[PATCH] Implement D3DXQuaternionRotationMatrix with a test

David Adam David.Adam at math.cnrs.fr
Tue Nov 20 07:56:15 CST 2007


---
 dlls/d3dx8/d3dx8.spec   |    2 +-
 dlls/d3dx8/math.c       |   51 ++++++++++++++++++++++++++++++++++++++++++++=
+++
 dlls/d3dx8/tests/math.c |   33 ++++++++++++++++++++++++++++++
 include/d3dx8math.h     |    1 +
 4 files changed, 86 insertions(+), 1 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index d3b0ffa..4e7996a 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -50,7 +50,7 @@
 @ stdcall D3DXMatrixShadow(ptr ptr ptr)
 @ stdcall D3DXMatrixReflect(ptr ptr)
 @ stdcall D3DXQuaternionToAxisAngle(ptr ptr ptr)
-@ stub D3DXQuaternionRotationMatrix
+@ stdcall D3DXQuaternionRotationMatrix(ptr ptr)
 @ stdcall D3DXQuaternionRotationAxis(ptr ptr long)
 @ stub D3DXQuaternionRotationYawPitchRoll
 @ stdcall D3DXQuaternionMultiply(ptr ptr ptr)
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index adc100d..f1cbf22 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -655,6 +655,57 @@ D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQ=
UATERNION *pout, CONST D3
     return pout;
 }
=20
+D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, C=
ONST D3DXMATRIX *pm)
+{
+    int i, maxi;
+    FLOAT maxdiag, S, trace;
+
+    trace =3D pm->u.m[0][0] + pm->u.m[1][1] + pm->u.m[2][2] + 1.0f;
+    if ( trace > 0.0f)
+    {
+     pout->x =3D ( pm->u.m[1][2] - pm->u.m[2][1] ) / ( 2.0f * sqrt(trace) )=
;
+     pout->y =3D ( pm->u.m[2][0] - pm->u.m[0][2] ) / ( 2.0f * sqrt(trace) )=
;
+     pout->z =3D ( pm->u.m[0][1] - pm->u.m[1][0] ) / ( 2.0f * sqrt(trace) )=
;
+     pout->w =3D sqrt(trace) / 2.0f;
+     return pout;
+     }
+    maxi =3D 0;
+    maxdiag =3D pm->u.m[0][0];
+    for (i=3D1; i<3; i++)
+    {
+     if ( pm->u.m[i][i] > maxdiag )
+     {
+      maxi =3D i;
+      maxdiag =3D pm->u.m[i][i];
+     }
+    }
+    switch( maxi )
+    {
+     case 0:
+       S =3D 2.0f * sqrt(1.0f + pm->u.m[0][0] - pm->u.m[1][1] - pm->u.m[2][=
2]);
+       pout->x =3D 0.25f * S;
+       pout->y =3D ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
+       pout->z =3D ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
+       pout->w =3D ( pm->u.m[1][2] - pm->u.m[2][1] ) / S;
+     break;
+     case 1:
+       S =3D 2.0f * sqrt(1.0f + pm->u.m[1][1] - pm->u.m[0][0] - pm->u.m[2][=
2]);
+       pout->x =3D ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
+       pout->y =3D 0.25f * S;
+       pout->z =3D ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
+       pout->w =3D ( pm->u.m[2][0] - pm->u.m[0][2] ) / S;
+     break;
+     case 2:
+       S =3D 2.0f * sqrt(1.0f + pm->u.m[2][2] - pm->u.m[0][0] - pm->u.m[1][=
1]);
+       pout->x =3D ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
+       pout->y =3D ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
+       pout->z =3D 0.25f * S;
+       pout->w =3D ( pm->u.m[0][1] - pm->u.m[1][0] ) / S;
+     break;
+    }
+    return pout;
+}
+
 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DX=
QUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
 {
     FLOAT dot, epsilon;
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index 589bb2a..6a63fd8 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -552,6 +552,7 @@ static void D3DXPlaneTest(void)
=20
 static void D3X8QuaternionTest(void)
 {
+    D3DXMATRIX mat;
     D3DXQUATERNION expectedquat, gotquat, Nq, nul, q, r, s, t, u;
     LPD3DXQUATERNION funcpointer;
     D3DXVECTOR3 axis, expectedvec;
@@ -668,6 +669,38 @@ static void D3X8QuaternionTest(void)
     D3DXQuaternionRotationAxis(&gotquat,&axis,angle);
     expect_vec4(expectedquat,gotquat);
=20
+/*_______________D3DXQuaternionRotationMatrix___________________*/
+    /* test when the trace is >0 */
+    U(mat).m[0][1] =3D 5.0f; U(mat).m[0][2] =3D 7.0f; U(mat).m[0][3] =3D 8.=
0f;
+    U(mat).m[1][0] =3D 11.0f; U(mat).m[1][2] =3D 16.0f; U(mat).m[1][3] =3D =
33.0f;
+    U(mat).m[2][0] =3D 19.0f; U(mat).m[2][1] =3D -21.0f; U(mat).m[2][3] =3D=
 43.0f;
+    U(mat).m[3][0] =3D 2.0f; U(mat).m[3][1] =3D 3.0f; U(mat).m[3][2] =3D -4=
.0f;
+    U(mat).m[0][0] =3D 10.0f; U(mat).m[1][1] =3D 20.0f; U(mat).m[2][2] =3D =
30.0f;
+    U(mat).m[3][3] =3D 48.0f;
+    expectedquat.x =3D 2.368682f; expectedquat.y =3D 0.768221f; expectedqua=
t.z =3D -0.384111f; expectedquat.w =3D 3.905125f;
+    D3DXQuaternionRotationMatrix(&gotquat,&mat);
+    expect_vec4(expectedquat,gotquat);
+    /* test the case when the greater element is (2,2) */
+    U(mat).m[0][1] =3D 5.0f; U(mat).m[0][2] =3D 7.0f; U(mat).m[0][3] =3D 8.=
0f;
+    U(mat).m[1][0] =3D 11.0f; U(mat).m[1][2] =3D 16.0f; U(mat).m[1][3] =3D =
33.0f;
+    U(mat).m[2][0] =3D 19.0f; U(mat).m[2][1] =3D -21.0f; U(mat).m[2][3] =3D=
 43.0f;
+    U(mat).m[3][0] =3D 2.0f; U(mat).m[3][1] =3D 3.0f; U(mat).m[3][2] =3D -4=
.0f;
+    U(mat).m[0][0] =3D -10.0f; U(mat).m[1][1] =3D -60.0f; U(mat).m[2][2] =
=3D 40.0f;
+    U(mat).m[3][3] =3D 48.0f;
+    expectedquat.x =3D 1.233905f; expectedquat.y =3D -0.237290f; expectedqu=
at.z =3D 5.267827f; expectedquat.w =3D -0.284747f;
+    D3DXQuaternionRotationMatrix(&gotquat,&mat);
+    expect_vec4(expectedquat,gotquat);
+    /* test the case when the greater element is (1,1) */
+    U(mat).m[0][1] =3D 5.0f; U(mat).m[0][2] =3D 7.0f; U(mat).m[0][3] =3D 8.=
0f;
+    U(mat).m[1][0] =3D 11.0f; U(mat).m[1][2] =3D 16.0f; U(mat).m[1][3] =3D =
33.0f;
+    U(mat).m[2][0] =3D 19.0f; U(mat).m[2][1] =3D -21.0f; U(mat).m[2][3] =3D=
 43.0f;
+    U(mat).m[3][0] =3D 2.0f; U(mat).m[3][1] =3D 3.0f; U(mat).m[3][2] =3D -4=
.0f;
+    U(mat).m[0][0] =3D -10.0f; U(mat).m[1][1] =3D 60.0f; U(mat).m[2][2] =3D=
 -80.0f;
+    U(mat).m[3][3] =3D 48.0f;
+    expectedquat.x =3D 0.651031f; expectedquat.y =3D 6.144103f; expectedqua=
t.z =3D -0.203447f; expectedquat.w =3D 0.488273f;
+    D3DXQuaternionRotationMatrix(&gotquat,&mat);
+    expect_vec4(expectedquat,gotquat);
+
 /*_______________D3DXQuaternionSlerp________________________*/
     expectedquat.x =3D -0.2f; expectedquat.y =3D 2.6f; expectedquat.z =3D 1=
.3f; expectedquat.w =3D 9.1f;
     D3DXQuaternionSlerp(&gotquat,&q,&r,scale);
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index c5f18a2..f9bc777 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -307,6 +307,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERN=
ION *pout, CONST D3DXQUA
 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D=
3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST =
D3DXQUATERNION *pq);
 D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CON=
ST D3DXVECTOR3 *pv, FLOAT angle);
+D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, C=
ONST D3DXMATRIX *pm);
 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
1.5.3.2


--=_7ghkke0n8q04--



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