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d3dx8: Implement D3DXComputeBoundingBox.
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0ccc431a94
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f1bb04ff8a
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@ -93,7 +93,7 @@
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@ stub D3DXGeneratePMesh
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@ stub D3DXSimplifyMesh
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@ stdcall D3DXComputeBoundingSphere(ptr long long ptr ptr)
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@ stub D3DXComputeBoundingBox
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@ stdcall D3DXComputeBoundingBox(ptr long long ptr ptr)
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@ stub D3DXComputeNormals
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@ stdcall D3DXCreateBuffer(long ptr)
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@ stub D3DXLoadMeshFromX
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@ -97,6 +97,34 @@ done we've got an intersection of the ray with the box.
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return TRUE;
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}
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HRESULT WINAPI D3DXComputeBoundingBox(PVOID ppointsFVF, DWORD numvertices, DWORD FVF, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
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{
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D3DXVECTOR3 vec;
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unsigned int i;
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if( !ppointsFVF || !pmin || !pmax ) return D3DERR_INVALIDCALL;
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*pmin = *(D3DXVECTOR3*)((char*)ppointsFVF);
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*pmax = *pmin;
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/* It looks like that D3DXComputeBoundingBox does not take in account the last vertex. */
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for(i=0; i<numvertices-1; i++)
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{
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vec = *(D3DXVECTOR3*)((char*)ppointsFVF + D3DXGetFVFVertexSize(FVF) * i);
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if ( vec.x < pmin->x ) pmin->x = vec.x;
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if ( vec.x > pmax->x ) pmax->x = vec.x;
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if ( vec.y < pmin->y ) pmin->y = vec.y;
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if ( vec.y > pmax->y ) pmax->y = vec.y;
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if ( vec.z < pmin->z ) pmin->z = vec.z;
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if ( vec.z > pmax->z ) pmax->z = vec.z;
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}
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return D3D_OK;
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}
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HRESULT WINAPI D3DXComputeBoundingSphere(PVOID ppointsFVF, DWORD numvertices, DWORD FVF, D3DXVECTOR3 *pcenter, FLOAT *pradius)
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{
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D3DXVECTOR3 temp, temp1;
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@ -111,6 +111,73 @@ static void D3DXBoundProbeTest(void)
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ok(result == FALSE, "expected FALSE, received TRUE\n");
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}
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static void D3DXComputeBoundingBoxTest(void)
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{
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D3DXVECTOR3 exp_max, exp_min, got_max, got_min, vertex[5];
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HRESULT hr;
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vertex[0].x = 1.0f; vertex[0].y = 1.0f; vertex[0].z = 1.0f;
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vertex[1].x = 1.0f; vertex[1].y = 1.0f; vertex[1].z = 1.0f;
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vertex[2].x = 1.0f; vertex[2].y = 1.0f; vertex[2].z = 1.0f;
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vertex[3].x = 1.0f; vertex[3].y = 1.0f; vertex[3].z = 1.0f;
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vertex[4].x = 9.0f; vertex[4].y = 9.0f; vertex[4].z = 9.0f;
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exp_min.x = 1.0f; exp_min.y = 1.0f; exp_min.z = 1.0f;
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exp_max.x = 1.0f; exp_max.y = 1.0f; exp_max.z = 1.0f;
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hr = D3DXComputeBoundingBox(&vertex[3],2,D3DFVF_XYZ,&got_min,&got_max);
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ok( hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
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ok( compare_vec3(exp_min,got_min), "Expected min: (%f, %f, %f), got: (%f, %f, %f)\n", exp_min.x,exp_min.y,exp_min.z,got_min.x,got_min.y,got_min.z);
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ok( compare_vec3(exp_max,got_max), "Expected max: (%f, %f, %f), got: (%f, %f, %f)\n", exp_max.x,exp_max.y,exp_max.z,got_max.x,got_max.y,got_max.z);
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/*________________________*/
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vertex[0].x = 2.0f; vertex[0].y = 5.9f; vertex[0].z = -1.2f;
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vertex[1].x = -1.87f; vertex[1].y = 7.9f; vertex[1].z = 7.4f;
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vertex[2].x = 7.43f; vertex[2].y = -0.9f; vertex[2].z = 11.9f;
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vertex[3].x = -6.92f; vertex[3].y = 6.3f; vertex[3].z = -3.8f;
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vertex[4].x = 11.4f; vertex[4].y = -8.1f; vertex[4].z = 4.5f;
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exp_min.x = -6.92f; exp_min.y = -0.90f; exp_min.z = -3.80f;
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exp_max.x = 7.43f; exp_max.y = 7.90f; exp_max.z = 11.9f;
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hr = D3DXComputeBoundingBox(&vertex[0],5,D3DFVF_XYZ,&got_min,&got_max);
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ok( hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
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ok( compare_vec3(exp_min,got_min), "Expected min: (%f, %f, %f), got: (%f, %f, %f)\n", exp_min.x,exp_min.y,exp_min.z,got_min.x,got_min.y,got_min.z);
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ok( compare_vec3(exp_max,got_max), "Expected max: (%f, %f, %f), got: (%f, %f, %f)\n", exp_max.x,exp_max.y,exp_max.z,got_max.x,got_max.y,got_max.z);
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/*________________________*/
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vertex[0].x = 2.0f; vertex[0].y = 5.9f; vertex[0].z = -1.2f;
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vertex[1].x = -1.87f; vertex[1].y = 7.9f; vertex[1].z = 7.4f;
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vertex[2].x = 7.43f; vertex[2].y = -0.9f; vertex[2].z = 11.9f;
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vertex[3].x = -6.92f; vertex[3].y = 6.3f; vertex[3].z = -3.8f;
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vertex[4].x = 11.4f; vertex[4].y = -8.1f; vertex[4].z = 4.5f;
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exp_min.x = -1.87f; exp_min.y = -0.90f; exp_min.z = -1.20f;
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exp_max.x = 7.43f; exp_max.y = 7.90f; exp_max.z = 11.9f;
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hr = D3DXComputeBoundingBox(&vertex[0],4,D3DFVF_XYZ,&got_min,&got_max);
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ok( hr == D3D_OK, "Expected D3D_OK, got %#x\n", hr);
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ok( compare_vec3(exp_min,got_min), "Expected min: (%f, %f, %f), got: (%f, %f, %f)\n", exp_min.x,exp_min.y,exp_min.z,got_min.x,got_min.y,got_min.z);
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ok( compare_vec3(exp_max,got_max), "Expected max: (%f, %f, %f), got: (%f, %f, %f)\n", exp_max.x,exp_max.y,exp_max.z,got_max.x,got_max.y,got_max.z);
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/*________________________*/
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hr = D3DXComputeBoundingBox(NULL,5,D3DFVF_XYZ,&got_min,&got_max);
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ok( hr == D3DERR_INVALIDCALL, "Expected D3DERR_INVALIDCALL, got %#x\n", hr);
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/*________________________*/
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hr = D3DXComputeBoundingBox(&vertex[3],5,D3DFVF_XYZ,NULL,&got_max);
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ok( hr == D3DERR_INVALIDCALL, "Expected D3DERR_INVALIDCALL, got %#x\n", hr);
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/*________________________*/
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hr = D3DXComputeBoundingBox(&vertex[3],5,D3DFVF_XYZ,&got_min,NULL);
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ok( hr == D3DERR_INVALIDCALL, "Expected D3DERR_INVALIDCALL, got %#x\n", hr);
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}
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static void D3DXComputeBoundingSphereTest(void)
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{
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D3DXVECTOR3 exp_cen, got_cen, vertex[5];
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@ -322,6 +389,7 @@ static void D3DXIntersectTriTest(void)
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START_TEST(mesh)
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{
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D3DXBoundProbeTest();
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D3DXComputeBoundingBoxTest();
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D3DXComputeBoundingSphereTest();
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D3DXGetFVFVertexSizeTest();
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D3DXIntersectTriTest();
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@ -31,6 +31,7 @@ UINT WINAPI D3DXGetFVFVertexSize(DWORD);
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BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *);
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BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *,FLOAT,CONST D3DXVECTOR3 *,CONST D3DXVECTOR3 *);
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BOOL CDECL D3DXIntersectTri(CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, CONST D3DXVECTOR3 *, FLOAT *, FLOAT *, FLOAT *);
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HRESULT WINAPI D3DXComputeBoundingBox(PVOID, DWORD, DWORD, D3DXVECTOR3 *, D3DXVECTOR3 *);
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HRESULT WINAPI D3DXComputeBoundingSphere(PVOID, DWORD, DWORD, D3DXVECTOR3 *, FLOAT *);
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#ifdef __cplusplus
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