d3dx8: Implement D3DXBoxBoundProbe.
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@ -109,7 +109,7 @@
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@ stub D3DXWeldVertices
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@ stub D3DXIntersect
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@ stdcall D3DXSphereBoundProbe(ptr long ptr ptr)
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@ stub D3DXBoxBoundProbe
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@ stdcall D3DXBoxBoundProbe(ptr ptr ptr ptr)
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@ stub D3DXCreatePolygon
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@ stub D3DXCreateBox
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@ stub D3DXCreateCylinder
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@ -24,6 +24,76 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
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/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algoritm
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Amy Williams University of Utah
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Steve Barrus University of Utah
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R. Keith Morley University of Utah
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Peter Shirley University of Utah
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International Conference on Computer Graphics and Interactive Techniques archive
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ACM SIGGRAPH 2005 Courses
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Los Angeles, California
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This algorithm is free of patents or of copyrights, as confirmed by Peter Shirley himself.
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Algorithm: Consider the box as the intersection of three slabs. Clip the ray
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against each slab, if there's anything left of the ray after we're
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done we've got an intersection of the ray with the box.
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*/
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{
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FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
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div = 1.0f / praydirection->x;
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if ( div >= 0.0f )
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{
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tmin = ( pmin->x - prayposition->x ) * div;
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tmax = ( pmax->x - prayposition->x ) * div;
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}
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else
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{
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tmin = ( pmax->x - prayposition->x ) * div;
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tmax = ( pmin->x - prayposition->x ) * div;
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}
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if ( tmax < 0.0f ) return FALSE;
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div = 1.0f / praydirection->y;
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if ( div >= 0.0f )
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{
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tymin = ( pmin->y - prayposition->y ) * div;
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tymax = ( pmax->y - prayposition->y ) * div;
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}
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else
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{
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tymin = ( pmax->y - prayposition->y ) * div;
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tymax = ( pmin->y - prayposition->y ) * div;
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}
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if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE;
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if ( tymin > tmin ) tmin = tymin;
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if ( tymax < tmax ) tmax = tymax;
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div = 1.0f / praydirection->z;
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if ( div >= 0.0f )
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{
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tzmin = ( pmin->z - prayposition->z ) * div;
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tzmax = ( pmax->z - prayposition->z ) * div;
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}
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else
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{
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tzmin = ( pmax->z - prayposition->z ) * div;
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tzmax = ( pmin->z - prayposition->z ) * div;
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}
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if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE;
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return TRUE;
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}
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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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@ -22,12 +22,57 @@
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static void D3DXBoundProbeTest(void)
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{
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/*____________Test the Sphere case________________________*/
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BOOL result;
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D3DXVECTOR3 center, raydirection, rayposition;
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D3DXVECTOR3 bottom_point, center, top_point, raydirection, rayposition;
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FLOAT radius;
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/*____________Test the Box case___________________________*/
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bottom_point.x = -3.0f; bottom_point.y = -2.0f; bottom_point.z = -1.0f;
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top_point.x = 7.0f; top_point.y = 8.0f; top_point.z = 9.0f;
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raydirection.x = -4.0f; raydirection.y = -5.0f; raydirection.z = -6.0f;
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rayposition.x = 5.0f; rayposition.y = 5.0f; rayposition.z = 11.0f;
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result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
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ok(result == TRUE, "expected TRUE, received FALSE\n");
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raydirection.x = 4.0f; raydirection.y = 5.0f; raydirection.z = 6.0f;
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rayposition.x = 5.0f; rayposition.y = 5.0f; rayposition.z = 11.0f;
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result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
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ok(result == FALSE, "expected FALSE, received TRUE\n");
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rayposition.x = -4.0f; rayposition.y = 1.0f; rayposition.z = -2.0f;
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result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
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ok(result == TRUE, "expected TRUE, received FALSE\n");
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bottom_point.x = 1.0f; bottom_point.y = 0.0f; bottom_point.z = 0.0f;
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top_point.x = 1.0f; top_point.y = 0.0f; top_point.z = 0.0f;
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rayposition.x = 0.0f; rayposition.y = 1.0f; rayposition.z = 0.0f;
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raydirection.x = 0.0f; raydirection.y = 3.0f; raydirection.z = 0.0f;
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result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
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ok(result == FALSE, "expected FALSE, received TRUE\n");
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bottom_point.x = 1.0f; bottom_point.y = 2.0f; bottom_point.z = 3.0f;
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top_point.x = 10.0f; top_point.y = 15.0f; top_point.z = 20.0f;
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raydirection.x = 7.0f; raydirection.y = 8.0f; raydirection.z = 9.0f;
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rayposition.x = 3.0f; rayposition.y = 7.0f; rayposition.z = -6.0f;
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result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
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ok(result == TRUE, "expected TRUE, received FALSE\n");
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bottom_point.x = 0.0f; bottom_point.y = 0.0f; bottom_point.z = 0.0f;
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top_point.x = 1.0f; top_point.y = 1.0f; top_point.z = 1.0f;
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raydirection.x = 0.0f; raydirection.y = 1.0f; raydirection.z = .0f;
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rayposition.x = -3.0f; rayposition.y = 0.0f; rayposition.z = 0.0f;
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result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
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ok(result == FALSE, "expected FALSE, received TRUE\n");
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raydirection.x = 1.0f; raydirection.y = 0.0f; raydirection.z = .0f;
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rayposition.x = -3.0f; rayposition.y = 0.0f; rayposition.z = 0.0f;
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result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
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ok(result == TRUE, "expected TRUE, received FALSE\n");
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/*____________Test the Sphere case________________________*/
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radius = sqrt(77.0f);
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center.x = 1.0f; center.y = 2.0f; center.z = 3.0f;
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raydirection.x = 2.0f; raydirection.y = -4.0f; raydirection.z = 2.0f;
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@ -28,6 +28,7 @@ extern "C" {
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HRESULT WINAPI D3DXCreateBuffer(DWORD,LPD3DXBUFFER*);
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UINT WINAPI D3DXGetFVFVertexSize(DWORD);
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BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *);
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BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *,FLOAT,CONST D3DXVECTOR3 *,CONST D3DXVECTOR3 *);
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#ifdef __cplusplus
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