Commit 035773b9 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXMatrixRotationAxis.

parent ad911054
......@@ -29,7 +29,7 @@
@ stdcall D3DXMatrixRotationX(ptr long)
@ stdcall D3DXMatrixRotationY(ptr long)
@ stdcall D3DXMatrixRotationZ(ptr long)
@ stub D3DXMatrixRotationAxis
@ stdcall D3DXMatrixRotationAxis(ptr ptr long)
@ stub D3DXMatrixRotationQuaternion
@ stub D3DXMatrixRotationYawPitchRoll
@ stub D3DXMatrixTransformation
......
......@@ -58,6 +58,24 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
{
D3DXVECTOR3 v;
D3DXVec3Normalize(&v,pv);
D3DXMatrixIdentity(pout);
pout->m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
pout->m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
pout->m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
pout->m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
pout->m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
pout->m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
pout->m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
pout->m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
pout->m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
{
D3DXMatrixIdentity(pout);
......
......@@ -149,6 +149,7 @@ static void D3DXColorTest(void)
static void D3DXMatrixTest(void)
{
D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3;
D3DXVECTOR3 axis;
BOOL expected, got;
FLOAT angle, expectedfloat, gotfloat;
......@@ -166,7 +167,9 @@ static void D3DXMatrixTest(void)
mat2.m[0][3] = -4.0f; mat2.m[1][3] = -3.0f; mat2.m[2][3] = -2.0f;
mat2.m[3][3] = -1.0f;
angle = D3DX_PI / 3.0f;
axis.x = 1.0f; axis.y = -3.0f; axis.z = 7.0f;
angle = D3DX_PI/3.0f;
/*____________D3DXMatrixfDeterminant_____________*/
expectedfloat = -147888.0f;
......@@ -198,6 +201,14 @@ static void D3DXMatrixTest(void)
D3DXMatrixMultiply(&gotmat,&mat,&mat2);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixRotationRotationAxis_____*/
expectedmat.m[0][0] = 0.508475f; expectedmat.m[0][1] = 0.763805f; expectedmat.m[0][2] = 0.397563f; expectedmat.m[0][3] = 0.0f;
expectedmat.m[1][0] = -0.814652f; expectedmat.m[1][1] = 0.576271f; expectedmat.m[1][2] = -0.065219f; expectedmat.m[1][3] = 0.0f;
expectedmat.m[2][0] = -0.278919f; expectedmat.m[2][1] = -0.290713f; expectedmat.m[2][2] = 0.915254f; 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;
D3DXMatrixRotationAxis(&gotmat,&axis,angle);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixRotationX______________*/
expectedmat.m[0][0] = 1.0f; 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] = 0.5f; expectedmat.m[1][2] = sqrt(3.0f)/2.0f; expectedmat.m[1][3] = 0.0f;
......
......@@ -60,6 +60,7 @@ typedef struct D3DXCOLOR
FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
......
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