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wine
wine-cw
Commits
86d392cc
Commit
86d392cc
authored
Aug 23, 2008
by
David Adam
Committed by
Alexandre Julliard
Aug 25, 2008
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Plain Diff
d3dx8: Remove useless variables.
parent
4051eaf7
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Showing
1 changed file
with
23 additions
and
25 deletions
+23
-25
math.c
dlls/d3dx8/math.c
+23
-25
No files found.
dlls/d3dx8/math.c
View file @
86d392cc
...
...
@@ -61,7 +61,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc
D3DXMATRIX
*
WINAPI
D3DXMatrixAffineTransformation
(
D3DXMATRIX
*
pout
,
FLOAT
scaling
,
CONST
D3DXVECTOR3
*
rotationcenter
,
CONST
D3DXQUATERNION
*
rotation
,
CONST
D3DXVECTOR3
*
translation
)
{
D3DXMATRIX
m1
,
m2
,
m3
,
m4
,
m5
,
p1
,
p2
,
p3
;
D3DXMATRIX
m1
,
m2
,
m3
,
m4
,
m5
;
D3DXMatrixScaling
(
&
m1
,
scaling
,
scaling
,
scaling
);
if
(
!
rotationcenter
)
...
...
@@ -90,10 +90,10 @@ D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scalin
{
D3DXMatrixTranslation
(
&
m5
,
translation
->
x
,
translation
->
y
,
translation
->
z
);
}
D3DXMatrixMultiply
(
&
p
1
,
&
m1
,
&
m2
);
D3DXMatrixMultiply
(
&
p2
,
&
p
1
,
&
m3
);
D3DXMatrixMultiply
(
&
p3
,
&
p2
,
&
m4
);
D3DXMatrixMultiply
(
pout
,
&
p3
,
&
m5
);
D3DXMatrixMultiply
(
&
m
1
,
&
m1
,
&
m2
);
D3DXMatrixMultiply
(
&
m1
,
&
m
1
,
&
m3
);
D3DXMatrixMultiply
(
&
m1
,
&
m1
,
&
m4
);
D3DXMatrixMultiply
(
pout
,
&
m1
,
&
m5
);
return
pout
;
}
...
...
@@ -105,7 +105,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
v1
.
x
=
pm
->
u
.
m
[
0
][
0
];
v1
.
y
=
pm
->
u
.
m
[
1
][
0
];
v1
.
z
=
pm
->
u
.
m
[
2
][
0
];
v1
.
w
=
pm
->
u
.
m
[
3
][
0
];
v2
.
x
=
pm
->
u
.
m
[
0
][
1
];
v2
.
y
=
pm
->
u
.
m
[
1
][
1
];
v2
.
z
=
pm
->
u
.
m
[
2
][
1
];
v2
.
w
=
pm
->
u
.
m
[
3
][
1
];
v3
.
x
=
pm
->
u
.
m
[
0
][
2
];
v3
.
y
=
pm
->
u
.
m
[
1
][
2
];
v3
.
z
=
pm
->
u
.
m
[
2
][
2
];
v3
.
w
=
pm
->
u
.
m
[
3
][
2
];
D3DXVec4Cross
(
&
minor
,
&
v1
,
&
v2
,
&
v3
);
D3DXVec4Cross
(
&
minor
,
&
v1
,
&
v2
,
&
v3
);
det
=
-
(
pm
->
u
.
m
[
0
][
3
]
*
minor
.
x
+
pm
->
u
.
m
[
1
][
3
]
*
minor
.
y
+
pm
->
u
.
m
[
2
][
3
]
*
minor
.
z
+
pm
->
u
.
m
[
3
][
3
]
*
minor
.
w
);
return
det
;
}
...
...
@@ -218,10 +218,8 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
D3DXMATRIX
*
WINAPI
D3DXMatrixMultiplyTranspose
(
D3DXMATRIX
*
pout
,
CONST
D3DXMATRIX
*
pm1
,
CONST
D3DXMATRIX
*
pm2
)
{
D3DXMATRIX
temp
;
D3DXMatrixMultiply
(
&
temp
,
pm1
,
pm2
);
D3DXMatrixTranspose
(
pout
,
&
temp
);
D3DXMatrixMultiply
(
pout
,
pm1
,
pm2
);
D3DXMatrixTranspose
(
pout
,
pout
);
return
pout
;
}
...
...
@@ -421,15 +419,15 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationYawPitchRoll
(
D3DXMATRIX
*
pout
,
FLOAT
yaw
,
FLOAT
pitch
,
FLOAT
roll
)
{
D3DXMATRIX
m
,
pout1
,
pout2
,
pout3
;
D3DXMATRIX
m
;
D3DXMatrixIdentity
(
&
pout3
);
D3DXMatrixRotationZ
(
&
m
,
roll
);
D3DXMatrixMultiply
(
&
pout2
,
&
pout3
,
&
m
);
D3DXMatrixRotationX
(
&
m
,
pitch
);
D3DXMatrixMultiply
(
&
pout1
,
&
pout2
,
&
m
);
D3DXMatrixRotationY
(
&
m
,
yaw
);
D3DXMatrixMultiply
(
pout
,
&
pout1
,
&
m
);
D3DXMatrixIdentity
(
pout
);
D3DXMatrixRotationZ
(
&
m
,
roll
);
D3DXMatrixMultiply
(
pout
,
pout
,
&
m
);
D3DXMatrixRotationX
(
&
m
,
pitch
);
D3DXMatrixMultiply
(
pout
,
pout
,
&
m
);
D3DXMatrixRotationY
(
&
m
,
yaw
);
D3DXMatrixMultiply
(
pout
,
pout
,
&
m
);
return
pout
;
}
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationZ
(
D3DXMATRIX
*
pout
,
FLOAT
angle
)
...
...
@@ -479,7 +477,7 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight,
D3DXMATRIX
*
WINAPI
D3DXMatrixTransformation
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR3
*
pscalingcenter
,
CONST
D3DXQUATERNION
*
pscalingrotation
,
CONST
D3DXVECTOR3
*
pscaling
,
CONST
D3DXVECTOR3
*
protationcenter
,
CONST
D3DXQUATERNION
*
protation
,
CONST
D3DXVECTOR3
*
ptranslation
)
{
D3DXMATRIX
m1
,
m2
,
m3
,
m4
,
m5
,
m6
,
m7
,
p1
,
p2
,
p3
,
p4
,
p5
;
D3DXMATRIX
m1
,
m2
,
m3
,
m4
,
m5
,
m6
,
m7
;
D3DXQUATERNION
prc
;
D3DXVECTOR3
psc
,
pt
;
...
...
@@ -548,12 +546,12 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3
}
D3DXMatrixTranslation
(
&
m5
,
psc
.
x
-
prc
.
x
,
psc
.
y
-
prc
.
y
,
psc
.
z
-
prc
.
z
);
D3DXMatrixTranslation
(
&
m7
,
prc
.
x
+
pt
.
x
,
prc
.
y
+
pt
.
y
,
prc
.
z
+
pt
.
z
);
D3DXMatrixMultiply
(
&
p
1
,
&
m1
,
&
m2
);
D3DXMatrixMultiply
(
&
p2
,
&
p
1
,
&
m3
);
D3DXMatrixMultiply
(
&
p3
,
&
p2
,
&
m4
);
D3DXMatrixMultiply
(
&
p4
,
&
p3
,
&
m5
);
D3DXMatrixMultiply
(
&
p5
,
&
p4
,
&
m6
);
D3DXMatrixMultiply
(
pout
,
&
p5
,
&
m7
);
D3DXMatrixMultiply
(
&
m
1
,
&
m1
,
&
m2
);
D3DXMatrixMultiply
(
&
m1
,
&
m
1
,
&
m3
);
D3DXMatrixMultiply
(
&
m1
,
&
m1
,
&
m4
);
D3DXMatrixMultiply
(
&
m1
,
&
m1
,
&
m5
);
D3DXMatrixMultiply
(
&
m1
,
&
m1
,
&
m6
);
D3DXMatrixMultiply
(
pout
,
&
m1
,
&
m7
);
return
pout
;
}
...
...
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