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d3dx8: Implement D3DXMatrixRotationZ.
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5098f39410
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4 changed files with 20 additions and 1 deletions
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@ -28,7 +28,7 @@
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@ stdcall D3DXMatrixTranslation(ptr long long long)
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@ stdcall D3DXMatrixTranslation(ptr long long long)
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@ stdcall D3DXMatrixRotationX(ptr long)
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@ stdcall D3DXMatrixRotationX(ptr long)
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@ stdcall D3DXMatrixRotationY(ptr long)
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@ stdcall D3DXMatrixRotationY(ptr long)
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@ stub D3DXMatrixRotationZ
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@ stdcall D3DXMatrixRotationZ(ptr long)
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@ stub D3DXMatrixRotationAxis
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@ stub D3DXMatrixRotationAxis
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@ stub D3DXMatrixRotationQuaternion
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@ stub D3DXMatrixRotationQuaternion
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@ stub D3DXMatrixRotationYawPitchRoll
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@ stub D3DXMatrixRotationYawPitchRoll
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@ -78,6 +78,16 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
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return pout;
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return pout;
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}
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}
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D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
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{
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D3DXMatrixIdentity(pout);
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pout->m[0][0] = cos(angle);
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pout->m[1][1] = cos(angle);
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pout->m[0][1] = sin(angle);
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pout->m[1][0] = -sin(angle);
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
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D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
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{
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{
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D3DXMatrixIdentity(pout);
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D3DXMatrixIdentity(pout);
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@ -214,6 +214,14 @@ static void D3DXMatrixTest(void)
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D3DXMatrixRotationY(&gotmat,angle);
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D3DXMatrixRotationY(&gotmat,angle);
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expect_mat(expectedmat,gotmat);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixRotationZ______________*/
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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;
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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;
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expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = 0.0f; expectedmat.m[2][2] = 1.0f; expectedmat.m[2][3] = 0.0f;
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expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 0.0f; expectedmat.m[3][3] = 1.0f;
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D3DXMatrixRotationZ(&gotmat,angle);
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expect_mat(expectedmat,gotmat);
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/*____________D3DXMatrixScaling______________*/
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/*____________D3DXMatrixScaling______________*/
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expectedmat.m[0][0] = 0.69f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[0][0] = 0.69f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f;
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expectedmat.m[1][0] = 0.0; expectedmat.m[1][1] = 0.53f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
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expectedmat.m[1][0] = 0.0; expectedmat.m[1][1] = 0.53f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f;
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@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
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D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
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D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
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D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
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D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
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