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wine
wine-winehq
Commits
11bd418a
Commit
11bd418a
authored
Nov 03, 2007
by
David Adam
Committed by
Alexandre Julliard
Nov 05, 2007
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Plain Diff
d3dx8: Implement D3DXMatrixRotationQuaternion.
parent
ebb2fa1a
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Showing
4 changed files
with
28 additions
and
1 deletion
+28
-1
d3dx8.spec
dlls/d3dx8/d3dx8.spec
+1
-1
math.c
dlls/d3dx8/math.c
+15
-0
math.c
dlls/d3dx8/tests/math.c
+11
-0
d3dx8math.h
include/d3dx8math.h
+1
-0
No files found.
dlls/d3dx8/d3dx8.spec
View file @
11bd418a
...
@@ -30,7 +30,7 @@
...
@@ -30,7 +30,7 @@
@ stdcall D3DXMatrixRotationY(ptr long)
@ stdcall D3DXMatrixRotationY(ptr long)
@ stdcall D3DXMatrixRotationZ(ptr long)
@ stdcall D3DXMatrixRotationZ(ptr long)
@ stdcall D3DXMatrixRotationAxis(ptr ptr long)
@ stdcall D3DXMatrixRotationAxis(ptr ptr long)
@ st
ub D3DXMatrixRotationQuaternion
@ st
dcall D3DXMatrixRotationQuaternion(ptr ptr)
@ stub D3DXMatrixRotationYawPitchRoll
@ stub D3DXMatrixRotationYawPitchRoll
@ stub D3DXMatrixTransformation
@ stub D3DXMatrixTransformation
@ stub D3DXMatrixAffineTransformation
@ stub D3DXMatrixAffineTransformation
...
...
dlls/d3dx8/math.c
View file @
11bd418a
...
@@ -76,6 +76,21 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *p
...
@@ -76,6 +76,21 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *p
return
pout
;
return
pout
;
}
}
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationQuaternion
(
D3DXMATRIX
*
pout
,
CONST
D3DXQUATERNION
*
pq
)
{
D3DXMatrixIdentity
(
pout
);
pout
->
m
[
0
][
0
]
=
1
.
0
f
-
2
.
0
f
*
(
pq
->
y
*
pq
->
y
+
pq
->
z
*
pq
->
z
);
pout
->
m
[
0
][
1
]
=
2
.
0
f
*
(
pq
->
x
*
pq
->
y
+
pq
->
z
*
pq
->
w
);
pout
->
m
[
0
][
2
]
=
2
.
0
f
*
(
pq
->
x
*
pq
->
z
-
pq
->
y
*
pq
->
w
);
pout
->
m
[
1
][
0
]
=
2
.
0
f
*
(
pq
->
x
*
pq
->
y
-
pq
->
z
*
pq
->
w
);
pout
->
m
[
1
][
1
]
=
1
.
0
f
-
2
.
0
f
*
(
pq
->
x
*
pq
->
x
+
pq
->
z
*
pq
->
z
);
pout
->
m
[
1
][
2
]
=
2
.
0
f
*
(
pq
->
y
*
pq
->
z
+
pq
->
x
*
pq
->
w
);
pout
->
m
[
2
][
0
]
=
2
.
0
f
*
(
pq
->
x
*
pq
->
z
+
pq
->
y
*
pq
->
w
);
pout
->
m
[
2
][
1
]
=
2
.
0
f
*
(
pq
->
y
*
pq
->
z
-
pq
->
x
*
pq
->
w
);
pout
->
m
[
2
][
2
]
=
1
.
0
f
-
2
.
0
f
*
(
pq
->
x
*
pq
->
x
+
pq
->
y
*
pq
->
y
);
return
pout
;
}
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationX
(
D3DXMATRIX
*
pout
,
FLOAT
angle
)
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationX
(
D3DXMATRIX
*
pout
,
FLOAT
angle
)
{
{
D3DXMatrixIdentity
(
pout
);
D3DXMatrixIdentity
(
pout
);
...
...
dlls/d3dx8/tests/math.c
View file @
11bd418a
...
@@ -149,6 +149,7 @@ static void D3DXColorTest(void)
...
@@ -149,6 +149,7 @@ static void D3DXColorTest(void)
static
void
D3DXMatrixTest
(
void
)
static
void
D3DXMatrixTest
(
void
)
{
{
D3DXMATRIX
expectedmat
,
gotmat
,
mat
,
mat2
,
mat3
;
D3DXMATRIX
expectedmat
,
gotmat
,
mat
,
mat2
,
mat3
;
D3DXQUATERNION
q
;
D3DXVECTOR3
axis
;
D3DXVECTOR3
axis
;
BOOL
expected
,
got
;
BOOL
expected
,
got
;
FLOAT
angle
,
expectedfloat
,
gotfloat
;
FLOAT
angle
,
expectedfloat
,
gotfloat
;
...
@@ -167,6 +168,8 @@ static void D3DXMatrixTest(void)
...
@@ -167,6 +168,8 @@ static void D3DXMatrixTest(void)
mat2
.
m
[
0
][
3
]
=
-
4
.
0
f
;
mat2
.
m
[
1
][
3
]
=
-
3
.
0
f
;
mat2
.
m
[
2
][
3
]
=
-
2
.
0
f
;
mat2
.
m
[
0
][
3
]
=
-
4
.
0
f
;
mat2
.
m
[
1
][
3
]
=
-
3
.
0
f
;
mat2
.
m
[
2
][
3
]
=
-
2
.
0
f
;
mat2
.
m
[
3
][
3
]
=
-
1
.
0
f
;
mat2
.
m
[
3
][
3
]
=
-
1
.
0
f
;
q
.
x
=
1
.
0
f
;
q
.
y
=
-
4
.
0
f
;
q
.
z
=
7
.
0
f
;
q
.
w
=
-
11
.
0
f
;
axis
.
x
=
1
.
0
f
;
axis
.
y
=
-
3
.
0
f
;
axis
.
z
=
7
.
0
f
;
axis
.
x
=
1
.
0
f
;
axis
.
y
=
-
3
.
0
f
;
axis
.
z
=
7
.
0
f
;
angle
=
D3DX_PI
/
3
.
0
f
;
angle
=
D3DX_PI
/
3
.
0
f
;
...
@@ -209,6 +212,14 @@ static void D3DXMatrixTest(void)
...
@@ -209,6 +212,14 @@ static void D3DXMatrixTest(void)
D3DXMatrixRotationAxis
(
&
gotmat
,
&
axis
,
angle
);
D3DXMatrixRotationAxis
(
&
gotmat
,
&
axis
,
angle
);
expect_mat
(
expectedmat
,
gotmat
);
expect_mat
(
expectedmat
,
gotmat
);
/*____________D3DXMatrixRotationQuaternion______________*/
expectedmat
.
m
[
0
][
0
]
=
-
129
.
0
f
;
expectedmat
.
m
[
0
][
1
]
=
-
162
.
0
f
;
expectedmat
.
m
[
0
][
2
]
=
-
74
.
0
f
;
expectedmat
.
m
[
0
][
3
]
=
0
.
0
f
;
expectedmat
.
m
[
1
][
0
]
=
146
.
0
f
;
expectedmat
.
m
[
1
][
1
]
=
-
99
.
0
f
;
expectedmat
.
m
[
1
][
2
]
=
-
78
.
0
f
;
expectedmat
.
m
[
1
][
3
]
=
0
.
0
f
;
expectedmat
.
m
[
2
][
0
]
=
102
.
0
f
;
expectedmat
.
m
[
2
][
1
]
=
-
34
.
0
f
;
expectedmat
.
m
[
2
][
2
]
=
-
33
.
0
f
;
expectedmat
.
m
[
2
][
3
]
=
0
.
0
f
;
expectedmat
.
m
[
3
][
0
]
=
0
.
0
f
;
expectedmat
.
m
[
3
][
1
]
=
0
.
0
f
;
expectedmat
.
m
[
3
][
2
]
=
0
.
0
f
;
expectedmat
.
m
[
3
][
3
]
=
1
.
0
f
;
D3DXMatrixRotationQuaternion
(
&
gotmat
,
&
q
);
expect_mat
(
expectedmat
,
gotmat
);
/*____________D3DXMatrixRotationX______________*/
/*____________D3DXMatrixRotationX______________*/
expectedmat
.
m
[
0
][
0
]
=
1
.
0
f
;
expectedmat
.
m
[
0
][
1
]
=
0
.
0
f
;
expectedmat
.
m
[
0
][
2
]
=
0
.
0
f
;
expectedmat
.
m
[
0
][
3
]
=
0
.
0
f
;
expectedmat
.
m
[
0
][
0
]
=
1
.
0
f
;
expectedmat
.
m
[
0
][
1
]
=
0
.
0
f
;
expectedmat
.
m
[
0
][
2
]
=
0
.
0
f
;
expectedmat
.
m
[
0
][
3
]
=
0
.
0
f
;
expectedmat
.
m
[
1
][
0
]
=
0
.
0
;
expectedmat
.
m
[
1
][
1
]
=
0
.
5
f
;
expectedmat
.
m
[
1
][
2
]
=
sqrt
(
3
.
0
f
)
/
2
.
0
f
;
expectedmat
.
m
[
1
][
3
]
=
0
.
0
f
;
expectedmat
.
m
[
1
][
0
]
=
0
.
0
;
expectedmat
.
m
[
1
][
1
]
=
0
.
5
f
;
expectedmat
.
m
[
1
][
2
]
=
sqrt
(
3
.
0
f
)
/
2
.
0
f
;
expectedmat
.
m
[
1
][
3
]
=
0
.
0
f
;
...
...
include/d3dx8math.h
View file @
11bd418a
...
@@ -61,6 +61,7 @@ typedef struct D3DXCOLOR
...
@@ -61,6 +61,7 @@ typedef struct D3DXCOLOR
FLOAT
WINAPI
D3DXMatrixfDeterminant
(
CONST
D3DXMATRIX
*
pm
);
FLOAT
WINAPI
D3DXMatrixfDeterminant
(
CONST
D3DXMATRIX
*
pm
);
D3DXMATRIX
*
WINAPI
D3DXMatrixMultiply
(
D3DXMATRIX
*
pout
,
CONST
D3DXMATRIX
*
pm1
,
CONST
D3DXMATRIX
*
pm2
);
D3DXMATRIX
*
WINAPI
D3DXMatrixMultiply
(
D3DXMATRIX
*
pout
,
CONST
D3DXMATRIX
*
pm1
,
CONST
D3DXMATRIX
*
pm2
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationAxis
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationAxis
(
D3DXMATRIX
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationQuaternion
(
D3DXMATRIX
*
pout
,
CONST
D3DXQUATERNION
*
pq
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationX
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationX
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationY
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationY
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationZ
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
D3DXMATRIX
*
WINAPI
D3DXMatrixRotationZ
(
D3DXMATRIX
*
pout
,
FLOAT
angle
);
...
...
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