d3dx9: Improve D3DXMatrixAffineTransformation2D().

This commit is contained in:
Rico Schüller 2012-09-28 08:43:18 +02:00 committed by Alexandre Julliard
parent aa344fc88d
commit c131bee4fc

View file

@ -126,57 +126,42 @@ D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scalin
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation)
D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *out, FLOAT scaling,
const D3DXVECTOR2 *rotationcenter, FLOAT rotation, const D3DXVECTOR2 *translation)
{
D3DXMATRIX m1, m2, m3, m4, m5;
D3DXQUATERNION rot;
D3DXVECTOR3 rot_center, trans;
FLOAT tmp1, tmp2, s;
TRACE("(%p, %f, %p, %f, %p)\n", pout, scaling, protationcenter, rotation, ptranslation);
TRACE("out %p, scaling %f, rotationcenter %p, rotation %f, translation %p\n",
out, scaling, rotationcenter, rotation, translation);
rot.w=cos(rotation/2.0f);
rot.x=0.0f;
rot.y=0.0f;
rot.z=sin(rotation/2.0f);
s = sinf(rotation / 2.0f);
tmp1 = 1.0f - 2.0f * s * s;
tmp2 = 2.0 * s * cosf(rotation / 2.0f);
if ( protationcenter )
D3DXMatrixIdentity(out);
out->u.m[0][0] = scaling * tmp1;
out->u.m[0][1] = scaling * tmp2;
out->u.m[1][0] = -scaling * tmp2;
out->u.m[1][1] = scaling * tmp1;
if (rotationcenter)
{
rot_center.x=protationcenter->x;
rot_center.y=protationcenter->y;
rot_center.z=0.0f;
}
else
{
rot_center.x=0.0f;
rot_center.y=0.0f;
rot_center.z=0.0f;
FLOAT x, y;
x = rotationcenter->x;
y = rotationcenter->y;
out->u.m[3][0] = y * tmp2 - x * tmp1 + x;
out->u.m[3][1] = -x * tmp2 - y * tmp1 + y;
}
if ( ptranslation )
if (translation)
{
trans.x=ptranslation->x;
trans.y=ptranslation->y;
trans.z=0.0f;
}
else
{
trans.x=0.0f;
trans.y=0.0f;
trans.z=0.0f;
out->u.m[3][0] += translation->x;
out->u.m[3][1] += translation->y;
}
D3DXMatrixScaling(&m1, scaling, scaling, 1.0f);
D3DXMatrixTranslation(&m2, -rot_center.x, -rot_center.y, -rot_center.z);
D3DXMatrixTranslation(&m4, rot_center.x, rot_center.y, rot_center.z);
D3DXMatrixRotationQuaternion(&m3, &rot);
D3DXMatrixTranslation(&m5, trans.x, trans.y, trans.z);
D3DXMatrixMultiply(&m1, &m1, &m2);
D3DXMatrixMultiply(&m1, &m1, &m3);
D3DXMatrixMultiply(&m1, &m1, &m4);
D3DXMatrixMultiply(pout, &m1, &m5);
return pout;
return out;
}
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm)