Module: wine Branch: master Commit: cf443380ba53cf6b32277d31a95c582654ca02db URL: http://source.winehq.org/git/wine.git/?a=commit;h=cf443380ba53cf6b32277d31a9...
Author: David Adam David.Adam@math.cnrs.fr Date: Wed Nov 21 17:23:13 2007 +0100
d3dx8: Implement D3DXMatrixTransformation.
---
dlls/d3dx8/d3dx8.spec | 2 +- dlls/d3dx8/math.c | 80 +++++++++++++++++++++++++++++++++++++++++++++++ dlls/d3dx8/tests/math.c | 16 ++++++++- include/d3dx8math.h | 1 + 4 files changed, 96 insertions(+), 3 deletions(-)
diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec index 52fa008..28b772e 100644 --- a/dlls/d3dx8/d3dx8.spec +++ b/dlls/d3dx8/d3dx8.spec @@ -33,7 +33,7 @@ @ stdcall D3DXMatrixRotationAxis(ptr ptr long) @ stdcall D3DXMatrixRotationQuaternion(ptr ptr) @ stdcall D3DXMatrixRotationYawPitchRoll(ptr long long long) -@ stub D3DXMatrixTransformation +@ stdcall D3DXMatrixTransformation(ptr ptr ptr ptr ptr ptr ptr) @ stdcall D3DXMatrixAffineTransformation(ptr long ptr ptr ptr) @ stdcall D3DXMatrixLookAtRH(ptr ptr ptr ptr) @ stdcall D3DXMatrixLookAtLH(ptr ptr ptr ptr) diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c index 9f7522e..04072bf 100644 --- a/dlls/d3dx8/math.c +++ b/dlls/d3dx8/math.c @@ -480,6 +480,86 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, return pout; }
+D3DXMATRIX* D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation) +{ + D3DXMATRIX m1, m2, m3, m4, m5, m6, m7, p1, p2, p3, p4, p5; + D3DXQUATERNION prc; + D3DXVECTOR3 psc, pt; + + if ( !pscalingcenter ) + { + psc.x = 0.0f; + psc.y = 0.0f; + psc.z = 0.0f; + } + else + { + psc.x = pscalingcenter->x; + psc.y = pscalingcenter->y; + psc.z = pscalingcenter->z; + } + if ( !protationcenter ) + { + prc.x = 0.0f; + prc.y = 0.0f; + prc.z = 0.0f; + } + else + { + prc.x = protationcenter->x; + prc.y = protationcenter->y; + prc.z = protationcenter->z; + } + if ( !ptranslation ) + { + pt.x = 0.0f; + pt.y = 0.0f; + pt.z = 0.0f; + } + else + { + pt.x = ptranslation->x; + pt.y = ptranslation->y; + pt.z = ptranslation->z; + } + D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z); + if ( !pscalingrotation ) + { + D3DXMatrixIdentity(&m2); + D3DXMatrixIdentity(&m4); + } + else + { + D3DXMatrixRotationQuaternion(&m4, pscalingrotation); + D3DXMatrixInverse(&m2, NULL, &m4); + } + if ( !pscaling ) + { + D3DXMatrixIdentity(&m3); + } + else + { + D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z); + } + if ( !protation ) + { + D3DXMatrixIdentity(&m6); + } + else + { + D3DXMatrixRotationQuaternion(&m6, protation); + } + D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z); + D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z); + D3DXMatrixMultiply(&p1, &m1, &m2); + D3DXMatrixMultiply(&p2, &p1, &m3); + D3DXMatrixMultiply(&p3, &p2, &m4); + D3DXMatrixMultiply(&p4, &p3, &m5); + D3DXMatrixMultiply(&p5, &p4, &m6); + D3DXMatrixMultiply(pout, &p5, &m7); + return pout; +} + D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) { D3DXMatrixIdentity(pout); diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c index b689fb7..6fb5736 100644 --- a/dlls/d3dx8/tests/math.c +++ b/dlls/d3dx8/tests/math.c @@ -164,8 +164,8 @@ static void D3DXMatrixTest(void) D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3; LPD3DXMATRIX funcpointer; D3DXPLANE plane; - D3DXQUATERNION q; - D3DXVECTOR3 at, axis, eye; + D3DXQUATERNION q, r; + D3DXVECTOR3 at, axis, eye, last, scaling; D3DXVECTOR4 light; BOOL expected, got; FLOAT angle, determinant, expectedfloat, gotfloat; @@ -187,10 +187,13 @@ static void D3DXMatrixTest(void) plane.a = -3.0f; plane.b = -1.0f; plane.c = 4.0f; plane.d = 7.0f;
q.x = 1.0f; q.y = -4.0f; q.z =7.0f; q.w = -11.0f; + r.x = 0.87f; r.y = 0.65f; r.z =0.43f; r.w= 0.21f;
at.x = -2.0f; at.y = 13.0f; at.z = -9.0f; axis.x = 1.0f; axis.y = -3.0f; axis.z = 7.0f; eye.x = 8.0f; eye.y = -5.0f; eye.z = 5.75f; + last.x = 9.7f; last.y = -8.6; last.z = 1.3f; + scaling.x = 0.03f; scaling.y =0.05f; scaling.z = 0.06f;
light.x = 9.6f; light.y = 8.5f; light.z = 7.4; light.w = 6.3;
@@ -364,6 +367,7 @@ static void D3DXMatrixTest(void) U(expectedmat).m[3][0] = 1.615385f; U(expectedmat).m[3][1] = 0.538462f; U(expectedmat).m[3][2] = -2.153846f; U(expectedmat).m[3][3] = 1.0f; D3DXMatrixReflect(&gotmat,&plane); expect_mat(expectedmat,gotmat); + /*____________D3DXMatrixRotationAxis_____*/ U(expectedmat).m[0][0] = 0.508475f; U(expectedmat).m[0][1] = 0.763805f; U(expectedmat).m[0][2] = 0.397563f; U(expectedmat).m[0][3] = 0.0f; U(expectedmat).m[1][0] = -0.814652f; U(expectedmat).m[1][1] = 0.576271f; U(expectedmat).m[1][2] = -0.065219f; U(expectedmat).m[1][3] = 0.0f; @@ -428,6 +432,14 @@ static void D3DXMatrixTest(void) D3DXMatrixShadow(&gotmat,&light,&plane); expect_mat(expectedmat,gotmat);
+/*____________D3DXMatrixTransformation______________*/ + U(expectedmat).m[0][0] = -0.2148f; U(expectedmat).m[0][1] = 1.3116f; U(expectedmat).m[0][2] = 0.4752f; U(expectedmat).m[0][3] = 0.0f; + U(expectedmat).m[1][0] = 0.9504f; U(expectedmat).m[1][1] = -0.8836f; U(expectedmat).m[1][2] = 0.9244f; U(expectedmat).m[1][3] = 0.0f; + U(expectedmat).m[2][0] = 1.0212f; U(expectedmat).m[2][1] = 0.1936f; U(expectedmat).m[2][2] = -1.3588f; U(expectedmat).m[2][3] = 0.0f; + U(expectedmat).m[3][0] = 18.2985f; U(expectedmat).m[3][1] = -29.624001f; U(expectedmat).m[3][2] = 15.683499f; U(expectedmat).m[3][3] = 1.0f; + D3DXMatrixTransformation(&gotmat,&at,&q,NULL,&eye,&r,&last); + expect_mat(expectedmat,gotmat); + /*____________D3DXMatrixTranslation______________*/ U(expectedmat).m[0][0] = 1.0f; U(expectedmat).m[0][1] = 0.0f; U(expectedmat).m[0][2] = 0.0f; U(expectedmat).m[0][3] = 0.0f; U(expectedmat).m[1][0] = 0.0; U(expectedmat).m[1][1] = 1.0f; U(expectedmat).m[1][2] = 0.0f; U(expectedmat).m[1][3] = 0.0f; diff --git a/include/d3dx8math.h b/include/d3dx8math.h index a799dee..4ea4d7d 100644 --- a/include/d3dx8math.h +++ b/include/d3dx8math.h @@ -293,6 +293,7 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, F D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz); D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane); +D3DXMATRIX* D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation); D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z); D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);