d3dx9: Improve D3DXMatrixRotationYawPitchRoll().
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@ -631,20 +631,37 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
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D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
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{
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D3DXMATRIX m;
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FLOAT sroll, croll, spitch, cpitch, syaw, cyaw;
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TRACE("(%p, %f, %f, %f)\n", pout, yaw, pitch, roll);
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TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
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D3DXMatrixIdentity(pout);
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D3DXMatrixRotationZ(&m, roll);
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D3DXMatrixMultiply(pout, pout, &m);
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D3DXMatrixRotationX(&m, pitch);
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D3DXMatrixMultiply(pout, pout, &m);
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D3DXMatrixRotationY(&m, yaw);
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D3DXMatrixMultiply(pout, pout, &m);
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return pout;
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sroll = sinf(roll);
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croll = cosf(roll);
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spitch = sinf(pitch);
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cpitch = cosf(pitch);
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syaw = sinf(yaw);
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cyaw = cosf(yaw);
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out->u.m[0][0] = sroll * spitch * syaw + croll * cyaw;
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out->u.m[0][1] = sroll * cpitch;
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out->u.m[0][2] = sroll * spitch * cyaw - croll * syaw;
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out->u.m[0][3] = 0.0f;
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out->u.m[1][0] = croll * spitch * syaw - sroll * cyaw;
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out->u.m[1][1] = croll * cpitch;
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out->u.m[1][2] = croll * spitch * cyaw + sroll * syaw;
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out->u.m[1][3] = 0.0f;
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out->u.m[2][0] = cpitch * syaw;
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out->u.m[2][1] = -spitch;
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out->u.m[2][2] = cpitch * cyaw;
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out->u.m[2][3] = 0.0f;
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out->u.m[3][0] = 0.0f;
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out->u.m[3][1] = 0.0f;
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out->u.m[3][2] = 0.0f;
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out->u.m[3][3] = 1.0f;
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return out;
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}
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D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
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