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/*****************************************************************************\
FILE: util.cpp
DESCRIPTION:
BryanSt 12/22/2000 Copyright (C) Microsoft Corp 2000-2001. All rights reserved. \*****************************************************************************/
#include "stdafx.h"
#include "..\\d3dsaver\\dxutil.h"
#define SECURITY_WIN32
#include <sspi.h>
extern "C" { #include <Secext.h> // for GetUserNameEx()
}
// Define some things for debug.h
//
#define SZ_DEBUGINI "ccshell.ini"
#define SZ_DEBUGSECTION "MSMUSEUM"
#define SZ_MODULE "MSMUSEUM"
#define DECLARE_DEBUG
#undef __IShellFolder2_FWD_DEFINED__
#include <ccstock.h>
#include <debug.h>
#include "util.h"
BOOL g_fOverheadViewTest = FALSE;
#ifdef DEBUG
DWORD g_TLSliStopWatchStartHi = 0xFFFFFFFF; DWORD g_TLSliStopWatchStartLo = 0xFFFFFFFF; LARGE_INTEGER g_liStopWatchFreq = {0}; #endif // DEBUG
/////////////////////////////////////////////////////////////////////
// Debug Timing Helpers
/////////////////////////////////////////////////////////////////////
#ifdef DEBUG
void DebugStartWatch(void) { LARGE_INTEGER liStopWatchStart;
if (-1 == g_TLSliStopWatchStartHi) { g_TLSliStopWatchStartHi = TlsAlloc(); g_TLSliStopWatchStartLo = TlsAlloc(); liStopWatchStart.QuadPart = 0;
QueryPerformanceFrequency(&g_liStopWatchFreq); // Only a one time call since it's value can't change while the system is running.
} else { liStopWatchStart.HighPart = PtrToUlong(TlsGetValue(g_TLSliStopWatchStartHi)); liStopWatchStart.LowPart = PtrToUlong(TlsGetValue(g_TLSliStopWatchStartLo)); }
QueryPerformanceCounter(&liStopWatchStart);
TlsSetValue(g_TLSliStopWatchStartHi, IntToPtr(liStopWatchStart.HighPart)); TlsSetValue(g_TLSliStopWatchStartLo, IntToPtr(liStopWatchStart.LowPart)); }
DWORD DebugStopWatch(void) { LARGE_INTEGER liDiff; LARGE_INTEGER liStopWatchStart; QueryPerformanceCounter(&liDiff); liStopWatchStart.HighPart = PtrToUlong(TlsGetValue(g_TLSliStopWatchStartHi)); liStopWatchStart.LowPart = PtrToUlong(TlsGetValue(g_TLSliStopWatchStartLo)); liDiff.QuadPart -= liStopWatchStart.QuadPart;
DWORD dwTime = (DWORD)((liDiff.QuadPart * 1000) / g_liStopWatchFreq.QuadPart);
TlsSetValue(g_TLSliStopWatchStartHi, (LPVOID) 0); TlsSetValue(g_TLSliStopWatchStartLo, (LPVOID) 0);
return dwTime; } #else // DEBUG
void DebugStartWatch(void) { }
DWORD DebugStopWatch(void) { return 0; } #endif // DEBUG
float rnd(void) { return (((FLOAT)rand() ) / RAND_MAX); }
int GetRandomInt(int nMin, int nMax) { int nDelta = (nMax - nMin + 1); float fRandom = (((float) rand()) / ((float) RAND_MAX)); float fDelta = (fRandom * nDelta);
int nAmount = (int)(fDelta); nAmount = min(nAmount, nDelta - 1);
return (nMin + nAmount); }
HRESULT SetBoxStripVertexes(MYVERTEX * ppvVertexs, D3DXVECTOR3 vLocation, D3DXVECTOR3 vSize, D3DXVECTOR3 vNormal) { HRESULT hr = S_OK; float fTextureScale = 1.0f; // How many repeats per 1 unit.
// Draw Object
if (vNormal.x) // The object is in the y-z plane
{ ppvVertexs[0] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y, vLocation.z), vNormal, 0, fTextureScale); ppvVertexs[1] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y + vSize.y, vLocation.z), vNormal, 0, 0); ppvVertexs[2] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y, vLocation.z + vSize.z), vNormal, fTextureScale, fTextureScale); ppvVertexs[3] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y + vSize.y, vLocation.z + vSize.z), vNormal, fTextureScale, 0); } else if (vNormal.y) // The object is in the x-z plane
{ ppvVertexs[0] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y, vLocation.z), vNormal, 0, fTextureScale); ppvVertexs[1] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y, vLocation.z + vSize.z), vNormal, 0, 0); ppvVertexs[2] = MYVERTEX(D3DXVECTOR3(vLocation.x + vSize.x, vLocation.y, vLocation.z), vNormal, fTextureScale, fTextureScale); ppvVertexs[3] = MYVERTEX(D3DXVECTOR3(vLocation.x + vSize.x, vLocation.y, vLocation.z + vSize.z), vNormal, fTextureScale, 0); } else { // The object is in the x-y plane
ppvVertexs[0] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y, vLocation.z), vNormal, 0, fTextureScale); ppvVertexs[1] = MYVERTEX(D3DXVECTOR3(vLocation.x, vLocation.y + vSize.y, vLocation.z), vNormal, 0, 0); ppvVertexs[2] = MYVERTEX(D3DXVECTOR3(vLocation.x + vSize.x, vLocation.y, vLocation.z), vNormal, fTextureScale, fTextureScale); ppvVertexs[3] = MYVERTEX(D3DXVECTOR3(vLocation.x + vSize.x, vLocation.y + vSize.y, vLocation.z), vNormal, fTextureScale, 0); }
return hr; }
float AddVectorComponents(D3DXVECTOR3 vDir) { return (vDir.x + vDir.y + vDir.z); }
int CALLBACK DPALocalFree_Callback(LPVOID p, LPVOID pData) { LocalFree(p); // NULLs will be ignored.
return 1; }
int CALLBACK DPAStrCompare(void * pv1, void * pv2, LPARAM lParam) { LPCTSTR pszSearch = (LPCTSTR) pv1; LPCTSTR pszCurrent = (LPCTSTR) pv2;
if (pszSearch && pszCurrent && !StrCmpI(pszSearch, pszCurrent)) { return 0; // They match
}
return 1; }
float GetSurfaceRatio(IDirect3DTexture8 * pTexture) { float fX = 1.0f; float fY = 1.0f;
if (pTexture) { D3DSURFACE_DESC desc;
if (SUCCEEDED(pTexture->GetLevelDesc(0, &desc))) { fX = (float) desc.Width; fY = (float) desc.Height; } }
if (0.0f == fX) { fX = 1.0f; // Protect from zero divides
} return (fY / fX); }
int GetTextureHeight(IDirect3DTexture8 * pTexture) { int nHeight = 0;
if (pTexture) { D3DSURFACE_DESC desc;
if (SUCCEEDED(pTexture->GetLevelDesc(0, &desc))) { nHeight = desc.Height; } }
return nHeight; }
int GetTextureWidth(IDirect3DTexture8 * pTexture) { int nWidth = 0;
if (pTexture) { D3DSURFACE_DESC desc;
if (SUCCEEDED(pTexture->GetLevelDesc(0, &desc))) { nWidth = desc.Width; } }
return nWidth; }
/////////////////////////////////////////////////////////////////////
// Registry Helpers
/////////////////////////////////////////////////////////////////////
HRESULT HrRegOpenKeyEx(HKEY hKey, LPCTSTR lpSubKey, DWORD ulOptions, REGSAM samDesired, PHKEY phkResult) { DWORD dwError = RegOpenKeyEx(hKey, lpSubKey, ulOptions, samDesired, phkResult);
return HRESULT_FROM_WIN32(dwError); }
HRESULT HrRegCreateKeyEx(HKEY hKey, LPCTSTR lpSubKey, DWORD Reserved, LPTSTR lpClass, DWORD dwOptions, REGSAM samDesired, LPSECURITY_ATTRIBUTES lpSecurityAttributes, PHKEY phkResult, LPDWORD lpdwDisposition) { DWORD dwError = RegCreateKeyEx(hKey, lpSubKey, Reserved, lpClass, dwOptions, samDesired, lpSecurityAttributes, phkResult, lpdwDisposition);
return HRESULT_FROM_WIN32(dwError); }
HRESULT HrSHGetValue(IN HKEY hKey, IN LPCTSTR pszSubKey, OPTIONAL IN LPCTSTR pszValue, OPTIONAL OUT LPDWORD pdwType, OPTIONAL OUT LPVOID pvData, OPTIONAL OUT LPDWORD pcbData) { DWORD dwError = SHGetValue(hKey, pszSubKey, pszValue, pdwType, pvData, pcbData);
return HRESULT_FROM_WIN32(dwError); }
HRESULT HrSHSetValue(IN HKEY hkey, IN LPCTSTR pszSubKey, OPTIONAL IN LPCTSTR pszValue, DWORD dwType, OPTIONAL OUT LPVOID pvData, IN DWORD cbData) { DWORD dwError = SHSetValue(hkey, pszSubKey, pszValue, dwType, pvData, cbData);
return HRESULT_FROM_WIN32(dwError); }
HRESULT HrRegSetValueString(IN HKEY hKey, IN LPCTSTR pszSubKey, IN LPCTSTR pszValueName, OUT LPCWSTR pszString) { DWORD cbSize = ((lstrlenW(pszString) + 1) * sizeof(pszString[0]));
return HrSHSetValue(hKey, pszSubKey, pszValueName, REG_SZ, (BYTE *)pszString, cbSize); }
HRESULT HrRegGetValueString(IN HKEY hKey, IN LPCTSTR pszSubKey, IN LPCTSTR pszValueName, IN LPWSTR pszString, IN DWORD cchSize) { DWORD dwType; DWORD cbSize = (cchSize * sizeof(pszString[0]));
HRESULT hr = HrSHGetValue(hKey, pszSubKey, pszValueName, &dwType, (BYTE *)pszString, &cbSize); if (SUCCEEDED(hr) && (REG_SZ != dwType)) { hr = E_FAIL; }
return hr; }
HRESULT HrRegGetDWORD(IN HKEY hKey, IN LPCTSTR pszSubKey, OPTIONAL IN LPCTSTR pszValue, LPDWORD pdwValue, DWORD dwDefaultValue) { DWORD dwType; DWORD cbSize = sizeof(*pdwValue);
HRESULT hr = HrSHGetValue(hKey, pszSubKey, pszValue, &dwType, (void *) pdwValue, &cbSize); if (FAILED(hr)) { *pdwValue = dwDefaultValue; hr = S_OK; }
return hr; }
HRESULT HrRegSetDWORD(IN HKEY hKey, IN LPCTSTR pszSubKey, OPTIONAL IN LPCTSTR pszValue, DWORD dwValue) { return HrSHSetValue(hKey, pszSubKey, pszValue, REG_DWORD, (void *) &dwValue, sizeof(dwValue)); }
// UI Wrappers
void SetCheckBox(HWND hwndDlg, UINT idControl, BOOL fChecked) { SendMessage((HWND)GetDlgItem(hwndDlg, idControl), BM_SETCHECK, (WPARAM)fChecked, 0); }
BOOL GetCheckBox(HWND hwndDlg, UINT idControl) { return (BST_CHECKED == SendMessage((HWND)GetDlgItem(hwndDlg, idControl), BM_GETCHECK, 0, 0)); }
HRESULT ShellFolderParsePath(LPCWSTR pszPath, LPITEMIDLIST * ppidl) { IShellFolder * psf; HRESULT hr = SHGetDesktopFolder(&psf);
if (SUCCEEDED(hr)) { hr = psf->ParseDisplayName(NULL, NULL, (LPOLESTR) pszPath, NULL, ppidl, NULL); psf->Release(); }
return hr; }
HRESULT ShellFolderGetPath(LPCITEMIDLIST pidl, LPWSTR pszPath, DWORD cchSize) { IShellFolder * psf; HRESULT hr = SHGetDesktopFolder(&psf);
if (SUCCEEDED(hr)) { IShellFolder * psfFolder; LPITEMIDLIST pidlParent = ILCloneParent(pidl);
if (pidlParent) { hr = psf->BindToObject(pidlParent, NULL, IID_IShellFolder, (void **) &psfFolder); if (SUCCEEDED(hr)) { STRRET strRet = {0}; LPITEMIDLIST pidlLast = ILFindLastID(pidl);
hr = psfFolder->GetDisplayNameOf(pidlLast, (SHGDN_NORMAL | SHGDN_FORPARSING), &strRet); if (SUCCEEDED(hr)) { hr = StrRetToBuf(&strRet, pidlLast, pszPath, cchSize); } psfFolder->Release(); }
ILFree(pidlParent); } else { hr = E_OUTOFMEMORY; }
psf->Release(); }
return hr; }
BOOL PathDeleteDirectoryRecursively(LPCTSTR pszDir) { BOOL fReturn = FALSE; HANDLE hFind; WIN32_FIND_DATA wfd; TCHAR szTemp[MAX_PATH];
StrCpyN(szTemp, pszDir, ARRAYSIZE(szTemp)); PathAppend(szTemp, TEXT("*.*")); hFind = FindFirstFile(szTemp, &wfd);
if (INVALID_HANDLE_VALUE != hFind) { do { if (!PathIsDotOrDotDot(wfd.cFileName)) { // build the path of the directory or file found
StrCpyN(szTemp, pszDir, ARRAYSIZE(szTemp)); PathAppend(szTemp, wfd.cFileName);
if (FILE_ATTRIBUTE_DIRECTORY & wfd.dwFileAttributes) { // We found a directory - call this function recursively
// Note that since we use recursion, this can only go so far
// before it blows the stack. If you plan on going into deep
// directories, put szTemp above on the heap.
fReturn = PathDeleteDirectoryRecursively(szTemp); } else { DeleteFile(szTemp); } } } while (FindNextFile(hFind, &wfd));
FindClose(hFind); }
fReturn = RemoveDirectory(pszDir);
return fReturn; }
ULONGLONG PathGetFileSize(LPCTSTR pszPath) { ULONGLONG ullResult = 0; HANDLE hFile = CreateFile(pszPath, GENERIC_READ, 0, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL);
if (INVALID_HANDLE_VALUE != hFile) { LARGE_INTEGER liFileSize;
if (GetFileSizeEx(hFile, &liFileSize)) { ullResult = liFileSize.QuadPart; }
CloseHandle(hFile); }
return ullResult; }
void PrintLocation(LPTSTR pszTemplate, D3DXVECTOR3 vLoc, D3DXVECTOR3 vTangent) { TCHAR szOut[1024]; TCHAR szVector1[90]; TCHAR szVector2[90]; TCHAR szFloat1[20]; TCHAR szFloat2[20]; TCHAR szFloat3[20];
FloatToString(vLoc.x, 4, szFloat1, ARRAYSIZE(szFloat1)); FloatToString(vLoc.y, 4, szFloat2, ARRAYSIZE(szFloat2)); FloatToString(vLoc.z, 4, szFloat3, ARRAYSIZE(szFloat3)); wnsprintf(szVector1, ARRAYSIZE(szVector1), TEXT("<%s, %s, %s>"), szFloat1, szFloat2, szFloat3);
FloatToString(vTangent.x, 4, szFloat1, ARRAYSIZE(szFloat1)); FloatToString(vTangent.y, 4, szFloat2, ARRAYSIZE(szFloat2)); FloatToString(vTangent.z, 4, szFloat3, ARRAYSIZE(szFloat3)); wnsprintf(szVector2, ARRAYSIZE(szVector2), TEXT("<%s, %s, %s>\n"), szFloat1, szFloat2, szFloat3);
wnsprintf(szOut, ARRAYSIZE(szOut), pszTemplate, szVector1, szVector2); DXUtil_Trace(szOut); }
//-----------------------------------------------------------------------------
// Name: UpdateCullInfo()
// Desc: Sets up the frustum planes, endpoints, and center for the frustum
// defined by a given view matrix and projection matrix. This info will
// be used when culling each object in CullObject().
//-----------------------------------------------------------------------------
VOID UpdateCullInfo( CULLINFO* pCullInfo, D3DXMATRIX* pMatView, D3DXMATRIX* pMatProj ) { D3DXMATRIX mat;
D3DXMatrixMultiply( &mat, pMatView, pMatProj ); D3DXMatrixInverse( &mat, NULL, &mat );
pCullInfo->vecFrustum[0] = D3DXVECTOR3(-1.0f, -1.0f, 0.0f); // xyz
pCullInfo->vecFrustum[1] = D3DXVECTOR3( 1.0f, -1.0f, 0.0f); // Xyz
pCullInfo->vecFrustum[2] = D3DXVECTOR3(-1.0f, 1.0f, 0.0f); // xYz
pCullInfo->vecFrustum[3] = D3DXVECTOR3( 1.0f, 1.0f, 0.0f); // XYz
pCullInfo->vecFrustum[4] = D3DXVECTOR3(-1.0f, -1.0f, 1.0f); // xyZ
pCullInfo->vecFrustum[5] = D3DXVECTOR3( 1.0f, -1.0f, 1.0f); // XyZ
pCullInfo->vecFrustum[6] = D3DXVECTOR3(-1.0f, 1.0f, 1.0f); // xYZ
pCullInfo->vecFrustum[7] = D3DXVECTOR3( 1.0f, 1.0f, 1.0f); // XYZ
pCullInfo->vecFrustumCenter = D3DXVECTOR3(0, 0, 0); for( INT i = 0; i < 8; i++ ) { D3DXVec3TransformCoord( &pCullInfo->vecFrustum[i], &pCullInfo->vecFrustum[i], &mat ); pCullInfo->vecFrustumCenter += pCullInfo->vecFrustum[i]; } pCullInfo->vecFrustumCenter /= 8;
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[0], &pCullInfo->vecFrustum[0], &pCullInfo->vecFrustum[1], &pCullInfo->vecFrustum[2] ); // Near
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[1], &pCullInfo->vecFrustum[6], &pCullInfo->vecFrustum[7], &pCullInfo->vecFrustum[5] ); // Far
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[2], &pCullInfo->vecFrustum[2], &pCullInfo->vecFrustum[6], &pCullInfo->vecFrustum[4] ); // Left
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[3], &pCullInfo->vecFrustum[7], &pCullInfo->vecFrustum[3], &pCullInfo->vecFrustum[5] ); // Right
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[4], &pCullInfo->vecFrustum[2], &pCullInfo->vecFrustum[3], &pCullInfo->vecFrustum[6] ); // Top
D3DXPlaneFromPoints( &pCullInfo->planeFrustum[5], &pCullInfo->vecFrustum[1], &pCullInfo->vecFrustum[0], &pCullInfo->vecFrustum[4] ); // Bottom
}
//-----------------------------------------------------------------------------
// Name: CullObject()
// Desc: Determine the cullstate for an object.
//-----------------------------------------------------------------------------
CULLSTATE CullObject( CULLINFO* pCullInfo, D3DXVECTOR3* pVecBounds, D3DXPLANE* pPlaneBounds ) { BYTE bOutside[8]; ZeroMemory( &bOutside, sizeof(bOutside) );
// Check boundary vertices against all 6 frustum planes,
// and store result (1 if outside) in a bitfield
for( int iPoint = 0; iPoint < 8; iPoint++ ) { for( int iPlane = 0; iPlane < 6; iPlane++ ) { if( pCullInfo->planeFrustum[iPlane].a * pVecBounds[iPoint].x + pCullInfo->planeFrustum[iPlane].b * pVecBounds[iPoint].y + pCullInfo->planeFrustum[iPlane].c * pVecBounds[iPoint].z + pCullInfo->planeFrustum[iPlane].d < 0) { bOutside[iPoint] |= (1 << iPlane); } } // If any point is inside all 6 frustum planes, it is inside
// the frustum, so the object must be rendered.
if( bOutside[iPoint] == 0 ) return CS_INSIDE; }
// If all points are outside any single frustum plane, the object is
// outside the frustum
if( (bOutside[0] & bOutside[1] & bOutside[2] & bOutside[3] & bOutside[4] & bOutside[5] & bOutside[6] & bOutside[7]) != 0 ) { return CS_OUTSIDE; }
// Now see if any of the frustum edges penetrate any of the faces of
// the bounding box
D3DXVECTOR3 edge[12][2] = { pCullInfo->vecFrustum[0], pCullInfo->vecFrustum[1], // front bottom
pCullInfo->vecFrustum[2], pCullInfo->vecFrustum[3], // front top
pCullInfo->vecFrustum[0], pCullInfo->vecFrustum[2], // front left
pCullInfo->vecFrustum[1], pCullInfo->vecFrustum[3], // front right
pCullInfo->vecFrustum[4], pCullInfo->vecFrustum[5], // back bottom
pCullInfo->vecFrustum[6], pCullInfo->vecFrustum[7], // back top
pCullInfo->vecFrustum[4], pCullInfo->vecFrustum[6], // back left
pCullInfo->vecFrustum[5], pCullInfo->vecFrustum[7], // back right
pCullInfo->vecFrustum[0], pCullInfo->vecFrustum[4], // left bottom
pCullInfo->vecFrustum[2], pCullInfo->vecFrustum[6], // left top
pCullInfo->vecFrustum[1], pCullInfo->vecFrustum[5], // right bottom
pCullInfo->vecFrustum[3], pCullInfo->vecFrustum[7], // right top
}; D3DXVECTOR3 face[6][4] = { pVecBounds[0], pVecBounds[2], pVecBounds[3], pVecBounds[1], // front
pVecBounds[4], pVecBounds[5], pVecBounds[7], pVecBounds[6], // back
pVecBounds[0], pVecBounds[4], pVecBounds[6], pVecBounds[2], // left
pVecBounds[1], pVecBounds[3], pVecBounds[7], pVecBounds[5], // right
pVecBounds[2], pVecBounds[6], pVecBounds[7], pVecBounds[3], // top
pVecBounds[0], pVecBounds[4], pVecBounds[5], pVecBounds[1], // bottom
}; D3DXVECTOR3* pEdge; D3DXVECTOR3* pFace; pEdge = &edge[0][0]; for( INT iEdge = 0; iEdge < 12; iEdge++ ) { pFace = &face[0][0]; for( INT iFace = 0; iFace < 6; iFace++ ) { if( EdgeIntersectsFace( pEdge, pFace, &pPlaneBounds[iFace] ) ) { return CS_INSIDE_SLOW; } pFace += 4; } pEdge += 2; }
// Now see if frustum is contained in bounding box
// If the frustum center is outside any plane of the bounding box,
// the frustum is not contained in the bounding box, so the object
// is outside the frustum
for( INT iPlane = 0; iPlane < 6; iPlane++ ) { if( pPlaneBounds[iPlane].a * pCullInfo->vecFrustumCenter.x + pPlaneBounds[iPlane].b * pCullInfo->vecFrustumCenter.y + pPlaneBounds[iPlane].c * pCullInfo->vecFrustumCenter.z + pPlaneBounds[iPlane].d < 0 ) { return CS_OUTSIDE_SLOW; } }
// Bounding box must contain the frustum, so render the object
return CS_INSIDE_SLOW; }
//-----------------------------------------------------------------------------
// Name: EdgeIntersectsFace()
// Desc: Determine if the edge bounded by the two vectors in pEdges intersects
// the quadrilateral described by the four vectors in pFacePoints.
// Note: pPlanePoints could be derived from pFacePoints using
// D3DXPlaneFromPoints, but it is precomputed in advance for greater
// speed.
//-----------------------------------------------------------------------------
BOOL EdgeIntersectsFace( D3DXVECTOR3* pEdges, D3DXVECTOR3* pFacePoints, D3DXPLANE* pPlane ) { // If both edge points are on the same side of the plane, the edge does
// not intersect the face
FLOAT fDist1; FLOAT fDist2; fDist1 = pPlane->a * pEdges[0].x + pPlane->b * pEdges[0].y + pPlane->c * pEdges[0].z + pPlane->d; fDist2 = pPlane->a * pEdges[1].x + pPlane->b * pEdges[1].y + pPlane->c * pEdges[1].z + pPlane->d; if( fDist1 > 0 && fDist2 > 0 || fDist1 < 0 && fDist2 < 0 ) { return FALSE; }
// Find point of intersection between edge and face plane (if they're
// parallel, edge does not intersect face and D3DXPlaneIntersectLine
// returns NULL)
D3DXVECTOR3 ptIntersection; if( NULL == D3DXPlaneIntersectLine( &ptIntersection, pPlane, &pEdges[0], &pEdges[1] ) ) return FALSE;
// Project onto a 2D plane to make the pt-in-poly test easier
FLOAT fAbsA = (pPlane->a > 0 ? pPlane->a : -pPlane->a); FLOAT fAbsB = (pPlane->b > 0 ? pPlane->b : -pPlane->b); FLOAT fAbsC = (pPlane->c > 0 ? pPlane->c : -pPlane->c); D3DXVECTOR2 facePoints[4]; D3DXVECTOR2 point; if( fAbsA > fAbsB && fAbsA > fAbsC ) { // Plane is mainly pointing along X axis, so use Y and Z
for( INT i = 0; i < 4; i++) { facePoints[i].x = pFacePoints[i].y; facePoints[i].y = pFacePoints[i].z; } point.x = ptIntersection.y; point.y = ptIntersection.z; } else if( fAbsB > fAbsA && fAbsB > fAbsC ) { // Plane is mainly pointing along Y axis, so use X and Z
for( INT i = 0; i < 4; i++) { facePoints[i].x = pFacePoints[i].x; facePoints[i].y = pFacePoints[i].z; } point.x = ptIntersection.x; point.y = ptIntersection.z; } else { // Plane is mainly pointing along Z axis, so use X and Y
for( INT i = 0; i < 4; i++) { facePoints[i].x = pFacePoints[i].x; facePoints[i].y = pFacePoints[i].y; } point.x = ptIntersection.x; point.y = ptIntersection.y; }
// If point is on the outside of any of the face edges, it is
// outside the face.
// We can do this by taking the determinant of the following matrix:
// | x0 y0 1 |
// | x1 y1 1 |
// | x2 y2 1 |
// where (x0,y0) and (x1,y1) are points on the face edge and (x2,y2)
// is our test point. If this value is positive, the test point is
// "to the left" of the line. To determine whether a point needs to
// be "to the right" or "to the left" of the four lines to qualify as
// inside the face, we need to see if the faces are specified in
// clockwise or counter-clockwise order (it could be either, since the
// edge could be penetrating from either side). To determine this, we
// do the same test to see if the third point is "to the right" or
// "to the left" of the line formed by the first two points.
// See http://forum.swarthmore.edu/dr.math/problems/scott5.31.96.html
FLOAT x0, x1, x2, y0, y1, y2; x0 = facePoints[0].x; y0 = facePoints[0].y; x1 = facePoints[1].x; y1 = facePoints[1].y; x2 = facePoints[2].x; y2 = facePoints[2].y; BOOL bClockwise = FALSE; if( x1*y2 - y1*x2 - x0*y2 + y0*x2 + x0*y1 - y0*x1 < 0 ) bClockwise = TRUE; x2 = point.x; y2 = point.y; for( INT i = 0; i < 4; i++ ) { x0 = facePoints[i].x; y0 = facePoints[i].y; if( i < 3 ) { x1 = facePoints[i+1].x; y1 = facePoints[i+1].y; } else { x1 = facePoints[0].x; y1 = facePoints[0].y; } if( ( x1*y2 - y1*x2 - x0*y2 + y0*x2 + x0*y1 - y0*x1 > 0 ) == bClockwise ) return FALSE; }
// If we get here, the point is inside all four face edges,
// so it's inside the face.
return TRUE; }
BOOL Is3DRectViewable(CULLINFO* pCullInfo, D3DXMATRIX* pMatWorld, D3DXVECTOR3 vecMin, D3DXVECTOR3 vecMax) { BOOL fViewable = TRUE; D3DXVECTOR3 vecBoundsLocal[8]; D3DXVECTOR3 vecBoundsWorld[8]; D3DXPLANE planeBoundsWorld[6]; CULLSTATE cs;
vecBoundsLocal[0] = D3DXVECTOR3( vecMin.x, vecMin.y, vecMin.z ); // xyz
vecBoundsLocal[1] = D3DXVECTOR3( vecMax.x, vecMin.y, vecMin.z ); // Xyz
vecBoundsLocal[2] = D3DXVECTOR3( vecMin.x, vecMax.y, vecMin.z ); // xYz
vecBoundsLocal[3] = D3DXVECTOR3( vecMax.x, vecMax.y, vecMin.z ); // XYz
vecBoundsLocal[4] = D3DXVECTOR3( vecMin.x, vecMin.y, vecMax.z ); // xyZ
vecBoundsLocal[5] = D3DXVECTOR3( vecMax.x, vecMin.y, vecMax.z ); // XyZ
vecBoundsLocal[6] = D3DXVECTOR3( vecMin.x, vecMax.y, vecMax.z ); // xYZ
vecBoundsLocal[7] = D3DXVECTOR3( vecMax.x, vecMax.y, vecMax.z ); // XYZ
for( int i = 0; i < 8; i++ ) { D3DXVec3TransformCoord( &vecBoundsWorld[i], &vecBoundsLocal[i], pMatWorld ); }
// Determine planes of bounding box coords
D3DXPlaneFromPoints( &planeBoundsWorld[0], &vecBoundsWorld[0], &vecBoundsWorld[1], &vecBoundsWorld[2] ); // Near
D3DXPlaneFromPoints( &planeBoundsWorld[1], &vecBoundsWorld[6], &vecBoundsWorld[7], &vecBoundsWorld[5] ); // Far
D3DXPlaneFromPoints( &planeBoundsWorld[2], &vecBoundsWorld[2], &vecBoundsWorld[6], &vecBoundsWorld[4] ); // Left
D3DXPlaneFromPoints( &planeBoundsWorld[3], &vecBoundsWorld[7], &vecBoundsWorld[3], &vecBoundsWorld[5] ); // Right
D3DXPlaneFromPoints( &planeBoundsWorld[4], &vecBoundsWorld[2], &vecBoundsWorld[3], &vecBoundsWorld[6] ); // Top
D3DXPlaneFromPoints( &planeBoundsWorld[5], &vecBoundsWorld[1], &vecBoundsWorld[0], &vecBoundsWorld[4] ); // Bottom
cs = CullObject( pCullInfo, vecBoundsWorld, planeBoundsWorld );
fViewable = (cs != CS_OUTSIDE && cs != CS_OUTSIDE_SLOW);
return fViewable; }
HRESULT GetCurrentUserCustomName(LPWSTR pszDisplayName, DWORD cchSize) { HRESULT hr = S_OK; ULONG cchUserSize = cchSize;
if (GetUserNameEx(NameDisplay, pszDisplayName, &cchUserSize)) { // It succeeded, so use it.
} else { // It failed, so load "My". It's better than nothing.
LoadString(HINST_THISDLL, IDS_LOBBY_TITLE, pszDisplayName, cchSize); }
return hr; }
D3DXVECTOR3 D3DXVec3Multiply(CONST D3DXVECTOR3 v1, CONST D3DXVECTOR3 v2) { D3DXVECTOR3 vResults;
vResults.x = (v1.x * v2.x); vResults.y = (v1.y * v2.y); vResults.z = (v1.z * v2.z);
return vResults; }
void FloatToString(float fValue, int nDecimalDigits, LPTSTR pszString, DWORD cchSize) { int nIntValue = (int) fValue; float fDecimalValue = (float)((fValue - (float)nIntValue) * (pow(10, nDecimalDigits))); int nDecimalValue = (int) fDecimalValue;
if (0 == nDecimalDigits) { wnsprintf(pszString, cchSize, TEXT("%d"), nIntValue); } else { wnsprintf(pszString, cchSize, TEXT("%d.%d"), nIntValue, nDecimalValue); } }
///////
// Critical section helper stuff
//
#ifdef DEBUG
UINT g_CriticalSectionCount = 0; DWORD g_CriticalSectionOwner = 0; #ifdef STACKBACKTRACE
DBstkback g_CriticalSectionLastCall[4] = { 0 }; #endif
void Dll_EnterCriticalSection(CRITICAL_SECTION * pcsDll) { #ifdef STACKBACKTRACE
int var0; // *must* be 1st on frame
#endif
EnterCriticalSection(pcsDll); if (g_CriticalSectionCount++ == 0) { g_CriticalSectionOwner = GetCurrentThreadId(); #ifdef STACKBACKTRACE
int fp = (int) (1 + (int *)&var0); DBGetStackBack(&fp, g_CriticalSectionLastCall, ARRAYSIZE(g_CriticalSectionLastCall)); #endif
} }
void Dll_LeaveCriticalSection(CRITICAL_SECTION * pcsDll) { if (--g_CriticalSectionCount == 0) g_CriticalSectionOwner = 0; LeaveCriticalSection(pcsDll); } #endif
#include <string.h>
#include <wchar.h>
#include <tchar.h>
#include <stdio.h>
#include <stdlib.h>
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