d3dx8: Implement D3DXMatrixTransformation2D.

oldstable
David Adam 2008-11-12 19:16:30 +01:00 committed by Alexandre Julliard
parent 4f1d5c26d1
commit 09c6caea06
4 changed files with 161 additions and 1 deletions

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@ -225,7 +225,7 @@
@ stdcall D3DXMatrixScaling(ptr long long long) d3dx8.D3DXMatrixScaling
@ stdcall D3DXMatrixShadow(ptr ptr ptr) d3dx8.D3DXMatrixShadow
@ stdcall D3DXMatrixTransformation(ptr ptr ptr ptr ptr ptr ptr) d3dx8.D3DXMatrixTransformation
@ stub D3DXMatrixTransformation2D
@ stdcall D3DXMatrixTransformation2D(ptr ptr long ptr ptr long ptr)
@ stdcall D3DXMatrixTranslation(ptr long long long) d3dx8.D3DXMatrixTranslation
@ stdcall D3DXMatrixTranspose(ptr ptr) d3dx8.D3DXMatrixTranspose
@ stub D3DXOptimizeFaces

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@ -1,6 +1,7 @@
/*
* Mathematical operations specific to D3DX9.
*
* Copyright (C) 2008 David Adam
* Copyright (C) 2008 Philip Nilsson
*
* This library is free software; you can redistribute it and/or
@ -129,6 +130,85 @@ HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutr
return S_OK;
}
/*************************************************************************
* D3DXMatrixTransformation2D
*/
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(
D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter,
FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling,
CONST D3DXVECTOR2 *protationcenter, FLOAT rotation,
CONST D3DXVECTOR2 *ptranslation)
{
D3DXQUATERNION rot, sca_rot;
D3DXVECTOR3 rot_center, sca, sca_center, trans;
if ( pscalingcenter )
{
sca_center.x=pscalingcenter->x;
sca_center.y=pscalingcenter->y;
sca_center.z=0.0f;
}
else
{
sca_center.x=0.0f;
sca_center.y=0.0f;
sca_center.z=0.0f;
}
if ( pscaling )
{
sca.x=pscaling->x;
sca.y=pscaling->y;
sca.z=0.0f;
}
else
{
sca.x=0.0f;
sca.y=0.0f;
sca.z=0.0f;
}
if ( protationcenter )
{
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;
}
if ( ptranslation )
{
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;
}
rot.w=cos(rotation/2.0f);
rot.x=0.0f;
rot.y=0.0f;
rot.z=sin(rotation/2.0f);
sca_rot.w=cos(scalingrotation/2.0f);
sca_rot.x=0.0f;
sca_rot.y=0.0f;
sca_rot.z=sin(scalingrotation/2.0f);
D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
return pout;
}
/*************************************************************************
* D3DXPlaneTransformArray
*/

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@ -1,4 +1,5 @@
/*
* Copyright 2008 David Adam
* Copyright 2008 Philip Nilsson
*
* This library is free software; you can redistribute it and/or
@ -584,6 +585,83 @@ static void test_Matrix_Decompose(void)
ok(hr == D3DERR_INVALIDCALL, "Expected D3DERR_INVALIDCALL, got %x\n", hr);
}
static void test_Matrix_Transformation2D(void)
{
D3DXMATRIX exp_mat, got_mat;
D3DXVECTOR2 rot_center, sca, sca_center, trans;
FLOAT rot, sca_rot;
rot_center.x = 3.0f;
rot_center.y = 4.0f;
sca.x = 12.0f;
sca.y = -3.0f;
sca_center.x = 9.0f;
sca_center.y = -5.0f;
trans.x = -6.0f;
trans.y = 7.0f;
rot = D3DX_PI/3.0f;
sca_rot = 5.0f*D3DX_PI/4.0f;
exp_mat.m[0][0] = -4.245192f;
exp_mat.m[1][0] = -0.147116f;
exp_mat.m[2][0] = 0.0f;
exp_mat.m[3][0] = 45.265373f;
exp_mat.m[0][1] = 7.647113f;
exp_mat.m[1][1] = 8.745192f;
exp_mat.m[2][1] = 0.0f;
exp_mat.m[3][1] = -13.401899f;
exp_mat.m[0][2] = 0.0f;
exp_mat.m[1][2] = 0.0f;
exp_mat.m[2][2] = 0.0f;
exp_mat.m[3][2] = 0.0f;
exp_mat.m[0][3] = 0.0f;
exp_mat.m[1][3] = 0.0f;
exp_mat.m[2][3] = 0.0f;
exp_mat.m[3][3] = 1.0f;
D3DXMatrixTransformation2D(&got_mat, &sca_center, sca_rot, &sca, &rot_center, rot, &trans);
expect_mat(&exp_mat, &got_mat);
/*_________*/
sca_center.x = 9.0f;
sca_center.y = -5.0f;
trans.x = -6.0f;
trans.y = 7.0f;
rot = D3DX_PI/3.0f;
sca_rot = 5.0f*D3DX_PI/4.0f;
exp_mat.m[0][0] = 0.0f;
exp_mat.m[1][0] = 0.0f;
exp_mat.m[2][0] = 0.0f;
exp_mat.m[3][0] = 2.830127f;
exp_mat.m[0][1] = 0.0f;
exp_mat.m[1][1] = 0.0f;
exp_mat.m[2][1] = 0.0f;
exp_mat.m[3][1] = 12.294229f;
exp_mat.m[0][2] = 0.0f;
exp_mat.m[1][2] = 0.0f;
exp_mat.m[2][2] = 0.0f;
exp_mat.m[3][2] = 0.0f;
exp_mat.m[0][3] = 0.0f;
exp_mat.m[1][3] = 0.0f;
exp_mat.m[2][3] = 0.0f;
exp_mat.m[3][3] = 1.0f;
D3DXMatrixTransformation2D(&got_mat, &sca_center, sca_rot, NULL, NULL, rot, &trans);
expect_mat(&exp_mat, &got_mat);
}
static void test_D3DXVec_Array(void)
{
unsigned int i;
@ -725,5 +803,6 @@ START_TEST(math)
{
test_Matrix_AffineTransformation2D();
test_Matrix_Decompose();
test_Matrix_Transformation2D();
test_D3DXVec_Array();
}

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@ -296,6 +296,7 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane);
D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation);
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation);
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);