d3dx8: Implement D3DXQuaternionRotationMatrix.

This commit is contained in:
David Adam 2007-11-20 14:56:15 +01:00 committed by Alexandre Julliard
parent 345994fbce
commit eee8dd17d8
4 changed files with 86 additions and 1 deletions

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@ -50,7 +50,7 @@
@ stdcall D3DXMatrixShadow(ptr ptr ptr)
@ stdcall D3DXMatrixReflect(ptr ptr)
@ stdcall D3DXQuaternionToAxisAngle(ptr ptr ptr)
@ stub D3DXQuaternionRotationMatrix
@ stdcall D3DXQuaternionRotationMatrix(ptr ptr)
@ stdcall D3DXQuaternionRotationAxis(ptr ptr long)
@ stub D3DXQuaternionRotationYawPitchRoll
@ stdcall D3DXQuaternionMultiply(ptr ptr ptr)

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@ -655,6 +655,57 @@ D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3
return pout;
}
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm)
{
int i, maxi;
FLOAT maxdiag, S, trace;
trace = pm->u.m[0][0] + pm->u.m[1][1] + pm->u.m[2][2] + 1.0f;
if ( trace > 0.0f)
{
pout->x = ( pm->u.m[1][2] - pm->u.m[2][1] ) / ( 2.0f * sqrt(trace) );
pout->y = ( pm->u.m[2][0] - pm->u.m[0][2] ) / ( 2.0f * sqrt(trace) );
pout->z = ( pm->u.m[0][1] - pm->u.m[1][0] ) / ( 2.0f * sqrt(trace) );
pout->w = sqrt(trace) / 2.0f;
return pout;
}
maxi = 0;
maxdiag = pm->u.m[0][0];
for (i=1; i<3; i++)
{
if ( pm->u.m[i][i] > maxdiag )
{
maxi = i;
maxdiag = pm->u.m[i][i];
}
}
switch( maxi )
{
case 0:
S = 2.0f * sqrt(1.0f + pm->u.m[0][0] - pm->u.m[1][1] - pm->u.m[2][2]);
pout->x = 0.25f * S;
pout->y = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
pout->z = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
pout->w = ( pm->u.m[1][2] - pm->u.m[2][1] ) / S;
break;
case 1:
S = 2.0f * sqrt(1.0f + pm->u.m[1][1] - pm->u.m[0][0] - pm->u.m[2][2]);
pout->x = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
pout->y = 0.25f * S;
pout->z = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
pout->w = ( pm->u.m[2][0] - pm->u.m[0][2] ) / S;
break;
case 2:
S = 2.0f * sqrt(1.0f + pm->u.m[2][2] - pm->u.m[0][0] - pm->u.m[1][1]);
pout->x = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
pout->y = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
pout->z = 0.25f * S;
pout->w = ( pm->u.m[0][1] - pm->u.m[1][0] ) / S;
break;
}
return pout;
}
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
{
FLOAT dot, epsilon;

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@ -552,6 +552,7 @@ static void D3DXPlaneTest(void)
static void D3X8QuaternionTest(void)
{
D3DXMATRIX mat;
D3DXQUATERNION expectedquat, gotquat, Nq, nul, q, r, s, t, u;
LPD3DXQUATERNION funcpointer;
D3DXVECTOR3 axis, expectedvec;
@ -668,6 +669,38 @@ static void D3X8QuaternionTest(void)
D3DXQuaternionRotationAxis(&gotquat,&axis,angle);
expect_vec4(expectedquat,gotquat);
/*_______________D3DXQuaternionRotationMatrix___________________*/
/* test when the trace is >0 */
U(mat).m[0][1] = 5.0f; U(mat).m[0][2] = 7.0f; U(mat).m[0][3] = 8.0f;
U(mat).m[1][0] = 11.0f; U(mat).m[1][2] = 16.0f; U(mat).m[1][3] = 33.0f;
U(mat).m[2][0] = 19.0f; U(mat).m[2][1] = -21.0f; U(mat).m[2][3] = 43.0f;
U(mat).m[3][0] = 2.0f; U(mat).m[3][1] = 3.0f; U(mat).m[3][2] = -4.0f;
U(mat).m[0][0] = 10.0f; U(mat).m[1][1] = 20.0f; U(mat).m[2][2] = 30.0f;
U(mat).m[3][3] = 48.0f;
expectedquat.x = 2.368682f; expectedquat.y = 0.768221f; expectedquat.z = -0.384111f; expectedquat.w = 3.905125f;
D3DXQuaternionRotationMatrix(&gotquat,&mat);
expect_vec4(expectedquat,gotquat);
/* test the case when the greater element is (2,2) */
U(mat).m[0][1] = 5.0f; U(mat).m[0][2] = 7.0f; U(mat).m[0][3] = 8.0f;
U(mat).m[1][0] = 11.0f; U(mat).m[1][2] = 16.0f; U(mat).m[1][3] = 33.0f;
U(mat).m[2][0] = 19.0f; U(mat).m[2][1] = -21.0f; U(mat).m[2][3] = 43.0f;
U(mat).m[3][0] = 2.0f; U(mat).m[3][1] = 3.0f; U(mat).m[3][2] = -4.0f;
U(mat).m[0][0] = -10.0f; U(mat).m[1][1] = -60.0f; U(mat).m[2][2] = 40.0f;
U(mat).m[3][3] = 48.0f;
expectedquat.x = 1.233905f; expectedquat.y = -0.237290f; expectedquat.z = 5.267827f; expectedquat.w = -0.284747f;
D3DXQuaternionRotationMatrix(&gotquat,&mat);
expect_vec4(expectedquat,gotquat);
/* test the case when the greater element is (1,1) */
U(mat).m[0][1] = 5.0f; U(mat).m[0][2] = 7.0f; U(mat).m[0][3] = 8.0f;
U(mat).m[1][0] = 11.0f; U(mat).m[1][2] = 16.0f; U(mat).m[1][3] = 33.0f;
U(mat).m[2][0] = 19.0f; U(mat).m[2][1] = -21.0f; U(mat).m[2][3] = 43.0f;
U(mat).m[3][0] = 2.0f; U(mat).m[3][1] = 3.0f; U(mat).m[3][2] = -4.0f;
U(mat).m[0][0] = -10.0f; U(mat).m[1][1] = 60.0f; U(mat).m[2][2] = -80.0f;
U(mat).m[3][3] = 48.0f;
expectedquat.x = 0.651031f; expectedquat.y = 6.144103f; expectedquat.z = -0.203447f; expectedquat.w = 0.488273f;
D3DXQuaternionRotationMatrix(&gotquat,&mat);
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);

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@ -307,6 +307,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUA
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm);
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t);
void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);