Module: wine Branch: master Commit: 035773b9fe9c0cec86e01aefeb3cf9dc577695a5 URL: http://source.winehq.org/git/wine.git/?a=commit;h=035773b9fe9c0cec86e01aefeb...
Author: David Adam David.Adam@math.cnrs.fr Date: Tue Oct 30 16:04:32 2007 +0100
d3dx8: Implement D3DXMatrixRotationAxis.
---
dlls/d3dx8/d3dx8.spec | 2 +- dlls/d3dx8/math.c | 18 ++++++++++++++++++ dlls/d3dx8/tests/math.c | 13 ++++++++++++- include/d3dx8math.h | 1 + 4 files changed, 32 insertions(+), 2 deletions(-)
diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec index 261c3aa..2b7eedd 100644 --- a/dlls/d3dx8/d3dx8.spec +++ b/dlls/d3dx8/d3dx8.spec @@ -29,7 +29,7 @@ @ stdcall D3DXMatrixRotationX(ptr long) @ stdcall D3DXMatrixRotationY(ptr long) @ stdcall D3DXMatrixRotationZ(ptr long) -@ stub D3DXMatrixRotationAxis +@ stdcall D3DXMatrixRotationAxis(ptr ptr long) @ stub D3DXMatrixRotationQuaternion @ stub D3DXMatrixRotationYawPitchRoll @ stub D3DXMatrixTransformation diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c index adddbf6..bfda84e 100644 --- a/dlls/d3dx8/math.c +++ b/dlls/d3dx8/math.c @@ -58,6 +58,24 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C return pout; }
+D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle) +{ + D3DXVECTOR3 v; + + D3DXVec3Normalize(&v,pv); + D3DXMatrixIdentity(pout); + pout->m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle); + pout->m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z; + pout->m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y; + pout->m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z; + pout->m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle); + pout->m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x; + pout->m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y; + pout->m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x; + pout->m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle); + return pout; +} + D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle) { D3DXMatrixIdentity(pout); diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c index 07ede79..22491d8 100644 --- a/dlls/d3dx8/tests/math.c +++ b/dlls/d3dx8/tests/math.c @@ -149,6 +149,7 @@ static void D3DXColorTest(void) static void D3DXMatrixTest(void) { D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3; + D3DXVECTOR3 axis; BOOL expected, got; FLOAT angle, expectedfloat, gotfloat;
@@ -166,7 +167,9 @@ static void D3DXMatrixTest(void) mat2.m[0][3] = -4.0f; mat2.m[1][3] = -3.0f; mat2.m[2][3] = -2.0f; mat2.m[3][3] = -1.0f;
- angle = D3DX_PI / 3.0f; + axis.x = 1.0f; axis.y = -3.0f; axis.z = 7.0f; + + angle = D3DX_PI/3.0f;
/*____________D3DXMatrixfDeterminant_____________*/ expectedfloat = -147888.0f; @@ -198,6 +201,14 @@ static void D3DXMatrixTest(void) D3DXMatrixMultiply(&gotmat,&mat,&mat2); expect_mat(expectedmat,gotmat);
+/*____________D3DXMatrixRotationRotationAxis_____*/ + expectedmat.m[0][0] = 0.508475f; expectedmat.m[0][1] = 0.763805f; expectedmat.m[0][2] = 0.397563f; expectedmat.m[0][3] = 0.0f; + expectedmat.m[1][0] = -0.814652f; expectedmat.m[1][1] = 0.576271f; expectedmat.m[1][2] = -0.065219f; expectedmat.m[1][3] = 0.0f; + expectedmat.m[2][0] = -0.278919f; expectedmat.m[2][1] = -0.290713f; expectedmat.m[2][2] = 0.915254f; expectedmat.m[2][3] = 0.0f; + expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 0.0f; expectedmat.m[3][3] = 1.0f; + D3DXMatrixRotationAxis(&gotmat,&axis,angle); + expect_mat(expectedmat,gotmat); + /*____________D3DXMatrixRotationX______________*/ expectedmat.m[0][0] = 1.0f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; expectedmat.m[1][0] = 0.0; expectedmat.m[1][1] = 0.5f; expectedmat.m[1][2] = sqrt(3.0f)/2.0f; expectedmat.m[1][3] = 0.0f; diff --git a/include/d3dx8math.h b/include/d3dx8math.h index b6486b5..3e4d25e 100644 --- a/include/d3dx8math.h +++ b/include/d3dx8math.h @@ -60,6 +60,7 @@ typedef struct D3DXCOLOR
FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm); D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2); +D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);