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wine/dlls/d3drm/math.c

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  1 /*
  2  * Copyright 2007 David Adam
  3  * Copyright 2007 Vijay Kiran Kamuju
  4  *
  5  * This library is free software; you can redistribute it and/or
  6  * modify it under the terms of the GNU Lesser General Public
  7  * License as published by the Free Software Foundation; either
  8  * version 2.1 of the License, or (at your option) any later version.
  9  *
 10  * This library is distributed in the hope that it will be useful,
 11  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 12  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 13  * Lesser General Public License for more details.
 14  *
 15  * You should have received a copy of the GNU Lesser General Public
 16  * License along with this library; if not, write to the Free Software
 17  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 18  */
 19 
 20 #define NONAMELESSUNION
 21 
 22 #include <math.h>
 23 #include <stdarg.h>
 24 #include "windef.h"
 25 #include "winbase.h"
 26 #include "wingdi.h"
 27 #include "d3drmdef.h"
 28 
 29 /* Create a RGB color from its components */
 30 D3DCOLOR WINAPI D3DRMCreateColorRGB(D3DVALUE red, D3DVALUE green, D3DVALUE blue)
 31 {
 32     return (D3DRMCreateColorRGBA(red, green, blue, 255.0));
 33 }
 34 /* Create a RGBA color from its components */
 35 D3DCOLOR WINAPI D3DRMCreateColorRGBA(D3DVALUE red, D3DVALUE green, D3DVALUE blue, D3DVALUE alpha)
 36 {
 37     int Red, Green, Blue, Alpha;
 38     Red=floor(red*255);
 39     Green=floor(green*255);
 40     Blue=floor(blue*255);
 41     Alpha=floor(alpha*255);
 42     if (red < 0) Red=0;
 43     if (red > 1) Red=255;
 44     if (green < 0) Green=0;
 45     if (green > 1) Green=255;
 46     if (blue < 0) Blue=0;
 47     if (blue > 1) Blue=255;
 48     if (alpha < 0) Alpha=0;
 49     if (alpha > 1) Alpha=255;
 50     return (RGBA_MAKE(Red, Green, Blue, Alpha));
 51 }
 52 
 53 /* Determine the alpha part of a color */
 54 D3DVALUE WINAPI D3DRMColorGetAlpha(D3DCOLOR color)
 55 {
 56     return (RGBA_GETALPHA(color)/255.0);
 57 }
 58 
 59 /* Determine the blue part of a color */
 60 D3DVALUE WINAPI D3DRMColorGetBlue(D3DCOLOR color)
 61 {
 62     return (RGBA_GETBLUE(color)/255.0);
 63 }
 64 
 65 /* Determine the green part of a color */
 66 D3DVALUE WINAPI D3DRMColorGetGreen(D3DCOLOR color)
 67 {
 68     return (RGBA_GETGREEN(color)/255.0);
 69 }
 70 
 71 /* Determine the red part of a color */
 72 D3DVALUE WINAPI D3DRMColorGetRed(D3DCOLOR color)
 73 {
 74     return (RGBA_GETRED(color)/255.0);
 75 }
 76 
 77 /* Product of 2 quaternions */
 78 LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b)
 79 {
 80     D3DRMQUATERNION temp;
 81     D3DVECTOR cross_product;
 82 
 83     D3DRMVectorCrossProduct(&cross_product, &a->v, &b->v);
 84     temp.s = a->s * b->s - D3DRMVectorDotProduct(&a->v, &b->v);
 85     temp.v.u1.x = a->s * b->v.u1.x + b->s * a->v.u1.x + cross_product.u1.x;
 86     temp.v.u2.y = a->s * b->v.u2.y + b->s * a->v.u2.y + cross_product.u2.y;
 87     temp.v.u3.z = a->s * b->v.u3.z + b->s * a->v.u3.z + cross_product.u3.z;
 88 
 89     *q = temp;
 90     return q;
 91 }
 92 
 93 /* Matrix for the Rotation that a unit quaternion represents */
 94 void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, LPD3DRMQUATERNION q)
 95 {
 96     D3DVALUE w,x,y,z;
 97     w = q->s;
 98     x = q->v.u1.x;
 99     y = q->v.u2.y;
100     z = q->v.u3.z;
101     m[0][0] = 1.0-2.0*(y*y+z*z);
102     m[1][1] = 1.0-2.0*(x*x+z*z);
103     m[2][2] = 1.0-2.0*(x*x+y*y);
104     m[1][0] = 2.0*(x*y+z*w);
105     m[0][1] = 2.0*(x*y-z*w);
106     m[2][0] = 2.0*(x*z-y*w);
107     m[0][2] = 2.0*(x*z+y*w);
108     m[2][1] = 2.0*(y*z+x*w);
109     m[1][2] = 2.0*(y*z-x*w);
110     m[3][0] = 0.0;
111     m[3][1] = 0.0;
112     m[3][2] = 0.0;
113     m[0][3] = 0.0;
114     m[1][3] = 0.0;
115     m[2][3] = 0.0;
116     m[3][3] = 1.0;
117 }
118 
119 /* Return a unit quaternion that represents a rotation of an angle around an axis */
120 LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION q, LPD3DVECTOR v, D3DVALUE theta)
121 {
122     q->s = cos(theta/2.0);
123     D3DRMVectorScale(&q->v, D3DRMVectorNormalize(v), sin(theta/2.0));
124     return q;
125 }
126 
127 /* Interpolation between two quaternions */
128 LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b, D3DVALUE alpha)
129 {
130     D3DVALUE dot, epsilon, temp, theta, u;
131 
132     dot = a->s * b->s + D3DRMVectorDotProduct(&a->v, &b->v);
133     epsilon = 1.0f;
134     temp = 1.0f - alpha;
135     u = alpha;
136     if (dot < 0.0)
137     {
138      epsilon = -1.0;
139      dot = -dot;
140     }
141     if( 1.0f - dot > 0.001f )
142     {
143         theta = acos(dot);
144         temp  = sin(theta * temp) / sin(theta);
145         u = sin(theta * alpha) / sin(theta);
146     }
147     q->s = temp * a->s + epsilon * u * b->s;
148     D3DRMVectorAdd(&q->v, D3DRMVectorScale(&a->v, &a->v, temp),
149                    D3DRMVectorScale(&b->v, &b->v, epsilon * u));
150     return q;
151 }
152 
153 /* Add Two Vectors */
154 LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
155 {
156     D3DVECTOR temp;
157 
158     temp.u1.x=s1->u1.x + s2->u1.x;
159     temp.u2.y=s1->u2.y + s2->u2.y;
160     temp.u3.z=s1->u3.z + s2->u3.z;
161 
162     *d = temp;
163     return d;
164 }
165 
166 /* Subtract Two Vectors */
167 LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
168 {
169     D3DVECTOR temp;
170 
171     temp.u1.x=s1->u1.x - s2->u1.x;
172     temp.u2.y=s1->u2.y - s2->u2.y;
173     temp.u3.z=s1->u3.z - s2->u3.z;
174 
175     *d = temp;
176     return d;
177 }
178 
179 /* Cross Product of Two Vectors */
180 LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
181 {
182     D3DVECTOR temp;
183 
184     temp.u1.x=s1->u2.y * s2->u3.z - s1->u3.z * s2->u2.y;
185     temp.u2.y=s1->u3.z * s2->u1.x - s1->u1.x * s2->u3.z;
186     temp.u3.z=s1->u1.x * s2->u2.y - s1->u2.y * s2->u1.x;
187 
188     *d = temp;
189     return d;
190 }
191 
192 /* Dot Product of Two vectors */
193 D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR s1, LPD3DVECTOR s2)
194 {
195     D3DVALUE dot_product;
196     dot_product=s1->u1.x * s2->u1.x + s1->u2.y * s2->u2.y + s1->u3.z * s2->u3.z;
197     return dot_product;
198 }
199 
200 /* Norm of a vector */
201 D3DVALUE WINAPI D3DRMVectorModulus(LPD3DVECTOR v)
202 {
203     D3DVALUE result;
204     result=sqrt(v->u1.x * v->u1.x + v->u2.y * v->u2.y + v->u3.z * v->u3.z);
205     return result;
206 }
207 
208 /* Normalize a vector.  Returns (1,0,0) if INPUT is the NULL vector. */
209 LPD3DVECTOR WINAPI D3DRMVectorNormalize(LPD3DVECTOR u)
210 {
211     D3DVALUE modulus = D3DRMVectorModulus(u);
212     if(modulus)
213     {
214         D3DRMVectorScale(u,u,1.0/modulus);
215     }
216     else
217     {
218         u->u1.x=1.0;
219         u->u2.y=0.0;
220         u->u3.z=0.0;
221     }
222     return u;
223 }
224 
225 /* Returns a random unit vector */
226 LPD3DVECTOR WINAPI D3DRMVectorRandom(LPD3DVECTOR d)
227 {
228     d->u1.x = rand();
229     d->u2.y = rand();
230     d->u3.z = rand();
231     D3DRMVectorNormalize(d);
232     return d;
233 }
234 
235 /* Reflection of a vector on a surface */
236 LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTOR norm)
237 {
238     D3DVECTOR sca, temp;
239     D3DRMVectorSubtract(&temp, D3DRMVectorScale(&sca, norm, 2.0*D3DRMVectorDotProduct(ray,norm)), ray);
240 
241     *r = temp;
242     return r;
243 }
244 
245 /* Rotation of a vector */
246 LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta)
247 {
248     D3DRMQUATERNION quaternion1, quaternion2, quaternion3;
249     D3DVECTOR norm;
250 
251     quaternion1.s = cos(theta * 0.5f);
252     quaternion2.s = cos(theta * 0.5f);
253     norm = *D3DRMVectorNormalize(axis);
254     D3DRMVectorScale(&quaternion1.v, &norm, sin(theta * 0.5f));
255     D3DRMVectorScale(&quaternion2.v, &norm, -sin(theta * 0.5f));
256     quaternion3.s = 0.0;
257     quaternion3.v = *v;
258     D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion3);
259     D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion2);
260 
261     *r = *D3DRMVectorNormalize(&quaternion1.v);
262     return r;
263 }
264 
265 /* Scale a vector */
266 LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR d, LPD3DVECTOR s, D3DVALUE factor)
267 {
268     D3DVECTOR temp;
269 
270     temp.u1.x=factor * s->u1.x;
271     temp.u2.y=factor * s->u2.y;
272     temp.u3.z=factor * s->u3.z;
273 
274     *d = temp;
275     return d;
276 }
277 

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