=?UTF-8?Q?Rico=20Sch=C3=BCller=20?=: d3dx9: Use float functions in D3DXQuaternionSlerp().
Alexandre Julliard
julliard at winehq.org
Wed Sep 26 14:06:50 CDT 2012
Module: wine
Branch: master
Commit: ce319e9d53374e94e544d958f4e490aa9dc4e104
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ce319e9d53374e94e544d958f4e490aa9dc4e104
Author: Rico Schüller <kgbricola at web.de>
Date: Wed Sep 26 13:57:01 2012 +0200
d3dx9: Use float functions in D3DXQuaternionSlerp().
---
dlls/d3dx9_36/math.c | 37 ++++++++++++++++++++-----------------
1 files changed, 20 insertions(+), 17 deletions(-)
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c
index 1e80e2e..7599a0a 100644
--- a/dlls/d3dx9_36/math.c
+++ b/dlls/d3dx9_36/math.c
@@ -1435,32 +1435,35 @@ D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout,
return pout;
}
-D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
+D3DXQUATERNION * WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *out, const D3DXQUATERNION *q1,
+ const D3DXQUATERNION *q2, FLOAT t)
{
- FLOAT dot, epsilon, temp, theta, u;
+ FLOAT dot, temp;
- TRACE("(%p, %p, %p, %f)\n", pout, pq1, pq2, t);
+ TRACE("out %p, q1 %p, q2 %p, t %f\n", out, q1, q2, t);
- epsilon = 1.0f;
temp = 1.0f - t;
- u = t;
- dot = D3DXQuaternionDot(pq1, pq2);
- if ( dot < 0.0f )
+ dot = D3DXQuaternionDot(q1, q2);
+ if (dot < 0.0f)
{
- epsilon = -1.0f;
+ t = -t;
dot = -dot;
}
- if( 1.0f - dot > 0.001f )
+
+ if (1.0f - dot > 0.001f)
{
- theta = acos(dot);
- temp = sin(theta * temp) / sin(theta);
- u = sin(theta * u) / sin(theta);
+ FLOAT theta = acosf(dot);
+
+ temp = sinf(theta * temp) / sinf(theta);
+ t = sinf(theta * t) / sinf(theta);
}
- pout->x = temp * pq1->x + epsilon * u * pq2->x;
- pout->y = temp * pq1->y + epsilon * u * pq2->y;
- pout->z = temp * pq1->z + epsilon * u * pq2->z;
- pout->w = temp * pq1->w + epsilon * u * pq2->w;
- return pout;
+
+ out->x = temp * q1->x + t * q2->x;
+ out->y = temp * q1->y + t * q2->y;
+ out->z = temp * q1->z + t * q2->z;
+ out->w = temp * q1->w + t * q2->w;
+
+ return out;
}
D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t)
More information about the wine-cvs
mailing list