From ad911054dd88c33163d7eeac24c3ef34fbb6be5a Mon Sep 17 00:00:00 2001 From: David Adam Date: Tue, 30 Oct 2007 15:53:19 +0100 Subject: [PATCH] d3dx8: Implement D3DXMatrixRotationZ. --- dlls/d3dx8/d3dx8.spec | 2 +- dlls/d3dx8/math.c | 10 ++++++++++ dlls/d3dx8/tests/math.c | 8 ++++++++ include/d3dx8math.h | 1 + 4 files changed, 20 insertions(+), 1 deletion(-) diff --git a/dlls/d3dx8/d3dx8.spec b/dlls/d3dx8/d3dx8.spec index 7115cba4020..261c3aa89cd 100644 --- a/dlls/d3dx8/d3dx8.spec +++ b/dlls/d3dx8/d3dx8.spec @@ -28,7 +28,7 @@ @ stdcall D3DXMatrixTranslation(ptr long long long) @ stdcall D3DXMatrixRotationX(ptr long) @ stdcall D3DXMatrixRotationY(ptr long) -@ stub D3DXMatrixRotationZ +@ stdcall D3DXMatrixRotationZ(ptr long) @ stub D3DXMatrixRotationAxis @ stub D3DXMatrixRotationQuaternion @ stub D3DXMatrixRotationYawPitchRoll diff --git a/dlls/d3dx8/math.c b/dlls/d3dx8/math.c index 61a8ef1be01..adddbf64ef2 100644 --- a/dlls/d3dx8/math.c +++ b/dlls/d3dx8/math.c @@ -78,6 +78,16 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle) return pout; } +D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle) +{ + D3DXMatrixIdentity(pout); + pout->m[0][0] = cos(angle); + pout->m[1][1] = cos(angle); + pout->m[0][1] = sin(angle); + pout->m[1][0] = -sin(angle); + return pout; +} + D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz) { D3DXMatrixIdentity(pout); diff --git a/dlls/d3dx8/tests/math.c b/dlls/d3dx8/tests/math.c index bd2a98ca9bc..07ede79c7e2 100644 --- a/dlls/d3dx8/tests/math.c +++ b/dlls/d3dx8/tests/math.c @@ -214,6 +214,14 @@ static void D3DXMatrixTest(void) D3DXMatrixRotationY(&gotmat,angle); expect_mat(expectedmat,gotmat); +/*____________D3DXMatrixRotationZ______________*/ + expectedmat.m[0][0] = 0.5f; expectedmat.m[0][1] = sqrt(3.0f)/2.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; + expectedmat.m[1][0] = -sqrt(3.0f)/2.0f; expectedmat.m[1][1] = 0.5f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f; + expectedmat.m[2][0] = 0.0f; expectedmat.m[2][1] = 0.0f; expectedmat.m[2][2] = 1.0f; expectedmat.m[2][3] = 0.0f; + expectedmat.m[3][0] = 0.0f; expectedmat.m[3][1] = 0.0f; expectedmat.m[3][2] = 0.0f; expectedmat.m[3][3] = 1.0f; + D3DXMatrixRotationZ(&gotmat,angle); + expect_mat(expectedmat,gotmat); + /*____________D3DXMatrixScaling______________*/ expectedmat.m[0][0] = 0.69f; expectedmat.m[0][1] = 0.0f; expectedmat.m[0][2] = 0.0f; expectedmat.m[0][3] = 0.0f; expectedmat.m[1][0] = 0.0; expectedmat.m[1][1] = 0.53f; expectedmat.m[1][2] = 0.0f; expectedmat.m[1][3] = 0.0f; diff --git a/include/d3dx8math.h b/include/d3dx8math.h index 9fdd38d4ace..b6486b57d41 100644 --- a/include/d3dx8math.h +++ b/include/d3dx8math.h @@ -62,6 +62,7 @@ FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm); D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2); D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle); +D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle); D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz); D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z); D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm); -- 2.11.4.GIT