d3dx8: Implement D3DXPlaneIntersectLine.

oldstable
David Adam 2007-11-15 12:15:58 +01:00 committed by Alexandre Julliard
parent 8abfaa04cc
commit c432b48a51
4 changed files with 38 additions and 2 deletions

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@ -62,7 +62,7 @@
@ stub D3DXQuaternionSquad
@ stub D3DXQuaternionBaryCentric
@ stdcall D3DXPlaneNormalize(ptr ptr)
@ stub D3DXPlaneIntersectLine
@ stdcall D3DXPlaneIntersectLine(ptr ptr ptr ptr)
@ stub D3DXPlaneFromPointNormal
@ stub D3DXPlaneFromPoints
@ stub D3DXPlaneTransform

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@ -435,6 +435,26 @@ D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
/*_________________D3DXPLANE________________*/
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
{
D3DXVECTOR3 direction, normal;
FLOAT dot, temp;
normal.x = pp->a;
normal.y = pp->b;
normal.z = pp->c;
direction.x = pv2->x - pv1->x;
direction.y = pv2->y - pv1->y;
direction.z = pv2->z - pv1->z;
dot = D3DXVec3Dot(&normal, &direction);
if ( !dot ) return NULL;
temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
pout->x = pv1->x - temp * direction.x;
pout->y = pv1->y - temp * direction.y;
pout->z = pv1->z - temp * direction.z;
return pout;
}
D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
{
FLOAT norm;

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@ -416,6 +416,8 @@ static void D3DXMatrixTest(void)
static void D3DXPlaneTest(void)
{
D3DXPLANE expectedplane, gotplane, nulplane, plane;
D3DXVECTOR3 expectedvec, gotvec, vec1, vec2;
LPD3DXVECTOR3 funcpointer;
D3DXVECTOR4 vec;
FLOAT expected, got;
@ -455,7 +457,20 @@ static void D3DXPlaneTest(void)
got = D3DXPlaneDotNormal(NULL,NULL),
ok( expected == got, "Expected : %f, Got : %f\n",expected, got);
/*_______________D3DXPlaneDotNormalize______________*/
/*_______________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;
expectedvec.x = 20.0f/3.0f; expectedvec.y = 17.0f/3.0f; expectedvec.z = 14.0f/3.0f;
D3DXPlaneIntersectLine(&gotvec,&plane,&vec1,&vec2);
expect_vec3(expectedvec, gotvec);
/* Test a parallele line */
vec1.x = 11.0f; vec1.y = 13.0f; vec1.z = 15.0f;
vec2.x = 17.0f; vec2.y = 31.0f; vec2.z = 24.0f;
expectedvec.x = 20.0f/3.0f; expectedvec.y = 17.0f/3.0f; expectedvec.z = 14.0f/3.0f;
funcpointer = D3DXPlaneIntersectLine(&gotvec,&plane,&vec1,&vec2);
ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
/*_______________D3DXPlaneNormalize______________*/
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);
D3DXPlaneNormalize(&gotplane, &plane);
expect_plane(expectedplane, gotplane);

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@ -291,6 +291,7 @@ D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2);
D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);