Commit ad911054 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXMatrixRotationZ.

parent 5098f394
......@@ -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
......
......@@ -78,6 +78,16 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = cos(angle);
pout->m[1][1] = cos(angle);
pout->m[0][1] = sin(angle);
pout->m[1][0] = -sin(angle);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
{
D3DXMatrixIdentity(pout);
......
......@@ -214,6 +214,14 @@ static void D3DXMatrixTest(void)
D3DXMatrixRotationY(&gotmat,angle);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixRotationZ______________*/
expectedmat.m[0][0] = 0.5f; expectedmat.m[0][1] = sqrt(3.0f)/2.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
expectedmat.m[1][0] = -sqrt(3.0f)/2.0f; expectedmat.m[1][1] = 0.5f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = 0.0f; expectedmat.m[2][2] = 1.0f; expectedmat.m[2][3] = 0.0f;
expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 0.0f; expectedmat.m[3][3] = 1.0f;
D3DXMatrixRotationZ(&gotmat,angle);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixScaling______________*/
expectedmat.m[0][0] = 0.69f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
expectedmat.m[1][0] = 0.0; expectedmat.m[1][1] = 0.53f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
......
......@@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, 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);
......
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