv1);
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D3DXVec3Subtract(&edge2, pv3, pv1);
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D3DXVec3Cross(&normal, &edge1, &edge2);
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D3DXVec3Normalize(&Nnormal, &normal);
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D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
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return pout;
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}
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D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
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{
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D3DXVECTOR3 direction, normal;
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@ -437,12 +437,13 @@ static void D3DXMatrixTest(void)
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static void D3DXPlaneTest(void)
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{
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D3DXPLANE expectedplane, gotplane, nulplane, plane;
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D3DXVECTOR3 expectedvec, gotvec, vec1, vec2;
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D3DXVECTOR3 expectedvec, gotvec, vec1, vec2, vec3;
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LPD3DXVECTOR3 funcpointer;
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D3DXVECTOR4 vec;
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FLOAT expected, got;
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plane.a = -3.0f; plane.b = -1.0f; plane.c = 4.0f; plane.d = 7.0f;
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vec.x = 2.0f; vec.y = 5.0f; vec.z = -6.0f; vec.w = 11.0f;
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/*_______________D3DXPlaneDot________________*/
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@ -485,6 +486,19 @@ static void D3DXPlaneTest(void)
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D3DXPlaneFromPointNormal(&gotplane,&vec1,&vec2);
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expect_plane(expectedplane, gotplane);
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/*_______________D3DXPlaneFromPoints_______*/
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vec1.x = 1.0f; vec1.y = 2.0f; vec1.z = 3.0f;
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vec2.x = 1.0f; vec2.y = -6.0f; vec2.z = -5.0f;
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vec3.x = 83.0f; vec3.y = 74.0f; vec3.z = 65.0f;
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expectedplane.a = 0.085914f; expectedplane.b = -0.704492f; expectedplane.c = 0.704492f; expectedplane.d = -0.790406f;
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D3DXPlaneFromPoints(&gotplane,&vec1,&vec2,&vec3);
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expect_plane(expectedplane, gotplane);
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/* Test if 2 vectors are parallels */
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vec3.x = 1.0f; vec3.y = 1.0f; vec3.z = 2.0f;
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expectedplane.a = 0.0f; expectedplane.b = 0.0f; expectedplane.c = 0.0f; expectedplane.d = 0.0f;
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D3DXPlaneFromPoints(&gotplane,&vec1,&vec2,&vec3);
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expect_plane(expectedplane, gotplane);
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/*_______________D3DXPlaneIntersectLine___________*/
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vec1.x = 9.0f; vec1.y = 6.0f; vec1.z = 3.0f;
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vec2.x = 2.0f; vec2.y = 5.0f; vec2.z = 8.0f;
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@ -294,6 +294,7 @@ D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLO
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D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
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D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal);
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D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3);
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D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2);
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D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
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