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-rw-r--r--src/old/d3dmath.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/old/d3dmath.cpp b/src/old/d3dmath.cpp
index 15308fe..77ce492 100644
--- a/src/old/d3dmath.cpp
+++ b/src/old/d3dmath.cpp
@@ -43,9 +43,9 @@ VOID D3DMath_MatrixMultiply( D3DMATRIX& q, D3DMATRIX& a, D3DMATRIX& b )
ZeroMemory( pM, sizeof(D3DMATRIX) );
- for( WORD i=0; i<4; i++ )
- for( WORD j=0; j<4; j++ )
- for( WORD k=0; k<4; k++ )
+ for( WORD i=0; i<4; i++ )
+ for( WORD j=0; j<4; j++ )
+ for( WORD k=0; k<4; k++ )
pM[4*i+j] += pA[4*i+k] * pB[4*k+j];
memcpy( &q, pM, sizeof(D3DMATRIX) );
@@ -107,7 +107,7 @@ HRESULT D3DMath_VectorMatrixMultiply( D3DVECTOR& vDest, D3DVECTOR& vSrc,
FLOAT y = vSrc.x*mat._12 + vSrc.y*mat._22 + vSrc.z* mat._32 + mat._42;
FLOAT z = vSrc.x*mat._13 + vSrc.y*mat._23 + vSrc.z* mat._33 + mat._43;
FLOAT w = vSrc.x*mat._14 + vSrc.y*mat._24 + vSrc.z* mat._34 + mat._44;
-
+
if( fabs( w ) < g_EPSILON )
return E_INVALIDARG;
@@ -167,7 +167,7 @@ VOID D3DMath_QuaternionFromRotation( FLOAT& x, FLOAT& y, FLOAT& z, FLOAT& w,
//-----------------------------------------------------------------------------
VOID D3DMath_RotationFromQuaternion( D3DVECTOR& v, FLOAT& fTheta,
FLOAT x, FLOAT y, FLOAT z, FLOAT w )
-
+
{
fTheta = acosf(w) * 2.0f;
v.x = x / sinf( fTheta/2.0f );
@@ -184,7 +184,7 @@ VOID D3DMath_RotationFromQuaternion( D3DVECTOR& v, FLOAT& fTheta,
//-----------------------------------------------------------------------------
VOID D3DMath_QuaternionFromAngles( FLOAT& x, FLOAT& y, FLOAT& z, FLOAT& w,
FLOAT fYaw, FLOAT fPitch, FLOAT fRoll )
-
+
{
FLOAT fSinYaw = sinf( fYaw/2.0f );
FLOAT fSinPitch = sinf( fPitch/2.0f );
@@ -212,8 +212,8 @@ VOID D3DMath_MatrixFromQuaternion( D3DMATRIX& mat, FLOAT x, FLOAT y, FLOAT z,
FLOAT xx = x*x; FLOAT yy = y*y; FLOAT zz = z*z;
FLOAT xy = x*y; FLOAT xz = x*z; FLOAT yz = y*z;
FLOAT wx = w*x; FLOAT wy = w*y; FLOAT wz = w*z;
-
- mat._11 = 1 - 2 * ( yy + zz );
+
+ mat._11 = 1 - 2 * ( yy + zz );
mat._12 = 2 * ( xy - wz );
mat._13 = 2 * ( xz + wy );
@@ -257,8 +257,8 @@ VOID D3DMath_QuaternionFromMatrix( FLOAT& x, FLOAT& y, FLOAT& z, FLOAT& w,
FLOAT xx = x*x; FLOAT yy = y*y; FLOAT zz = z*z;
FLOAT xy = x*y; FLOAT xz = x*z; FLOAT yz = y*z;
FLOAT wx = w*x; FLOAT wy = w*y; FLOAT wz = w*z;
-
- mat._11 = 1 - 2 * ( yy + zz );
+
+ mat._11 = 1 - 2 * ( yy + zz );
mat._12 = 2 * ( xy - wz );
mat._13 = 2 * ( xz + wy );
@@ -311,7 +311,7 @@ VOID D3DMath_QuaternionSlerp( FLOAT& Qx, FLOAT& Qy, FLOAT& Qz, FLOAT& Qw,
FLOAT fCosTheta = Ax*Bx + Ay*By + Az*Bz + Aw*Bw;
// Check angle to see if quaternions are in opposite hemispheres
- if( fCosTheta < 0.0f )
+ if( fCosTheta < 0.0f )
{
// If so, flip one of the quaterions
fCosTheta = -fCosTheta;
@@ -321,12 +321,12 @@ VOID D3DMath_QuaternionSlerp( FLOAT& Qx, FLOAT& Qy, FLOAT& Qz, FLOAT& Qw,
// Set factors to do linear interpolation, as a special case where the
// quaternions are close together.
FLOAT fBeta = 1.0f - fAlpha;
-
+
// If the quaternions aren't close, proceed with spherical interpolation
- if( 1.0f - fCosTheta > 0.001f )
- {
+ if( 1.0f - fCosTheta > 0.001f )
+ {
FLOAT fTheta = acosf( fCosTheta );
-
+
fBeta = sinf( fTheta*fBeta ) / sinf( fTheta);
fAlpha = sinf( fTheta*fAlpha ) / sinf( fTheta);
}