[PATCH] Implement D3DXQuaternionRotationYawPitchRoll with a test

David Adam David.Adam at math.cnrs.fr
Tue Nov 20 08:23:36 CST 2007


---
 dlls/d3dx8/d3dx8.spec   |    2 +-
 dlls/d3dx8/math.c       |    9 +++++++++
 dlls/d3dx8/tests/math.c |    6 ++++++
 include/d3dx8math.h     |    1 +
 4 files changed, 17 insertions(+), 1 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index 4e7996a..d398791 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -52,7 +52,7 @@
 @ stdcall D3DXQuaternionToAxisAngle(ptr ptr ptr)
 @ stdcall D3DXQuaternionRotationMatrix(ptr ptr)
 @ stdcall D3DXQuaternionRotationAxis(ptr ptr long)
-@ stub D3DXQuaternionRotationYawPitchRoll
+@ stdcall D3DXQuaternionRotationYawPitchRoll(ptr long long long)
 @ stdcall D3DXQuaternionMultiply(ptr ptr ptr)
 @ stdcall D3DXQuaternionNormalize(ptr ptr)
 @ stdcall D3DXQuaternionInverse(ptr ptr)
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index f1cbf22..aa8664f 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -706,6 +706,15 @@ D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3D=
XQUATERNION *pout, CONST
     return pout;
 }
=20
+D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *p=
out, FLOAT yaw, FLOAT pitch, FLOAT roll)
+{
+    pout->x =3D sin( yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) + c=
os(yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
+    pout->y =3D sin( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) - c=
os(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
+    pout->z =3D cos(yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) - si=
n( yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
+    pout->w =3D cos( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) + s=
in(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
+    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 6a63fd8..950bc5e 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -701,6 +701,12 @@ static void D3X8QuaternionTest(void)
     D3DXQuaternionRotationMatrix(&gotquat,&mat);
     expect_vec4(expectedquat,gotquat);
=20
+/*_______________D3DXQuaternionRotationYawPitchRoll__________*/
+    expectedquat.x =3D 0.303261f; expectedquat.y =3D 0.262299f; expectedqua=
t.z =3D 0.410073f; expectedquat.w =3D 0.819190f;
+    D3DXQuaternionRotationYawPitchRoll(&gotquat,D3DX_PI/4.0f,D3DX_PI/11.0f,=
D3DX_PI/3.0f);
+    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 f9bc777..5ef85b4 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 D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CON=
ST D3DXVECTOR3 *pv, FLOAT angle);
 D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, C=
ONST D3DXMATRIX *pm);
+D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *p=
out, FLOAT yaw, FLOAT pitch, FLOAT roll);
 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


--=_6q0bxild6ts8--



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