patch [11/15]: Implements D3DRMVectorRotate [try 2]

David.Adam at math.cnrs.fr David.Adam at math.cnrs.fr
Thu Apr 19 14:12:00 CDT 2007


-------------- next part --------------
>From 3e4706f27a63aa289664b8cd3eb2980264694149 Mon Sep 17 00:00:00 2001
From: Adam <David.Adam at math.cnrs.fr>
Date: Fri, 20 Apr 2007 02:58:32 +0200
Subject: [PATCH] Implements D3DRMVectorRotate with test.

---
 dlls/d3drm/d3drm.spec     |    2 +-
 dlls/d3drm/math.c         |   18 ++++++++++++++++++
 dlls/d3drm/tests/vector.c |   18 ++++++++++++++++--
 3 files changed, 35 insertions(+), 3 deletions(-)

diff --git a/dlls/d3drm/d3drm.spec b/dlls/d3drm/d3drm.spec
index 7eb9414..0010468 100644
--- a/dlls/d3drm/d3drm.spec
+++ b/dlls/d3drm/d3drm.spec
@@ -15,7 +15,7 @@
 @ stdcall D3DRMVectorNormalize(ptr)
 @ stdcall D3DRMVectorRandom(ptr)
 @ stdcall D3DRMVectorReflect(ptr ptr ptr)
-@ stub D3DRMVectorRotate
+@ stdcall D3DRMVectorRotate(ptr ptr ptr long)
 @ stdcall D3DRMVectorScale(ptr ptr long)
 @ stdcall D3DRMVectorSubtract(ptr ptr ptr)
 @ stub Direct3DRMCreate
diff --git a/dlls/d3drm/math.c b/dlls/d3drm/math.c
index 7cc3a84..fd2df81 100644
--- a/dlls/d3drm/math.c
+++ b/dlls/d3drm/math.c
@@ -109,6 +109,24 @@ LPD3DVECTOR WINAPI D3DRMVectorReflect(LP
     return r;
 }
 
+/* Rotation of a vector */
+LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta)
+{
+    D3DRMQUATERNION quaternion,quaternion1, quaternion2, quaternion3, resultq;
+    D3DVECTOR NORM;
+
+    quaternion1.s=cos(theta*.5);
+    quaternion2.s=cos(theta*.5);
+    NORM=*D3DRMVectorNormalize(axis);
+    D3DRMVectorScale(&(quaternion1.v),&NORM,sin(theta * .5));
+    D3DRMVectorScale(&(quaternion2.v),&NORM,-sin(theta * .5));
+    quaternion3.s=0.0; quaternion3.v=*v;
+    D3DRMQuaternionMultiply(&quaternion,&quaternion1,&quaternion3);
+    D3DRMQuaternionMultiply(&resultq,&quaternion,&quaternion2);
+    *r=*D3DRMVectorNormalize(&(resultq.v));
+    return r;
+}
+
 /* Scale a vector */
 LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR d, LPD3DVECTOR s, D3DVALUE factor)
 {
diff --git a/dlls/d3drm/tests/vector.c b/dlls/d3drm/tests/vector.c
index 76d142d..c7419fe 100644
--- a/dlls/d3drm/tests/vector.c
+++ b/dlls/d3drm/tests/vector.c
@@ -32,8 +32,8 @@ #define expect_vec(expectedvec,gotvec) \
 
 void VectorTest(void)
 {
-    D3DVALUE mod,par;
-    D3DVECTOR e,r,u,v,casnul,norm,ray;
+    D3DVALUE mod,par,theta;
+    D3DVECTOR e,r,u,v,w,axis,casnul,norm,ray;
 
     u.x=2.0;u.y=2.0;u.z=1.0;
     v.x=4.0;v.y=4.0;v.z=0.0;
@@ -80,6 +80,20 @@ void VectorTest(void)
     D3DRMVectorReflect(&r,&ray,&norm);
     expect_vec(e,r);
 
+/*_______________________VectorRotate_______________________________*/
+    w.x=3.0;w.y=4.0;w.z=0.0;
+    axis.x=0.0;axis.y=0.0;axis.z=1.0;
+    theta=2.0*PI/3.0;
+    D3DRMVectorRotate(&r,&w,&axis,theta);
+    e.x=-0.3-0.4*sqrt(3.0); e.y=0.3*sqrt(3.0)-0.4; e.z=0.0;
+    expect_vec(e,r);
+
+/* The same formula gives D3DRMVectorRotate, for theta in [-PI/2;+PI/2] or not. The following test proves this fact.*/
+    theta=-PI/4.0;
+    D3DRMVectorRotate(&r,&w,&axis,-PI/4);
+    e.x=1.4/sqrt(2.0); e.y=0.2/sqrt(2.0); e.z=0.0;
+    expect_vec(e,r);
+
 /*_______________________VectorScale__________________________*/
     par=2.5;
     D3DRMVectorScale(&r,&v,par);
-- 
1.4.2



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