Commit 4ee8e895 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3dx8: Implement D3DXMatrixRotationX.

parent 4cd47e8b
...@@ -26,7 +26,7 @@ ...@@ -26,7 +26,7 @@
@ stub D3DXMatrixInverse @ stub D3DXMatrixInverse
@ stdcall D3DXMatrixScaling(ptr long long long) @ stdcall D3DXMatrixScaling(ptr long long long)
@ stdcall D3DXMatrixTranslation(ptr long long long) @ stdcall D3DXMatrixTranslation(ptr long long long)
@ stub D3DXMatrixRotationX @ stdcall D3DXMatrixRotationX(ptr long)
@ stub D3DXMatrixRotationY @ stub D3DXMatrixRotationY
@ stub D3DXMatrixRotationZ @ stub D3DXMatrixRotationZ
@ stub D3DXMatrixRotationAxis @ stub D3DXMatrixRotationAxis
......
...@@ -58,6 +58,16 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C ...@@ -58,6 +58,16 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, C
return pout; return pout;
} }
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
{
D3DXMatrixIdentity(pout);
pout->m[1][1] = cos(angle);
pout->m[2][2] = cos(angle);
pout->m[1][2] = sin(angle);
pout->m[2][1] = -sin(angle);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz) D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
{ {
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
......
...@@ -150,7 +150,7 @@ static void D3DXMatrixTest(void) ...@@ -150,7 +150,7 @@ static void D3DXMatrixTest(void)
{ {
D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3; D3DXMATRIX expectedmat, gotmat, mat, mat2, mat3;
BOOL expected, got; BOOL expected, got;
FLOAT expectedfloat, gotfloat; FLOAT angle, expectedfloat, gotfloat;
U(mat).m[0][1] = 5.0f; U(mat).m[0][2] = 7.0f; U(mat).m[0][3] = 8.0f; U(mat).m[0][1] = 5.0f; U(mat).m[0][2] = 7.0f; U(mat).m[0][3] = 8.0f;
U(mat).m[1][0] = 11.0f; U(mat).m[1][2] = 16.0f; U(mat).m[1][3] = 33.0f; U(mat).m[1][0] = 11.0f; U(mat).m[1][2] = 16.0f; U(mat).m[1][3] = 33.0f;
...@@ -166,6 +166,8 @@ static void D3DXMatrixTest(void) ...@@ -166,6 +166,8 @@ static void D3DXMatrixTest(void)
mat2.m[0][3] = -4.0f; mat2.m[1][3] = -3.0f; mat2.m[2][3] = -2.0f; mat2.m[0][3] = -4.0f; mat2.m[1][3] = -3.0f; mat2.m[2][3] = -2.0f;
mat2.m[3][3] = -1.0f; mat2.m[3][3] = -1.0f;
angle = D3DX_PI / 3.0f;
/*____________D3DXMatrixfDeterminant_____________*/ /*____________D3DXMatrixfDeterminant_____________*/
expectedfloat = -147888.0f; expectedfloat = -147888.0f;
gotfloat = D3DXMatrixfDeterminant(&mat); gotfloat = D3DXMatrixfDeterminant(&mat);
...@@ -196,6 +198,14 @@ static void D3DXMatrixTest(void) ...@@ -196,6 +198,14 @@ static void D3DXMatrixTest(void)
D3DXMatrixMultiply(&gotmat,&mat,&mat2); D3DXMatrixMultiply(&gotmat,&mat,&mat2);
expect_mat(expectedmat,gotmat); 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;
expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = -sqrt(3.0f)/2.0f; expectedmat.m[2][2] = 0.5f; 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;
D3DXMatrixRotationX(&gotmat,angle);
expect_mat(expectedmat,gotmat);
/*____________D3DXMatrixScaling______________*/ /*____________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[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; expectedmat.m[1][0] = 0.0; expectedmat.m[1][1] = 0.53f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
......
...@@ -60,6 +60,7 @@ typedef struct D3DXCOLOR ...@@ -60,6 +60,7 @@ 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 D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz); D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z); D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm); D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
......
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