d3dx8: Implement D3DXQuaternionLn.
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@ -56,7 +56,7 @@
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@ stdcall D3DXQuaternionMultiply(ptr ptr ptr)
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@ stdcall D3DXQuaternionNormalize(ptr ptr)
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@ stdcall D3DXQuaternionInverse(ptr ptr)
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@ stub D3DXQuaternionLn
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@ stdcall D3DXQuaternionLn(ptr ptr)
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@ stub D3DXQuaternionExp
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@ stdcall D3DXQuaternionSlerp(ptr ptr ptr long)
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@ stdcall D3DXQuaternionSquad(ptr ptr ptr ptr ptr long)
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@ -612,6 +612,34 @@ D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUA
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return pout;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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{
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FLOAT norm, normvec, theta;
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norm = D3DXQuaternionLengthSq(pq);
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if ( norm > 1.0001f )
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{
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pout->x = pq->x;
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pout->y = pq->y;
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pout->z = pq->z;
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pout->w = 0.0f;
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}
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else if( norm > 0.99999f)
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{
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normvec = sqrt( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z );
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theta = atan2(normvec, pq->w) / normvec;
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pout->x = theta * pq->x;
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pout->y = theta * pq->y;
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pout->z = theta * pq->z;
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pout->w = 0.0f;
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}
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else
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{
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FIXME("The quaternion (%f, %f, %f, %f) has a norm <1. This should not happen. Windows returns a result anyway. This case is not implemented yet.\n", pq->x, pq->y, pq->z, pq->w);
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}
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return pout;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
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{
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pout->x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
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@ -553,7 +553,7 @@ static void D3DXPlaneTest(void)
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static void D3X8QuaternionTest(void)
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{
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D3DXMATRIX mat;
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D3DXQUATERNION expectedquat, gotquat, Nq, nul, q, r, s, t, u;
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D3DXQUATERNION expectedquat, gotquat, Nq, Nq1, nul, q, r, s, t, u;
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LPD3DXQUATERNION funcpointer;
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D3DXVECTOR3 axis, expectedvec;
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FLOAT angle, expected, got, scale, scale2;
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@ -643,6 +643,23 @@ static void D3X8QuaternionTest(void)
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got = D3DXQuaternionLengthSq(NULL);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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/*_______________D3DXQuaternionLn______________________________*/
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expectedquat.x = 1.0f; expectedquat.y = 2.0f; expectedquat.z = 4.0f; expectedquat.w = 0.0f;
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D3DXQuaternionLn(&gotquat,&q);
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expect_vec4(expectedquat,gotquat);
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expectedquat.x = -3.0f; expectedquat.y = 4.0f; expectedquat.z = -5.0f; expectedquat.w = 0.0f;
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D3DXQuaternionLn(&gotquat,&r);
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expect_vec4(expectedquat,gotquat);
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Nq.x = 1.0f/11.0f; Nq.y = 2.0f/11.0f; Nq.z = 4.0f/11.0f; Nq.w=10.0f/11.0f;
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expectedquat.x = 0.093768f; expectedquat.y = 0.187536f; expectedquat.z = 0.375073f; expectedquat.w = 0.0f;
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D3DXQuaternionLn(&gotquat,&Nq);
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expect_vec4(expectedquat,gotquat);
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/* Test the cas where the norm of the quaternion is <1 */
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Nq1.x = 0.2f; Nq1.y = 0.1f; Nq1.z = 0.3; Nq1.w= 0.9f;
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expectedquat.x = 0.206945f; expectedquat.y = 0.103473f; expectedquat.z = 0.310418f; expectedquat.w = 0.0f;
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D3DXQuaternionLn(&gotquat,&Nq1);
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todo_wine{ expect_vec4(expectedquat,gotquat) };
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/*_______________D3DXQuaternionMultiply________________________*/
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expectedquat.x = 3.0f; expectedquat.y = 61.0f; expectedquat.z = -32.0f; expectedquat.w = 85.0f;
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D3DXQuaternionMultiply(&gotquat,&q,&r);
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@ -706,7 +723,6 @@ static void D3X8QuaternionTest(void)
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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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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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@ -304,6 +304,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, C
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D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionLn(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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