d3dx8: Implement D3DXQuaternionMultiply.
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@ -53,7 +53,7 @@
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@ stub D3DXQuaternionRotationMatrix
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@ stub D3DXQuaternionRotationAxis
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@ stub D3DXQuaternionRotationYawPitchRoll
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@ stub D3DXQuaternionMultiply
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@ stdcall D3DXQuaternionMultiply(ptr ptr ptr)
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@ stdcall D3DXQuaternionNormalize(ptr ptr)
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@ stub D3DXQuaternionInverse
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@ stub D3DXQuaternionLn
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@ -581,6 +581,15 @@ D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, C
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/*_________________D3DXQUATERNION________________*/
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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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pout->y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
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pout->z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
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pout->w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
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return pout;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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{
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FLOAT norm;
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@ -622,6 +622,11 @@ 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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/*_______________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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expect_vec4(expectedquat,gotquat);
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/*_______________D3DXQuaternionNormalize________________________*/
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expectedquat.x = 1.0f/11.0f; expectedquat.y = 2.0f/11.0f; expectedquat.z = 4.0f/11.0f; expectedquat.w = 10.0f/11.0f;
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D3DXQuaternionNormalize(&gotquat,&q);
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@ -302,6 +302,7 @@ D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *p
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D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
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D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm);
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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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D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
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