David Adam : d3dx8: Implement D3DXBoxBoundProbe.

Alexandre Julliard julliard at winehq.org
Wed Aug 20 08:14:06 CDT 2008


Module: wine
Branch: master
Commit: 5bb6e4ab8c16fc6b1962616f3f574d772e040e0b
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=5bb6e4ab8c16fc6b1962616f3f574d772e040e0b

Author: David Adam <david.adam.cnrs at gmail.com>
Date:   Tue Aug 19 20:11:58 2008 +0200

d3dx8: Implement D3DXBoxBoundProbe.

---

 dlls/d3dx8/d3dx8.spec   |    2 +-
 dlls/d3dx8/mesh.c       |   70 +++++++++++++++++++++++++++++++++++++++++++++++
 dlls/d3dx8/tests/mesh.c |   51 ++++++++++++++++++++++++++++++++--
 include/d3dx8mesh.h     |    1 +
 4 files changed, 120 insertions(+), 4 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index b7c8577..3587c6b 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -109,7 +109,7 @@
 @ stub D3DXWeldVertices
 @ stub D3DXIntersect
 @ stdcall D3DXSphereBoundProbe(ptr long ptr ptr)
-@ stub D3DXBoxBoundProbe
+@ stdcall D3DXBoxBoundProbe(ptr ptr ptr ptr)
 @ stub D3DXCreatePolygon
 @ stub D3DXCreateBox
 @ stub D3DXCreateCylinder
diff --git a/dlls/d3dx8/mesh.c b/dlls/d3dx8/mesh.c
index 6846d5d..b9ba976 100644
--- a/dlls/d3dx8/mesh.c
+++ b/dlls/d3dx8/mesh.c
@@ -24,6 +24,76 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
 
+BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
+
+/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algoritm
+Amy Williams             University of Utah
+Steve Barrus             University of Utah
+R. Keith Morley          University of Utah
+Peter Shirley            University of Utah
+
+International Conference on Computer Graphics and Interactive Techniques  archive
+ACM SIGGRAPH 2005 Courses
+Los Angeles, California
+
+This algorithm is free of patents or of copyrights, as confirmed by Peter Shirley himself.
+
+Algorithm: Consider the box as the intersection of three slabs. Clip the ray
+against each slab, if there's anything left of the ray after we're
+done we've got an intersection of the ray with the box.
+*/
+
+{
+    FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
+
+    div = 1.0f / praydirection->x;
+    if ( div >= 0.0f )
+    {
+     tmin = ( pmin->x - prayposition->x ) * div;
+     tmax = ( pmax->x - prayposition->x ) * div;
+    }
+    else
+    {
+     tmin = ( pmax->x - prayposition->x ) * div;
+     tmax = ( pmin->x - prayposition->x ) * div;
+    }
+
+    if ( tmax < 0.0f ) return FALSE;
+
+    div = 1.0f / praydirection->y;
+    if ( div >= 0.0f )
+    {
+     tymin = ( pmin->y - prayposition->y ) * div;
+     tymax = ( pmax->y - prayposition->y ) * div;
+    }
+    else
+    {
+     tymin = ( pmax->y - prayposition->y ) * div;
+     tymax = ( pmin->y - prayposition->y ) * div;
+    }
+
+    if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE;
+
+    if ( tymin > tmin ) tmin = tymin;
+    if ( tymax < tmax ) tmax = tymax;
+
+    div = 1.0f / praydirection->z;
+    if ( div >= 0.0f )
+    {
+     tzmin = ( pmin->z - prayposition->z ) * div;
+     tzmax = ( pmax->z - prayposition->z ) * div;
+    }
+    else
+    {
+     tzmin = ( pmax->z - prayposition->z ) * div;
+     tzmax = ( pmin->z - prayposition->z ) * div;
+    }
+
+    if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE;
+
+    return TRUE;
+}
+
 BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pcenter, FLOAT radius, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
 {
     D3DXVECTOR3 difference;
diff --git a/dlls/d3dx8/tests/mesh.c b/dlls/d3dx8/tests/mesh.c
index 5a5eb67..e3370de 100644
--- a/dlls/d3dx8/tests/mesh.c
+++ b/dlls/d3dx8/tests/mesh.c
@@ -22,12 +22,57 @@
 
 static void D3DXBoundProbeTest(void)
 {
-/*____________Test the Sphere case________________________*/
-
     BOOL result;
-    D3DXVECTOR3 center, raydirection, rayposition;
+    D3DXVECTOR3 bottom_point, center, top_point, raydirection, rayposition;
     FLOAT radius;
 
+/*____________Test the Box case___________________________*/
+    bottom_point.x = -3.0f; bottom_point.y = -2.0f; bottom_point.z = -1.0f;
+    top_point.x = 7.0f; top_point.y = 8.0f; top_point.z = 9.0f;
+
+    raydirection.x = -4.0f; raydirection.y = -5.0f; raydirection.z = -6.0f;
+    rayposition.x = 5.0f; rayposition.y = 5.0f; rayposition.z = 11.0f;
+    result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
+    ok(result == TRUE, "expected TRUE, received FALSE\n");
+
+    raydirection.x = 4.0f; raydirection.y = 5.0f; raydirection.z = 6.0f;
+    rayposition.x = 5.0f; rayposition.y = 5.0f; rayposition.z = 11.0f;
+    result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
+    ok(result == FALSE, "expected FALSE, received TRUE\n");
+
+    rayposition.x = -4.0f; rayposition.y = 1.0f; rayposition.z = -2.0f;
+    result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
+    ok(result == TRUE, "expected TRUE, received FALSE\n");
+
+    bottom_point.x = 1.0f; bottom_point.y = 0.0f; bottom_point.z = 0.0f;
+    top_point.x = 1.0f; top_point.y = 0.0f; top_point.z = 0.0f;
+    rayposition.x = 0.0f; rayposition.y = 1.0f; rayposition.z = 0.0f;
+    raydirection.x = 0.0f; raydirection.y = 3.0f; raydirection.z = 0.0f;
+    result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
+    ok(result == FALSE, "expected FALSE, received TRUE\n");
+
+    bottom_point.x = 1.0f; bottom_point.y = 2.0f; bottom_point.z = 3.0f;
+    top_point.x = 10.0f; top_point.y = 15.0f; top_point.z = 20.0f;
+
+    raydirection.x = 7.0f; raydirection.y = 8.0f; raydirection.z = 9.0f;
+    rayposition.x = 3.0f; rayposition.y = 7.0f; rayposition.z = -6.0f;
+    result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
+    ok(result == TRUE, "expected TRUE, received FALSE\n");
+
+    bottom_point.x = 0.0f; bottom_point.y = 0.0f; bottom_point.z = 0.0f;
+    top_point.x = 1.0f; top_point.y = 1.0f; top_point.z = 1.0f;
+
+    raydirection.x = 0.0f; raydirection.y = 1.0f; raydirection.z = .0f;
+    rayposition.x = -3.0f; rayposition.y = 0.0f; rayposition.z = 0.0f;
+    result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
+    ok(result == FALSE, "expected FALSE, received TRUE\n");
+
+    raydirection.x = 1.0f; raydirection.y = 0.0f; raydirection.z = .0f;
+    rayposition.x = -3.0f; rayposition.y = 0.0f; rayposition.z = 0.0f;
+    result = D3DXBoxBoundProbe(&bottom_point, &top_point, &rayposition, &raydirection);
+    ok(result == TRUE, "expected TRUE, received FALSE\n");
+
+/*____________Test the Sphere case________________________*/
     radius = sqrt(77.0f);
     center.x = 1.0f; center.y = 2.0f; center.z = 3.0f;
     raydirection.x = 2.0f; raydirection.y = -4.0f; raydirection.z = 2.0f;
diff --git a/include/d3dx8mesh.h b/include/d3dx8mesh.h
index d063f6d..0d399ea 100644
--- a/include/d3dx8mesh.h
+++ b/include/d3dx8mesh.h
@@ -28,6 +28,7 @@ extern "C" {
 
 HRESULT WINAPI D3DXCreateBuffer(DWORD,LPD3DXBUFFER*);
 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 *);
 
 #ifdef __cplusplus




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