[PATCH] Implement D3DXMatrixRotationAxis with a test
David Adam
David.Adam at math.cnrs.fr
Tue Oct 30 10:04:32 CDT 2007
---
dlls/d3dx8/d3dx8.spec | 2 +-
dlls/d3dx8/math.c | 18 ++++++++++++++++++
dlls/d3dx8/tests/math.c | 13 ++++++++++++-
include/d3dx8math.h | 1 +
4 files changed, 32 insertions(+), 2 deletions(-)
diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index 261c3aa..2b7eedd 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -29,7 +29,7 @@
@ stdcall D3DXMatrixRotationX(ptr long)
@ stdcall D3DXMatrixRotationY(ptr long)
@ stdcall D3DXMatrixRotationZ(ptr long)
-@ stub D3DXMatrixRotationAxis
+@ stdcall D3DXMatrixRotationAxis(ptr ptr long)
@ stub D3DXMatrixRotationQuaternion
@ stub D3DXMatrixRotationYawPitchRoll
@ stub D3DXMatrixTransformation
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index adddbf6..27494ac 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -57,6 +57,24 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, C=
ONST D3DXMATRIX *pm1, C
}
return pout;
}
+=20
+D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTO=
R3 *pv, FLOAT angle)
+{
+ D3DXVECTOR3 v;
+
+ D3DXVec3Normalize(&v,pv);
+ D3DXMatrixIdentity(pout);
+ pout->m[0][0] =3D (1.0f - cos(angle)) * v.x * v.x + cos(angle);
+ pout->m[1][0] =3D (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
+ pout->m[2][0] =3D (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
+ pout->m[0][1] =3D (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
+ pout->m[1][1] =3D (1.0f - cos(angle)) * v.y * v.y + cos(angle);
+ pout->m[2][1] =3D (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
+ pout->m[0][2] =3D (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
+ pout->m[1][2] =3D (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
+ pout->m[2][2] =3D (1.0f - cos(angle)) * v.z * v.z + cos(angle);
+ return pout;
+}
=20
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
{
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index 07ede79..552fd81 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -149,6 +149,7 @@ static void D3DXColorTest(void)
static void D3DXMatrixTest(void)
{
D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3;
+ D3DXVECTOR3 axis;=20
BOOL expected, got;
FLOAT angle, expectedfloat, gotfloat;
=20
@@ -166,7 +167,9 @@ static void D3DXMatrixTest(void)
mat2.m[0][3] =3D -4.0f; mat2.m[1][3] =3D -3.0f; mat2.m[2][3] =3D -2.0f;
mat2.m[3][3] =3D -1.0f;
=20
- angle =3D D3DX_PI / 3.0f;
+ axis.x =3D 1.0f; axis.y =3D -3.0f; axis.z =3D 7.0f;
+
+ angle =3D D3DX_PI/3.0f;
=20
/*____________D3DXMatrixfDeterminant_____________*/
expectedfloat =3D -147888.0f;
@@ -198,6 +201,14 @@ static void D3DXMatrixTest(void)
D3DXMatrixMultiply(&gotmat,&mat,&mat2);
expect_mat(expectedmat,gotmat);
=20
+/*____________D3DXMatrixRotationRotationAxis_____*/
+ expectedmat.m[0][0] =3D 0.508475f; expectedmat.m[0][1] =3D 0.763805f; e=
xpectedmat.m[0][2] =3D 0.397563f; expectedmat.m[0][3] =3D 0.0f;
+ expectedmat.m[1][0] =3D -0.814652f; expectedmat.m[1][1] =3D 0.576271f; =
expectedmat.m[1][2] =3D -0.065219f; expectedmat.m[1][3] =3D 0.0f;
+ expectedmat.m[2][0] =3D -0.278919f; expectedmat.m[2][1] =3D -0.290713f;=
expectedmat.m[2][2] =3D 0.915254f; expectedmat.m[2][3] =3D 0.0f;
+ expectedmat.m[3][0] =3D 0.0f; expectedmat.m[3][1] =3D 0.0f; expectedmat=
.m[3][2] =3D 0.0f; expectedmat.m[3][3] =3D 1.0f;
+ D3DXMatrixRotationAxis(&gotmat,&axis,angle);
+ expect_mat(expectedmat,gotmat);
+
/*____________D3DXMatrixRotationX______________*/
expectedmat.m[0][0] =3D 1.0f; expectedmat.m[0][1] =3D 0.0f; expectedmat=
.m[0][2] =3D 0.0f; expectedmat.m[0][3] =3D 0.0f;
expectedmat.m[1][0] =3D 0.0; expectedmat.m[1][1] =3D 0.5f; expectedmat.=
m[1][2] =3D sqrt(3.0f)/2.0f; expectedmat.m[1][3] =3D 0.0f;
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index b6486b5..3e4d25e 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -60,6 +60,7 @@ typedef struct D3DXCOLOR
=20
FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *p=
m1, CONST D3DXMATRIX *pm2);
+D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTO=
R3 *pv, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
--=20
1.5.3.2
--=_1c1lx349r528--
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