d3dx9: Use float functions in D3DXQuaternionRotationAxis().

This commit is contained in:
Rico Schüller 2012-09-26 13:57:11 +02:00 committed by Alexandre Julliard
parent 7d75ad8230
commit db8df8bc7c
1 changed files with 10 additions and 8 deletions

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@ -1357,18 +1357,20 @@ D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQ
return pout;
}
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *out, const D3DXVECTOR3 *v, FLOAT angle)
{
D3DXVECTOR3 temp;
TRACE("(%p, %p, %f)\n", pout, pv, angle);
TRACE("out %p, v %p, angle %f\n", out, v, angle);
D3DXVec3Normalize(&temp, pv);
pout->x = sin( angle / 2.0f ) * temp.x;
pout->y = sin( angle / 2.0f ) * temp.y;
pout->z = sin( angle / 2.0f ) * temp.z;
pout->w = cos( angle / 2.0f );
return pout;
D3DXVec3Normalize(&temp, v);
out->x = sinf(angle / 2.0f) * temp.x;
out->y = sinf(angle / 2.0f) * temp.y;
out->z = sinf(angle / 2.0f) * temp.z;
out->w = cosf(angle / 2.0f);
return out;
}
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm)