d3drm: Avoid LPD3DRMQUATERNION.
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@ -75,7 +75,7 @@ D3DVALUE WINAPI D3DRMColorGetRed(D3DCOLOR color)
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}
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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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D3DRMQUATERNION * WINAPI D3DRMQuaternionMultiply(D3DRMQUATERNION *q, D3DRMQUATERNION *a, D3DRMQUATERNION *b)
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{
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D3DRMQUATERNION temp;
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D3DVECTOR cross_product;
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@ -91,7 +91,7 @@ LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION q, LPD3DRMQUA
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}
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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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void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, D3DRMQUATERNION *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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@ -125,7 +125,8 @@ D3DRMQUATERNION * WINAPI D3DRMQuaternionFromRotation(D3DRMQUATERNION *q, D3DVECT
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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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D3DRMQUATERNION * WINAPI D3DRMQuaternionSlerp(D3DRMQUATERNION *q,
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D3DRMQUATERNION *a, D3DRMQUATERNION *b, D3DVALUE alpha)
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{
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D3DVALUE dot, epsilon, temp, theta, u;
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D3DVECTOR v1, v2;
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@ -67,7 +67,7 @@
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static HMODULE d3drm_handle = 0;
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static void (WINAPI * pD3DRMMatrixFromQuaternion)(D3DRMMATRIX4D, LPD3DRMQUATERNION);
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static void (WINAPI * pD3DRMMatrixFromQuaternion)(D3DRMMATRIX4D, D3DRMQUATERNION *);
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static D3DVECTOR *(WINAPI *pD3DRMVectorAdd)(D3DVECTOR *, D3DVECTOR *, D3DVECTOR *);
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static D3DVECTOR *(WINAPI *pD3DRMVectorCrossProduct)(D3DVECTOR *, D3DVECTOR *, D3DVECTOR *);
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static D3DVALUE (WINAPI *pD3DRMVectorDotProduct)(D3DVECTOR *, D3DVECTOR *);
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@ -78,7 +78,8 @@ static D3DVECTOR *(WINAPI *pD3DRMVectorRotate)(D3DVECTOR *, D3DVECTOR *, D3DVECT
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static D3DVECTOR *(WINAPI *pD3DRMVectorScale)(D3DVECTOR *, D3DVECTOR *, D3DVALUE);
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static D3DVECTOR *(WINAPI *pD3DRMVectorSubtract)(D3DVECTOR *, D3DVECTOR *, D3DVECTOR *);
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static D3DRMQUATERNION *(WINAPI *pD3DRMQuaternionFromRotation)(D3DRMQUATERNION*, D3DVECTOR *, D3DVALUE);
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static LPD3DRMQUATERNION (WINAPI * pD3DRMQuaternionSlerp)(LPD3DRMQUATERNION, LPD3DRMQUATERNION, LPD3DRMQUATERNION, D3DVALUE);
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static D3DRMQUATERNION *(WINAPI * pD3DRMQuaternionSlerp)(D3DRMQUATERNION *,
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D3DRMQUATERNION *, D3DRMQUATERNION *, D3DVALUE);
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static D3DCOLOR (WINAPI * pD3DRMCreateColorRGB)(D3DVALUE, D3DVALUE, D3DVALUE);
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static D3DCOLOR (WINAPI * pD3DRMCreateColorRGBA)(D3DVALUE, D3DVALUE, D3DVALUE, D3DVALUE);
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static D3DVALUE (WINAPI * pD3DRMColorGetAlpha)(D3DCOLOR);
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@ -429,11 +429,12 @@ typedef struct _D3DRMVERTEX {
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typedef LONG D3DRMGROUPINDEX;
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static const D3DRMGROUPINDEX D3DRMGROUP_ALLGROUPS = -1;
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void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D, LPD3DRMQUATERNION);
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void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, D3DRMQUATERNION *q);
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LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(D3DRMQUATERNION *x, D3DVECTOR *axis, D3DVALUE theta);
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LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION, LPD3DRMQUATERNION, LPD3DRMQUATERNION);
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LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION, LPD3DRMQUATERNION, LPD3DRMQUATERNION, D3DVALUE);
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D3DRMQUATERNION * WINAPI D3DRMQuaternionFromRotation(D3DRMQUATERNION *x, D3DVECTOR *axis, D3DVALUE theta);
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D3DRMQUATERNION * WINAPI D3DRMQuaternionMultiply(D3DRMQUATERNION *ret, D3DRMQUATERNION *x, D3DRMQUATERNION *y);
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D3DRMQUATERNION * WINAPI D3DRMQuaternionSlerp(D3DRMQUATERNION *ret,
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D3DRMQUATERNION *x, D3DRMQUATERNION *y, D3DVALUE alpha);
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D3DVECTOR * WINAPI D3DRMVectorAdd(D3DVECTOR *ret, D3DVECTOR *x, D3DVECTOR *y);
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D3DVECTOR * WINAPI D3DRMVectorCrossProduct(D3DVECTOR *ret, D3DVECTOR *x, D3DVECTOR *y);
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