d3drm: Simplify some functions.

This commit is contained in:
David Adam 2009-02-14 14:45:35 +01:00 committed by Alexandre Julliard
parent f877cb9a89
commit 687ce93882
1 changed files with 14 additions and 13 deletions

View File

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