d3dx8: Implement D3DXPlaneIntersectLine.
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@ -62,7 +62,7 @@
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@ stub D3DXQuaternionSquad
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@ stub D3DXQuaternionBaryCentric
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@ stdcall D3DXPlaneNormalize(ptr ptr)
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@ stub D3DXPlaneIntersectLine
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@ stdcall D3DXPlaneIntersectLine(ptr ptr ptr ptr)
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@ stub D3DXPlaneFromPointNormal
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@ stub D3DXPlaneFromPoints
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@ stub D3DXPlaneTransform
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@ -435,6 +435,26 @@ D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
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/*_________________D3DXPLANE________________*/
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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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FLOAT dot, temp;
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normal.x = pp->a;
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normal.y = pp->b;
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normal.z = pp->c;
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direction.x = pv2->x - pv1->x;
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direction.y = pv2->y - pv1->y;
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direction.z = pv2->z - pv1->z;
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dot = D3DXVec3Dot(&normal, &direction);
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if ( !dot ) return NULL;
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temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
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pout->x = pv1->x - temp * direction.x;
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pout->y = pv1->y - temp * direction.y;
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pout->z = pv1->z - temp * direction.z;
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return pout;
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}
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D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
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{
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FLOAT norm;
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@ -416,6 +416,8 @@ 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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LPD3DXVECTOR3 funcpointer;
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D3DXVECTOR4 vec;
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FLOAT expected, got;
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@ -455,7 +457,20 @@ static void D3DXPlaneTest(void)
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got = D3DXPlaneDotNormal(NULL,NULL),
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ok( expected == got, "Expected : %f, Got : %f\n",expected, got);
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/*_______________D3DXPlaneDotNormalize______________*/
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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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expectedvec.x = 20.0f/3.0f; expectedvec.y = 17.0f/3.0f; expectedvec.z = 14.0f/3.0f;
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D3DXPlaneIntersectLine(&gotvec,&plane,&vec1,&vec2);
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expect_vec3(expectedvec, gotvec);
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/* Test a parallele line */
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vec1.x = 11.0f; vec1.y = 13.0f; vec1.z = 15.0f;
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vec2.x = 17.0f; vec2.y = 31.0f; vec2.z = 24.0f;
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expectedvec.x = 20.0f/3.0f; expectedvec.y = 17.0f/3.0f; expectedvec.z = 14.0f/3.0f;
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funcpointer = D3DXPlaneIntersectLine(&gotvec,&plane,&vec1,&vec2);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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/*_______________D3DXPlaneNormalize______________*/
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expectedplane.a = -3.0f/sqrt(26.0f); expectedplane.b = -1.0f/sqrt(26.0f); expectedplane.c = 4.0f/sqrt(26.0f); expectedplane.d = 7.0/sqrt(26.0f);
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D3DXPlaneNormalize(&gotplane, &plane);
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expect_plane(expectedplane, gotplane);
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@ -291,6 +291,7 @@ D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT
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D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
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D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
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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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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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