David Adam : d3drm: Simplify some functions.
Alexandre Julliard
julliard at winehq.org
Mon Feb 16 09:35:41 CST 2009
Module: wine
Branch: master
Commit: 687ce93882529670468fa7b20ebf411ea7985e29
URL: http://source.winehq.org/git/wine.git/?a=commit;h=687ce93882529670468fa7b20ebf411ea7985e29
Author: David Adam <david.adam.cnrs at gmail.com>
Date: Sat Feb 14 14:45:35 2009 +0100
d3drm: Simplify some functions.
---
dlls/d3drm/math.c | 29 +++++++++++++++--------------
1 files changed, 15 insertions(+), 14 deletions(-)
diff --git a/dlls/d3drm/math.c b/dlls/d3drm/math.c
index 2410715..d3156fc 100644
--- a/dlls/d3drm/math.c
+++ b/dlls/d3drm/math.c
@@ -128,7 +128,7 @@ LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION q, LPD3DV
LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b, D3DVALUE alpha)
{
D3DVALUE dot, epsilon, temp, theta, u;
- D3DVECTOR sca1,sca2;
+
dot = a->s * b->s + D3DRMVectorDotProduct(&a->v, &b->v);
epsilon = 1.0f;
temp = 1.0f - alpha;
@@ -145,8 +145,8 @@ LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATER
u = sin(theta * alpha) / sin(theta);
}
q->s = temp * a->s + epsilon * u * b->s;
- D3DRMVectorAdd(&q->v, D3DRMVectorScale(&sca1, &a->v, temp),
- D3DRMVectorScale(&sca2, &b->v, epsilon * u));
+ D3DRMVectorAdd(&q->v, D3DRMVectorScale(&a->v, &a->v, temp),
+ D3DRMVectorScale(&b->v, &b->v, epsilon * u));
return q;
}
@@ -245,19 +245,20 @@ LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTO
/* Rotation of a vector */
LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta)
{
- D3DRMQUATERNION quaternion,quaternion1, quaternion2, quaternion3, resultq;
- D3DVECTOR NORM;
-
- quaternion1.s = cos(theta*.5);
- quaternion2.s = cos(theta*.5);
- NORM = *D3DRMVectorNormalize(axis);
- D3DRMVectorScale(&quaternion1.v, &NORM, sin(theta * .5));
- D3DRMVectorScale(&quaternion2.v, &NORM, -sin(theta * .5));
+ 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(&quaternion, &quaternion1, &quaternion3);
- D3DRMQuaternionMultiply(&resultq, &quaternion, &quaternion2);
- *r = *D3DRMVectorNormalize(&resultq.v);
+ D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion3);
+ D3DRMQuaternionMultiply(&quaternion1, &quaternion1, &quaternion2);
+
+ *r = *D3DRMVectorNormalize(&quaternion1.v);
return r;
}
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