d3dx8: Implement D3DXQuaternionRotationYawPitchRoll.

This commit is contained in:
David Adam 2007-11-20 15:23:36 +01:00 committed by Alexandre Julliard
parent eee8dd17d8
commit 16a8efa410
4 changed files with 17 additions and 1 deletions

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@ -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)

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@ -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;

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@ -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);

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@ -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);