ddraw/tests: Rewrite StructSizeTest().
[wine.git] / dlls / d3drm / math.c
bloba6c0c85812619fead082608926b1d8305ca12b2d
1 /*
2 * Copyright 2007 David Adam
3 * Copyright 2007 Vijay Kiran Kamuju
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.
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.
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
20 #include "config.h"
21 #include "wine/port.h"
23 #include "d3drm_private.h"
25 /* Create a RGB color from its components */
26 D3DCOLOR WINAPI D3DRMCreateColorRGB(D3DVALUE red, D3DVALUE green, D3DVALUE blue)
28 return D3DRMCreateColorRGBA(red, green, blue, 1.0f);
30 /* Create a RGBA color from its components */
31 D3DCOLOR WINAPI D3DRMCreateColorRGBA(D3DVALUE red, D3DVALUE green, D3DVALUE blue, D3DVALUE alpha)
33 D3DCOLOR color;
35 d3drm_set_color(&color, red, green, blue, alpha);
37 return color;
40 /* Determine the alpha part of a color */
41 D3DVALUE WINAPI D3DRMColorGetAlpha(D3DCOLOR color)
43 return (RGBA_GETALPHA(color)/255.0);
46 /* Determine the blue part of a color */
47 D3DVALUE WINAPI D3DRMColorGetBlue(D3DCOLOR color)
49 return (RGBA_GETBLUE(color)/255.0);
52 /* Determine the green part of a color */
53 D3DVALUE WINAPI D3DRMColorGetGreen(D3DCOLOR color)
55 return (RGBA_GETGREEN(color)/255.0);
58 /* Determine the red part of a color */
59 D3DVALUE WINAPI D3DRMColorGetRed(D3DCOLOR color)
61 return (RGBA_GETRED(color)/255.0);
64 /* Product of 2 quaternions */
65 D3DRMQUATERNION * WINAPI D3DRMQuaternionMultiply(D3DRMQUATERNION *q, D3DRMQUATERNION *a, D3DRMQUATERNION *b)
67 D3DRMQUATERNION temp;
68 D3DVECTOR cross_product;
70 D3DRMVectorCrossProduct(&cross_product, &a->v, &b->v);
71 temp.s = a->s * b->s - D3DRMVectorDotProduct(&a->v, &b->v);
72 temp.v.u1.x = a->s * b->v.u1.x + b->s * a->v.u1.x + cross_product.u1.x;
73 temp.v.u2.y = a->s * b->v.u2.y + b->s * a->v.u2.y + cross_product.u2.y;
74 temp.v.u3.z = a->s * b->v.u3.z + b->s * a->v.u3.z + cross_product.u3.z;
76 *q = temp;
77 return q;
80 /* Matrix for the Rotation that a unit quaternion represents */
81 void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, D3DRMQUATERNION *q)
83 D3DVALUE w,x,y,z;
84 w = q->s;
85 x = q->v.u1.x;
86 y = q->v.u2.y;
87 z = q->v.u3.z;
88 m[0][0] = 1.0-2.0*(y*y+z*z);
89 m[1][1] = 1.0-2.0*(x*x+z*z);
90 m[2][2] = 1.0-2.0*(x*x+y*y);
91 m[1][0] = 2.0*(x*y+z*w);
92 m[0][1] = 2.0*(x*y-z*w);
93 m[2][0] = 2.0*(x*z-y*w);
94 m[0][2] = 2.0*(x*z+y*w);
95 m[2][1] = 2.0*(y*z+x*w);
96 m[1][2] = 2.0*(y*z-x*w);
97 m[3][0] = 0.0;
98 m[3][1] = 0.0;
99 m[3][2] = 0.0;
100 m[0][3] = 0.0;
101 m[1][3] = 0.0;
102 m[2][3] = 0.0;
103 m[3][3] = 1.0;
106 /* Return a unit quaternion that represents a rotation of an angle around an axis */
107 D3DRMQUATERNION * WINAPI D3DRMQuaternionFromRotation(D3DRMQUATERNION *q, D3DVECTOR *v, D3DVALUE theta)
109 q->s = cos(theta/2.0);
110 D3DRMVectorScale(&q->v, D3DRMVectorNormalize(v), sin(theta/2.0));
111 return q;
114 /* Interpolation between two quaternions */
115 D3DRMQUATERNION * WINAPI D3DRMQuaternionSlerp(D3DRMQUATERNION *q,
116 D3DRMQUATERNION *a, D3DRMQUATERNION *b, D3DVALUE alpha)
118 D3DVALUE dot, epsilon, temp, theta, u;
119 D3DVECTOR v1, v2;
121 dot = a->s * b->s + D3DRMVectorDotProduct(&a->v, &b->v);
122 epsilon = 1.0f;
123 temp = 1.0f - alpha;
124 u = alpha;
125 if (dot < 0.0)
127 epsilon = -1.0;
128 dot = -dot;
130 if( 1.0f - dot > 0.001f )
132 theta = acos(dot);
133 temp = sin(theta * temp) / sin(theta);
134 u = sin(theta * alpha) / sin(theta);
136 q->s = temp * a->s + epsilon * u * b->s;
137 D3DRMVectorScale(&v1, &a->v, temp);
138 D3DRMVectorScale(&v2, &b->v, epsilon * u);
139 D3DRMVectorAdd(&q->v, &v1, &v2);
140 return q;
143 /* Add Two Vectors */
144 D3DVECTOR * WINAPI D3DRMVectorAdd(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
146 D3DVECTOR temp;
148 temp.u1.x=s1->u1.x + s2->u1.x;
149 temp.u2.y=s1->u2.y + s2->u2.y;
150 temp.u3.z=s1->u3.z + s2->u3.z;
152 *d = temp;
153 return d;
156 /* Subtract Two Vectors */
157 D3DVECTOR * WINAPI D3DRMVectorSubtract(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
159 D3DVECTOR temp;
161 temp.u1.x=s1->u1.x - s2->u1.x;
162 temp.u2.y=s1->u2.y - s2->u2.y;
163 temp.u3.z=s1->u3.z - s2->u3.z;
165 *d = temp;
166 return d;
169 /* Cross Product of Two Vectors */
170 D3DVECTOR * WINAPI D3DRMVectorCrossProduct(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
172 D3DVECTOR temp;
174 temp.u1.x=s1->u2.y * s2->u3.z - s1->u3.z * s2->u2.y;
175 temp.u2.y=s1->u3.z * s2->u1.x - s1->u1.x * s2->u3.z;
176 temp.u3.z=s1->u1.x * s2->u2.y - s1->u2.y * s2->u1.x;
178 *d = temp;
179 return d;
182 /* Dot Product of Two vectors */
183 D3DVALUE WINAPI D3DRMVectorDotProduct(D3DVECTOR *s1, D3DVECTOR *s2)
185 D3DVALUE dot_product;
186 dot_product=s1->u1.x * s2->u1.x + s1->u2.y * s2->u2.y + s1->u3.z * s2->u3.z;
187 return dot_product;
190 /* Norm of a vector */
191 D3DVALUE WINAPI D3DRMVectorModulus(D3DVECTOR *v)
193 D3DVALUE result;
194 result=sqrt(v->u1.x * v->u1.x + v->u2.y * v->u2.y + v->u3.z * v->u3.z);
195 return result;
198 /* Normalize a vector. Returns (1,0,0) if INPUT is the NULL vector. */
199 D3DVECTOR * WINAPI D3DRMVectorNormalize(D3DVECTOR *u)
201 D3DVALUE modulus = D3DRMVectorModulus(u);
202 if(modulus)
204 D3DRMVectorScale(u,u,1.0/modulus);
206 else
208 u->u1.x=1.0;
209 u->u2.y=0.0;
210 u->u3.z=0.0;
212 return u;
215 /* Returns a random unit vector */
216 D3DVECTOR * WINAPI D3DRMVectorRandom(D3DVECTOR *d)
218 d->u1.x = rand();
219 d->u2.y = rand();
220 d->u3.z = rand();
221 D3DRMVectorNormalize(d);
222 return d;
225 /* Reflection of a vector on a surface */
226 D3DVECTOR * WINAPI D3DRMVectorReflect(D3DVECTOR *r, D3DVECTOR *ray, D3DVECTOR *norm)
228 D3DVECTOR sca, temp;
229 D3DRMVectorSubtract(&temp, D3DRMVectorScale(&sca, norm, 2.0*D3DRMVectorDotProduct(ray,norm)), ray);
231 *r = temp;
232 return r;
235 /* Rotation of a vector */
236 D3DVECTOR * WINAPI D3DRMVectorRotate(D3DVECTOR *r, D3DVECTOR *v, D3DVECTOR *axis, D3DVALUE theta)
238 D3DRMQUATERNION quaternion1, quaternion2, quaternion3;
239 D3DVECTOR norm;
241 quaternion1.s = cos(theta * 0.5f);
242 quaternion2.s = cos(theta * 0.5f);
243 norm = *D3DRMVectorNormalize(axis);
244 D3DRMVectorScale(&quaternion1.v, &norm, sin(theta * 0.5f));
245 D3DRMVectorScale(&quaternion2.v, &norm, -sin(theta * 0.5f));
246 quaternion3.s = 0.0;
247 quaternion3.v = *v;
248 D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion3);
249 D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion2);
251 *r = *D3DRMVectorNormalize(&quaternion1.v);
252 return r;
255 /* Scale a vector */
256 D3DVECTOR * WINAPI D3DRMVectorScale(D3DVECTOR *d, D3DVECTOR *s, D3DVALUE factor)
258 D3DVECTOR temp;
260 temp.u1.x=factor * s->u1.x;
261 temp.u2.y=factor * s->u2.y;
262 temp.u3.z=factor * s->u3.z;
264 *d = temp;
265 return d;