2 * Mesh operations specific to D3DX9.
4 * Copyright (C) 2009 David Adam
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 /*************************************************************************
28 * D3DXComputeBoundingBox
30 HRESULT WINAPI
D3DXComputeBoundingBox(CONST D3DXVECTOR3
*pfirstposition
, DWORD numvertices
, DWORD dwstride
, D3DXVECTOR3
*pmin
, D3DXVECTOR3
*pmax
)
35 if( !pfirstposition
|| !pmin
|| !pmax
) return D3DERR_INVALIDCALL
;
37 *pmin
= *pfirstposition
;
40 for(i
=0; i
<numvertices
; i
++)
42 vec
= *( (D3DXVECTOR3
*)((char*)pfirstposition
+ dwstride
* i
) );
44 if ( vec
.x
< pmin
->x
) pmin
->x
= vec
.x
;
45 if ( vec
.x
> pmax
->x
) pmax
->x
= vec
.x
;
47 if ( vec
.y
< pmin
->y
) pmin
->y
= vec
.y
;
48 if ( vec
.y
> pmax
->y
) pmax
->y
= vec
.y
;
50 if ( vec
.z
< pmin
->z
) pmin
->z
= vec
.z
;
51 if ( vec
.z
> pmax
->z
) pmax
->z
= vec
.z
;
57 /*************************************************************************
58 * D3DXComputeBoundingSphere
60 HRESULT WINAPI
D3DXComputeBoundingSphere(CONST D3DXVECTOR3
* pfirstposition
, DWORD numvertices
, DWORD dwstride
, D3DXVECTOR3
*pcenter
, FLOAT
*pradius
)
62 D3DXVECTOR3 temp
, temp1
;
66 if( !pfirstposition
|| !pcenter
|| !pradius
) return D3DERR_INVALIDCALL
;
75 for(i
=0; i
<numvertices
; i
++)
77 D3DXVec3Add(&temp1
, &temp
, (D3DXVECTOR3
*)((char*)pfirstposition
+ dwstride
* i
));
81 D3DXVec3Scale(pcenter
, &temp
, 1.0f
/((FLOAT
)numvertices
));
83 for(i
=0; i
<numvertices
; i
++)
85 d
= D3DXVec3Length(D3DXVec3Subtract(&temp
, (D3DXVECTOR3
*)((char*)pfirstposition
+ dwstride
* i
), pcenter
));
86 if ( d
> *pradius
) *pradius
= d
;
91 /*************************************************************************
92 * D3DXGetFVFVertexSize
94 static UINT
Get_TexCoord_Size_From_FVF(DWORD FVF
, int tex_num
)
96 return (((((FVF
) >> (16 + (2 * (tex_num
)))) + 1) & 0x03) + 1);
99 UINT WINAPI
D3DXGetFVFVertexSize(DWORD FVF
)
103 UINT numTextures
= (FVF
& D3DFVF_TEXCOUNT_MASK
) >> D3DFVF_TEXCOUNT_SHIFT
;
105 if (FVF
& D3DFVF_NORMAL
) size
+= sizeof(D3DXVECTOR3
);
106 if (FVF
& D3DFVF_DIFFUSE
) size
+= sizeof(DWORD
);
107 if (FVF
& D3DFVF_SPECULAR
) size
+= sizeof(DWORD
);
108 if (FVF
& D3DFVF_PSIZE
) size
+= sizeof(DWORD
);
110 switch (FVF
& D3DFVF_POSITION_MASK
)
112 case D3DFVF_XYZ
: size
+= sizeof(D3DXVECTOR3
); break;
113 case D3DFVF_XYZRHW
: size
+= 4 * sizeof(FLOAT
); break;
114 case D3DFVF_XYZB1
: size
+= 4 * sizeof(FLOAT
); break;
115 case D3DFVF_XYZB2
: size
+= 5 * sizeof(FLOAT
); break;
116 case D3DFVF_XYZB3
: size
+= 6 * sizeof(FLOAT
); break;
117 case D3DFVF_XYZB4
: size
+= 7 * sizeof(FLOAT
); break;
118 case D3DFVF_XYZB5
: size
+= 8 * sizeof(FLOAT
); break;
119 case D3DFVF_XYZW
: size
+= 4 * sizeof(FLOAT
); break;
122 for (i
= 0; i
< numTextures
; i
++)
124 size
+= Get_TexCoord_Size_From_FVF(FVF
, i
) * sizeof(FLOAT
);
130 /*************************************************************************
133 BOOL WINAPI
D3DXIntersectTri(CONST D3DXVECTOR3
*p0
, CONST D3DXVECTOR3
*p1
, CONST D3DXVECTOR3
*p2
, CONST D3DXVECTOR3
*praypos
, CONST D3DXVECTOR3
*praydir
, FLOAT
*pu
, FLOAT
*pv
, FLOAT
*pdist
)
138 m
.m
[0][0] = p1
->x
- p0
->x
;
139 m
.m
[1][0] = p2
->x
- p0
->x
;
140 m
.m
[2][0] = -praydir
->x
;
142 m
.m
[0][1] = p1
->y
- p0
->z
;
143 m
.m
[1][1] = p2
->y
- p0
->z
;
144 m
.m
[2][1] = -praydir
->y
;
146 m
.m
[0][2] = p1
->z
- p0
->z
;
147 m
.m
[1][2] = p2
->z
- p0
->z
;
148 m
.m
[2][2] = -praydir
->z
;
155 vec
.x
= praypos
->x
- p0
->x
;
156 vec
.y
= praypos
->y
- p0
->y
;
157 vec
.z
= praypos
->z
- p0
->z
;
160 if ( D3DXMatrixInverse(&m
, NULL
, &m
) )
162 D3DXVec4Transform(&vec
, &vec
, &m
);
163 if ( (vec
.x
>= 0.0f
) && (vec
.y
>= 0.0f
) && (vec
.x
+ vec
.y
<= 1.0f
) && (vec
.z
>= 0.0f
) )
167 *pdist
= fabs( vec
.z
);