[PATCH] Implement D3DXMatrixRotationZ with a test

David Adam David.Adam at math.cnrs.fr
Tue Oct 30 09:53:19 CDT 2007


---
 dlls/d3dx8/d3dx8.spec   |    2 +-
 dlls/d3dx8/math.c       |   10 ++++++++++
 dlls/d3dx8/tests/math.c |    8 ++++++++
 include/d3dx8math.h     |    1 +
 4 files changed, 20 insertions(+), 1 deletions(-)

diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec
index 7115cba..261c3aa 100644
--- a/dlls/d3dx8/d3dx8.spec
+++ b/dlls/d3dx8/d3dx8.spec
@@ -28,7 +28,7 @@
 @ stdcall D3DXMatrixTranslation(ptr long long long)
 @ stdcall D3DXMatrixRotationX(ptr long)
 @ stdcall D3DXMatrixRotationY(ptr long)
-@ stub D3DXMatrixRotationZ
+@ stdcall D3DXMatrixRotationZ(ptr long)
 @ stub D3DXMatrixRotationAxis
 @ stub D3DXMatrixRotationQuaternion
 @ stub D3DXMatrixRotationYawPitchRoll
diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c
index 61a8ef1..adddbf6 100644
--- a/dlls/d3dx8/math.c
+++ b/dlls/d3dx8/math.c
@@ -78,6 +78,16 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, =
FLOAT angle)
     return pout;
 }
=20
+D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
+{
+    D3DXMatrixIdentity(pout);
+    pout->m[0][0] =3D cos(angle);
+    pout->m[1][1] =3D cos(angle);
+    pout->m[0][1] =3D sin(angle);
+    pout->m[1][0] =3D -sin(angle);
+    return pout;
+}
+
 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, =
FLOAT sz)
 {
     D3DXMatrixIdentity(pout);
diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c
index bd2a98c..07ede79 100644
--- a/dlls/d3dx8/tests/math.c
+++ b/dlls/d3dx8/tests/math.c
@@ -214,6 +214,14 @@ static void D3DXMatrixTest(void)
     D3DXMatrixRotationY(&gotmat,angle);
     expect_mat(expectedmat,gotmat);
=20
+/*____________D3DXMatrixRotationZ______________*/
+    expectedmat.m[0][0] =3D 0.5f; expectedmat.m[0][1] =3D sqrt(3.0f)/2.0f; =
expectedmat.m[0][2] =3D 0.0f; expectedmat.m[0][3] =3D 0.0f;
+    expectedmat.m[1][0] =3D -sqrt(3.0f)/2.0f; expectedmat.m[1][1] =3D 0.5f;=
 expectedmat.m[1][2] =3D 0.0f; expectedmat.m[1][3] =3D 0.0f;
+    expectedmat.m[2][0] =3D 0.0f; expectedmat.m[2][1] =3D 0.0f; expectedmat=
.m[2][2] =3D 1.0f; 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;
+    D3DXMatrixRotationZ(&gotmat,angle);
+    expect_mat(expectedmat,gotmat);
+
 /*____________D3DXMatrixScaling______________*/
     expectedmat.m[0][0] =3D 0.69f; expectedmat.m[0][1] =3D 0.0f; expectedma=
t.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 0.53f; expectedmat=
.m[1][2] =3D 0.0f; expectedmat.m[1][3] =3D 0.0f;
diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index 9fdd38d..b6486b5 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *p=
m1, CONST D3DXMATRIX *pm2);
 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
+D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, =
FLOAT sz);
 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y=
, FLOAT z);
 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *=
pm);
--=20
1.5.3.2


--=_2t2gm7u7f96o--



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