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 );