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;
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);
106 q->
s =
cos(theta/2.0);
127 if( 1.0
f - dot > 0.001
f )
133 q->s =
temp *
a->s + epsilon *
u *
b->s;
183 dot_product=
s1->u1.x *
s2->u1.x +
s1->u2.y *
s2->u2.y +
s1->u3.z *
s2->u3.z;
238 quaternion1.
s =
cos(theta * 0.5
f);
239 quaternion2.
s =
cos(theta * 0.5
f);
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
_STLP_DECLSPEC complex< float > _STLP_CALL sqrt(const complex< float > &)
D3DVALUE WINAPI D3DRMVectorModulus(D3DVECTOR *v)
#define RGBA_GETGREEN(rgb)
GLubyte GLubyte GLubyte GLubyte w
_Tp _STLP_CALL norm(const complex< _Tp > &__z)
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
GLdouble GLdouble GLdouble r
D3DVECTOR *WINAPI D3DRMVectorNormalize(D3DVECTOR *u)
GLint GLint GLint GLint GLint x
D3DVECTOR *WINAPI D3DRMVectorReflect(D3DVECTOR *r, D3DVECTOR *ray, D3DVECTOR *norm)
D3DVECTOR *WINAPI D3DRMVectorAdd(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
D3DVALUE WINAPI D3DRMColorGetRed(D3DCOLOR color)
valarray< _Tp > acos(const valarray< _Tp > &__x)
_Check_return_ int __cdecl rand(void)
D3DVECTOR *WINAPI D3DRMVectorRandom(D3DVECTOR *d)
_STLP_DECLSPEC complex< float > _STLP_CALL cos(const complex< float > &)
D3DVECTOR *WINAPI D3DRMVectorRotate(D3DVECTOR *r, D3DVECTOR *v, D3DVECTOR *axis, D3DVALUE theta)
void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, D3DRMQUATERNION *q)
D3DRMQUATERNION *WINAPI D3DRMQuaternionSlerp(D3DRMQUATERNION *q, D3DRMQUATERNION *a, D3DRMQUATERNION *b, D3DVALUE alpha)
D3DVECTOR *WINAPI D3DRMVectorScale(D3DVECTOR *d, D3DVECTOR *s, D3DVALUE factor)
GLboolean GLboolean GLboolean b
D3DVECTOR *WINAPI D3DRMVectorSubtract(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
D3DVALUE WINAPI D3DRMColorGetGreen(D3DCOLOR color)
GLdouble GLdouble GLdouble GLdouble q
D3DRMQUATERNION *WINAPI D3DRMQuaternionMultiply(D3DRMQUATERNION *q, D3DRMQUATERNION *a, D3DRMQUATERNION *b)
D3DVALUE WINAPI D3DRMColorGetBlue(D3DCOLOR color)
D3DVALUE D3DRMMATRIX4D[4][4]
D3DVALUE WINAPI D3DRMColorGetAlpha(D3DCOLOR color)
D3DVALUE WINAPI D3DRMVectorDotProduct(D3DVECTOR *s1, D3DVECTOR *s2)
GLfloat GLfloat GLfloat v2
#define RGBA_GETBLUE(rgb)
static void d3drm_set_color(D3DCOLOR *color, float r, float g, float b, float a)
D3DRMQUATERNION *WINAPI D3DRMQuaternionFromRotation(D3DRMQUATERNION *q, D3DVECTOR *v, D3DVALUE theta)
GLint GLint GLint GLint GLint GLint y
#define RGBA_GETALPHA(rgb)
D3DCOLOR WINAPI D3DRMCreateColorRGBA(D3DVALUE red, D3DVALUE green, D3DVALUE blue, D3DVALUE alpha)
GLclampf GLclampf GLclampf alpha
_STLP_DECLSPEC complex< float > _STLP_CALL sin(const complex< float > &)
GLboolean GLboolean GLboolean GLboolean a
D3DCOLOR WINAPI D3DRMCreateColorRGB(D3DVALUE red, D3DVALUE green, D3DVALUE blue)
D3DVECTOR *WINAPI D3DRMVectorCrossProduct(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)