[PATCH] Implement D3DXQuaternionToAxisAngle with a test

David Adam David.Adam at math.cnrs.fr
Tue Nov 20 05:49:38 CST 2007


---
 dlls/d3dx8/d3dx8.spec   |    2 +-
 dlls/d3dx8/math.c       |   21 +++++++++++++++++++++
 dlls/d3dx8/tests/math.c |   25 +++++++++++++++++++++++--
 include/d3dx8math.h     |    1 +
 4 files changed, 46 insertions(+), 3 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index af78fb2..1c57f53 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -49,7 +49,7 @@
 @ stdcall D3DXMatrixOrthoOffCenterLH(ptr long long long long long long)
 @ stdcall D3DXMatrixShadow(ptr ptr ptr)
 @ stdcall D3DXMatrixReflect(ptr ptr)
-@ stub D3DXQuaternionToAxisAngle
+@ stdcall D3DXQuaternionToAxisAngle(ptr ptr ptr)
 @ stub D3DXQuaternionRotationMatrix
 @ stub D3DXQuaternionRotationAxis
 @ stub D3DXQuaternionRotationYawPitchRoll
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index e907be1..52e580d 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -665,6 +665,27 @@ D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNI=
ON *pout, CONST D3DXQUATE
     return pout;
 }
=20
+void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3=
 *paxis, FLOAT *pangle)
+{
+    FLOAT norm;
+
+    *pangle =3D 0.0f;
+    norm =3D D3DXQuaternionLength(pq);
+    if ( norm )
+    {
+     paxis->x =3D pq->x / norm;
+     paxis->y =3D pq->y / norm;
+     paxis->z =3D pq->z / norm;
+     if ( fabs( pq->w ) <=3D 1.0f ) *pangle =3D 2.0f * acos(pq->w);
+    }
+    else
+    {
+     paxis->x =3D 1.0f;
+     paxis->y =3D 0.0f;
+     paxis->z =3D 0.0f;
+    }
+}
+
 /*_________________D3DXVec2_____________________*/
=20
 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR=
2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index 229d0b7..e3c6a28 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -552,9 +552,10 @@ static void D3DXPlaneTest(void)
=20
 static void D3X8QuaternionTest(void)
 {
-    D3DXQUATERNION expectedquat, gotquat, nul, q, r, s, t, u;
+    D3DXQUATERNION expectedquat, gotquat, Nq, nul, q, r, s, t, u;
     LPD3DXQUATERNION funcpointer;
-    FLOAT expected, got, scale, scale2;
+    D3DXVECTOR3 axis, expectedvec;
+    FLOAT angle, expected, got, scale, scale2;
     BOOL expectedbool, gotbool;
=20
     nul.x =3D 0.0f; nul.y =3D 0.0f; nul.z =3D 0.0f; nul.w =3D 0.0f;
@@ -667,6 +668,26 @@ static void D3X8QuaternionTest(void)
     expectedquat.x =3D -156.296f; expectedquat.y =3D 30.242f; expectedquat.=
z =3D -2.5022f; expectedquat.w =3D 7.3576f;
     D3DXQuaternionSquad(&gotquat,&q,&r,&t,&u,scale);
     expect_vec4(expectedquat,gotquat);
+
+/*_______________D3DXQuaternionToAxisAngle__________________*/
+    Nq.x =3D 1.0f/22.0f; Nq.y =3D 2.0f/22.0f; Nq.z =3D 4.0f/22.0f; Nq.w =3D=
 10.0f/22.0f;
+    expectedvec.x =3D 1.0f/11.0f; expectedvec.y =3D 2.0f/11.0f; expectedvec=
.z =3D 4.0f/11.0f;
+    expected =3D 2.197869f;
+    D3DXQuaternionToAxisAngle(&Nq,&axis,&angle);
+    expect_vec3(expectedvec,axis);
+    ok(fabs( angle - expected ) < admitted_error, "Expected: %f, Got: %f\n"=
, expected, angle);
+    /* Test if |w|>1.0f */
+    expectedvec.x =3D 1.0f/11.0f; expectedvec.y =3D 2.0f/11.0f; expectedvec=
.z =3D 4.0f/11.0f;
+    expected =3D 0.0f;
+    D3DXQuaternionToAxisAngle(&q,&axis,&angle);
+    expect_vec3(expectedvec,axis);
+    ok(fabs( angle - expected ) < admitted_error, "Expected: %f, Got: %f\n"=
, expected, angle);
+    /* Test the null quaternion */
+    expectedvec.x =3D 1.0f; expectedvec.y =3D 0.0f; expectedvec.z =3D 0.0f;
+    expected =3D 0.0f;
+    D3DXQuaternionToAxisAngle(&nul,&axis,&angle);
+    expect_vec3(expectedvec,axis);
+    ok(fabs( angle - expected ) < admitted_error, "Expected: %f, Got: %f\n"=
, expected, angle);
 }
=20
 static void D3X8Vector2Test(void)
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index 3e5581e..dd85e3a 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -308,6 +308,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATER=
NION *pout, CONST D3DXQU
 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST =
D3DXQUATERNION *pq);
 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DX=
QUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DX=
QUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST=
 D3DXQUATERNION *pq4, FLOAT t);
+void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3=
 *paxis, FLOAT *pangle);
=20
 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR=
2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2=
 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv=
3, FLOAT s);
--=20
1.5.3.2


--=_2zqzmc48ads0--



More information about the wine-patches mailing list