d3dx9: Improve D3DXMatrixTransformation() implementation.
Inspired by a patch from David Adam. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=33456 Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -744,82 +744,70 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight,
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter, const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation)
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D3DXMATRIX * WINAPI D3DXMatrixTransformation(D3DXMATRIX *out, const D3DXVECTOR3 *scaling_center,
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const D3DXQUATERNION *scaling_rotation, const D3DXVECTOR3 *scaling,
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const D3DXVECTOR3 *rotation_center, const D3DXQUATERNION *rotation,
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const D3DXVECTOR3 *translation)
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{
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D3DXMATRIX m1, m2, m3, m4, m5, m6, m7;
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D3DXQUATERNION prc;
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D3DXVECTOR3 psc, pt;
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static const D3DXVECTOR3 zero_vector;
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D3DXMATRIX m1, msr1, ms, msr, msc, mrc1, mr, mrc, mt;
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D3DXVECTOR3 sc, rc;
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D3DXQUATERNION q;
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TRACE("pout %p, pscalingcenter %p, pscalingrotation %p, pscaling %p, protationcentr %p, protation %p, ptranslation %p\n",
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pout, pscalingcenter, pscalingrotation, pscaling, protationcenter, protation, ptranslation);
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TRACE("out %p, scaling_center %p, scaling_rotation %p, scaling %p, rotation_center %p,"
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" rotation %p, translation %p.\n",
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out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
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if ( !pscalingcenter )
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if (scaling)
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{
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psc.x = 0.0f;
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psc.y = 0.0f;
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psc.z = 0.0f;
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sc = scaling_center ? *scaling_center : zero_vector;
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D3DXMatrixTranslation(&m1, -sc.x, -sc.y, -sc.z);
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if (scaling_rotation)
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{
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q.x = -scaling_rotation->x;
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q.y = -scaling_rotation->y;
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q.z = -scaling_rotation->z;
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q.w = scaling_rotation->w;
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D3DXMatrixRotationQuaternion(&msr1, &q);
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D3DXMatrixMultiply(&m1, &m1, &msr1);
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}
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D3DXMatrixScaling(&ms, scaling->x, scaling->y, scaling->z);
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D3DXMatrixMultiply(&m1, &m1, &ms);
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if (scaling_rotation)
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{
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D3DXMatrixRotationQuaternion(&msr, scaling_rotation);
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D3DXMatrixMultiply(&m1, &m1, &msr);
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}
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D3DXMatrixTranslation(&msc, sc.x, sc.y, sc.z);
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D3DXMatrixMultiply(&m1, &m1, &msc);
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}
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else
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{
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psc.x = pscalingcenter->x;
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psc.y = pscalingcenter->y;
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psc.z = pscalingcenter->z;
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D3DXMatrixIdentity(&m1);
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}
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if ( !protationcenter )
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if (rotation)
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{
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prc.x = 0.0f;
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prc.y = 0.0f;
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prc.z = 0.0f;
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rc = rotation_center ? *rotation_center : zero_vector;
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D3DXMatrixTranslation(&mrc1, -rc.x, -rc.y, -rc.z);
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D3DXMatrixMultiply(&m1, &m1, &mrc1);
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D3DXMatrixRotationQuaternion(&mr, rotation);
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D3DXMatrixMultiply(&m1, &m1, &mr);
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D3DXMatrixTranslation(&mrc, rc.x, rc.y, rc.z);
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D3DXMatrixMultiply(&m1, &m1, &mrc);
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}
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if (translation)
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{
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D3DXMatrixTranslation(&mt, translation->x, translation->y, translation->z);
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D3DXMatrixMultiply(out, &m1, &mt);
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}
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else
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{
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prc.x = protationcenter->x;
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prc.y = protationcenter->y;
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prc.z = protationcenter->z;
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*out = m1;
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}
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if ( !ptranslation )
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{
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pt.x = 0.0f;
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pt.y = 0.0f;
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pt.z = 0.0f;
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}
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else
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{
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pt.x = ptranslation->x;
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pt.y = ptranslation->y;
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pt.z = ptranslation->z;
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}
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D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z);
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if ( !pscalingrotation )
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{
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D3DXMatrixIdentity(&m2);
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D3DXMatrixIdentity(&m4);
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}
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else
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{
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D3DXMatrixRotationQuaternion(&m4, pscalingrotation);
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D3DXMatrixInverse(&m2, NULL, &m4);
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}
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if ( !pscaling ) D3DXMatrixIdentity(&m3);
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else D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z);
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if ( !protation ) D3DXMatrixIdentity(&m6);
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else D3DXMatrixRotationQuaternion(&m6, protation);
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D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z);
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D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z);
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D3DXMatrixMultiply(&m1, &m1, &m2);
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D3DXMatrixMultiply(&m1, &m1, &m3);
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D3DXMatrixMultiply(&m1, &m1, &m4);
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D3DXMatrixMultiply(&m1, &m1, &m5);
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D3DXMatrixMultiply(&m1, &m1, &m6);
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D3DXMatrixMultiply(pout, &m1, &m7);
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return pout;
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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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