d3dx8: Implement D3DXQuaternionRotationAxis.
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@ -51,7 +51,7 @@
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@ stdcall D3DXMatrixReflect(ptr ptr)
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@ stdcall D3DXQuaternionToAxisAngle(ptr ptr ptr)
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@ stub D3DXQuaternionRotationMatrix
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@ stub D3DXQuaternionRotationAxis
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@ stdcall D3DXQuaternionRotationAxis(ptr ptr long)
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@ stub D3DXQuaternionRotationYawPitchRoll
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@ stdcall D3DXQuaternionMultiply(ptr ptr ptr)
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@ stdcall D3DXQuaternionNormalize(ptr ptr)
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@ -643,6 +643,18 @@ D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQ
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return pout;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
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{
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D3DXVECTOR3 temp;
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D3DXVec3Normalize(&temp, pv);
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pout->x = sin( angle / 2.0f ) * temp.x;
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pout->y = sin( angle / 2.0f ) * temp.y;
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pout->z = sin( angle / 2.0f ) * temp.z;
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pout->w = cos( angle / 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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{
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FLOAT dot, epsilon;
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@ -656,6 +656,18 @@ static void D3X8QuaternionTest(void)
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D3DXQuaternionNormalize(&gotquat,&nul);
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expect_vec4(expectedquat,gotquat);
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/*_______________D3DXQuaternionRotationAxis___________________*/
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axis.x = 2.0f; axis.y = 7.0; axis.z = 13.0f;
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angle = D3DX_PI/3.0f;
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expectedquat.x = 0.067116; expectedquat.y = 0.234905f; expectedquat.z = 0.436251f; expectedquat.w = 0.866025f;
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D3DXQuaternionRotationAxis(&gotquat,&axis,angle);
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expect_vec4(expectedquat,gotquat);
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/* Test the nul quaternion */
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axis.x = 0.0f; axis.y = 0.0; axis.z = 0.0f;
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expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.866025f;
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D3DXQuaternionRotationAxis(&gotquat,&axis,angle);
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expect_vec4(expectedquat,gotquat);
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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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D3DXQuaternionSlerp(&gotquat,&q,&r,scale);
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@ -306,6 +306,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3D
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
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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 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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void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
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