d3dx9: Improve D3DXMatrixTransformation2D().
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -810,79 +810,53 @@ D3DXMATRIX * WINAPI D3DXMatrixTransformation(D3DXMATRIX *out, const D3DXVECTOR3
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return out;
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}
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D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation)
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static void vec3_from_vec2(D3DXVECTOR3 *v3, const D3DXVECTOR2 *v2)
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{
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D3DXQUATERNION rot, sca_rot;
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D3DXVECTOR3 rot_center, sca, sca_center, trans;
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if (!v2)
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return;
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TRACE("pout %p, pscalingcenter %p, scalingrotation %f, pscaling %p, protztioncenter %p, rotation %f, ptranslation %p\n",
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pout, pscalingcenter, scalingrotation, pscaling, protationcenter, rotation, ptranslation);
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v3->x = v2->x;
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v3->y = v2->y;
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v3->z = 0.0f;
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}
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if ( pscalingcenter )
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D3DXMATRIX * WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *out, const D3DXVECTOR2 *scaling_center,
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float scaling_rotation, const D3DXVECTOR2 *scaling, const D3DXVECTOR2 *rotation_center,
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float rotation, const D3DXVECTOR2 *translation)
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{
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D3DXVECTOR3 r_c, s, s_c, t;
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D3DXQUATERNION r, s_r;
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TRACE("out %p, scaling_center %p, scaling_rotation %.8e, scaling %p, rotation_center %p, "
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"rotation %.8e, translation %p.\n",
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out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
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vec3_from_vec2(&s_c, scaling_center);
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vec3_from_vec2(&s, scaling);
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if (scaling)
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s.z = 1.0f;
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vec3_from_vec2(&r_c, rotation_center);
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vec3_from_vec2(&t, translation);
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if (rotation)
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{
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sca_center.x=pscalingcenter->x;
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sca_center.y=pscalingcenter->y;
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sca_center.z=0.0f;
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}
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else
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{
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sca_center.x=0.0f;
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sca_center.y=0.0f;
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sca_center.z=0.0f;
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r.w = cosf(rotation / 2.0f);
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r.x = 0.0f;
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r.y = 0.0f;
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r.z = sinf(rotation / 2.0f);
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}
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if ( pscaling )
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if (scaling_rotation)
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{
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sca.x=pscaling->x;
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sca.y=pscaling->y;
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sca.z=1.0f;
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}
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else
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{
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sca.x=1.0f;
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sca.y=1.0f;
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sca.z=1.0f;
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s_r.w = cosf(scaling_rotation / 2.0f);
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s_r.x = 0.0f;
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s_r.y = 0.0f;
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s_r.z = sinf(scaling_rotation / 2.0f);
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}
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if ( protationcenter )
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{
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rot_center.x=protationcenter->x;
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rot_center.y=protationcenter->y;
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rot_center.z=0.0f;
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}
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else
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{
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rot_center.x=0.0f;
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rot_center.y=0.0f;
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rot_center.z=0.0f;
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}
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if ( ptranslation )
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{
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trans.x=ptranslation->x;
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trans.y=ptranslation->y;
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trans.z=0.0f;
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}
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else
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{
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trans.x=0.0f;
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trans.y=0.0f;
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trans.z=0.0f;
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}
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rot.w=cosf(rotation/2.0f);
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rot.x=0.0f;
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rot.y=0.0f;
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rot.z=sinf(rotation/2.0f);
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sca_rot.w=cosf(scalingrotation/2.0f);
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sca_rot.x=0.0f;
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sca_rot.y=0.0f;
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sca_rot.z=sinf(scalingrotation/2.0f);
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D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
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return pout;
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return D3DXMatrixTransformation(out, scaling_center ? &s_c : NULL,
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scaling_rotation ? &s_r : NULL, scaling ? &s : NULL, rotation_center ? &r_c: NULL,
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rotation ? &r : NULL, translation ? &t : NULL);
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}
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D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
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