d3drm: Implement D3DRMVectorRotate.
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@ -15,7 +15,7 @@
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@ stdcall D3DRMVectorNormalize(ptr)
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@ stdcall D3DRMVectorRandom(ptr)
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@ stdcall D3DRMVectorReflect(ptr ptr ptr)
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@ stub D3DRMVectorRotate
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@ stdcall D3DRMVectorRotate(ptr ptr ptr long)
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@ stdcall D3DRMVectorScale(ptr ptr long)
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@ stdcall D3DRMVectorSubtract(ptr ptr ptr)
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@ stub Direct3DRMCreate
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@ -122,6 +122,25 @@ LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTO
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return r;
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}
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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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/* Scale a vector */
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LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR d, LPD3DVECTOR s, D3DVALUE factor)
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{
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@ -32,8 +32,8 @@
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void VectorTest(void)
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{
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D3DVALUE mod,par;
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D3DVECTOR e,r,u,v,casnul,norm,ray;
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D3DVALUE mod,par,theta;
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D3DVECTOR e,r,u,v,w,axis,casnul,norm,ray;
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u.x=2.0;u.y=2.0;u.z=1.0;
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v.x=4.0;v.y=4.0;v.z=0.0;
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@ -80,6 +80,20 @@ void VectorTest(void)
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D3DRMVectorReflect(&r,&ray,&norm);
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expect_vec(e,r);
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/*_______________________VectorRotate_______________________________*/
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w.x=3.0;w.y=4.0;w.z=0.0;
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axis.x=0.0;axis.y=0.0;axis.z=1.0;
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theta=2.0*PI/3.0;
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D3DRMVectorRotate(&r,&w,&axis,theta);
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e.x=-0.3-0.4*sqrt(3.0); e.y=0.3*sqrt(3.0)-0.4; e.z=0.0;
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expect_vec(e,r);
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/* The same formula gives D3DRMVectorRotate, for theta in [-PI/2;+PI/2] or not. The following test proves this fact.*/
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theta=-PI/4.0;
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D3DRMVectorRotate(&r,&w,&axis,-PI/4);
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e.x=1.4/sqrt(2.0); e.y=0.2/sqrt(2.0); e.z=0.0;
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expect_vec(e,r);
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/*_______________________VectorScale__________________________*/
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par=2.5;
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D3DRMVectorScale(&r,&v,par);
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