David Adam : d3dx8: Implement D3DXMatrixRotationY.

Alexandre Julliard julliard at winehq.org
Wed Oct 31 08:35:30 CDT 2007


Module: wine
Branch: master
Commit: 5098f39410d2220aeaf75406a28576f9387950c2
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=5098f39410d2220aeaf75406a28576f9387950c2

Author: David Adam <David.Adam at math.cnrs.fr>
Date:   Tue Oct 30 15:47:07 2007 +0100

d3dx8: Implement D3DXMatrixRotationY.

---

 dlls/d3dx8/d3dx8.spec   |    2 +-
 dlls/d3dx8/math.c       |   10 ++++++++++
 dlls/d3dx8/tests/math.c |    8 ++++++++
 include/d3dx8math.h     |    1 +
 4 files changed, 20 insertions(+), 1 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index 10d05fc..7115cba 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -27,7 +27,7 @@
 @ stdcall D3DXMatrixScaling(ptr long long long)
 @ stdcall D3DXMatrixTranslation(ptr long long long)
 @ stdcall D3DXMatrixRotationX(ptr long)
-@ stub D3DXMatrixRotationY
+@ stdcall D3DXMatrixRotationY(ptr long)
 @ stub D3DXMatrixRotationZ
 @ stub D3DXMatrixRotationAxis
 @ stub D3DXMatrixRotationQuaternion
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index e83ef4a..61a8ef1 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -68,6 +68,16 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
     return pout;
 }
 
+D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
+{
+    D3DXMatrixIdentity(pout);
+    pout->m[0][0] = cos(angle);
+    pout->m[2][2] = cos(angle);
+    pout->m[0][2] = -sin(angle);
+    pout->m[2][0] = sin(angle);
+    return pout;
+}
+
 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
 {
     D3DXMatrixIdentity(pout);
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index f4ba606..bd2a98c 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -206,6 +206,14 @@ static void D3DXMatrixTest(void)
     D3DXMatrixRotationX(&gotmat,angle);
     expect_mat(expectedmat,gotmat);
 
+/*____________D3DXMatrixRotationY______________*/
+    expectedmat.m[0][0] = 0.5f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = -sqrt(3.0f)/2.0f; expectedmat.m[0][3] = 0.0f;
+    expectedmat.m[1][0] = 0.0; expectedmat.m[1][1] = 1.0f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
+    expectedmat.m[2][0] = sqrt(3.0f)/2.0f; expectedmat.m[2][1] = 0.0f; expectedmat.m[2][2] = 0.5f; expectedmat.m[2][3] = 0.0f;
+    expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 0.0f; expectedmat.m[3][3] = 1.0f;
+    D3DXMatrixRotationY(&gotmat,angle);
+    expect_mat(expectedmat,gotmat);
+
 /*____________D3DXMatrixScaling______________*/
     expectedmat.m[0][0] = 0.69f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
     expectedmat.m[1][0] = 0.0; expectedmat.m[1][1] = 0.53f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index 32d5ca7..9fdd38d 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -61,6 +61,7 @@ typedef struct D3DXCOLOR
 FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
+D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);




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