From ed7c28353dd9bdf2b49cba6ddae09f0dde6fb5b3 Mon Sep 17 00:00:00 2001 From: Nozomi Kodama Date: Thu, 14 Jun 2012 10:37:04 +0800 Subject: [PATCH] d3dx9_36: Implementation of D3DXQuaternionSquadSetup. --- dlls/d3dx9_36/d3dx9_36.spec | 2 +- dlls/d3dx9_36/math.c | 67 +++++++++++++++++++++++++++++++++++++ dlls/d3dx9_36/tests/math.c | 42 +++++++++++++++++++++++ include/d3dx9math.h | 1 + 4 files changed, 111 insertions(+), 1 deletion(-) diff --git a/dlls/d3dx9_36/d3dx9_36.spec b/dlls/d3dx9_36/d3dx9_36.spec index 20a8abf1441..d8fcaa4cce1 100644 --- a/dlls/d3dx9_36/d3dx9_36.spec +++ b/dlls/d3dx9_36/d3dx9_36.spec @@ -252,7 +252,7 @@ @ stdcall D3DXQuaternionRotationYawPitchRoll(ptr float float float) @ stdcall D3DXQuaternionSlerp(ptr ptr ptr float) @ stdcall D3DXQuaternionSquad(ptr ptr ptr ptr ptr float) -@ stub D3DXQuaternionSquadSetup(ptr ptr ptr ptr ptr ptr ptr) +@ stdcall D3DXQuaternionSquadSetup(ptr ptr ptr ptr ptr ptr ptr) @ stdcall D3DXQuaternionToAxisAngle(ptr ptr ptr) @ stub D3DXRectPatchSize(ptr ptr ptr) @ stub D3DXSaveMeshHierarchyToFileA(ptr long ptr ptr ptr) diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c index 5c6530aecce..499d368f719 100644 --- a/dlls/d3dx9_36/math.c +++ b/dlls/d3dx9_36/math.c @@ -1366,6 +1366,73 @@ D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATE return pout; } +static D3DXQUATERNION add_diff(CONST D3DXQUATERNION *q1, CONST D3DXQUATERNION *q2, CONST FLOAT add) +{ + D3DXQUATERNION temp; + + temp.x = q1->x + add * q2->x; + temp.y = q1->y + add * q2->y; + temp.z = q1->z + add * q2->z; + temp.w = q1->w + add * q2->w; + + return temp; +} + +void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, CONST D3DXQUATERNION *pq0, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3) +{ + D3DXQUATERNION q, temp1, temp2, temp3, zero; + + TRACE("(%p, %p, %p, %p, %p, %p, %p)\n", paout, pbout, pcout, pq0, pq1, pq2, pq3); + + zero.x = 0.0f; + zero.y = 0.0f; + zero.z = 0.0f; + zero.w = 0.0f; + + if ( D3DXQuaternionDot(pq0, pq1) < 0.0f ) + temp2 = add_diff(&zero, pq0, -1.0f); + else + temp2 = *pq0; + + if ( D3DXQuaternionDot(pq1, pq2) < 0.0f ) + *pcout = add_diff(&zero, pq2, -1.0f); + else + *pcout = *pq2; + + if ( D3DXQuaternionDot(pcout, pq3) < 0.0f ) + temp3 = add_diff(&zero, pq3, -1.0f); + else + temp3 = *pq3; + + D3DXQuaternionInverse(&temp1, pq1); + D3DXQuaternionMultiply(&temp2, &temp1, &temp2); + D3DXQuaternionLn(&temp2, &temp2); + D3DXQuaternionMultiply(&q, &temp1, pcout); + D3DXQuaternionLn(&q, &q); + temp1 = add_diff(&temp2, &q, 1.0f); + temp1.x *= -0.25f; + temp1.y *= -0.25f; + temp1.z *= -0.25f; + temp1.w *= -0.25f; + D3DXQuaternionExp(&temp1, &temp1); + D3DXQuaternionMultiply(paout, pq1, &temp1); + + D3DXQuaternionInverse(&temp1, pcout); + D3DXQuaternionMultiply(&temp2, &temp1, pq1); + D3DXQuaternionLn(&temp2, &temp2); + D3DXQuaternionMultiply(&q, &temp1, &temp3); + D3DXQuaternionLn(&q, &q); + temp1 = add_diff(&temp2, &q, 1.0f); + temp1.x *= -0.25f; + temp1.y *= -0.25f; + temp1.z *= -0.25f; + temp1.w *= -0.25f; + D3DXQuaternionExp(&temp1, &temp1); + D3DXQuaternionMultiply(pbout, pcout, &temp1); + + return; +} + void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) { paxis->x = pq->x; diff --git a/dlls/d3dx9_36/tests/math.c b/dlls/d3dx9_36/tests/math.c index c93044d79bd..e732691971d 100644 --- a/dlls/d3dx9_36/tests/math.c +++ b/dlls/d3dx9_36/tests/math.c @@ -940,6 +940,48 @@ static void D3DXQuaternionTest(void) D3DXQuaternionSquad(&gotquat,&q,&r,&t,&u,scale); expect_vec4(expectedquat,gotquat); +/*_______________D3DXQuaternionSquadSetup___________________*/ + r.x = 1.0f, r.y = 2.0f; r.z = 4.0f; r.w = 10.0f; + s.x = -3.0f; s.y = 4.0f; s.z = -5.0f; s.w = 7.0; + t.x = -1111.0f, t.y = 111.0f; t.z = -11.0f; t.w = 1.0f; + u.x = 91.0f; u.y = - 82.0f; u.z = 7.3f; u.w = -6.4f; + D3DXQuaternionSquadSetup(&gotquat,&Nq,&Nq1,&r,&s,&t,&u); + expectedquat.x = 7.121285f; expectedquat.y = 2.159964f; expectedquat.z = -3.855094f; expectedquat.w = 5.362844f; + expect_vec4(expectedquat,gotquat); + expectedquat.x = -1113.492920f; expectedquat.y = 82.679260f; expectedquat.z = -6.696645f; expectedquat.w = -4.090050f; + expect_vec4(expectedquat,Nq); + expectedquat.x = -1111.0f; expectedquat.y = 111.0f; expectedquat.z = -11.0f; expectedquat.w = 1.0f; + expect_vec4(expectedquat,Nq1); + r.x = 0.2f; r.y = 0.3f; r.z = 1.3f; r.w = -0.6f; + s.x = -3.0f; s.y =-2.0f; s.z = 4.0f; s.w = 0.2f; + t.x = 0.4f; t.y = 8.3f; t.z = -3.1f; t.w = -2.7f; + u.x = 1.1f; u.y = -0.7f; u.z = 9.2f; u.w = 0.0f; + D3DXQuaternionSquadSetup(&gotquat,&Nq,&Nq1,&r,&s,&u,&t); + expectedquat.x = -4.139569f; expectedquat.y = -2.469115f; expectedquat.z = 2.364477f; expectedquat.w = 0.465494f; + expect_vec4(expectedquat,gotquat); + expectedquat.x = 2.342533f; expectedquat.y = 2.365127f; expectedquat.z = 8.628538f; expectedquat.w = -0.898356f; + expect_vec4(expectedquat,Nq); + expectedquat.x = 1.1f; expectedquat.y = -0.7f; expectedquat.z = 9.2f; expectedquat.w = 0.0f; + expect_vec4(expectedquat,Nq1); + D3DXQuaternionSquadSetup(&gotquat,&Nq,&Nq1,&r,&s,&t,&u); + expectedquat.x = -3.754567f; expectedquat.y = -0.586085f; expectedquat.z = 3.815818f; expectedquat.w = -0.198150f; + expect_vec4(expectedquat,gotquat); + expectedquat.x = 0.140773f; expectedquat.y = -8.737090f; expectedquat.z = -0.516593f; expectedquat.w = 3.053942f; + expect_vec4(expectedquat,Nq); + expectedquat.x = -0.4f; expectedquat.y = -8.3f; expectedquat.z = 3.1f; expectedquat.w = 2.7f; + expect_vec4(expectedquat,Nq1); + r.x = -1.0f; r.y = 0.0f; r.z = 0.0f; r.w = 0.0f; + s.x = 1.0f; s.y =0.0f; s.z = 0.0f; s.w = 0.0f; + t.x = 1.0f; t.y = 0.0f; t.z = 0.0f; t.w = 0.0f; + u.x = -1.0f; u.y = 0.0f; u.z = 0.0f; u.w = 0.0f; + D3DXQuaternionSquadSetup(&gotquat,&Nq,&Nq1,&r,&s,&t,&u); + expectedquat.x = 1.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.0f; + expect_vec4(expectedquat,gotquat); + expectedquat.x = 1.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.0f; + expect_vec4(expectedquat,Nq); + expectedquat.x = 1.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.0f; + expect_vec4(expectedquat,Nq1); + /*_______________D3DXQuaternionToAxisAngle__________________*/ Nq.x = 1.0f/22.0f; Nq.y = 2.0f/22.0f; Nq.z = 4.0f/22.0f; Nq.w = 10.0f/22.0f; expectedvec.x = 1.0f/22.0f; expectedvec.y = 2.0f/22.0f; expectedvec.z = 4.0f/22.0f; diff --git a/include/d3dx9math.h b/include/d3dx9math.h index c31b6529299..a1fd70ad1c3 100644 --- a/include/d3dx9math.h +++ b/include/d3dx9math.h @@ -337,6 +337,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll); D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t); D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t); +void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, CONST D3DXQUATERNION *pq0, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3); void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle); D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);