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📄 d3dmath.c

📁 国外游戏开发者杂志1997年第九期配套代码
💻 C
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/*==========================================================================
 *
 *  Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
 *
 *  File: d3dmath.c
 *
 ***************************************************************************/

#include <d3d.h>
#include <math.h>

/*
 * Normalises the vector v
 */
LPD3DVECTOR 
D3DVECTORNormalise(LPD3DVECTOR v)
{
    float vx, vy, vz, inv_mod;
    vx = v->x;
    vy = v->y;
    vz = v->z;
    if ((vx == 0) && (vy == 0) && (vz == 0))
	return v;
    inv_mod = (float)(1.0 / sqrt(vx * vx + vy * vy + vz * vz));
    v->x = vx * inv_mod;
    v->y = vy * inv_mod;
    v->z = vz * inv_mod;
    return v;
}


/*
 * Calculates cross product of a and b.
 */
LPD3DVECTOR 
D3DVECTORCrossProduct(LPD3DVECTOR lpd, LPD3DVECTOR lpa, LPD3DVECTOR lpb)
{

    lpd->x = lpa->y * lpb->z - lpa->z * lpb->y;
    lpd->y = lpa->z * lpb->x - lpa->x * lpb->z;
    lpd->z = lpa->x * lpb->y - lpa->y * lpb->x;
    return lpd;
}


/*
 * lpDst = lpSrc1 * lpSrc2
 * lpDst can be equal to lpSrc1 or lpSrc2
 */
LPD3DMATRIX MultiplyD3DMATRIX(LPD3DMATRIX lpDst, LPD3DMATRIX lpSrc1, 
                              LPD3DMATRIX lpSrc2)
{
    D3DVALUE M1[4][4], M2[4][4], D[4][4];
    int i, r, c;

    memcpy(&M1[0][0], lpSrc1, sizeof(D3DMATRIX));
    memcpy(&M2[0][0], lpSrc2, sizeof(D3DMATRIX));
    for (r = 0; r < 4; r++) {
        for (c = 0; c < 4; c++) {
            D[r][c] = (float)0.0;
            for (i = 0; i < 4; i++)
                D[r][c] += M1[r][i] * M2[i][c];
        }
    }
    memcpy(lpDst, &D[0][0], sizeof(D3DMATRIX));
    return lpDst;
}



/*
 * -1 d = a
 */
LPD3DMATRIX 
D3DMATRIXInvert(LPD3DMATRIX d, LPD3DMATRIX a)
{
    d->_11 = a->_11;
    d->_12 = a->_21;
    d->_13 = a->_31;
    d->_14 = a->_14;

    d->_21 = a->_12;
    d->_22 = a->_22;
    d->_23 = a->_32;
    d->_24 = a->_24;

    d->_31 = a->_13;
    d->_32 = a->_23;
    d->_33 = a->_33;
    d->_34 = a->_34;

    d->_41 = a->_14;
    d->_42 = a->_24;
    d->_43 = a->_34;
    d->_44 = a->_44;

    return d;
}


/*
 * Set the rotation part of a matrix such that the vector lpD is the new
 * z-axis and lpU is the new y-axis.
 */
LPD3DMATRIX 
D3DMATRIXSetRotation(LPD3DMATRIX lpM, LPD3DVECTOR lpD, LPD3DVECTOR lpU)
{
    float t;
    D3DVECTOR d, u, r;

    /*
     * Normalise the direction vector.
     */
    d.x = lpD->x;
    d.y = lpD->y;
    d.z = lpD->z;
    D3DVECTORNormalise(&d);

    u.x = lpU->x;
    u.y = lpU->y;
    u.z = lpU->z;
    /*
     * Project u into the plane defined by d and normalise.
     */
    t = u.x * d.x + u.y * d.y + u.z * d.z;
    u.x -= d.x * t;
    u.y -= d.y * t;
    u.z -= d.z * t;
    D3DVECTORNormalise(&u);

    /*
     * Calculate the vector pointing along the matrix x axis (in a right
     * handed coordinate system) using cross product.
     */
    D3DVECTORCrossProduct(&r, &u, &d);

    lpM->_11 = r.x;
    lpM->_12 = r.y, lpM->_13 = r.z;
    lpM->_21 = u.x;
    lpM->_22 = u.y, lpM->_23 = u.z;
    lpM->_31 = d.x;
    lpM->_32 = d.y;
    lpM->_33 = d.z;

    return lpM;
}

/*
 * Calculates a point along a B-Spline curve defined by four points. p
 * n output, contain the point. t				 Position
 * along the curve between p2 and p3.  This position is a float between 0
 * and 1. p1, p2, p3, p4    Points defining spline curve. p, at parameter
 * t along the spline curve
 */
void 
spline(LPD3DVECTOR p, float t, LPD3DVECTOR p1, LPD3DVECTOR p2,
       LPD3DVECTOR p3, LPD3DVECTOR p4)
{
    double t2, t3;
    float m1, m2, m3, m4;

    t2 = (double)(t * t);
    t3 = t2 * (double)t;

    m1 = (float)((-1.0 * t3) + (2.0 * t2) + (-1.0 * (double)t));
    m2 = (float)((3.0 * t3) + (-5.0 * t2) + (0.0 * (double)t) + 2.0);
    m3 = (float)((-3.0 * t3) + (4.0 * t2) + (1.0 * (double)t));
    m4 = (float)((1.0 * t3) + (-1.0 * t2) + (0.0 * (double)t));

    m1 /= (float)2.0;
    m2 /= (float)2.0;
    m3 /= (float)2.0;
    m4 /= (float)2.0;

    p->x = p1->x * m1 + p2->x * m2 + p3->x * m3 + p4->x * m4;
    p->y = p1->y * m1 + p2->y * m2 + p3->y * m3 + p4->y * m4;
    p->z = p1->z * m1 + p2->z * m2 + p3->z * m3 + p4->z * m4;
}

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