d3dx8: Implement D3DXQuaternionExp.
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@ -57,7 +57,7 @@
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@ stdcall D3DXQuaternionNormalize(ptr ptr)
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@ stdcall D3DXQuaternionNormalize(ptr ptr)
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@ stdcall D3DXQuaternionInverse(ptr ptr)
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@ stdcall D3DXQuaternionInverse(ptr ptr)
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@ stdcall D3DXQuaternionLn(ptr ptr)
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@ stdcall D3DXQuaternionLn(ptr ptr)
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@ stub D3DXQuaternionExp
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@ stdcall D3DXQuaternionExp(ptr ptr)
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@ stdcall D3DXQuaternionSlerp(ptr ptr ptr long)
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@ stdcall D3DXQuaternionSlerp(ptr ptr ptr long)
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@ stdcall D3DXQuaternionSquad(ptr ptr ptr ptr ptr long)
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@ stdcall D3DXQuaternionSquad(ptr ptr ptr ptr ptr long)
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@ stdcall D3DXQuaternionBaryCentric(ptr ptr ptr ptr long long)
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@ stdcall D3DXQuaternionBaryCentric(ptr ptr ptr ptr long long)
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@ -588,6 +588,28 @@ D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3D
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return pout;
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return pout;
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}
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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{
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FLOAT norm;
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norm = sqrt(pq->x * pq->x + pq->y * pq->y + pq->z * pq->z);
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if (norm )
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{
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pout->x = sin(norm) * pq->x / norm;
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pout->y = sin(norm) * pq->y / norm;
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pout->z = sin(norm) * pq->z / norm;
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pout->w = cos(norm);
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}
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else
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{
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pout->x = 0.0f;
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pout->y = 0.0f;
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pout->z = 0.0f;
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pout->w = 1.0f;
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}
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return pout;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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{
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{
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D3DXQUATERNION temp;
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D3DXQUATERNION temp;
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@ -595,6 +595,20 @@ static void D3X8QuaternionTest(void)
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got = D3DXQuaternionDot(NULL,NULL);
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got = D3DXQuaternionDot(NULL,NULL);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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ok(fabs( got - expected ) < admitted_error, "Expected: %f, Got: %f\n", expected, got);
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/*_______________D3DXQuaternionExp______________________________*/
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expectedquat.x = -0.216382f; expectedquat.y = -0.432764f; expectedquat.z = -0.8655270f; expectedquat.w = -0.129449f;
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D3DXQuaternionExp(&gotquat,&q);
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expect_vec4(expectedquat,gotquat);
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/* Test the null quaternion */
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expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 1.0f;
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D3DXQuaternionExp(&gotquat,&nul);
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expect_vec4(expectedquat,gotquat);
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/* Test the case where the norm of the quaternion is <1 */
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Nq1.x = 0.2f; Nq1.y = 0.1f; Nq1.z = 0.3; Nq1.w= 0.9f;
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expectedquat.x = 0.195366; expectedquat.y = 0.097683f; expectedquat.z = 0.293049f; expectedquat.w = 0.930813f;
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D3DXQuaternionExp(&gotquat,&Nq1);
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expect_vec4(expectedquat,gotquat);
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/*_______________D3DXQuaternionIdentity________________*/
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/*_______________D3DXQuaternionIdentity________________*/
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expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 1.0f;
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expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 1.0f;
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D3DXQuaternionIdentity(&gotquat);
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D3DXQuaternionIdentity(&gotquat);
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@ -303,6 +303,7 @@ D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
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D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm);
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D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm);
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D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
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D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
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D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
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