|  | /* | 
|  | * Copyright 2007 David Adam | 
|  | * Copyright 2007 Vijay Kiran Kamuju | 
|  | * | 
|  | * This library is free software; you can redistribute it and/or | 
|  | * modify it under the terms of the GNU Lesser General Public | 
|  | * License as published by the Free Software Foundation; either | 
|  | * version 2.1 of the License, or (at your option) any later version. | 
|  | * | 
|  | * This library is distributed in the hope that it will be useful, | 
|  | * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
|  | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU | 
|  | * Lesser General Public License for more details. | 
|  | * | 
|  | * You should have received a copy of the GNU Lesser General Public | 
|  | * License along with this library; if not, write to the Free Software | 
|  | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA | 
|  | */ | 
|  |  | 
|  | #define NONAMELESSUNION | 
|  |  | 
|  | #include <math.h> | 
|  | #include <stdarg.h> | 
|  | #include "windef.h" | 
|  | #include "winbase.h" | 
|  | #include "wingdi.h" | 
|  | #include "d3drmdef.h" | 
|  |  | 
|  | /* Create a RGB color from its components */ | 
|  | D3DCOLOR WINAPI D3DRMCreateColorRGB(D3DVALUE red, D3DVALUE green, D3DVALUE blue) | 
|  | { | 
|  | return (D3DRMCreateColorRGBA(red, green, blue, 255.0)); | 
|  | } | 
|  | /* Create a RGBA color from its components */ | 
|  | D3DCOLOR WINAPI D3DRMCreateColorRGBA(D3DVALUE red, D3DVALUE green, D3DVALUE blue, D3DVALUE alpha) | 
|  | { | 
|  | int Red, Green, Blue, Alpha; | 
|  | Red=floor(red*255); | 
|  | Green=floor(green*255); | 
|  | Blue=floor(blue*255); | 
|  | Alpha=floor(alpha*255); | 
|  | if (red < 0) Red=0; | 
|  | if (red > 1) Red=255; | 
|  | if (green < 0) Green=0; | 
|  | if (green > 1) Green=255; | 
|  | if (blue < 0) Blue=0; | 
|  | if (blue > 1) Blue=255; | 
|  | if (alpha < 0) Alpha=0; | 
|  | if (alpha > 1) Alpha=255; | 
|  | return (RGBA_MAKE(Red, Green, Blue, Alpha)); | 
|  | } | 
|  |  | 
|  | /* Determine the alpha part of a color */ | 
|  | D3DVALUE WINAPI D3DRMColorGetAlpha(D3DCOLOR color) | 
|  | { | 
|  | return (RGBA_GETALPHA(color)/255.0); | 
|  | } | 
|  |  | 
|  | /* Determine the blue part of a color */ | 
|  | D3DVALUE WINAPI D3DRMColorGetBlue(D3DCOLOR color) | 
|  | { | 
|  | return (RGBA_GETBLUE(color)/255.0); | 
|  | } | 
|  |  | 
|  | /* Determine the green part of a color */ | 
|  | D3DVALUE WINAPI D3DRMColorGetGreen(D3DCOLOR color) | 
|  | { | 
|  | return (RGBA_GETGREEN(color)/255.0); | 
|  | } | 
|  |  | 
|  | /* Determine the red part of a color */ | 
|  | D3DVALUE WINAPI D3DRMColorGetRed(D3DCOLOR color) | 
|  | { | 
|  | return (RGBA_GETRED(color)/255.0); | 
|  | } | 
|  |  | 
|  | /* Product of 2 quaternions */ | 
|  | LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b) | 
|  | { | 
|  | D3DRMQUATERNION temp; | 
|  | D3DVECTOR cross_product; | 
|  |  | 
|  | D3DRMVectorCrossProduct(&cross_product, &a->v, &b->v); | 
|  | temp.s = a->s * b->s - D3DRMVectorDotProduct(&a->v, &b->v); | 
|  | temp.v.u1.x = a->s * b->v.u1.x + b->s * a->v.u1.x + cross_product.u1.x; | 
|  | temp.v.u2.y = a->s * b->v.u2.y + b->s * a->v.u2.y + cross_product.u2.y; | 
|  | temp.v.u3.z = a->s * b->v.u3.z + b->s * a->v.u3.z + cross_product.u3.z; | 
|  |  | 
|  | *q = temp; | 
|  | return q; | 
|  | } | 
|  |  | 
|  | /* Matrix for the Rotation that a unit quaternion represents */ | 
|  | void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, LPD3DRMQUATERNION q) | 
|  | { | 
|  | D3DVALUE w,x,y,z; | 
|  | w = q->s; | 
|  | x = q->v.u1.x; | 
|  | y = q->v.u2.y; | 
|  | z = q->v.u3.z; | 
|  | m[0][0] = 1.0-2.0*(y*y+z*z); | 
|  | m[1][1] = 1.0-2.0*(x*x+z*z); | 
|  | m[2][2] = 1.0-2.0*(x*x+y*y); | 
|  | m[1][0] = 2.0*(x*y+z*w); | 
|  | m[0][1] = 2.0*(x*y-z*w); | 
|  | m[2][0] = 2.0*(x*z-y*w); | 
|  | m[0][2] = 2.0*(x*z+y*w); | 
|  | m[2][1] = 2.0*(y*z+x*w); | 
|  | m[1][2] = 2.0*(y*z-x*w); | 
|  | m[3][0] = 0.0; | 
|  | m[3][1] = 0.0; | 
|  | m[3][2] = 0.0; | 
|  | m[0][3] = 0.0; | 
|  | m[1][3] = 0.0; | 
|  | m[2][3] = 0.0; | 
|  | m[3][3] = 1.0; | 
|  | } | 
|  |  | 
|  | /* Return a unit quaternion that represents a rotation of an angle around an axis */ | 
|  | LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION q, LPD3DVECTOR v, D3DVALUE theta) | 
|  | { | 
|  | q->s = cos(theta/2.0); | 
|  | D3DRMVectorScale(&q->v, D3DRMVectorNormalize(v), sin(theta/2.0)); | 
|  | return q; | 
|  | } | 
|  |  | 
|  | /* Interpolation between two quaternions */ | 
|  | LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b, D3DVALUE alpha) | 
|  | { | 
|  | D3DVALUE dot, epsilon, temp, theta, u; | 
|  | D3DVECTOR v1, v2; | 
|  |  | 
|  | dot = a->s * b->s + D3DRMVectorDotProduct(&a->v, &b->v); | 
|  | epsilon = 1.0f; | 
|  | temp = 1.0f - alpha; | 
|  | u = alpha; | 
|  | if (dot < 0.0) | 
|  | { | 
|  | epsilon = -1.0; | 
|  | dot = -dot; | 
|  | } | 
|  | if( 1.0f - dot > 0.001f ) | 
|  | { | 
|  | theta = acos(dot); | 
|  | temp  = sin(theta * temp) / sin(theta); | 
|  | u = sin(theta * alpha) / sin(theta); | 
|  | } | 
|  | q->s = temp * a->s + epsilon * u * b->s; | 
|  | D3DRMVectorScale(&v1, &a->v, temp); | 
|  | D3DRMVectorScale(&v2, &b->v, epsilon * u); | 
|  | D3DRMVectorAdd(&q->v, &v1, &v2); | 
|  | return q; | 
|  | } | 
|  |  | 
|  | /* Add Two Vectors */ | 
|  | LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2) | 
|  | { | 
|  | D3DVECTOR temp; | 
|  |  | 
|  | temp.u1.x=s1->u1.x + s2->u1.x; | 
|  | temp.u2.y=s1->u2.y + s2->u2.y; | 
|  | temp.u3.z=s1->u3.z + s2->u3.z; | 
|  |  | 
|  | *d = temp; | 
|  | return d; | 
|  | } | 
|  |  | 
|  | /* Subtract Two Vectors */ | 
|  | LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2) | 
|  | { | 
|  | D3DVECTOR temp; | 
|  |  | 
|  | temp.u1.x=s1->u1.x - s2->u1.x; | 
|  | temp.u2.y=s1->u2.y - s2->u2.y; | 
|  | temp.u3.z=s1->u3.z - s2->u3.z; | 
|  |  | 
|  | *d = temp; | 
|  | return d; | 
|  | } | 
|  |  | 
|  | /* Cross Product of Two Vectors */ | 
|  | LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2) | 
|  | { | 
|  | D3DVECTOR temp; | 
|  |  | 
|  | temp.u1.x=s1->u2.y * s2->u3.z - s1->u3.z * s2->u2.y; | 
|  | temp.u2.y=s1->u3.z * s2->u1.x - s1->u1.x * s2->u3.z; | 
|  | temp.u3.z=s1->u1.x * s2->u2.y - s1->u2.y * s2->u1.x; | 
|  |  | 
|  | *d = temp; | 
|  | return d; | 
|  | } | 
|  |  | 
|  | /* Dot Product of Two vectors */ | 
|  | D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR s1, LPD3DVECTOR s2) | 
|  | { | 
|  | D3DVALUE dot_product; | 
|  | dot_product=s1->u1.x * s2->u1.x + s1->u2.y * s2->u2.y + s1->u3.z * s2->u3.z; | 
|  | return dot_product; | 
|  | } | 
|  |  | 
|  | /* Norm of a vector */ | 
|  | D3DVALUE WINAPI D3DRMVectorModulus(LPD3DVECTOR v) | 
|  | { | 
|  | D3DVALUE result; | 
|  | result=sqrt(v->u1.x * v->u1.x + v->u2.y * v->u2.y + v->u3.z * v->u3.z); | 
|  | return result; | 
|  | } | 
|  |  | 
|  | /* Normalize a vector.  Returns (1,0,0) if INPUT is the NULL vector. */ | 
|  | LPD3DVECTOR WINAPI D3DRMVectorNormalize(LPD3DVECTOR u) | 
|  | { | 
|  | D3DVALUE modulus = D3DRMVectorModulus(u); | 
|  | if(modulus) | 
|  | { | 
|  | D3DRMVectorScale(u,u,1.0/modulus); | 
|  | } | 
|  | else | 
|  | { | 
|  | u->u1.x=1.0; | 
|  | u->u2.y=0.0; | 
|  | u->u3.z=0.0; | 
|  | } | 
|  | return u; | 
|  | } | 
|  |  | 
|  | /* Returns a random unit vector */ | 
|  | LPD3DVECTOR WINAPI D3DRMVectorRandom(LPD3DVECTOR d) | 
|  | { | 
|  | d->u1.x = rand(); | 
|  | d->u2.y = rand(); | 
|  | d->u3.z = rand(); | 
|  | D3DRMVectorNormalize(d); | 
|  | return d; | 
|  | } | 
|  |  | 
|  | /* Reflection of a vector on a surface */ | 
|  | LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTOR norm) | 
|  | { | 
|  | D3DVECTOR sca, temp; | 
|  | D3DRMVectorSubtract(&temp, D3DRMVectorScale(&sca, norm, 2.0*D3DRMVectorDotProduct(ray,norm)), ray); | 
|  |  | 
|  | *r = temp; | 
|  | return r; | 
|  | } | 
|  |  | 
|  | /* Rotation of a vector */ | 
|  | LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta) | 
|  | { | 
|  | D3DRMQUATERNION quaternion1, quaternion2, quaternion3; | 
|  | D3DVECTOR norm; | 
|  |  | 
|  | quaternion1.s = cos(theta * 0.5f); | 
|  | quaternion2.s = cos(theta * 0.5f); | 
|  | norm = *D3DRMVectorNormalize(axis); | 
|  | D3DRMVectorScale(&quaternion1.v, &norm, sin(theta * 0.5f)); | 
|  | D3DRMVectorScale(&quaternion2.v, &norm, -sin(theta * 0.5f)); | 
|  | quaternion3.s = 0.0; | 
|  | quaternion3.v = *v; | 
|  | D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion3); | 
|  | D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion2); | 
|  |  | 
|  | *r = *D3DRMVectorNormalize(&quaternion1.v); | 
|  | return r; | 
|  | } | 
|  |  | 
|  | /* Scale a vector */ | 
|  | LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR d, LPD3DVECTOR s, D3DVALUE factor) | 
|  | { | 
|  | D3DVECTOR temp; | 
|  |  | 
|  | temp.u1.x=factor * s->u1.x; | 
|  | temp.u2.y=factor * s->u2.y; | 
|  | temp.u3.z=factor * s->u3.z; | 
|  |  | 
|  | *d = temp; | 
|  | return d; | 
|  | } |