d3dx9: Use float functions in D3DXQuaternionRotationYawPitchRoll().
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@ -1424,15 +1424,25 @@ D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST
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return pout;
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return pout;
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}
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
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D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, FLOAT yaw, FLOAT pitch, FLOAT roll)
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{
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{
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TRACE("(%p, %f, %f, %f)\n", pout, yaw, pitch, roll);
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FLOAT syaw, cyaw, spitch, cpitch, sroll, croll;
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pout->x = sin( yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) + cos(yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
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TRACE("out %p, yaw %f, pitch %f, roll %f\n", out, yaw, pitch, roll);
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pout->y = sin( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) - cos(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
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pout->z = cos(yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) - sin( yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
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syaw = sinf(yaw / 2.0f);
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pout->w = cos( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) + sin(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
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cyaw = cosf(yaw / 2.0f);
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return pout;
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spitch = sinf(pitch / 2.0f);
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cpitch = cosf(pitch / 2.0f);
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sroll = sinf(roll / 2.0f);
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croll = cosf(roll / 2.0f);
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out->x = syaw * cpitch * sroll + cyaw * spitch * croll;
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out->y = syaw * cpitch * croll - cyaw * spitch * sroll;
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out->z = cyaw * cpitch * sroll - syaw * spitch * croll;
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out->w = cyaw * cpitch * croll + syaw * spitch * sroll;
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return out;
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}
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}
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D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1,
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D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1,
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