d3dx9: Implement D3DXMatrixDecompose.
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@ -198,7 +198,7 @@
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@ stub D3DXLoadVolumeFromVolume
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@ stdcall D3DXMatrixAffineTransformation(ptr long ptr ptr ptr) d3dx8.D3DXMatrixAffineTransformation
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@ stub D3DXMatrixAffineTransformation2D
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@ stub D3DXMatrixDecompose
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@ stdcall D3DXMatrixDecompose(ptr ptr ptr ptr)
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@ stdcall D3DXMatrixDeterminant(ptr) d3dx8.D3DXMatrixfDeterminant
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@ stdcall D3DXMatrixInverse(ptr ptr ptr) d3dx8.D3DXMatrixInverse
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@ stdcall D3DXMatrixLookAtLH(ptr ptr ptr ptr) d3dx8.D3DXMatrixLookAtLH
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@ -26,6 +26,60 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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/*************************************************************************
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* D3DXMatrixDecompose
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*/
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HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, D3DXMATRIX *pm)
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{
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D3DXMATRIX normalized;
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D3DXVECTOR3 vec;
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if (!pm)
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{
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return D3DERR_INVALIDCALL;
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}
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/*Compute the scaling part.*/
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vec.x=pm->m[0][0];
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vec.y=pm->m[0][1];
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vec.z=pm->m[0][2];
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poutscale->x=D3DXVec3Length(&vec);
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vec.x=pm->m[1][0];
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vec.y=pm->m[1][1];
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vec.z=pm->m[1][2];
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poutscale->y=D3DXVec3Length(&vec);
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vec.x=pm->m[2][0];
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vec.y=pm->m[2][1];
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vec.z=pm->m[2][2];
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poutscale->z=D3DXVec3Length(&vec);
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/*Compute the translation part.*/
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pouttranslation->x=pm->m[3][0];
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pouttranslation->y=pm->m[3][1];
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pouttranslation->z=pm->m[3][2];
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/*Let's calculate the rotation now*/
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if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) )
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{
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return D3DERR_INVALIDCALL;
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}
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normalized.m[0][0]=pm->m[0][0]/poutscale->x;
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normalized.m[0][1]=pm->m[0][1]/poutscale->x;
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normalized.m[0][2]=pm->m[0][2]/poutscale->x;
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normalized.m[1][0]=pm->m[1][0]/poutscale->y;
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normalized.m[1][1]=pm->m[1][1]/poutscale->y;
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normalized.m[1][2]=pm->m[1][2]/poutscale->y;
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normalized.m[2][0]=pm->m[2][0]/poutscale->z;
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normalized.m[2][1]=pm->m[2][1]/poutscale->z;
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normalized.m[2][2]=pm->m[2][2]/poutscale->z;
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D3DXQuaternionRotationMatrix(poutrotation,&normalized);
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return S_OK;
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}
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/*************************************************************************
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* D3DXPlaneTransformArray
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*/
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@ -267,6 +267,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc,
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D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
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D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, float scaling, D3DXVECTOR3 *rotationcenter, D3DXQUATERNION *rotation, D3DXVECTOR3 *translation);
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HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, D3DXMATRIX *pm);
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FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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