[PATCH] Implement D3DXPlaneFromPointNormal with a test

David Adam David.Adam at math.cnrs.fr
Mon Nov 19 06:43:28 CST 2007


---
 dlls/d3dx8/d3dx8.spec   |    2 +-
 dlls/d3dx8/math.c       |    9 +++++++++
 dlls/d3dx8/tests/math.c |    7 +++++++
 include/d3dx8math.h     |    1 +
 4 files changed, 18 insertions(+), 1 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index 9dca39b..5b35df4 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -63,7 +63,7 @@
 @ stub D3DXQuaternionBaryCentric
 @ stdcall D3DXPlaneNormalize(ptr ptr)
 @ stdcall D3DXPlaneIntersectLine(ptr ptr ptr ptr)
-@ stub D3DXPlaneFromPointNormal
+@ stdcall D3DXPlaneFromPointNormal(ptr ptr ptr)
 @ stub D3DXPlaneFromPoints
 @ stub D3DXPlaneTransform
 @ stub D3DXColorAdjustSaturation
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index cb6789a..875ca49 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -482,6 +482,15 @@ D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout=
, CONST D3DXMATRIX *pm)
=20
 /*_________________D3DXPLANE________________*/
=20
+D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTO=
R3 *pvpoint, CONST D3DXVECTOR3 *pvnormal)
+{
+    pout->a =3D pvnormal->x;
+    pout->b =3D pvnormal->y;
+    pout->c =3D pvnormal->z;
+    pout->d =3D -D3DXVec3Dot(pvpoint, pvnormal);
+    return pout;
+}
+
 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLA=
NE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
 {
     D3DXVECTOR3 direction, normal;
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index 05a72e9..2811fea 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -478,6 +478,13 @@ static void D3DXPlaneTest(void)
     got =3D D3DXPlaneDotNormal(NULL,NULL),
     ok( expected =3D=3D got, "Expected : %f, Got : %f\n",expected, got);
=20
+/*_______________D3DXPlaneFromPointNormal_______*/
+    vec1.x =3D 11.0f; vec1.y =3D 13.0f; vec1.z =3D 15.0f;
+    vec2.x =3D 17.0f; vec2.y =3D 31.0f; vec2.z =3D 24.0f;
+    expectedplane.a =3D 17.0f; expectedplane.b =3D 31.0f; expectedplane.c =
=3D 24.0f; expectedplane.d =3D -950.0f;
+    D3DXPlaneFromPointNormal(&gotplane,&vec1,&vec2);
+    expect_plane(expectedplane, gotplane);
+
 /*_______________D3DXPlaneIntersectLine___________*/
     vec1.x =3D 9.0f; vec1.y =3D 6.0f; vec1.z =3D 3.0f;
     vec2.x =3D 2.0f; vec2.y =3D 5.0f; vec2.z =3D 8.0f;
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index 930c417..8c2cdc3 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -293,6 +293,7 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CO=
NST D3DXVECTOR4 *plight,
 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y=
, FLOAT z);
 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *=
pm);
=20
+D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTO=
R3 *pvpoint, CONST D3DXVECTOR3 *pvnormal);
 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLA=
NE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2);
 D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
=20
--=20
1.5.3.2


--=_44aqkgpaz7s4--



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