Commit 945e81b3 authored by Rico Schüller's avatar Rico Schüller Committed by Alexandre Julliard

d3dx9: Improve D3DXMatrixAffineTransformation().

parent c131bee4
......@@ -94,36 +94,73 @@ FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex)
/*_________________D3DXMatrix____________________*/
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation)
D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *out, FLOAT scaling, const D3DXVECTOR3 *rotationcenter,
const D3DXQUATERNION *rotation, const D3DXVECTOR3 *translation)
{
D3DXMATRIX m1, m2, m3, m4, m5;
TRACE("(%p, %f, %p, %p, %p)\n", pout, scaling, rotationcenter, rotation, translation);
TRACE("out %p, scaling %f, rotationcenter %p, rotation %p, translation %p\n",
out, scaling, rotationcenter, rotation, translation);
D3DXMatrixScaling(&m1, scaling, scaling, scaling);
D3DXMatrixIdentity(out);
if ( !rotationcenter )
if (rotation)
{
D3DXMatrixIdentity(&m2);
D3DXMatrixIdentity(&m4);
FLOAT temp00, temp01, temp02, temp10, temp11, temp12, temp20, temp21, temp22;
temp00 = 1.0f - 2.0f * (rotation->y * rotation->y + rotation->z * rotation->z);
temp01 = 2.0f * (rotation->x * rotation->y + rotation->z * rotation->w);
temp02 = 2.0f * (rotation->x * rotation->z - rotation->y * rotation->w);
temp10 = 2.0f * (rotation->x * rotation->y - rotation->z * rotation->w);
temp11 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->z * rotation->z);
temp12 = 2.0f * (rotation->y * rotation->z + rotation->x * rotation->w);
temp20 = 2.0f * (rotation->x * rotation->z + rotation->y * rotation->w);
temp21 = 2.0f * (rotation->y * rotation->z - rotation->x * rotation->w);
temp22 = 1.0f - 2.0f * (rotation->x * rotation->x + rotation->y * rotation->y);
out->u.m[0][0] = scaling * temp00;
out->u.m[0][1] = scaling * temp01;
out->u.m[0][2] = scaling * temp02;
out->u.m[1][0] = scaling * temp10;
out->u.m[1][1] = scaling * temp11;
out->u.m[1][2] = scaling * temp12;
out->u.m[2][0] = scaling * temp20;
out->u.m[2][1] = scaling * temp21;
out->u.m[2][2] = scaling * temp22;
if (rotationcenter)
{
FLOAT x, y, z;
x = -rotationcenter->x;
y = -rotationcenter->y;
z = -rotationcenter->z;
out->u.m[3][0] = x * temp00 + y * temp10 + z * temp20;
out->u.m[3][1] = x * temp01 + y * temp11 + z * temp21;
out->u.m[3][2] = x * temp02 + y * temp12 + z * temp22;
}
}
else
{
D3DXMatrixTranslation(&m2, -rotationcenter->x, -rotationcenter->y, -rotationcenter->z);
D3DXMatrixTranslation(&m4, rotationcenter->x, rotationcenter->y, rotationcenter->z);
out->u.m[0][0] = scaling;
out->u.m[1][1] = scaling;
out->u.m[2][2] = scaling;
}
if ( !rotation ) D3DXMatrixIdentity(&m3);
else D3DXMatrixRotationQuaternion(&m3, rotation);
if (rotationcenter)
{
out->u.m[3][0] += rotationcenter->x;
out->u.m[3][1] += rotationcenter->y;
out->u.m[3][2] += rotationcenter->z;
}
if ( !translation ) D3DXMatrixIdentity(&m5);
else D3DXMatrixTranslation(&m5, translation->x, translation->y, translation->z);
if (translation)
{
out->u.m[3][0] += translation->x;
out->u.m[3][1] += translation->y;
out->u.m[3][2] += translation->z;
}
D3DXMatrixMultiply(&m1, &m1, &m2);
D3DXMatrixMultiply(&m1, &m1, &m3);
D3DXMatrixMultiply(&m1, &m1, &m4);
D3DXMatrixMultiply(pout, &m1, &m5);
return pout;
return out;
}
D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling,
......
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