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d3dx8: Implement D3DXQuaternionSlerp.
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@ -58,7 +58,7 @@
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@ stdcall D3DXQuaternionInverse(ptr ptr)
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@ stub D3DXQuaternionLn
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@ stub D3DXQuaternionExp
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@ stub D3DXQuaternionSlerp
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@ stdcall D3DXQuaternionSlerp(ptr ptr ptr long)
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@ stub D3DXQuaternionSquad
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@ stub D3DXQuaternionBaryCentric
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@ stdcall D3DXPlaneNormalize(ptr ptr)
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@ -635,6 +635,21 @@ D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQ
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}
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return pout;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
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{
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FLOAT dot, epsilon;
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epsilon = 1.0f;
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dot = D3DXQuaternionDot(pq1, pq2);
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if ( dot < 0.0f) epsilon = -1.0f;
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pout->x = (1.0f - t) * pq1->x + epsilon * t * pq2->x;
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pout->y = (1.0f - t) * pq1->y + epsilon * t * pq2->y;
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pout->z = (1.0f - t) * pq1->z + epsilon * t * pq2->z;
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pout->w = (1.0f - t) * pq1->w + epsilon * t * pq2->w;
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return pout;
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}
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/*_________________D3DXVec2_____________________*/
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D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
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@ -552,14 +552,17 @@ static void D3DXPlaneTest(void)
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static void D3X8QuaternionTest(void)
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{
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D3DXQUATERNION expectedquat, gotquat, nul, q, r, s;
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D3DXQUATERNION expectedquat, gotquat, nul, q, r, s, t;
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LPD3DXQUATERNION funcpointer;
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FLOAT expected, got;
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FLOAT expected, got, scale;
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BOOL expectedbool, gotbool;
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nul.x = 0.0f; nul.y = 0.0f; nul.z = 0.0f; nul.w = 0.0f;
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q.x = 1.0f, q.y = 2.0f; q.z = 4.0f; q.w = 10.0f;
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r.x = -3.0f; r.y = 4.0f; r.z = -5.0f; r.w = 7.0;
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t.x = -1111.0f, t.y= 111.0f; t.z = -11.0f; t.w = 1.0f;
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scale = 0.3f;
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/*_______________D3DXQuaternionConjugate________________*/
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expectedquat.x = -1.0f; expectedquat.y = -2.0f; expectedquat.z = -4.0f; expectedquat.w = 10.0f;
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@ -644,6 +647,14 @@ static void D3X8QuaternionTest(void)
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expectedquat.x = 0.0f; expectedquat.y = 0.0f; expectedquat.z = 0.0f; expectedquat.w = 0.0f;
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D3DXQuaternionNormalize(&gotquat,&nul);
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expect_vec4(expectedquat,gotquat);
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/*_______________D3DXQuaternionSlerp________________________*/
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expectedquat.x = -0.2f; expectedquat.y = 2.6f; expectedquat.z = 1.3f; expectedquat.w = 9.1f;
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D3DXQuaternionSlerp(&gotquat,&q,&r,scale);
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expect_vec4(expectedquat,gotquat);
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expectedquat.x = 334.0f; expectedquat.y = -31.9f; expectedquat.z = 6.1f; expectedquat.w = 6.7f;
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D3DXQuaternionSlerp(&gotquat,&q,&t,scale);
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expect_vec4(expectedquat,gotquat);
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}
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static void D3X8Vector2Test(void)
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@ -305,6 +305,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, C
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
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D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
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D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s);
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