diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec index c19c1051be8..25f3bc4de16 100644 --- a/dlls/d3dx8/d3dx8.spec +++ b/dlls/d3dx8/d3dx8.spec @@ -34,7 +34,7 @@ @ stdcall D3DXMatrixRotationYawPitchRoll(ptr long long long) @ stub D3DXMatrixTransformation @ stub D3DXMatrixAffineTransformation -@ stub D3DXMatrixLookAtRH +@ stdcall D3DXMatrixLookAtRH(ptr ptr ptr ptr ptr) @ stub D3DXMatrixLookAtLH @ stub D3DXMatrixPerspectiveRH @ stub D3DXMatrixPerspectiveLH diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c index c81e621987e..2de1bd13e06 100644 --- a/dlls/d3dx8/math.c +++ b/dlls/d3dx8/math.c @@ -44,6 +44,35 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm) return det; } +D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup) +{ + D3DXVECTOR3 right, rightn, up, upn, vec, vec2; + + D3DXVec3Subtract(&vec2, pat, peye); + D3DXVec3Normalize(&vec, &vec2); + D3DXVec3Cross(&right, pup, &vec); + D3DXVec3Cross(&up, &vec, &right); + D3DXVec3Normalize(&rightn, &right); + D3DXVec3Normalize(&upn, &up); + pout->m[0][0] = -rightn.x; + pout->m[1][0] = -rightn.y; + pout->m[2][0] = -rightn.z; + pout->m[3][0] = D3DXVec3Dot(&rightn,peye); + pout->m[0][1] = upn.x; + pout->m[1][1] = upn.y; + pout->m[2][1] = upn.z; + pout->m[3][1] = -D3DXVec3Dot(&upn, peye); + pout->m[0][2] = -vec.x; + pout->m[1][2] = -vec.y; + pout->m[2][2] = -vec.z; + pout->m[3][2] = D3DXVec3Dot(&vec, peye); + pout->m[0][3] = 0.0f; + pout->m[1][3] = 0.0f; + pout->m[2][3] = 0.0f; + pout->m[3][3] = 1.0f; + return pout; +} + D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2) { int i,j; diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c index d79bfc769b0..71da793b181 100644 --- a/dlls/d3dx8/tests/math.c +++ b/dlls/d3dx8/tests/math.c @@ -150,7 +150,7 @@ static void D3DXMatrixTest(void) { D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3; D3DXQUATERNION q; - D3DXVECTOR3 axis; + D3DXVECTOR3 at, axis, eye; BOOL expected, got; FLOAT angle, expectedfloat, gotfloat; @@ -170,7 +170,9 @@ static void D3DXMatrixTest(void) q.x = 1.0f; q.y = -4.0f; q.z =7.0f; q.w = -11.0f; + at.x = -2.0f; at.y = 13.0f; at.z = -9.0f; axis.x = 1.0f; axis.y = -3.0f; axis.z = 7.0f; + eye.x = 8.0f; eye.y = -5.0f; eye.z = 5.75f; angle = D3DX_PI/3.0f; @@ -196,6 +198,14 @@ static void D3DXMatrixTest(void) got = D3DXMatrixIsIdentity(NULL); ok(expected == got, "Expected : %d, Got : %d\n", expected, got); +/*____________D3DXMatrixLookatRH_______________*/ + expectedmat.m[0][0] = 0.822465f; expectedmat.m[0][1] = -0.409489f; expectedmat.m[0][2] = 0.394803f; expectedmat.m[0][3] = 0.0f; + expectedmat.m[1][0] = 0.555856f; expectedmat.m[1][1] = 0.431286f; expectedmat.m[1][2] = -0.710645f; expectedmat.m[1][3] = 0.0f; + expectedmat.m[2][0] = 0.120729f; expectedmat.m[2][1] = 0.803935f; expectedmat.m[2][2] = 0.582335f; expectedmat.m[2][3] = 0.0f; + expectedmat.m[3][0] = -4.494634f; expectedmat.m[3][1] = 0.809719f; expectedmat.m[3][2] = -10.060076f; expectedmat.m[3][3] = 1.0f; + D3DXMatrixLookAtRH(&gotmat,&eye,&at,&axis); + expect_mat(expectedmat,gotmat); + /*____________D3DXMatrixMultiply______________*/ expectedmat.m[0][0] = 73.0f; expectedmat.m[0][1] = 193.0f; expectedmat.m[0][2] = -197.0f; expectedmat.m[0][3] = -77.0f; expectedmat.m[1][0] = 231.0f; expectedmat.m[1][1] = 551.0f; expectedmat.m[1][2] = -489.0f; expectedmat.m[1][3] = -169.0; diff --git a/include/d3dx8math.h b/include/d3dx8math.h index 657623c7c1d..b31e24d5fdb 100644 --- a/include/d3dx8math.h +++ b/include/d3dx8math.h @@ -59,6 +59,7 @@ typedef struct D3DXCOLOR } D3DXCOLOR, *LPD3DXCOLOR; FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm); +D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup); D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2); D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);