QUAT.C

/*========================================================================== 
*
* Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
*
* File: quat.c
*
***************************************************************************/

/*
* demonstration of representation of orientation using quaternions
*/

#include "rmdemo.h"

#define PI2 6.28318
#define XPOS 2.0
#define INTERPOLATE_STEP 0.05

static D3DRMQUATERNION q;

static int view_width, view_height;

void ReadMouse(int* buttons, int* x, int* y);

void CDECL
UserControl(LPDIRECT3DRMFRAME frame, void* arg, D3DVALUE delta)
{
int mx, my, mb;
LPDIRECT3DRMFRAME scene;
D3DVALUE angle;
D3DVECTOR vx = {D3DVAL(1), D3DVAL(0), D3DVAL(0)},
vy = {D3DVAL(0), D3DVAL(1), D3DVAL(0)};
D3DRMQUATERNION qx, qy;
D3DRMMATRIX4D mat;

arg = arg;

ReadMouse(&mb, &mx, &my);
angle = D3DMultiply((-D3DVAL(0.5) + D3DDivide(D3DVAL(my),
D3DVAL(view_height))), D3DVAL(PI2));
D3DRMQuaternionFromRotation(&qx, &vx, angle);
angle = D3DMultiply((-D3DVAL(0.5) + D3DDivide(D3DVAL(mx),
D3DVAL(view_width))), D3DVAL(PI2));
D3DRMQuaternionFromRotation(&qy, &vy, angle);
D3DRMQuaternionMultiply(&q, &qx, &qy);
D3DRMMatrixFromQuaternion(mat, &q);
frame->lpVtbl->AddTransform(frame, D3DRMCOMBINE_REPLACE, mat);
frame->lpVtbl->GetScene(frame, &scene);
frame->lpVtbl->SetPosition(frame, scene, D3DVAL(-XPOS), D3DVAL(0),
D3DVAL(0));

RELEASE(scene);
}

void CDECL
Follow(LPDIRECT3DRMFRAME frame, void* arg, D3DVALUE delta)
{
LPDIRECT3DRMFRAME scene;
int mx, my, mb;
static D3DRMQUATERNION qstart = {D3DVAL(1), {D3DVAL(0), D3DVAL(0),D3DVAL(0)}},
qend;
static D3DVALUE alpha = D3DVAL(0);

arg = arg;

ReadMouse(&mb, &mx, &my);
if (mb && alpha == D3DVAL(0)) {
qend = q;
alpha = D3DVAL(INTERPOLATE_STEP);
}
if (alpha > D3DVAL(0)) {
D3DRMQUATERNION interp;
D3DRMMATRIX4D mat;

D3DRMQuaternionSlerp(&interp, &qstart, &qend, alpha);
D3DRMMatrixFromQuaternion(mat, &interp);

if (alpha >= D3DVAL(1)) {
D3DRMMatrixFromQuaternion(mat, &qend);
alpha = D3DVAL(0);
qstart = qend;
} else
alpha += D3DVAL(INTERPOLATE_STEP);

frame->lpVtbl->AddTransform(frame, D3DRMCOMBINE_REPLACE, mat);
frame->lpVtbl->GetScene(frame, &scene);
frame->lpVtbl->SetPosition(frame, scene, D3DVAL(XPOS), D3DVAL(0), D3DVAL(0));
RELEASE(scene);
}
}

BOOL
BuildScene(LPDIRECT3DRMDEVICE dev, LPDIRECT3DRMVIEWPORT view,
LPDIRECT3DRMFRAME scene, LPDIRECT3DRMFRAME camera)
{
D3DRMRENDERQUALITY quality = D3DRMRENDER_FLAT;
LPDIRECT3DRMFRAME lights = NULL;
LPDIRECT3DRMFRAME user = NULL;
LPDIRECT3DRMFRAME follower = NULL;
LPDIRECT3DRMMESHBUILDER builder = NULL;
LPDIRECT3DRMMESH mesh = NULL;
LPDIRECT3DRMLIGHT l1 = NULL;
LPDIRECT3DRMLIGHT l2 = NULL;
HRESULT rval;

if (FAILED(dev->lpVtbl->SetQuality(dev, quality)))
goto generic_error;

view_width = view->lpVtbl->GetWidth(view);
view_height = view->lpVtbl->GetHeight(view);

/*
* initialize the lights in the scene
*/
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &lights)))
goto generic_error;
if (FAILED(lights->lpVtbl->SetOrientation(lights, scene,
D3DVAL(-1), D3DVAL(-1), D3DVAL(0), D3DVAL(0), D3DVAL(1), D3DVAL(0))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_DIRECTIONAL, D3DVAL(0.8),
D3DVAL(0.6), D3DVAL(0.7), &l1)))
goto generic_error;
if (FAILED(lights->lpVtbl->AddLight(lights, l1)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateLightRGB(lpD3DRM, D3DRMLIGHT_AMBIENT, D3DVAL(0.1),
D3DVAL(0.1), D3DVAL(0.1), &l2)))
goto generic_error;
if (FAILED(scene->lpVtbl->AddLight(scene, l2)))
goto generic_error;

if (FAILED(lpD3DRM->lpVtbl->CreateMeshBuilder(lpD3DRM, &builder)))
goto generic_error;
rval = builder->lpVtbl->Load(builder, "dropship.x", NULL,
D3DRMLOAD_FROMFILE, NULL, NULL);
if (rval != D3DRM_OK) {
Msg("Failed to load dropship.x.\n%s", D3DRMErrorToString(rval));
goto ret_with_error;
}
if (FAILED(builder->lpVtbl->Scale(builder, D3DVAL(0.1),
D3DVAL(0.08), D3DVAL(0.1))))
goto generic_error;
if (FAILED(builder->lpVtbl->CreateMesh(builder, &mesh)))
goto generic_error;
RELEASE(builder);

if (FAILED(camera->lpVtbl->SetPosition(camera, scene, D3DVAL(0), D3DVAL(0),
D3DVAL(-12))))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &user)))
goto generic_error;
if (FAILED(user->lpVtbl->AddVisual(user, (LPDIRECT3DRMVISUAL) mesh)))
goto generic_error;
if (FAILED(lpD3DRM->lpVtbl->CreateFrame(lpD3DRM, scene, &follower)))
goto generic_error;
if (FAILED(follower->lpVtbl->AddVisual(follower, (LPDIRECT3DRMVISUAL) mesh)))
goto generic_error;

if (FAILED(follower->lpVtbl->SetPosition(follower, scene, D3DVAL(XPOS), D3DVAL(0),
D3DVAL(0))))
goto generic_error;

if (FAILED(user->lpVtbl->AddMoveCallback(user, UserControl, NULL)))
goto generic_error;
if (FAILED(follower->lpVtbl->AddMoveCallback(follower, Follow, NULL)))
goto generic_error;

RELEASE(lights);
RELEASE(user);
RELEASE(follower);
RELEASE(mesh);
RELEASE(l1);
RELEASE(l2);
return TRUE;
generic_error:
Msg("A failure occurred while building the scene.\n");
ret_with_error:
RELEASE(lights);
RELEASE(user);
RELEASE(follower);
RELEASE(builder);
RELEASE(mesh);
RELEASE(l1);
RELEASE(l2);
return FALSE;
}

void
OverrideDefaults(Defaults* defaults)
{
defaults->bNoTextures = TRUE;
defaults->bConstRenderQuality = TRUE;
lstrcpy(defaults->Name, "Quaternion Direct3DRM Example");
}