[PATCH] Implement D3DXMatrixRotationQuaternion with a test

David Adam David.Adam at math.cnrs.fr
Sat Nov 3 03:26:14 CDT 2007


---
 dlls/d3dx8/d3dx8.spec   |    2 +-
 dlls/d3dx8/math.c       |   15 +++++++++++++++
 dlls/d3dx8/tests/math.c |   11 +++++++++++
 include/d3dx8math.h     |    1 +
 4 files changed, 28 insertions(+), 1 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index 07d6235..9d1efd2 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -30,7 +30,7 @@
 @ stdcall D3DXMatrixRotationY(ptr long)
 @ stdcall D3DXMatrixRotationZ(ptr long)
 @ stdcall D3DXMatrixRotationAxis(ptr ptr long)
-@ stub D3DXMatrixRotationQuaternion
+@ stdcall D3DXMatrixRotationQuaternion(ptr ptr)
 @ stub D3DXMatrixRotationYawPitchRoll
 @ stub D3DXMatrixTransformation
 @ stub D3DXMatrixAffineTransformation
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index bfda84e..d7064a7 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -76,6 +76,21 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pou=
t, CONST D3DXVECTOR3 *p
     return pout;
 }
=20
+D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3D=
XQUATERNION *pq)
+{
+    D3DXMatrixIdentity(pout);
+    pout->m[0][0] =3D 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
+    pout->m[0][1] =3D 2.0f * (pq->x *pq->y + pq->z * pq->w);
+    pout->m[0][2] =3D 2.0f * (pq->x * pq->z - pq->y * pq->w);
+    pout->m[1][0] =3D 2.0f * (pq->x * pq->y - pq->z * pq->w);
+    pout->m[1][1] =3D 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
+    pout->m[1][2] =3D 2.0f * (pq->y *pq->z + pq->x *pq->w);
+    pout->m[2][0] =3D 2.0f * (pq->x * pq->z + pq->y * pq->w);
+    pout->m[2][1] =3D 2.0f * (pq->y *pq->z - pq->x *pq->w);
+    pout->m[2][2] =3D 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
+    return pout;
+}
+
 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
 {
     D3DXMatrixIdentity(pout);
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index 22491d8..a5e6e47 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;
+    D3DXQUATERNION q;
     D3DXVECTOR3 axis;
     BOOL expected, got;
     FLOAT angle, expectedfloat, gotfloat;
@@ -167,6 +168,8 @@ 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
+    q.x =3D 1.0f; q.y =3D -4.0f; q.z =3D7.0f; q.w =3D -11.0f;
+
     axis.x =3D 1.0f; axis.y =3D -3.0f; axis.z =3D 7.0f;
=20
     angle =3D D3DX_PI/3.0f;
@@ -209,6 +212,14 @@ static void D3DXMatrixTest(void)
     D3DXMatrixRotationAxis(&gotmat,&axis,angle);
     expect_mat(expectedmat,gotmat);
=20
+/*____________D3DXMatrixRotationQuaternion______________*/
+    expectedmat.m[0][0] =3D -129.0f; expectedmat.m[0][1] =3D -162.0f; expec=
tedmat.m[0][2] =3D -74.0f; expectedmat.m[0][3] =3D 0.0f;
+    expectedmat.m[1][0] =3D 146.0f; expectedmat.m[1][1] =3D -99.0f; expecte=
dmat.m[1][2] =3D -78.0f; expectedmat.m[1][3] =3D 0.0f;
+    expectedmat.m[2][0] =3D 102.0f; expectedmat.m[2][1] =3D -34.0f; expecte=
dmat.m[2][2] =3D -33.0f; 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;
+    D3DXMatrixRotationQuaternion(&gotmat,&q);
+    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 3e4d25e..8e56970 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -61,6 +61,7 @@ typedef struct D3DXCOLOR
 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 D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3D=
XQUATERNION *pq);
 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


--=_6c4ca0176bs4--



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