Module: wine Branch: master Commit: 4099eb8bbb4b769ec6de0640d13b777c238304ff URL: http://source.winehq.org/git/wine.git/?a=commit;h=4099eb8bbb4b769ec6de0640d1...
Author: Nozomi Kodama Nozomi.Kodama@yahoo.com Date: Tue Jun 12 08:13:39 2012 +0800
d3dx9_36: D3DXQuaternionLn computes as if the norm of the input is 1.
---
dlls/d3dx9_36/math.c | 33 ++++++++++++--------------------- dlls/d3dx9_36/tests/math.c | 19 ++++++++++++++++--- 2 files changed, 28 insertions(+), 24 deletions(-)
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c index 10a6cb9..5c6530a 100644 --- a/dlls/d3dx9_36/math.c +++ b/dlls/d3dx9_36/math.c @@ -1215,29 +1215,20 @@ D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUA
D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) { - FLOAT norm, normvec, theta; + FLOAT t;
- norm = D3DXQuaternionLengthSq(pq); - if ( norm > 1.0001f ) - { - pout->x = pq->x; - pout->y = pq->y; - pout->z = pq->z; - pout->w = 0.0f; - } - else if( norm > 0.99999f) - { - normvec = sqrt( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z ); - theta = atan2(normvec, pq->w) / normvec; - pout->x = theta * pq->x; - pout->y = theta * pq->y; - pout->z = theta * pq->z; - pout->w = 0.0f; - } + TRACE("(%p, %p)\n", pout, pq); + + if ( (pq->w >= 1.0f) || (pq->w == -1.0f) ) + t = 1.0f; else - { - FIXME("The quaternion (%f, %f, %f, %f) has a norm <1. This should not happen. Windows returns a result anyway. This case is not implemented yet.\n", pq->x, pq->y, pq->z, pq->w); - } + t = acos( pq->w ) / sqrt( 1.0f - pq->w * pq->w ); + + pout->x = t * pq->x; + pout->y = t * pq->y; + pout->z = t * pq->z; + pout->w = 0.0f; + return pout; }
diff --git a/dlls/d3dx9_36/tests/math.c b/dlls/d3dx9_36/tests/math.c index 61f8567..c93044d 100644 --- a/dlls/d3dx9_36/tests/math.c +++ b/dlls/d3dx9_36/tests/math.c @@ -746,11 +746,24 @@ static void D3DXQuaternionTest(void) expectedquat.x = 0.093768f; expectedquat.y = 0.187536f; expectedquat.z = 0.375073f; expectedquat.w = 0.0f; D3DXQuaternionLn(&gotquat,&Nq); expect_vec4(expectedquat,gotquat); - /* Test the cas where the norm of the quaternion is <1 */ - Nq1.x = 0.2f; Nq1.y = 0.1f; Nq1.z = 0.3; Nq1.w= 0.9f; + Nq.x = 0.0f; Nq.y = 0.0f; Nq.z = 0.0f; Nq.w = 1.0f; + expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.0f; + D3DXQuaternionLn(&gotquat,&Nq); + expect_vec4(expectedquat,gotquat); + Nq.x = 5.4f; Nq.y = 1.2f; Nq.z = -0.3f; Nq.w = -0.3f; + expectedquat.x = 10.616652f; expectedquat.y = 2.359256f; expectedquat.z = -0.589814f; expectedquat.w = 0.0f; + D3DXQuaternionLn(&gotquat,&Nq); + expect_vec4(expectedquat,gotquat); + /* Test the case where the norm of the quaternion is <1 */ + Nq1.x = 0.2f; Nq1.y = 0.1f; Nq1.z = 0.3; Nq1.w = 0.9f; expectedquat.x = 0.206945f; expectedquat.y = 0.103473f; expectedquat.z = 0.310418f; expectedquat.w = 0.0f; D3DXQuaternionLn(&gotquat,&Nq1); - todo_wine{ expect_vec4(expectedquat,gotquat) }; + expect_vec4(expectedquat,gotquat); + /* Test the case where the real part of the quaternion is -1.0f */ + Nq1.x = 0.2f; Nq1.y = 0.1f; Nq1.z = 0.3; Nq1.w = -1.0f; + expectedquat.x = 0.2f; expectedquat.y = 0.1f; expectedquat.z = 0.3f; expectedquat.w = 0.0f; + D3DXQuaternionLn(&gotquat,&Nq1); + expect_vec4(expectedquat,gotquat);
/*_______________D3DXQuaternionMultiply________________________*/ expectedquat.x = 3.0f; expectedquat.y = 61.0f; expectedquat.z = -32.0f; expectedquat.w = 85.0f;