d3dx9: Use float functions in D3DXQuaternionRotationMatrix().
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@ -1370,57 +1370,60 @@ D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3
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return out;
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return out;
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}
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm)
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D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *out, const D3DXMATRIX *m)
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{
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{
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int i, maxi;
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FLOAT s, trace;
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FLOAT maxdiag, S, trace;
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TRACE("(%p, %p)\n", pout, pm);
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TRACE("out %p, m %p\n", out, m);
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trace = pm->u.m[0][0] + pm->u.m[1][1] + pm->u.m[2][2] + 1.0f;
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trace = m->u.m[0][0] + m->u.m[1][1] + m->u.m[2][2] + 1.0f;
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if ( trace > 1.0f)
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if (trace > 1.0f)
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{
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{
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pout->x = ( pm->u.m[1][2] - pm->u.m[2][1] ) / ( 2.0f * sqrt(trace) );
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s = 2.0f * sqrtf(trace);
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pout->y = ( pm->u.m[2][0] - pm->u.m[0][2] ) / ( 2.0f * sqrt(trace) );
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out->x = (m->u.m[1][2] - m->u.m[2][1]) / s;
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pout->z = ( pm->u.m[0][1] - pm->u.m[1][0] ) / ( 2.0f * sqrt(trace) );
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out->y = (m->u.m[2][0] - m->u.m[0][2]) / s;
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pout->w = sqrt(trace) / 2.0f;
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out->z = (m->u.m[0][1] - m->u.m[1][0]) / s;
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return pout;
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out->w = 0.25f * s;
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}
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maxi = 0;
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maxdiag = pm->u.m[0][0];
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for (i=1; i<3; i++)
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{
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if ( pm->u.m[i][i] > maxdiag )
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{
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maxi = i;
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maxdiag = pm->u.m[i][i];
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}
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}
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}
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switch( maxi )
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else
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{
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{
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case 0:
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int i, maxi = 0;
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S = 2.0f * sqrt(1.0f + pm->u.m[0][0] - pm->u.m[1][1] - pm->u.m[2][2]);
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pout->x = 0.25f * S;
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for (i = 1; i < 3; i++)
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pout->y = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
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{
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pout->z = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
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if (m->u.m[i][i] > m->u.m[maxi][maxi])
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pout->w = ( pm->u.m[1][2] - pm->u.m[2][1] ) / S;
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maxi = i;
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break;
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}
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case 1:
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S = 2.0f * sqrt(1.0f + pm->u.m[1][1] - pm->u.m[0][0] - pm->u.m[2][2]);
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switch (maxi)
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pout->x = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
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{
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pout->y = 0.25f * S;
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case 0:
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pout->z = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
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s = 2.0f * sqrtf(1.0f + m->u.m[0][0] - m->u.m[1][1] - m->u.m[2][2]);
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pout->w = ( pm->u.m[2][0] - pm->u.m[0][2] ) / S;
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out->x = 0.25f * s;
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break;
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out->y = (m->u.m[0][1] + m->u.m[1][0]) / s;
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case 2:
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out->z = (m->u.m[0][2] + m->u.m[2][0]) / s;
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S = 2.0f * sqrt(1.0f + pm->u.m[2][2] - pm->u.m[0][0] - pm->u.m[1][1]);
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out->w = (m->u.m[1][2] - m->u.m[2][1]) / s;
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pout->x = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
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break;
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pout->y = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
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pout->z = 0.25f * S;
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case 1:
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pout->w = ( pm->u.m[0][1] - pm->u.m[1][0] ) / S;
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s = 2.0f * sqrtf(1.0f + m->u.m[1][1] - m->u.m[0][0] - m->u.m[2][2]);
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break;
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out->x = (m->u.m[0][1] + m->u.m[1][0]) / s;
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out->y = 0.25f * s;
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out->z = (m->u.m[1][2] + m->u.m[2][1]) / s;
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out->w = (m->u.m[2][0] - m->u.m[0][2]) / s;
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break;
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case 2:
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s = 2.0f * sqrtf(1.0f + m->u.m[2][2] - m->u.m[0][0] - m->u.m[1][1]);
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out->x = (m->u.m[0][2] + m->u.m[2][0]) / s;
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out->y = (m->u.m[1][2] + m->u.m[2][1]) / s;
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out->z = 0.25f * s;
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out->w = (m->u.m[0][1] - m->u.m[1][0]) / s;
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break;
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}
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}
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}
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return pout;
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return out;
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}
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}
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D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *out, 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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