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d3dx9_36: D3DXQuaternionLn computes as if the norm of the input is 1.
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@ -1215,29 +1215,20 @@ D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUA
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D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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{
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FLOAT norm, normvec, theta;
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FLOAT t;
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norm = D3DXQuaternionLengthSq(pq);
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if ( norm > 1.0001f )
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{
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pout->x = pq->x;
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pout->y = pq->y;
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pout->z = pq->z;
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pout->w = 0.0f;
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}
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else if( norm > 0.99999f)
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{
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normvec = sqrt( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z );
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theta = atan2(normvec, pq->w) / normvec;
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pout->x = theta * pq->x;
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pout->y = theta * pq->y;
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pout->z = theta * pq->z;
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pout->w = 0.0f;
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}
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TRACE("(%p, %p)\n", pout, pq);
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if ( (pq->w >= 1.0f) || (pq->w == -1.0f) )
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t = 1.0f;
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else
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{
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FIXME("The quaternion (%f, %f, %f, %f) has a norm <1. This should not happen. Windows returns a result anyway. This case is not implemented yet.\n", pq->x, pq->y, pq->z, pq->w);
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}
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t = acos( pq->w ) / sqrt( 1.0f - pq->w * pq->w );
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pout->x = t * pq->x;
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pout->y = t * pq->y;
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pout->z = t * pq->z;
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pout->w = 0.0f;
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return pout;
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}
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@ -746,11 +746,24 @@ static void D3DXQuaternionTest(void)
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expectedquat.x = 0.093768f; expectedquat.y = 0.187536f; expectedquat.z = 0.375073f; expectedquat.w = 0.0f;
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D3DXQuaternionLn(&gotquat,&Nq);
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expect_vec4(expectedquat,gotquat);
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/* Test the cas where the norm of the quaternion is <1 */
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Nq1.x = 0.2f; Nq1.y = 0.1f; Nq1.z = 0.3; Nq1.w= 0.9f;
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Nq.x = 0.0f; Nq.y = 0.0f; Nq.z = 0.0f; Nq.w = 1.0f;
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expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.0f;
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D3DXQuaternionLn(&gotquat,&Nq);
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expect_vec4(expectedquat,gotquat);
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Nq.x = 5.4f; Nq.y = 1.2f; Nq.z = -0.3f; Nq.w = -0.3f;
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expectedquat.x = 10.616652f; expectedquat.y = 2.359256f; expectedquat.z = -0.589814f; expectedquat.w = 0.0f;
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D3DXQuaternionLn(&gotquat,&Nq);
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expect_vec4(expectedquat,gotquat);
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/* Test the case where the norm of the quaternion is <1 */
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Nq1.x = 0.2f; Nq1.y = 0.1f; Nq1.z = 0.3; Nq1.w = 0.9f;
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expectedquat.x = 0.206945f; expectedquat.y = 0.103473f; expectedquat.z = 0.310418f; expectedquat.w = 0.0f;
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D3DXQuaternionLn(&gotquat,&Nq1);
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todo_wine{ expect_vec4(expectedquat,gotquat) };
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expect_vec4(expectedquat,gotquat);
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/* Test the case where the real part of the quaternion is -1.0f */
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Nq1.x = 0.2f; Nq1.y = 0.1f; Nq1.z = 0.3; Nq1.w = -1.0f;
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expectedquat.x = 0.2f; expectedquat.y = 0.1f; expectedquat.z = 0.3f; expectedquat.w = 0.0f;
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D3DXQuaternionLn(&gotquat,&Nq1);
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expect_vec4(expectedquat,gotquat);
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/*_______________D3DXQuaternionMultiply________________________*/
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expectedquat.x = 3.0f; expectedquat.y = 61.0f; expectedquat.z = -32.0f; expectedquat.w = 85.0f;
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