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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