d3dx9: Improve D3DXMatrixTransformation2D().

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
(cherry picked from commit dba1304bdd)
Signed-off-by: Michael Stefaniuc <mstefani@winehq.org>
oldstable
Matteo Bruni 2019-01-25 18:15:01 +01:00 committed by Michael Stefaniuc
parent e36c8d616e
commit 212b24164e
1 changed files with 38 additions and 64 deletions

View File

@ -810,79 +810,53 @@ D3DXMATRIX * WINAPI D3DXMatrixTransformation(D3DXMATRIX *out, const D3DXVECTOR3
return out;
}
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation)
static void vec3_from_vec2(D3DXVECTOR3 *v3, const D3DXVECTOR2 *v2)
{
D3DXQUATERNION rot, sca_rot;
D3DXVECTOR3 rot_center, sca, sca_center, trans;
if (!v2)
return;
TRACE("pout %p, pscalingcenter %p, scalingrotation %f, pscaling %p, protztioncenter %p, rotation %f, ptranslation %p\n",
pout, pscalingcenter, scalingrotation, pscaling, protationcenter, rotation, ptranslation);
v3->x = v2->x;
v3->y = v2->y;
v3->z = 0.0f;
}
if ( pscalingcenter )
D3DXMATRIX * WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *out, const D3DXVECTOR2 *scaling_center,
float scaling_rotation, const D3DXVECTOR2 *scaling, const D3DXVECTOR2 *rotation_center,
float rotation, const D3DXVECTOR2 *translation)
{
D3DXVECTOR3 r_c, s, s_c, t;
D3DXQUATERNION r, s_r;
TRACE("out %p, scaling_center %p, scaling_rotation %.8e, scaling %p, rotation_center %p, "
"rotation %.8e, translation %p.\n",
out, scaling_center, scaling_rotation, scaling, rotation_center, rotation, translation);
vec3_from_vec2(&s_c, scaling_center);
vec3_from_vec2(&s, scaling);
if (scaling)
s.z = 1.0f;
vec3_from_vec2(&r_c, rotation_center);
vec3_from_vec2(&t, translation);
if (rotation)
{
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;
r.w = cosf(rotation / 2.0f);
r.x = 0.0f;
r.y = 0.0f;
r.z = sinf(rotation / 2.0f);
}
if ( pscaling )
if (scaling_rotation)
{
sca.x=pscaling->x;
sca.y=pscaling->y;
sca.z=1.0f;
}
else
{
sca.x=1.0f;
sca.y=1.0f;
sca.z=1.0f;
s_r.w = cosf(scaling_rotation / 2.0f);
s_r.x = 0.0f;
s_r.y = 0.0f;
s_r.z = sinf(scaling_rotation / 2.0f);
}
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=cosf(rotation/2.0f);
rot.x=0.0f;
rot.y=0.0f;
rot.z=sinf(rotation/2.0f);
sca_rot.w=cosf(scalingrotation/2.0f);
sca_rot.x=0.0f;
sca_rot.y=0.0f;
sca_rot.z=sinf(scalingrotation/2.0f);
D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
return pout;
return D3DXMatrixTransformation(out, scaling_center ? &s_c : NULL,
scaling_rotation ? &s_r : NULL, scaling ? &s : NULL, rotation_center ? &r_c: NULL,
rotation ? &r : NULL, translation ? &t : NULL);
}
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)