[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--
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