d3dx8: Implement D3DXQuaternionSlerp.

This commit is contained in:
David Adam 2007-11-19 17:21:11 +01:00 committed by Alexandre Julliard
parent 54e8d08e45
commit cb954ca6b4
4 changed files with 30 additions and 3 deletions

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@ -58,7 +58,7 @@
@ stdcall D3DXQuaternionInverse(ptr ptr)
@ stub D3DXQuaternionLn
@ stub D3DXQuaternionExp
@ stub D3DXQuaternionSlerp
@ stdcall D3DXQuaternionSlerp(ptr ptr ptr long)
@ stub D3DXQuaternionSquad
@ stub D3DXQuaternionBaryCentric
@ stdcall D3DXPlaneNormalize(ptr ptr)

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@ -635,6 +635,21 @@ D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQ
}
return pout;
}
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
{
FLOAT dot, epsilon;
epsilon = 1.0f;
dot = D3DXQuaternionDot(pq1, pq2);
if ( dot < 0.0f) epsilon = -1.0f;
pout->x = (1.0f - t) * pq1->x + epsilon * t * pq2->x;
pout->y = (1.0f - t) * pq1->y + epsilon * t * pq2->y;
pout->z = (1.0f - t) * pq1->z + epsilon * t * pq2->z;
pout->w = (1.0f - t) * pq1->w + epsilon * t * pq2->w;
return pout;
}
/*_________________D3DXVec2_____________________*/
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)

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@ -552,14 +552,17 @@ static void D3DXPlaneTest(void)
static void D3X8QuaternionTest(void)
{
D3DXQUATERNION expectedquat, gotquat, nul, q, r, s;
D3DXQUATERNION expectedquat, gotquat, nul, q, r, s, t;
LPD3DXQUATERNION funcpointer;
FLOAT expected, got;
FLOAT expected, got, scale;
BOOL expectedbool, gotbool;
nul.x = 0.0f; nul.y = 0.0f; nul.z = 0.0f; nul.w = 0.0f;
q.x = 1.0f, q.y = 2.0f; q.z = 4.0f; q.w = 10.0f;
r.x = -3.0f; r.y = 4.0f; r.z = -5.0f; r.w = 7.0;
t.x = -1111.0f, t.y= 111.0f; t.z = -11.0f; t.w = 1.0f;
scale = 0.3f;
/*_______________D3DXQuaternionConjugate________________*/
expectedquat.x = -1.0f; expectedquat.y = -2.0f; expectedquat.z = -4.0f; expectedquat.w = 10.0f;
@ -644,6 +647,14 @@ static void D3X8QuaternionTest(void)
expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.0f;
D3DXQuaternionNormalize(&gotquat,&nul);
expect_vec4(expectedquat,gotquat);
/*_______________D3DXQuaternionSlerp________________________*/
expectedquat.x = -0.2f; expectedquat.y = 2.6f; expectedquat.z = 1.3f; expectedquat.w = 9.1f;
D3DXQuaternionSlerp(&gotquat,&q,&r,scale);
expect_vec4(expectedquat,gotquat);
expectedquat.x = 334.0f; expectedquat.y = -31.9f; expectedquat.z = 6.1f; expectedquat.w = 6.7f;
D3DXQuaternionSlerp(&gotquat,&q,&t,scale);
expect_vec4(expectedquat,gotquat);
}
static void D3X8Vector2Test(void)

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@ -305,6 +305,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, C
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s);