d3dx8: Implement D3DXQuaternionInverse.
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@ -55,7 +55,7 @@
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@ stub D3DXQuaternionRotationYawPitchRoll
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@ stub D3DXQuaternionRotationYawPitchRoll
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@ stdcall D3DXQuaternionMultiply(ptr ptr ptr)
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@ stdcall D3DXQuaternionMultiply(ptr ptr ptr)
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@ stdcall D3DXQuaternionNormalize(ptr ptr)
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@ stdcall D3DXQuaternionNormalize(ptr ptr)
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@ stub D3DXQuaternionInverse
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@ stdcall D3DXQuaternionInverse(ptr ptr)
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@ stub D3DXQuaternionLn
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@ stub D3DXQuaternionLn
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@ stub D3DXQuaternionExp
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@ stub D3DXQuaternionExp
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@ stub D3DXQuaternionSlerp
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@ stub D3DXQuaternionSlerp
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@ -581,7 +581,31 @@ D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, C
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/*_________________D3DXQUATERNION________________*/
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/*_________________D3DXQUATERNION________________*/
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION * pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION * pq2)
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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{
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D3DXQUATERNION temp;
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FLOAT norm;
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norm = D3DXQuaternionLengthSq(pq);
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if ( !norm )
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{
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pout->x = 0.0f;
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pout->y = 0.0f;
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pout->z = 0.0f;
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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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D3DXQuaternionConjugate(&temp, pq);
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pout->x = temp.x / norm;
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pout->y = temp.y / norm;
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pout->z = temp.z / norm;
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pout->w = temp.w / norm;
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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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{
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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->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->y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
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@ -591,6 +591,15 @@ static void D3X8QuaternionTest(void)
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funcpointer = D3DXQuaternionIdentity(NULL);
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funcpointer = D3DXQuaternionIdentity(NULL);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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ok(funcpointer == NULL, "Expected: %p, Got: %p\n", NULL, funcpointer);
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/*_______________D3DXQuaternionInverse________________________*/
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expectedquat.x = -1.0f/121.0f; expectedquat.y = -2.0f/121.0f; expectedquat.z = -4.0f/121.0f; expectedquat.w = 10.0f/121.0f;
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D3DXQuaternionInverse(&gotquat,&q);
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expect_vec4(expectedquat,gotquat);
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/* test the null quaternion */
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expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.0f;
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D3DXQuaternionInverse(&gotquat,&nul);
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expect_vec4(expectedquat,gotquat);
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/*_______________D3DXQuaternionIsIdentity________________*/
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/*_______________D3DXQuaternionIsIdentity________________*/
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s.x = 0.0f; s.y = 0.0f; s.z = 0.0f; s.w = 1.0f;
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s.x = 0.0f; s.y = 0.0f; s.z = 0.0f; s.w = 1.0f;
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expectedbool = TRUE;
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expectedbool = TRUE;
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@ -302,7 +302,8 @@ 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 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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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 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 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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D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
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