Commit 687ce938 authored by David Adam's avatar David Adam Committed by Alexandre Julliard

d3drm: Simplify some functions.

parent f877cb9a
...@@ -128,7 +128,7 @@ LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION q, LPD3DV ...@@ -128,7 +128,7 @@ LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION q, LPD3DV
LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b, D3DVALUE alpha) LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b, D3DVALUE alpha)
{ {
D3DVALUE dot, epsilon, temp, theta, u; D3DVALUE dot, epsilon, temp, theta, u;
D3DVECTOR sca1,sca2;
dot = a->s * b->s + D3DRMVectorDotProduct(&a->v, &b->v); dot = a->s * b->s + D3DRMVectorDotProduct(&a->v, &b->v);
epsilon = 1.0f; epsilon = 1.0f;
temp = 1.0f - alpha; temp = 1.0f - alpha;
...@@ -145,8 +145,8 @@ LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATER ...@@ -145,8 +145,8 @@ LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATER
u = sin(theta * alpha) / sin(theta); u = sin(theta * alpha) / sin(theta);
} }
q->s = temp * a->s + epsilon * u * b->s; q->s = temp * a->s + epsilon * u * b->s;
D3DRMVectorAdd(&q->v, D3DRMVectorScale(&sca1, &a->v, temp), D3DRMVectorAdd(&q->v, D3DRMVectorScale(&a->v, &a->v, temp),
D3DRMVectorScale(&sca2, &b->v, epsilon * u)); D3DRMVectorScale(&b->v, &b->v, epsilon * u));
return q; return q;
} }
...@@ -245,19 +245,20 @@ LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTO ...@@ -245,19 +245,20 @@ LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTO
/* Rotation of a vector */ /* Rotation of a vector */
LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta) LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta)
{ {
D3DRMQUATERNION quaternion,quaternion1, quaternion2, quaternion3, resultq; D3DRMQUATERNION quaternion1, quaternion2, quaternion3;
D3DVECTOR NORM; D3DVECTOR norm;
quaternion1.s = cos(theta*.5); quaternion1.s = cos(theta * 0.5f);
quaternion2.s = cos(theta*.5); quaternion2.s = cos(theta * 0.5f);
NORM = *D3DRMVectorNormalize(axis); norm = *D3DRMVectorNormalize(axis);
D3DRMVectorScale(&quaternion1.v, &NORM, sin(theta * .5)); D3DRMVectorScale(&quaternion1.v, &norm, sin(theta * 0.5f));
D3DRMVectorScale(&quaternion2.v, &NORM, -sin(theta * .5)); D3DRMVectorScale(&quaternion2.v, &norm, -sin(theta * 0.5f));
quaternion3.s = 0.0; quaternion3.s = 0.0;
quaternion3.v = *v; quaternion3.v = *v;
D3DRMQuaternionMultiply(&quaternion, &quaternion1, &quaternion3); D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion3);
D3DRMQuaternionMultiply(&resultq, &quaternion, &quaternion2); D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion2);
*r = *D3DRMVectorNormalize(&resultq.v);
*r = *D3DRMVectorNormalize(&quaternion1.v);
return r; return r;
} }
......
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