d3dx8: Implement D3DXMatrixRotationQuaternion.

This commit is contained in:
David Adam 2007-11-03 09:26:14 +01:00 committed by Alexandre Julliard
parent ebb2fa1aa3
commit 11bd418aa2
4 changed files with 28 additions and 1 deletions

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@ -30,7 +30,7 @@
@ stdcall D3DXMatrixRotationY(ptr long)
@ stdcall D3DXMatrixRotationZ(ptr long)
@ stdcall D3DXMatrixRotationAxis(ptr ptr long)
@ stub D3DXMatrixRotationQuaternion
@ stdcall D3DXMatrixRotationQuaternion(ptr ptr)
@ stub D3DXMatrixRotationYawPitchRoll
@ stub D3DXMatrixTransformation
@ stub D3DXMatrixAffineTransformation

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@ -76,6 +76,21 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *p
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
pout->m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
pout->m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
pout->m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
pout->m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
pout->m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
pout->m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
pout->m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
pout->m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
{
D3DXMatrixIdentity(pout);

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@ -149,6 +149,7 @@ static void D3DXColorTest(void)
static void D3DXMatrixTest(void)
{
D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3;
D3DXQUATERNION q;
D3DXVECTOR3 axis;
BOOL expected, got;
FLOAT angle, expectedfloat, gotfloat;
@ -167,6 +168,8 @@ 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;
q.x = 1.0f; q.y = -4.0f; q.z =7.0f; q.w = -11.0f;
axis.x = 1.0f; axis.y = -3.0f; axis.z = 7.0f;
angle = D3DX_PI/3.0f;
@ -209,6 +212,14 @@ static void D3DXMatrixTest(void)
D3DXMatrixRotationAxis(&gotmat,&axis,angle);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixRotationQuaternion______________*/
expectedmat.m[0][0] = -129.0f; expectedmat.m[0][1] = -162.0f; expectedmat.m[0][2] = -74.0f; expectedmat.m[0][3] = 0.0f;
expectedmat.m[1][0] = 146.0f; expectedmat.m[1][1] = -99.0f; expectedmat.m[1][2] = -78.0f; expectedmat.m[1][3] = 0.0f;
expectedmat.m[2][0] = 102.0f; expectedmat.m[2][1] = -34.0f; expectedmat.m[2][2] = -33.0f; 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;
D3DXMatrixRotationQuaternion(&gotmat,&q);
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;

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@ -61,6 +61,7 @@ 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 D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);