d3dx9_36: Implement D3DXComputeBoundingSphere.

oldstable
David Adam 2009-02-10 15:43:36 +01:00 committed by Alexandre Julliard
parent 00d14355db
commit e5425fc17b
3 changed files with 36 additions and 1 deletions

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@ -17,7 +17,7 @@
@ stub D3DXCompileShaderFromResourceA
@ stub D3DXCompileShaderFromResourceW
@ stdcall D3DXComputeBoundingBox(ptr long long ptr ptr)
@ stub D3DXComputeBoundingSphere
@ stdcall D3DXComputeBoundingSphere(ptr long long ptr ptr)
@ stub D3DXComputeIMTFromPerTexelSignal
@ stub D3DXComputeIMTFromPerVertexSignal
@ stub D3DXComputeIMTFromSignal

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@ -54,6 +54,40 @@ HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD n
return D3D_OK;
}
/*************************************************************************
* D3DXComputeBoundingSphere
*/
HRESULT WINAPI D3DXComputeBoundingSphere(CONST D3DXVECTOR3* pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, FLOAT *pradius)
{
D3DXVECTOR3 temp, temp1;
FLOAT d;
unsigned int i;
if( !pfirstposition || !pcenter || !pradius ) return D3DERR_INVALIDCALL;
temp.x = 0.0f;
temp.y = 0.0f;
temp.z = 0.0f;
temp1 = temp;
d = 0.0f;
*pradius = 0.0f;
for(i=0; i<numvertices; i++)
{
D3DXVec3Add(&temp1, &temp, (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i));
temp = temp1;
}
D3DXVec3Scale(pcenter, &temp, 1.0f/((FLOAT)numvertices));
for(i=0; i<numvertices; i++)
{
d = D3DXVec3Length(D3DXVec3Subtract(&temp, (D3DXVECTOR3*)((char*)pfirstposition + dwstride * i), pcenter));
if ( d > *pradius ) *pradius = d;
}
return D3D_OK;
}
/*************************************************************************
* D3DXIntersectTri
*/

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@ -30,6 +30,7 @@ UINT WINAPI D3DXGetFVFVertexSize(DWORD);
BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *);
BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *,FLOAT,CONST D3DXVECTOR3 *,CONST D3DXVECTOR3 *);
HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *, DWORD, DWORD, D3DXVECTOR3 *, D3DXVECTOR3 *);
HRESULT WINAPI D3DXComputeBoundingSphere(CONST D3DXVECTOR3 *, DWORD, DWORD, D3DXVECTOR3 *, FLOAT *);
BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3*, FLOAT *, FLOAT *, FLOAT *);
#ifdef __cplusplus