/* * Copyright 2008 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 "d3dx8.h" #include "wine/test.h" #define admitted_error 0.0001f static BOOL compare(FLOAT u, FLOAT v) { return (fabs(u-v) < admitted_error); } static void D3DXBoundProbeTest(void) { BOOL result; D3DXVECTOR3 bottom_point, center, top_point, raydirection, rayposition; FLOAT radius; /*____________Test the Box case___________________________*/ bottom_point.x = -3.0f; bottom_point.y = -2.0f; bottom_point.z = -1.0f; top_point.x = 7.0f; top_point.y = 8.0f; top_point.z = 9.0f; raydirection.x = -4.0f; raydirection.y = -5.0f; raydirection.z = -6.0f; rayposition.x = 5.0f; rayposition.y = 5.0f; rayposition.z = 11.0f; result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection); ok(result == TRUE, "expected TRUE, received FALSE\n"); raydirection.x = 4.0f; raydirection.y = 5.0f; raydirection.z = 6.0f; rayposition.x = 5.0f; rayposition.y = 5.0f; rayposition.z = 11.0f; result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection); ok(result == FALSE, "expected FALSE, received TRUE\n"); rayposition.x = -4.0f; rayposition.y = 1.0f; rayposition.z = -2.0f; result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection); ok(result == TRUE, "expected TRUE, received FALSE\n"); bottom_point.x = 1.0f; bottom_point.y = 0.0f; bottom_point.z = 0.0f; top_point.x = 1.0f; top_point.y = 0.0f; top_point.z = 0.0f; rayposition.x = 0.0f; rayposition.y = 1.0f; rayposition.z = 0.0f; raydirection.x = 0.0f; raydirection.y = 3.0f; raydirection.z = 0.0f; result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection); ok(result == FALSE, "expected FALSE, received TRUE\n"); bottom_point.x = 1.0f; bottom_point.y = 2.0f; bottom_point.z = 3.0f; top_point.x = 10.0f; top_point.y = 15.0f; top_point.z = 20.0f; raydirection.x = 7.0f; raydirection.y = 8.0f; raydirection.z = 9.0f; rayposition.x = 3.0f; rayposition.y = 7.0f; rayposition.z = -6.0f; result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection); ok(result == TRUE, "expected TRUE, received FALSE\n"); bottom_point.x = 0.0f; bottom_point.y = 0.0f; bottom_point.z = 0.0f; top_point.x = 1.0f; top_point.y = 1.0f; top_point.z = 1.0f; raydirection.x = 0.0f; raydirection.y = 1.0f; raydirection.z = .0f; rayposition.x = -3.0f; rayposition.y = 0.0f; rayposition.z = 0.0f; result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection); ok(result == FALSE, "expected FALSE, received TRUE\n"); raydirection.x = 1.0f; raydirection.y = 0.0f; raydirection.z = .0f; rayposition.x = -3.0f; rayposition.y = 0.0f; rayposition.z = 0.0f; result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection); ok(result == TRUE, "expected TRUE, received FALSE\n"); /*____________Test the Sphere case________________________*/ radius = sqrt(77.0f); center.x = 1.0f; center.y = 2.0f; center.z = 3.0f; raydirection.x = 2.0f; raydirection.y = -4.0f; raydirection.z = 2.0f; rayposition.x = 5.0f; rayposition.y = 5.0f; rayposition.z = 9.0f; result = D3DXSphereBoundProbe(¢er, radius, &rayposition, &raydirection); ok(result == TRUE, "expected TRUE, received FALSE\n"); rayposition.x = 45.0f; rayposition.y = -75.0f; rayposition.z = 49.0f; result = D3DXSphereBoundProbe(¢er, radius, &rayposition, &raydirection); ok(result == FALSE, "expected FALSE, received TRUE\n"); rayposition.x = 5.0f; rayposition.y = 7.0f; rayposition.z = 9.0f; result = D3DXSphereBoundProbe(¢er, radius, &rayposition, &raydirection); ok(result == FALSE, "expected FALSE, received TRUE\n"); rayposition.x = 5.0f; rayposition.y = 11.0f; rayposition.z = 9.0f; result = D3DXSphereBoundProbe(¢er, radius, &rayposition, &raydirection); ok(result == FALSE, "expected FALSE, received TRUE\n"); } static void D3DXIntersectTriTest(void) { BOOL exp_res, got_res; D3DXVECTOR3 position, ray, vertex[3]; FLOAT exp_dist, got_dist, exp_u, got_u, exp_v, got_v; vertex[0].x = 1.0f; vertex[0].y = 0.0f; vertex[0].z = 0.0f; vertex[1].x = 2.0f; vertex[1].y = 0.0f; vertex[1].z = 0.0f; vertex[2].x = 1.0f; vertex[2].y = 1.0f; vertex[2].z = 0.0f; position.x = -14.5f; position.y = -23.75f; position.z = -32.0f; ray.x = 2.0f; ray.y = 3.0f; ray.z = 4.0f; exp_res = TRUE; exp_u = 0.5f; exp_v = 0.25f; exp_dist = 8.0f; got_res = D3DXIntersectTri(&vertex[0],&vertex[1],&vertex[2],&position,&ray,&got_u,&got_v,&got_dist); ok( got_res == exp_res, "Expected result = %d, got %d\n",exp_res,got_res); ok( compare(exp_u,got_u), "Expected u = %f, got %f\n",exp_u,got_u); ok( compare(exp_v,got_v), "Expected v = %f, got %f\n",exp_v,got_v); ok( compare(exp_dist,got_dist), "Expected distance = %f, got %f\n",exp_dist,got_dist); /*Only positive ray is taken in account*/ vertex[0].x = 1.0f; vertex[0].y = 0.0f; vertex[0].z = 0.0f; vertex[1].x = 2.0f; vertex[1].y = 0.0f; vertex[1].z = 0.0f; vertex[2].x = 1.0f; vertex[2].y = 1.0f; vertex[2].z = 0.0f; position.x = 17.5f; position.y = 24.25f; position.z = 32.0f; ray.x = 2.0f; ray.y = 3.0f; ray.z = 4.0f; exp_res = FALSE; got_res = D3DXIntersectTri(&vertex[0],&vertex[1],&vertex[2],&position,&ray,&got_u,&got_v,&got_dist); ok( got_res == exp_res, "Expected result = %d, got %d\n",exp_res,got_res); /*Intersection between ray and triangle in a same plane is considered as empty*/ vertex[0].x = 4.0f; vertex[0].y = 0.0f; vertex[0].z = 0.0f; vertex[1].x = 6.0f; vertex[1].y = 0.0f; vertex[1].z = 0.0f; vertex[2].x = 4.0f; vertex[2].y = 2.0f; vertex[2].z = 0.0f; position.x = 1.0f; position.y = 1.0f; position.z = 0.0f; ray.x = 1.0f; ray.y = 0.0f; ray.z = 0.0f; exp_res = FALSE; got_res = D3DXIntersectTri(&vertex[0],&vertex[1],&vertex[2],&position,&ray,&got_u,&got_v,&got_dist); ok( got_res == exp_res, "Expected result = %d, got %d\n",exp_res,got_res); } START_TEST(mesh) { D3DXBoundProbeTest(); D3DXIntersectTriTest(); }