コード例 #1
0
//Given a direction vector, get the rotation around the y axis
float GetYRotation(float fX, float fY, float fZ)
{
	D3DVECTOR rlvPreDef, rlvDir;
	D3DVALUE  valCosTheta, fTheta;

	// The pre-defined angle.
	rlvPreDef.x = 0.0F;
	rlvPreDef.y	= 0.0F;
	rlvPreDef.z	= 1.0F;

	// Make a D3DVECTOR from this vector.
	rlvDir.x = fX;
	rlvDir.y = fY;
	rlvDir.z = fZ;

	// First need angle between the pre-defined angle and rlvDir.
	valCosTheta = D3DRMVectorDotProduct(&rlvPreDef, &rlvDir);
	fTheta = (D3DVALUE)acos(valCosTheta);

	// This will always be the acute angle. Since rotation will always be in positive direction we must
	// give correct angle (possibly obtuse) for that direction.
	if (rlvDir.x < 0.0F)
	{
		// Acute angle will not work, need obtuse angle.
		fTheta = (2*PI) - fTheta;
	}
	return fTheta;
}
コード例 #2
0
STDMETHODIMP CVectorObject::get_Rotation(float *pfTheta)
{
	D3DVECTOR rlvPreDef, rlvDir;
	D3DVALUE  valCosTheta;

	// The pre-defined angle.
	rlvPreDef.x = 0.0F;
	rlvPreDef.y	= 0.0F;
	rlvPreDef.z	= 1.0F;

	// Make a D3DVECTOR from this vector.
	rlvDir.x = m_x;
	rlvDir.y = m_y;
	rlvDir.z = m_z;

	D3DRMVectorNormalize(&rlvDir);

	// First need angle between the pre-defined angle and rlvDir.
	valCosTheta = D3DRMVectorDotProduct(&rlvPreDef, &rlvDir);
	*pfTheta = (D3DVALUE)acos(valCosTheta);

	// This will always be the acute angle. Since rotation will always be in positive direction we must
	// give correct angle (possibly obtuse) for that direction.
	if (rlvDir.x < 0.0F)
	{
		// Acute angle will not work, need obtuse angle.
		*pfTheta = (2*PI) - *pfTheta;
	}

	return S_OK;
}
コード例 #3
0
ファイル: math.c プロジェクト: AmesianX/RosWine
/* 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;
}
コード例 #4
0
ファイル: math.c プロジェクト: AmesianX/RosWine
/* 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;
}
コード例 #5
0
ファイル: math.c プロジェクト: AmesianX/RosWine
/* 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;
}