d3dx8: Implement D3DXMatrixRotationX.
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@ -26,7 +26,7 @@
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@ stub D3DXMatrixInverse
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@ stdcall D3DXMatrixScaling(ptr long long long)
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@ stdcall D3DXMatrixTranslation(ptr long long long)
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@ stub D3DXMatrixRotationX
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@ stdcall D3DXMatrixRotationX(ptr long)
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@ stub D3DXMatrixRotationY
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@ stub D3DXMatrixRotationZ
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@ stub D3DXMatrixRotationAxis
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@ -58,6 +58,16 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
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{
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D3DXMatrixIdentity(pout);
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pout->m[1][1] = cos(angle);
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pout->m[2][2] = cos(angle);
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pout->m[1][2] = sin(angle);
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pout->m[2][1] = -sin(angle);
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
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{
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D3DXMatrixIdentity(pout);
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@ -150,7 +150,7 @@ static void D3DXMatrixTest(void)
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{
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D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3;
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BOOL expected, got;
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FLOAT expectedfloat, gotfloat;
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FLOAT angle, expectedfloat, gotfloat;
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U(mat).m[0][1] = 5.0f; U(mat).m[0][2] = 7.0f; U(mat).m[0][3] = 8.0f;
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U(mat).m[1][0] = 11.0f; U(mat).m[1][2] = 16.0f; U(mat).m[1][3] = 33.0f;
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@ -166,6 +166,8 @@ static void D3DXMatrixTest(void)
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mat2.m[0][3] = -4.0f; mat2.m[1][3] = -3.0f; mat2.m[2][3] = -2.0f;
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mat2.m[3][3] = -1.0f;
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angle = D3DX_PI / 3.0f;
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/*____________D3DXMatrixfDeterminant_____________*/
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expectedfloat = -147888.0f;
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gotfloat = D3DXMatrixfDeterminant(&mat);
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@ -196,6 +198,14 @@ static void D3DXMatrixTest(void)
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D3DXMatrixMultiply(&gotmat,&mat,&mat2);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixRotationX______________*/
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expectedmat.m[0][0] = 1.0f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[1][0] = 0.0; expectedmat.m[1][1] = 0.5f; expectedmat.m[1][2] = sqrt(3.0f)/2.0f; expectedmat.m[1][3] = 0.0f;
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expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = -sqrt(3.0f)/2.0f; expectedmat.m[2][2] = 0.5f; expectedmat.m[2][3] = 0.0f;
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expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 0.0f; expectedmat.m[3][3] = 1.0f;
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D3DXMatrixRotationX(&gotmat,angle);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixScaling______________*/
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expectedmat.m[0][0] = 0.69f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[1][0] = 0.0; expectedmat.m[1][1] = 0.53f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
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@ -60,6 +60,7 @@ typedef struct D3DXCOLOR
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FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
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D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
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D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
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