| /* |
| * Copyright 2008 David Adam |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "windef.h" |
| #include "wingdi.h" |
| #include "d3dx8.h" |
| |
| BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection) |
| |
| /* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algoritm |
| Amy Williams University of Utah |
| Steve Barrus University of Utah |
| R. Keith Morley University of Utah |
| Peter Shirley University of Utah |
| |
| International Conference on Computer Graphics and Interactive Techniques archive |
| ACM SIGGRAPH 2005 Courses |
| Los Angeles, California |
| |
| This algorithm is free of patents or of copyrights, as confirmed by Peter Shirley himself. |
| |
| Algorithm: Consider the box as the intersection of three slabs. Clip the ray |
| against each slab, if there's anything left of the ray after we're |
| done we've got an intersection of the ray with the box. |
| */ |
| |
| { |
| FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax; |
| |
| div = 1.0f / praydirection->x; |
| if ( div >= 0.0f ) |
| { |
| tmin = ( pmin->x - prayposition->x ) * div; |
| tmax = ( pmax->x - prayposition->x ) * div; |
| } |
| else |
| { |
| tmin = ( pmax->x - prayposition->x ) * div; |
| tmax = ( pmin->x - prayposition->x ) * div; |
| } |
| |
| if ( tmax < 0.0f ) return FALSE; |
| |
| div = 1.0f / praydirection->y; |
| if ( div >= 0.0f ) |
| { |
| tymin = ( pmin->y - prayposition->y ) * div; |
| tymax = ( pmax->y - prayposition->y ) * div; |
| } |
| else |
| { |
| tymin = ( pmax->y - prayposition->y ) * div; |
| tymax = ( pmin->y - prayposition->y ) * div; |
| } |
| |
| if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE; |
| |
| if ( tymin > tmin ) tmin = tymin; |
| if ( tymax < tmax ) tmax = tymax; |
| |
| div = 1.0f / praydirection->z; |
| if ( div >= 0.0f ) |
| { |
| tzmin = ( pmin->z - prayposition->z ) * div; |
| tzmax = ( pmax->z - prayposition->z ) * div; |
| } |
| else |
| { |
| tzmin = ( pmax->z - prayposition->z ) * div; |
| tzmax = ( pmin->z - prayposition->z ) * div; |
| } |
| |
| if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE; |
| |
| return TRUE; |
| } |
| |
| BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pcenter, FLOAT radius, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection) |
| { |
| D3DXVECTOR3 difference; |
| FLOAT a, b, c, d; |
| |
| a = D3DXVec3LengthSq(praydirection); |
| if (!D3DXVec3Subtract(&difference, prayposition, pcenter)) return FALSE; |
| b = D3DXVec3Dot(&difference, praydirection); |
| c = D3DXVec3LengthSq(&difference) - radius * radius; |
| d = b * b - a * c; |
| |
| if ( ( d <= 0.0f ) || ( sqrt(d) <= b ) ) return FALSE; |
| return TRUE; |
| } |