/dlls/d3drm/math.c
https://github.com/YokoZar/wine · C · 278 lines · 205 code · 35 blank · 38 comment · 11 complexity · b46a2d6e4b142e7f7113213244f4b744 MD5 · raw file
- /*
- * Copyright 2007 David Adam
- * Copyright 2007 Vijay Kiran Kamuju
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
- */
- #define NONAMELESSUNION
- #include <math.h>
- #include <stdarg.h>
- #include "windef.h"
- #include "winbase.h"
- #include "wingdi.h"
- #include "d3drmdef.h"
- /* Create a RGB color from its components */
- D3DCOLOR WINAPI D3DRMCreateColorRGB(D3DVALUE red, D3DVALUE green, D3DVALUE blue)
- {
- return (D3DRMCreateColorRGBA(red, green, blue, 255.0));
- }
- /* Create a RGBA color from its components */
- D3DCOLOR WINAPI D3DRMCreateColorRGBA(D3DVALUE red, D3DVALUE green, D3DVALUE blue, D3DVALUE alpha)
- {
- int Red, Green, Blue, Alpha;
- Red=floor(red*255);
- Green=floor(green*255);
- Blue=floor(blue*255);
- Alpha=floor(alpha*255);
- if (red < 0) Red=0;
- if (red > 1) Red=255;
- if (green < 0) Green=0;
- if (green > 1) Green=255;
- if (blue < 0) Blue=0;
- if (blue > 1) Blue=255;
- if (alpha < 0) Alpha=0;
- if (alpha > 1) Alpha=255;
- return (RGBA_MAKE(Red, Green, Blue, Alpha));
- }
- /* Determine the alpha part of a color */
- D3DVALUE WINAPI D3DRMColorGetAlpha(D3DCOLOR color)
- {
- return (RGBA_GETALPHA(color)/255.0);
- }
- /* Determine the blue part of a color */
- D3DVALUE WINAPI D3DRMColorGetBlue(D3DCOLOR color)
- {
- return (RGBA_GETBLUE(color)/255.0);
- }
- /* Determine the green part of a color */
- D3DVALUE WINAPI D3DRMColorGetGreen(D3DCOLOR color)
- {
- return (RGBA_GETGREEN(color)/255.0);
- }
- /* Determine the red part of a color */
- D3DVALUE WINAPI D3DRMColorGetRed(D3DCOLOR color)
- {
- return (RGBA_GETRED(color)/255.0);
- }
- /* Product of 2 quaternions */
- LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b)
- {
- D3DRMQUATERNION temp;
- D3DVECTOR cross_product;
- D3DRMVectorCrossProduct(&cross_product, &a->v, &b->v);
- temp.s = a->s * b->s - D3DRMVectorDotProduct(&a->v, &b->v);
- temp.v.u1.x = a->s * b->v.u1.x + b->s * a->v.u1.x + cross_product.u1.x;
- temp.v.u2.y = a->s * b->v.u2.y + b->s * a->v.u2.y + cross_product.u2.y;
- temp.v.u3.z = a->s * b->v.u3.z + b->s * a->v.u3.z + cross_product.u3.z;
- *q = temp;
- return q;
- }
- /* Matrix for the Rotation that a unit quaternion represents */
- void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, LPD3DRMQUATERNION q)
- {
- D3DVALUE w,x,y,z;
- w = q->s;
- x = q->v.u1.x;
- y = q->v.u2.y;
- z = q->v.u3.z;
- m[0][0] = 1.0-2.0*(y*y+z*z);
- m[1][1] = 1.0-2.0*(x*x+z*z);
- m[2][2] = 1.0-2.0*(x*x+y*y);
- m[1][0] = 2.0*(x*y+z*w);
- m[0][1] = 2.0*(x*y-z*w);
- m[2][0] = 2.0*(x*z-y*w);
- m[0][2] = 2.0*(x*z+y*w);
- m[2][1] = 2.0*(y*z+x*w);
- m[1][2] = 2.0*(y*z-x*w);
- m[3][0] = 0.0;
- m[3][1] = 0.0;
- m[3][2] = 0.0;
- m[0][3] = 0.0;
- m[1][3] = 0.0;
- m[2][3] = 0.0;
- m[3][3] = 1.0;
- }
- /* Return a unit quaternion that represents a rotation of an angle around an axis */
- LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION q, LPD3DVECTOR v, D3DVALUE theta)
- {
- q->s = cos(theta/2.0);
- D3DRMVectorScale(&q->v, D3DRMVectorNormalize(v), sin(theta/2.0));
- return q;
- }
- /* Interpolation between two quaternions */
- LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b, D3DVALUE alpha)
- {
- D3DVALUE dot, epsilon, temp, theta, u;
- D3DVECTOR v1, v2;
- dot = a->s * b->s + D3DRMVectorDotProduct(&a->v, &b->v);
- epsilon = 1.0f;
- temp = 1.0f - alpha;
- u = alpha;
- if (dot < 0.0)
- {
- epsilon = -1.0;
- dot = -dot;
- }
- if( 1.0f - dot > 0.001f )
- {
- theta = acos(dot);
- temp = sin(theta * temp) / sin(theta);
- u = sin(theta * alpha) / sin(theta);
- }
- q->s = temp * a->s + epsilon * u * b->s;
- D3DRMVectorScale(&v1, &a->v, temp);
- D3DRMVectorScale(&v2, &b->v, epsilon * u);
- D3DRMVectorAdd(&q->v, &v1, &v2);
- return q;
- }
- /* Add Two Vectors */
- LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
- {
- D3DVECTOR temp;
- temp.u1.x=s1->u1.x + s2->u1.x;
- temp.u2.y=s1->u2.y + s2->u2.y;
- temp.u3.z=s1->u3.z + s2->u3.z;
- *d = temp;
- return d;
- }
- /* Subtract Two Vectors */
- LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
- {
- D3DVECTOR temp;
- temp.u1.x=s1->u1.x - s2->u1.x;
- temp.u2.y=s1->u2.y - s2->u2.y;
- temp.u3.z=s1->u3.z - s2->u3.z;
- *d = temp;
- return d;
- }
- /* Cross Product of Two Vectors */
- LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
- {
- D3DVECTOR temp;
- temp.u1.x=s1->u2.y * s2->u3.z - s1->u3.z * s2->u2.y;
- temp.u2.y=s1->u3.z * s2->u1.x - s1->u1.x * s2->u3.z;
- temp.u3.z=s1->u1.x * s2->u2.y - s1->u2.y * s2->u1.x;
- *d = temp;
- return d;
- }
- /* Dot Product of Two vectors */
- D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR s1, LPD3DVECTOR s2)
- {
- D3DVALUE dot_product;
- dot_product=s1->u1.x * s2->u1.x + s1->u2.y * s2->u2.y + s1->u3.z * s2->u3.z;
- return dot_product;
- }
- /* Norm of a vector */
- D3DVALUE WINAPI D3DRMVectorModulus(LPD3DVECTOR v)
- {
- D3DVALUE result;
- result=sqrt(v->u1.x * v->u1.x + v->u2.y * v->u2.y + v->u3.z * v->u3.z);
- return result;
- }
- /* Normalize a vector. Returns (1,0,0) if INPUT is the NULL vector. */
- LPD3DVECTOR WINAPI D3DRMVectorNormalize(LPD3DVECTOR u)
- {
- D3DVALUE modulus = D3DRMVectorModulus(u);
- if(modulus)
- {
- D3DRMVectorScale(u,u,1.0/modulus);
- }
- else
- {
- u->u1.x=1.0;
- u->u2.y=0.0;
- u->u3.z=0.0;
- }
- return u;
- }
- /* Returns a random unit vector */
- LPD3DVECTOR WINAPI D3DRMVectorRandom(LPD3DVECTOR d)
- {
- d->u1.x = rand();
- d->u2.y = rand();
- d->u3.z = rand();
- D3DRMVectorNormalize(d);
- return d;
- }
- /* Reflection of a vector on a surface */
- LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTOR norm)
- {
- D3DVECTOR sca, temp;
- D3DRMVectorSubtract(&temp, D3DRMVectorScale(&sca, norm, 2.0*D3DRMVectorDotProduct(ray,norm)), ray);
- *r = temp;
- return r;
- }
- /* Rotation of a vector */
- LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta)
- {
- D3DRMQUATERNION quaternion1, quaternion2, quaternion3;
- D3DVECTOR norm;
- quaternion1.s = cos(theta * 0.5f);
- quaternion2.s = cos(theta * 0.5f);
- norm = *D3DRMVectorNormalize(axis);
- D3DRMVectorScale(&quaternion1.v, &norm, sin(theta * 0.5f));
- D3DRMVectorScale(&quaternion2.v, &norm, -sin(theta * 0.5f));
- quaternion3.s = 0.0;
- quaternion3.v = *v;
- D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion3);
- D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion2);
- *r = *D3DRMVectorNormalize(&quaternion1.v);
- return r;
- }
- /* Scale a vector */
- LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR d, LPD3DVECTOR s, D3DVALUE factor)
- {
- D3DVECTOR temp;
- temp.u1.x=factor * s->u1.x;
- temp.u2.y=factor * s->u2.y;
- temp.u3.z=factor * s->u3.z;
- *d = temp;
- return d;
- }