d3drm: Implement D3DRMQuaternionSlerp.
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@ -7,7 +7,7 @@
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@ stdcall D3DRMMatrixFromQuaternion(ptr ptr)
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@ stdcall D3DRMMatrixFromQuaternion(ptr ptr)
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@ stdcall D3DRMQuaternionFromRotation(ptr ptr long)
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@ stdcall D3DRMQuaternionFromRotation(ptr ptr long)
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@ stdcall D3DRMQuaternionMultiply(ptr ptr ptr)
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@ stdcall D3DRMQuaternionMultiply(ptr ptr ptr)
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@ stub D3DRMQuaternionSlerp
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@ stdcall D3DRMQuaternionSlerp(ptr ptr ptr long)
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@ stdcall D3DRMVectorAdd(ptr ptr ptr)
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@ stdcall D3DRMVectorAdd(ptr ptr ptr)
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@ stdcall D3DRMVectorCrossProduct(ptr ptr ptr)
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@ stdcall D3DRMVectorCrossProduct(ptr ptr ptr)
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@ stdcall D3DRMVectorDotProduct(ptr ptr)
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@ stdcall D3DRMVectorDotProduct(ptr ptr)
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@ -78,6 +78,18 @@ LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION q, LPD3DV
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return q;
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return q;
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}
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}
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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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/* Add Two Vectors */
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/* Add Two Vectors */
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LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
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LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
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{
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{
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@ -153,8 +153,8 @@ static void MatrixTest(void)
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static void QuaternionTest(void)
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static void QuaternionTest(void)
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{
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{
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D3DVECTOR axis;
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D3DVECTOR axis;
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D3DVALUE theta;
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D3DVALUE g,h,epsilon,par,theta;
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D3DRMQUATERNION q,r;
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D3DRMQUATERNION q,q1,q2,r;
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/*_________________QuaternionFromRotation___________________*/
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/*_________________QuaternionFromRotation___________________*/
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axis.x=1.0;axis.y=1.0;axis.z=1.0;
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axis.x=1.0;axis.y=1.0;axis.z=1.0;
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@ -162,6 +162,37 @@ static void QuaternionTest(void)
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D3DRMQuaternionFromRotation(&r,&axis,theta);
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D3DRMQuaternionFromRotation(&r,&axis,theta);
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q.s=0.5;q.v.x=0.5;q.v.y=0.5;q.v.z=0.5;
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q.s=0.5;q.v.x=0.5;q.v.y=0.5;q.v.z=0.5;
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expect_quat(q,r);
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expect_quat(q,r);
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/*_________________QuaternionSlerp_________________________*/
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/* Interpolation slerp is in fact a linear interpolation, not a spherical linear
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* interpolation. Moreover, if the angle of the two quaternions is in ]PI/2;3PI/2[, QuaternionSlerp
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* interpolates between the first quaternion and the opposite of the second one. The test proves
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* these two facts. */
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par=0.31;
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q1.s=1.0; q1.v.x=2.0; q1.v.y=3.0; q1.v.z=50.0;
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q2.s=-4.0; q2.v.x=6.0; q2.v.y=7.0; q2.v.z=8.0;
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/* The angle between q1 and q2 is in [-PI/2,PI/2]. So, one interpolates between q1 and q2. */
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epsilon=1.0;
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g=1.0-par; h=epsilon*par;
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/* Part of the test proving that the interpolation is linear. */
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q.s=g*q1.s+h*q2.s;
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q.v.x=g*q1.v.x+h*q2.v.x;
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q.v.y=g*q1.v.y+h*q2.v.y;
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q.v.z=g*q1.v.z+h*q2.v.z;
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D3DRMQuaternionSlerp(&r,&q1,&q2,par);
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expect_quat(q,r);
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q1.s=1.0; q1.v.x=2.0; q1.v.y=3.0; q1.v.z=50.0;
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q2.s=-94.0; q2.v.x=6.0; q2.v.y=7.0; q2.v.z=-8.0;
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/* The angle between q1 and q2 is not in [-PI/2,PI/2]. So, one interpolates between q1 and -q2. */
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epsilon=-1.0;
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g=1.0-par; h=epsilon*par;
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q.s=g*q1.s+h*q2.s;
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q.v.x=g*q1.v.x+h*q2.v.x;
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q.v.y=g*q1.v.y+h*q2.v.y;
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q.v.z=g*q1.v.z+h*q2.v.z;
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D3DRMQuaternionSlerp(&r,&q1,&q2,par);
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expect_quat(q,r);
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}
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}
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START_TEST(vector)
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START_TEST(vector)
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