ReactOS 0.4.15-dev-5865-g640e228
math.c
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1/*
2 * Copyright 2007 David Adam
3 * Copyright 2007 Vijay Kiran Kamuju
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
14 *
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
18 */
19
20#include "d3drm_private.h"
21
22/* Create a RGB color from its components */
24{
25 return D3DRMCreateColorRGBA(red, green, blue, 1.0f);
26}
27/* Create a RGBA color from its components */
29{
31
33
34 return color;
35}
36
37/* Determine the alpha part of a color */
39{
40 return (RGBA_GETALPHA(color)/255.0);
41}
42
43/* Determine the blue part of a color */
45{
46 return (RGBA_GETBLUE(color)/255.0);
47}
48
49/* Determine the green part of a color */
51{
52 return (RGBA_GETGREEN(color)/255.0);
53}
54
55/* Determine the red part of a color */
57{
58 return (RGBA_GETRED(color)/255.0);
59}
60
61/* Product of 2 quaternions */
63{
65 D3DVECTOR cross_product;
66
67 D3DRMVectorCrossProduct(&cross_product, &a->v, &b->v);
68 temp.s = a->s * b->s - D3DRMVectorDotProduct(&a->v, &b->v);
69 temp.v.u1.x = a->s * b->v.u1.x + b->s * a->v.u1.x + cross_product.u1.x;
70 temp.v.u2.y = a->s * b->v.u2.y + b->s * a->v.u2.y + cross_product.u2.y;
71 temp.v.u3.z = a->s * b->v.u3.z + b->s * a->v.u3.z + cross_product.u3.z;
72
73 *q = temp;
74 return q;
75}
76
77/* Matrix for the Rotation that a unit quaternion represents */
79{
80 D3DVALUE w,x,y,z;
81 w = q->s;
82 x = q->v.u1.x;
83 y = q->v.u2.y;
84 z = q->v.u3.z;
85 m[0][0] = 1.0-2.0*(y*y+z*z);
86 m[1][1] = 1.0-2.0*(x*x+z*z);
87 m[2][2] = 1.0-2.0*(x*x+y*y);
88 m[1][0] = 2.0*(x*y+z*w);
89 m[0][1] = 2.0*(x*y-z*w);
90 m[2][0] = 2.0*(x*z-y*w);
91 m[0][2] = 2.0*(x*z+y*w);
92 m[2][1] = 2.0*(y*z+x*w);
93 m[1][2] = 2.0*(y*z-x*w);
94 m[3][0] = 0.0;
95 m[3][1] = 0.0;
96 m[3][2] = 0.0;
97 m[0][3] = 0.0;
98 m[1][3] = 0.0;
99 m[2][3] = 0.0;
100 m[3][3] = 1.0;
101}
102
103/* Return a unit quaternion that represents a rotation of an angle around an axis */
105{
106 q->s = cos(theta/2.0);
107 D3DRMVectorScale(&q->v, D3DRMVectorNormalize(v), sin(theta/2.0));
108 return q;
109}
110
111/* Interpolation between two quaternions */
114{
115 D3DVALUE dot, epsilon, temp, theta, u;
116 D3DVECTOR v1, v2;
117
118 dot = a->s * b->s + D3DRMVectorDotProduct(&a->v, &b->v);
119 epsilon = 1.0f;
120 temp = 1.0f - alpha;
121 u = alpha;
122 if (dot < 0.0)
123 {
124 epsilon = -1.0;
125 dot = -dot;
126 }
127 if( 1.0f - dot > 0.001f )
128 {
129 theta = acos(dot);
130 temp = sin(theta * temp) / sin(theta);
131 u = sin(theta * alpha) / sin(theta);
132 }
133 q->s = temp * a->s + epsilon * u * b->s;
134 D3DRMVectorScale(&v1, &a->v, temp);
135 D3DRMVectorScale(&v2, &b->v, epsilon * u);
136 D3DRMVectorAdd(&q->v, &v1, &v2);
137 return q;
138}
139
140/* Add Two Vectors */
142{
144
145 temp.u1.x=s1->u1.x + s2->u1.x;
146 temp.u2.y=s1->u2.y + s2->u2.y;
147 temp.u3.z=s1->u3.z + s2->u3.z;
148
149 *d = temp;
150 return d;
151}
152
153/* Subtract Two Vectors */
155{
157
158 temp.u1.x=s1->u1.x - s2->u1.x;
159 temp.u2.y=s1->u2.y - s2->u2.y;
160 temp.u3.z=s1->u3.z - s2->u3.z;
161
162 *d = temp;
163 return d;
164}
165
166/* Cross Product of Two Vectors */
168{
170
171 temp.u1.x=s1->u2.y * s2->u3.z - s1->u3.z * s2->u2.y;
172 temp.u2.y=s1->u3.z * s2->u1.x - s1->u1.x * s2->u3.z;
173 temp.u3.z=s1->u1.x * s2->u2.y - s1->u2.y * s2->u1.x;
174
175 *d = temp;
176 return d;
177}
178
179/* Dot Product of Two vectors */
181{
182 D3DVALUE dot_product;
183 dot_product=s1->u1.x * s2->u1.x + s1->u2.y * s2->u2.y + s1->u3.z * s2->u3.z;
184 return dot_product;
185}
186
187/* Norm of a vector */
189{
191 result=sqrt(v->u1.x * v->u1.x + v->u2.y * v->u2.y + v->u3.z * v->u3.z);
192 return result;
193}
194
195/* Normalize a vector. Returns (1,0,0) if INPUT is the NULL vector. */
197{
199 if(modulus)
200 {
202 }
203 else
204 {
205 u->u1.x=1.0;
206 u->u2.y=0.0;
207 u->u3.z=0.0;
208 }
209 return u;
210}
211
212/* Returns a random unit vector */
214{
215 d->u1.x = rand();
216 d->u2.y = rand();
217 d->u3.z = rand();
219 return d;
220}
221
222/* Reflection of a vector on a surface */
224{
225 D3DVECTOR sca, temp;
227
228 *r = temp;
229 return r;
230}
231
232/* Rotation of a vector */
234{
235 D3DRMQUATERNION quaternion1, quaternion2, quaternion3;
237
238 quaternion1.s = cos(theta * 0.5f);
239 quaternion2.s = cos(theta * 0.5f);
240 norm = *D3DRMVectorNormalize(axis);
241 D3DRMVectorScale(&quaternion1.v, &norm, sin(theta * 0.5f));
242 D3DRMVectorScale(&quaternion2.v, &norm, -sin(theta * 0.5f));
243 quaternion3.s = 0.0;
244 quaternion3.v = *v;
245 D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion3);
246 D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion2);
247
248 *r = *D3DRMVectorNormalize(&quaternion1.v);
249 return r;
250}
251
252/* Scale a vector */
254{
256
257 temp.u1.x=factor * s->u1.x;
258 temp.u2.y=factor * s->u2.y;
259 temp.u3.z=factor * s->u3.z;
260
261 *d = temp;
262 return d;
263}
_STLP_DECLSPEC complex< float > _STLP_CALL cos(const complex< float > &)
_Tp _STLP_CALL norm(const complex< _Tp > &__z)
Definition: _complex.h:741
_STLP_DECLSPEC complex< float > _STLP_CALL sin(const complex< float > &)
_STLP_DECLSPEC complex< float > _STLP_CALL sqrt(const complex< float > &)
Definition: complex.cpp:188
valarray< _Tp > acos(const valarray< _Tp > &__x)
Definition: _valarray.h:901
static void d3drm_set_color(D3DCOLOR *color, float r, float g, float b, float a)
D3DVALUE D3DRMMATRIX4D[4][4]
Definition: d3drmdef.h:39
float D3DVALUE
Definition: d3dtypes.h:89
#define RGBA_GETRED(rgb)
Definition: d3dtypes.h:58
#define RGBA_GETGREEN(rgb)
Definition: d3dtypes.h:59
#define RGBA_GETALPHA(rgb)
Definition: d3dtypes.h:57
#define RGBA_GETBLUE(rgb)
Definition: d3dtypes.h:60
D3DVECTOR *WINAPI D3DRMVectorRandom(D3DVECTOR *d)
Definition: math.c:213
D3DCOLOR WINAPI D3DRMCreateColorRGB(D3DVALUE red, D3DVALUE green, D3DVALUE blue)
Definition: math.c:23
D3DVECTOR *WINAPI D3DRMVectorScale(D3DVECTOR *d, D3DVECTOR *s, D3DVALUE factor)
Definition: math.c:253
void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, D3DRMQUATERNION *q)
Definition: math.c:78
D3DVECTOR *WINAPI D3DRMVectorNormalize(D3DVECTOR *u)
Definition: math.c:196
D3DVALUE WINAPI D3DRMVectorModulus(D3DVECTOR *v)
Definition: math.c:188
D3DVECTOR *WINAPI D3DRMVectorAdd(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
Definition: math.c:141
D3DVECTOR *WINAPI D3DRMVectorCrossProduct(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
Definition: math.c:167
D3DVALUE WINAPI D3DRMColorGetRed(D3DCOLOR color)
Definition: math.c:56
D3DVECTOR *WINAPI D3DRMVectorReflect(D3DVECTOR *r, D3DVECTOR *ray, D3DVECTOR *norm)
Definition: math.c:223
D3DVECTOR *WINAPI D3DRMVectorSubtract(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
Definition: math.c:154
D3DVALUE WINAPI D3DRMColorGetBlue(D3DCOLOR color)
Definition: math.c:44
D3DRMQUATERNION *WINAPI D3DRMQuaternionFromRotation(D3DRMQUATERNION *q, D3DVECTOR *v, D3DVALUE theta)
Definition: math.c:104
D3DRMQUATERNION *WINAPI D3DRMQuaternionMultiply(D3DRMQUATERNION *q, D3DRMQUATERNION *a, D3DRMQUATERNION *b)
Definition: math.c:62
D3DVALUE WINAPI D3DRMColorGetAlpha(D3DCOLOR color)
Definition: math.c:38
D3DRMQUATERNION *WINAPI D3DRMQuaternionSlerp(D3DRMQUATERNION *q, D3DRMQUATERNION *a, D3DRMQUATERNION *b, D3DVALUE alpha)
Definition: math.c:112
D3DVALUE WINAPI D3DRMVectorDotProduct(D3DVECTOR *s1, D3DVECTOR *s2)
Definition: math.c:180
D3DVALUE WINAPI D3DRMColorGetGreen(D3DCOLOR color)
Definition: math.c:50
D3DVECTOR *WINAPI D3DRMVectorRotate(D3DVECTOR *r, D3DVECTOR *v, D3DVECTOR *axis, D3DVALUE theta)
Definition: math.c:233
D3DCOLOR WINAPI D3DRMCreateColorRGBA(D3DVALUE red, D3DVALUE green, D3DVALUE blue, D3DVALUE alpha)
Definition: math.c:28
GLclampf green
Definition: gl.h:1740
GLint GLint GLint GLint GLint x
Definition: gl.h:1548
const GLdouble * v
Definition: gl.h:2040
GLclampf GLclampf GLclampf alpha
Definition: gl.h:1740
GLdouble s
Definition: gl.h:2039
GLint GLint GLint GLint GLint GLint y
Definition: gl.h:1548
GLdouble GLdouble GLdouble r
Definition: gl.h:2055
GLclampf GLclampf blue
Definition: gl.h:1740
GLdouble GLdouble GLdouble GLdouble q
Definition: gl.h:2063
GLuint color
Definition: glext.h:6243
GLboolean GLboolean GLboolean b
Definition: glext.h:6204
GLboolean GLboolean GLboolean GLboolean a
Definition: glext.h:6204
GLfloat GLfloat v1
Definition: glext.h:6062
GLfloat GLfloat GLfloat v2
Definition: glext.h:6063
GLubyte GLubyte GLubyte GLubyte w
Definition: glext.h:6102
GLuint64EXT * result
Definition: glext.h:11304
GLdouble GLdouble z
Definition: glext.h:5874
const GLfloat * m
Definition: glext.h:10848
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint factor
Definition: glfuncs.h:178
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble * u
Definition: glfuncs.h:240
_Check_return_ int __cdecl rand(void)
Definition: rand.c:10
#define d
Definition: ke_i.h:81
#define red
Definition: linetest.c:67
struct S1 s1
struct S2 s2
static calc_node_t temp
Definition: rpn_ieee.c:38
D3DVALUE s
Definition: d3drmdef.h:42
D3DVECTOR v
Definition: d3drmdef.h:43
#define WINAPI
Definition: msvc.h:6