d3dx8: Implement D3DXPlaneFromPoints.

oldstable
David Adam 2007-11-19 14:34:46 +01:00 committed by Alexandre Julliard
parent 3d30866133
commit 54d3bb28fd
4 changed files with 31 additions and 2 deletions

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@ -64,7 +64,7 @@
@ stdcall D3DXPlaneNormalize(ptr ptr)
@ stdcall D3DXPlaneIntersectLine(ptr ptr ptr ptr)
@ stdcall D3DXPlaneFromPointNormal(ptr ptr ptr)
@ stub D3DXPlaneFromPoints
@ stdcall D3DXPlaneFromPoints(ptr ptr ptr ptr)
@ stub D3DXPlaneTransform
@ stub D3DXColorAdjustSaturation
@ stub D3DXColorAdjustContrast

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@ -491,6 +491,20 @@ D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *p
return pout;
}
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3)
{
D3DXVECTOR3 edge1, edge2, normal, Nnormal;
edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
D3DXVec3Subtract(&edge1, pv2, pv1);
D3DXVec3Subtract(&edge2, pv3, pv1);
D3DXVec3Cross(&normal, &edge1, &edge2);
D3DXVec3Normalize(&Nnormal, &normal);
D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
return pout;
}
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
{
D3DXVECTOR3 direction, normal;

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@ -437,12 +437,13 @@ static void D3DXMatrixTest(void)
static void D3DXPlaneTest(void)
{
D3DXPLANE expectedplane, gotplane, nulplane, plane;
D3DXVECTOR3 expectedvec, gotvec, vec1, vec2;
D3DXVECTOR3 expectedvec, gotvec, vec1, vec2, vec3;
LPD3DXVECTOR3 funcpointer;
D3DXVECTOR4 vec;
FLOAT expected, got;
plane.a = -3.0f; plane.b = -1.0f; plane.c = 4.0f; plane.d = 7.0f;
vec.x = 2.0f; vec.y = 5.0f; vec.z = -6.0f; vec.w = 11.0f;
/*_______________D3DXPlaneDot________________*/
@ -485,6 +486,19 @@ static void D3DXPlaneTest(void)
D3DXPlaneFromPointNormal(&gotplane,&vec1,&vec2);
expect_plane(expectedplane, gotplane);
/*_______________D3DXPlaneFromPoints_______*/
vec1.x = 1.0f; vec1.y = 2.0f; vec1.z = 3.0f;
vec2.x = 1.0f; vec2.y = -6.0f; vec2.z = -5.0f;
vec3.x = 83.0f; vec3.y = 74.0f; vec3.z = 65.0f;
expectedplane.a = 0.085914f; expectedplane.b = -0.704492f; expectedplane.c = 0.704492f; expectedplane.d = -0.790406f;
D3DXPlaneFromPoints(&gotplane,&vec1,&vec2,&vec3);
expect_plane(expectedplane, gotplane);
/* Test if 2 vectors are parallels */
vec3.x = 1.0f; vec3.y = 1.0f; vec3.z = 2.0f;
expectedplane.a = 0.0f; expectedplane.b = 0.0f; expectedplane.c = 0.0f; expectedplane.d = 0.0f;
D3DXPlaneFromPoints(&gotplane,&vec1,&vec2,&vec3);
expect_plane(expectedplane, gotplane);
/*_______________D3DXPlaneIntersectLine___________*/
vec1.x = 9.0f; vec1.y = 6.0f; vec1.z = 3.0f;
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
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal);
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3);
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2);
D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);