2007-04-19 21:03:53 +02:00
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/*
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* Copyright 2007 David Adam
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* Copyright 2007 Vijay Kiran Kamuju
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <assert.h>
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#include <math.h>
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#include "windef.h"
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#include "winbase.h"
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#include "wingdi.h"
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#include "d3drmdef.h"
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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3drm);
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2007-04-19 21:14:47 +02:00
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/* Product of 2 quaternions */
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LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b)
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{
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D3DVECTOR cross_product;
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D3DRMVectorCrossProduct(&cross_product, &a->v, &b->v);
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q->s = a->s * b->s - D3DRMVectorDotProduct(&a->v, &b->v);
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q->v.x = a->s * b->v.x + b->s * a->v.x + cross_product.x;
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q->v.y = a->s * b->v.y + b->s * a->v.y + cross_product.y;
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q->v.z = a->s * b->v.z + b->s * a->v.z + cross_product.z;
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return q;
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}
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2007-04-19 21:12:40 +02:00
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/* Matrix for the Rotation that a unit quaternion represents */
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void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, LPD3DRMQUATERNION q)
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{
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D3DVALUE w,x,y,z;
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w = q->s;
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x = q->v.x;
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y = q->v.y;
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z = q->v.z;
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m[0][0] = 1.0-2.0*(y*y+z*z);
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m[1][1] = 1.0-2.0*(x*x+z*z);
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m[2][2] = 1.0-2.0*(x*x+y*y);
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m[1][0] = 2.0*(x*y+z*w);
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m[0][1] = 2.0*(x*y-z*w);
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m[2][0] = 2.0*(x*z-y*w);
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m[0][2] = 2.0*(x*z+y*w);
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m[2][1] = 2.0*(y*z+x*w);
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m[1][2] = 2.0*(y*z-x*w);
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m[3][0] = 0.0;
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m[3][1] = 0.0;
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m[3][2] = 0.0;
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m[0][3] = 0.0;
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m[1][3] = 0.0;
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m[2][3] = 0.0;
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m[3][3] = 1.0;
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}
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2007-04-19 21:13:51 +02:00
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/* Return a unit quaternion that represents a rotation of an angle around an axis */
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LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION q, LPD3DVECTOR v, D3DVALUE theta)
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{
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q->s = cos(theta/2.0);
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D3DRMVectorScale(&q->v, D3DRMVectorNormalize(v), sin(theta/2.0));
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return q;
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}
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2007-04-19 21:16:57 +02:00
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/* Interpolation between two quaternions */
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LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b, D3DVALUE alpha)
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{
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D3DVALUE epsilon=1.0;
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D3DVECTOR sca1,sca2;
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if (a->s * b->s + D3DRMVectorDotProduct(&a->v, &b->v) < 0.0) epsilon = -1.0;
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q->s = (1.0 - alpha) * a->s + epsilon * alpha * b->s;
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D3DRMVectorAdd(&q->v, D3DRMVectorScale(&sca1, &a->v, 1.0 - alpha),
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D3DRMVectorScale(&sca2, &b->v, epsilon * alpha));
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return q;
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}
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2007-04-19 21:03:53 +02:00
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/* Add Two Vectors */
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LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
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{
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d->x=s1->x + s2->x;
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d->y=s1->y + s2->y;
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d->z=s1->z + s2->z;
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return d;
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}
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2007-04-19 21:05:56 +02:00
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/* Subtract Two Vectors */
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LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
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{
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d->x=s1->x - s2->x;
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d->y=s1->y - s2->y;
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d->z=s1->z - s2->z;
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return d;
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}
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2007-04-19 21:06:54 +02:00
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/* Cross Product of Two Vectors */
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LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
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{
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d->x=s1->y * s2->z - s1->z * s2->y;
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d->y=s1->z * s2->x - s1->x * s2->z;
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d->z=s1->x * s2->y - s1->y * s2->x;
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return d;
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}
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2007-04-19 21:07:54 +02:00
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/* Dot Product of Two vectors */
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D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR s1, LPD3DVECTOR s2)
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{
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D3DVALUE dot_product;
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dot_product=s1->x * s2->x + s1->y * s2->y + s1->z * s2->z;
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return dot_product;
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}
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2007-04-19 21:08:56 +02:00
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/* Norm of a vector */
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D3DVALUE WINAPI D3DRMVectorModulus(LPD3DVECTOR v)
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{
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D3DVALUE result;
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result=sqrt(v->x * v->x + v->y * v->y + v->z * v->z);
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return result;
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}
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2007-04-19 21:09:48 +02:00
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2007-04-19 21:10:46 +02:00
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/* Normalize a vector. Returns (1,0,0) if INPUT is the NULL vector. */
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LPD3DVECTOR WINAPI D3DRMVectorNormalize(LPD3DVECTOR u)
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{
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D3DVALUE modulus = D3DRMVectorModulus(u);
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if(modulus)
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{
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D3DRMVectorScale(u,u,1.0/modulus);
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}
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else
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{
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u->x=1.0;
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u->y=0.0;
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u->z=0.0;
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}
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return u;
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}
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2007-04-19 21:11:02 +02:00
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/* Returns a random unit vector */
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LPD3DVECTOR WINAPI D3DRMVectorRandom(LPD3DVECTOR d)
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{
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d->x = rand();
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d->y = rand();
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d->z = rand();
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D3DRMVectorNormalize(d);
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return d;
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}
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2007-04-19 21:11:38 +02:00
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/* Reflection of a vector on a surface */
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LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTOR norm)
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{
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D3DVECTOR sca;
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D3DRMVectorSubtract(r, D3DRMVectorScale(&sca, norm, 2.0*D3DRMVectorDotProduct(ray,norm)), ray);
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return r;
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}
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2007-04-19 21:12:00 +02:00
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/* Rotation of a vector */
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LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta)
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{
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D3DRMQUATERNION quaternion,quaternion1, quaternion2, quaternion3, resultq;
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D3DVECTOR NORM;
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quaternion1.s = cos(theta*.5);
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quaternion2.s = cos(theta*.5);
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NORM = *D3DRMVectorNormalize(axis);
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D3DRMVectorScale(&quaternion1.v, &NORM, sin(theta * .5));
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D3DRMVectorScale(&quaternion2.v, &NORM, -sin(theta * .5));
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quaternion3.s = 0.0;
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quaternion3.v = *v;
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D3DRMQuaternionMultiply(&quaternion, &quaternion1, &quaternion3);
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D3DRMQuaternionMultiply(&resultq, &quaternion, &quaternion2);
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*r = *D3DRMVectorNormalize(&resultq.v);
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return r;
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}
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2007-04-19 21:09:48 +02:00
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/* Scale a vector */
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LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR d, LPD3DVECTOR s, D3DVALUE factor)
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{
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d->x=factor * s->x;
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d->y=factor * s->y;
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d->z=factor * s->z;
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return d;
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}
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