push c669110d8ebd04a85775e86a8310fabd7dc4466e
[wine/hacks.git] / dlls / d3dx9_36 / mesh.c
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1 /*
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
21 #include "config.h"
22 #include "windef.h"
23 #include "wingdi.h"
24 #include "d3dx9.h"
27 /*************************************************************************
28 * D3DXIntersectTri
30 BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
32 D3DXMATRIX m;
33 D3DXVECTOR4 vec;
35 m.m[0][0] = p1->x - p0->x;
36 m.m[1][0] = p2->x - p0->x;
37 m.m[2][0] = -praydir->x;
38 m.m[3][0] = 0.0f;
39 m.m[0][1] = p1->y - p0->z;
40 m.m[1][1] = p2->y - p0->z;
41 m.m[2][1] = -praydir->y;
42 m.m[3][1] = 0.0f;
43 m.m[0][2] = p1->z - p0->z;
44 m.m[1][2] = p2->z - p0->z;
45 m.m[2][2] = -praydir->z;
46 m.m[3][2] = 0.0f;
47 m.m[0][3] = 0.0f;
48 m.m[1][3] = 0.0f;
49 m.m[2][3] = 0.0f;
50 m.m[3][3] = 1.0f;
52 vec.x = praypos->x - p0->x;
53 vec.y = praypos->y - p0->y;
54 vec.z = praypos->z - p0->z;
55 vec.w = 0.0f;
57 if ( D3DXMatrixInverse(&m, NULL, &m) )
59 D3DXVec4Transform(&vec, &vec, &m);
60 if ( (vec.x >= 0.0f) && (vec.y >= 0.0f) && (vec.x + vec.y <= 1.0f) && (vec.z >= 0.0f) )
62 *pu = vec.x;
63 *pv = vec.y;
64 *pdist = fabs( vec.z );
65 return TRUE;
69 return FALSE;