d3dx9: Use float functions in D3DXMatrixRotationAxis().
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@ -551,24 +551,36 @@ D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
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D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v, FLOAT angle)
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{
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D3DXVECTOR3 v;
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D3DXVECTOR3 nv;
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FLOAT sangle, cangle, cdiff;
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TRACE("(%p, %p, %f)\n", pout, pv, angle);
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TRACE("out %p, v %p, angle %f\n", out, v, angle);
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D3DXVec3Normalize(&v,pv);
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D3DXMatrixIdentity(pout);
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pout->u.m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
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pout->u.m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
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pout->u.m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
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pout->u.m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
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pout->u.m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
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pout->u.m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
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pout->u.m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
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pout->u.m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
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pout->u.m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
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return pout;
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D3DXVec3Normalize(&nv, v);
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sangle = sinf(angle);
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cangle = cosf(angle);
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cdiff = 1.0f - cangle;
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out->u.m[0][0] = cdiff * nv.x * nv.x + cangle;
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out->u.m[1][0] = cdiff * nv.x * nv.y - sangle * nv.z;
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out->u.m[2][0] = cdiff * nv.x * nv.z + sangle * nv.y;
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out->u.m[3][0] = 0.0f;
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out->u.m[0][1] = cdiff * nv.y * nv.x + sangle * nv.z;
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out->u.m[1][1] = cdiff * nv.y * nv.y + cangle;
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out->u.m[2][1] = cdiff * nv.y * nv.z - sangle * nv.x;
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out->u.m[3][1] = 0.0f;
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out->u.m[0][2] = cdiff * nv.z * nv.x - sangle * nv.y;
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out->u.m[1][2] = cdiff * nv.z * nv.y + sangle * nv.x;
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out->u.m[2][2] = cdiff * nv.z * nv.z + cangle;
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out->u.m[3][2] = 0.0f;
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out->u.m[0][3] = 0.0f;
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out->u.m[1][3] = 0.0f;
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out->u.m[2][3] = 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 D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
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