David Adam : d3dx8: Implement D3DXMatrixRotationZ.
Alexandre Julliard
julliard at winehq.org
Wed Oct 31 08:35:31 CDT 2007
Module: wine
Branch: master
Commit: ad911054dd88c33163d7eeac24c3ef34fbb6be5a
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ad911054dd88c33163d7eeac24c3ef34fbb6be5a
Author: David Adam <David.Adam at math.cnrs.fr>
Date: Tue Oct 30 15:53:19 2007 +0100
d3dx8: Implement D3DXMatrixRotationZ.
---
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 7115cba..261c3aa 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -28,7 +28,7 @@
@ stdcall D3DXMatrixTranslation(ptr long long long)
@ stdcall D3DXMatrixRotationX(ptr long)
@ stdcall D3DXMatrixRotationY(ptr long)
-@ stub D3DXMatrixRotationZ
+@ stdcall D3DXMatrixRotationZ(ptr long)
@ stub D3DXMatrixRotationAxis
@ stub D3DXMatrixRotationQuaternion
@ stub D3DXMatrixRotationYawPitchRoll
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index 61a8ef1..adddbf6 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -78,6 +78,16 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
return pout;
}
+D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
+{
+ D3DXMatrixIdentity(pout);
+ pout->m[0][0] = cos(angle);
+ pout->m[1][1] = cos(angle);
+ pout->m[0][1] = sin(angle);
+ pout->m[1][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 bd2a98c..07ede79 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -214,6 +214,14 @@ static void D3DXMatrixTest(void)
D3DXMatrixRotationY(&gotmat,angle);
expect_mat(expectedmat,gotmat);
+/*____________D3DXMatrixRotationZ______________*/
+ expectedmat.m[0][0] = 0.5f; expectedmat.m[0][1] = sqrt(3.0f)/2.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
+ expectedmat.m[1][0] = -sqrt(3.0f)/2.0f; expectedmat.m[1][1] = 0.5f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
+ expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = 0.0f; expectedmat.m[2][2] = 1.0f; 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;
+ D3DXMatrixRotationZ(&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 9fdd38d..b6486b5 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -62,6 +62,7 @@ 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 D3DXMatrixRotationZ(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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