From 5cc527d30d83f317b7937ec02ec868004d98a0b8 Mon Sep 17 00:00:00 2001 From: David Adam Date: Thu, 15 Nov 2007 13:09:38 +0100 Subject: [PATCH] d3dx8: Implement D3DXMatrixReflect. --- dlls/d3dx8/d3dx8.spec | 2 +- dlls/d3dx8/math.c | 21 +++++++++++++++++++++ dlls/d3dx8/tests/math.c | 7 +++++++ include/d3dx8math.h | 1 + 4 files changed, 30 insertions(+), 1 deletion(-) diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec index dae45701252..9dca39bc0aa 100644 --- a/dlls/d3dx8/d3dx8.spec +++ b/dlls/d3dx8/d3dx8.spec @@ -48,7 +48,7 @@ @ stdcall D3DXMatrixOrthoOffCenterRH(ptr long long long long long long) @ stdcall D3DXMatrixOrthoOffCenterLH(ptr long long long long long long) @ stdcall D3DXMatrixShadow(ptr ptr ptr) -@ stub D3DXMatrixReflect +@ stdcall D3DXMatrixReflect(ptr ptr) @ stub D3DXQuaternionToAxisAngle @ stub D3DXQuaternionRotationMatrix @ stub D3DXQuaternionRotationAxis diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c index 990aa555304..cb6789a0aa6 100644 --- a/dlls/d3dx8/math.c +++ b/dlls/d3dx8/math.c @@ -325,6 +325,27 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F return pout; } +D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane) +{ + D3DXPLANE Nplane; + + D3DXPlaneNormalize(&Nplane, pplane); + D3DXMatrixIdentity(pout); + pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a; + pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b; + pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c; + pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b; + pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b; + pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c; + pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a; + pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b; + pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c; + pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a; + pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b; + pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c; + return pout; +} + D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle) { D3DXVECTOR3 v; diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c index abc3a98a5ad..05a72e91ee2 100644 --- a/dlls/d3dx8/tests/math.c +++ b/dlls/d3dx8/tests/math.c @@ -346,6 +346,13 @@ static void D3DXMatrixTest(void) D3DXMatrixPerspectiveRH(&gotmat, 0.2f, 0.75f, -2.4f, 8.7f); expect_mat(expectedmat,gotmat); +/*____________D3DXMatrixReflect______________*/ + U(expectedmat).m[0][0] = 0.307692f; U(expectedmat).m[0][1] = -0.230769f; U(expectedmat).m[0][2] = 0.923077f; U(expectedmat).m[0][3] = 0.0f; + U(expectedmat).m[1][0] = -0.230769; U(expectedmat).m[1][1] = 0.923077f; U(expectedmat).m[1][2] = 0.307693f; U(expectedmat).m[1][3] = 0.0f; + U(expectedmat).m[2][0] = 0.923077f; U(expectedmat).m[2][1] = 0.307693f; U(expectedmat).m[2][2] = -0.230769f; U(expectedmat).m[2][3] = 0.0f; + U(expectedmat).m[3][0] = 1.615385f; U(expectedmat).m[3][1] = 0.538462f; U(expectedmat).m[3][2] = -2.153846f; U(expectedmat).m[3][3] = 1.0f; + D3DXMatrixReflect(&gotmat,&plane); + expect_mat(expectedmat,gotmat); /*____________D3DXMatrixRotationAxis_____*/ U(expectedmat).m[0][0] = 0.508475f; U(expectedmat).m[0][1] = 0.763805f; U(expectedmat).m[0][2] = 0.397563f; U(expectedmat).m[0][3] = 0.0f; U(expectedmat).m[1][0] = -0.814652f; U(expectedmat).m[1][1] = 0.576271f; U(expectedmat).m[1][2] = -0.065219f; U(expectedmat).m[1][3] = 0.0f; diff --git a/include/d3dx8math.h b/include/d3dx8math.h index 195badd64f0..930c4178c64 100644 --- a/include/d3dx8math.h +++ b/include/d3dx8math.h @@ -281,6 +281,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf); D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf); +D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane); D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq); D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);