Module: wine Branch: master Commit: 16a8efa410859fcaadc80b931fb1949a086ece4d URL: http://source.winehq.org/git/wine.git/?a=commit;h=16a8efa410859fcaadc80b931f...
Author: David Adam David.Adam@math.cnrs.fr Date: Tue Nov 20 15:23:36 2007 +0100
d3dx8: Implement D3DXQuaternionRotationYawPitchRoll.
---
dlls/d3dx8/d3dx8.spec | 2 +- dlls/d3dx8/math.c | 9 +++++++++ dlls/d3dx8/tests/math.c | 6 ++++++ include/d3dx8math.h | 1 + 4 files changed, 17 insertions(+), 1 deletions(-)
diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec index 4e7996a..d398791 100644 --- a/dlls/d3dx8/d3dx8.spec +++ b/dlls/d3dx8/d3dx8.spec @@ -52,7 +52,7 @@ @ stdcall D3DXQuaternionToAxisAngle(ptr ptr ptr) @ stdcall D3DXQuaternionRotationMatrix(ptr ptr) @ stdcall D3DXQuaternionRotationAxis(ptr ptr long) -@ stub D3DXQuaternionRotationYawPitchRoll +@ stdcall D3DXQuaternionRotationYawPitchRoll(ptr long long long) @ stdcall D3DXQuaternionMultiply(ptr ptr ptr) @ stdcall D3DXQuaternionNormalize(ptr ptr) @ stdcall D3DXQuaternionInverse(ptr ptr) diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c index f1cbf22..aa8664f 100644 --- a/dlls/d3dx8/math.c +++ b/dlls/d3dx8/math.c @@ -706,6 +706,15 @@ D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST return pout; }
+D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll) +{ + pout->x = sin( yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) + cos(yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f); + pout->y = sin( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) - cos(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f); + pout->z = cos(yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) - sin( yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f); + pout->w = cos( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) + sin(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f); + return pout; +} + D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t) { FLOAT dot, epsilon; diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c index 6a63fd8..950bc5e 100644 --- a/dlls/d3dx8/tests/math.c +++ b/dlls/d3dx8/tests/math.c @@ -701,6 +701,12 @@ static void D3X8QuaternionTest(void) D3DXQuaternionRotationMatrix(&gotquat,&mat); expect_vec4(expectedquat,gotquat);
+/*_______________D3DXQuaternionRotationYawPitchRoll__________*/ + expectedquat.x = 0.303261f; expectedquat.y = 0.262299f; expectedquat.z = 0.410073f; expectedquat.w = 0.819190f; + D3DXQuaternionRotationYawPitchRoll(&gotquat,D3DX_PI/4.0f,D3DX_PI/11.0f,D3DX_PI/3.0f); + expect_vec4(expectedquat,gotquat); + + /*_______________D3DXQuaternionSlerp________________________*/ expectedquat.x = -0.2f; expectedquat.y = 2.6f; expectedquat.z = 1.3f; expectedquat.w = 9.1f; D3DXQuaternionSlerp(&gotquat,&q,&r,scale); diff --git a/include/d3dx8math.h b/include/d3dx8math.h index f9bc777..5ef85b4 100644 --- a/include/d3dx8math.h +++ b/include/d3dx8math.h @@ -308,6 +308,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQU D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq); D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle); D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm); +D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll); D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t); D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t); void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);