David Adam : d3dx8: Implement D3DXPlaneIntersectLine.

Alexandre Julliard julliard at winehq.org
Fri Nov 16 08:31:14 CST 2007


Module: wine
Branch: master
Commit: c432b48a51d9449fa0b718510a76b6e622957176
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=c432b48a51d9449fa0b718510a76b6e622957176

Author: David Adam <David.Adam at math.cnrs.fr>
Date:   Thu Nov 15 12:15:58 2007 +0100

d3dx8: Implement D3DXPlaneIntersectLine.

---

 dlls/d3dx8/d3dx8.spec   |    2 +-
 dlls/d3dx8/math.c       |   20 ++++++++++++++++++++
 dlls/d3dx8/tests/math.c |   17 ++++++++++++++++-
 include/d3dx8math.h     |    1 +
 4 files changed, 38 insertions(+), 2 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index 3759513..71c55ac 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -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
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index 9a9def9..032d2db 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -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;
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index e3dc060..526fc00 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -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);
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index c92535e..7660b21 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -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);




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