111 lines
3.4 KiB
C
111 lines
3.4 KiB
C
/*
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* Copyright 2008 David Adam
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "windef.h"
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#include "wingdi.h"
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#include "d3dx8.h"
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#include "wine/debug.h"
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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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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 ( ( d <= 0.0f ) || ( sqrt(d) <= b ) ) return FALSE;
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return TRUE;
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}
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