d3dx8: Simplify D3DXQuaternionInverse.

This commit is contained in:
David Adam 2008-11-11 14:37:23 +01:00 committed by Alexandre Julliard
parent 86d7f9f58c
commit fea5a77629
1 changed files with 4 additions and 11 deletions

View File

@ -940,14 +940,8 @@ D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERN
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
{
D3DXQUATERNION temp;
FLOAT norm;
temp.x = 0.0f;
temp.y = 0.0f;
temp.z = 0.0f;
temp.w = 0.0f;
norm = D3DXQuaternionLengthSq(pq);
if ( !norm )
{
@ -958,11 +952,10 @@ D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUA
}
else
{
D3DXQuaternionConjugate(&temp, pq);
pout->x = temp.x / norm;
pout->y = temp.y / norm;
pout->z = temp.z / norm;
pout->w = temp.w / norm;
pout->x = -pq->x / norm;
pout->y = -pq->y / norm;
pout->z = -pq->z / norm;
pout->w = pq->w / norm;
}
return pout;
}