d3dx8: Implement D3DXQuaternionRotationYawPitchRoll.
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@ -52,7 +52,7 @@
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@ stdcall D3DXQuaternionToAxisAngle(ptr ptr ptr)
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@ stdcall D3DXQuaternionToAxisAngle(ptr ptr ptr)
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@ stdcall D3DXQuaternionRotationMatrix(ptr ptr)
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@ stdcall D3DXQuaternionRotationMatrix(ptr ptr)
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@ stdcall D3DXQuaternionRotationAxis(ptr ptr long)
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@ stdcall D3DXQuaternionRotationAxis(ptr ptr long)
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@ stub D3DXQuaternionRotationYawPitchRoll
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@ stdcall D3DXQuaternionRotationYawPitchRoll(ptr long long long)
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@ stdcall D3DXQuaternionMultiply(ptr ptr ptr)
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@ stdcall D3DXQuaternionMultiply(ptr ptr ptr)
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@ stdcall D3DXQuaternionNormalize(ptr ptr)
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@ stdcall D3DXQuaternionNormalize(ptr ptr)
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@ stdcall D3DXQuaternionInverse(ptr ptr)
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@ stdcall D3DXQuaternionInverse(ptr ptr)
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@ -706,6 +706,15 @@ D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST
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return pout;
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return pout;
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}
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
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{
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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);
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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);
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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);
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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);
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return pout;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
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D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
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{
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{
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FLOAT dot, epsilon;
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FLOAT dot, epsilon;
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@ -701,6 +701,12 @@ static void D3X8QuaternionTest(void)
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D3DXQuaternionRotationMatrix(&gotquat,&mat);
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D3DXQuaternionRotationMatrix(&gotquat,&mat);
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expect_vec4(expectedquat,gotquat);
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expect_vec4(expectedquat,gotquat);
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/*_______________D3DXQuaternionRotationYawPitchRoll__________*/
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expectedquat.x = 0.303261f; expectedquat.y = 0.262299f; expectedquat.z = 0.410073f; expectedquat.w = 0.819190f;
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D3DXQuaternionRotationYawPitchRoll(&gotquat,D3DX_PI/4.0f,D3DX_PI/11.0f,D3DX_PI/3.0f);
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expect_vec4(expectedquat,gotquat);
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/*_______________D3DXQuaternionSlerp________________________*/
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/*_______________D3DXQuaternionSlerp________________________*/
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expectedquat.x = -0.2f; expectedquat.y = 2.6f; expectedquat.z = 1.3f; expectedquat.w = 9.1f;
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expectedquat.x = -0.2f; expectedquat.y = 2.6f; expectedquat.z = 1.3f; expectedquat.w = 9.1f;
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D3DXQuaternionSlerp(&gotquat,&q,&r,scale);
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D3DXQuaternionSlerp(&gotquat,&q,&r,scale);
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@ -308,6 +308,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQU
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm);
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm);
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
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D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
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D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
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D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t);
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D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t);
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void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
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void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
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