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- /***************************************************
- KDL's D3DRM porting
- ****************************************************/
- #include "pcincl.h"
- #include "structs.h"
- #include <d3d.h>
- //Vector Subtract
- void VectorSubtract(RevoltVertex* dest,RevoltVertex src1, RevoltVertex src2)
- {
- dest->X = src1.X - src2.X;
- dest->Y = src1.Y - src2.Y;
- dest->Z = src1.Z - src2.Z;
- }
- //VectorCrossProduct
- void VectorCrossProduct(RevoltVertex*& out,RevoltVertex src1, RevoltVertex src2)
- {
- out->X =src1.Y * src2.Z - src1.Z * src2.Y;
- out->Y = src1.Z * src2.X - src1.X * src2.Z;
- out-> Z = src1.X * src2.Y - src1.Y * src2.X;
- }
- void VectorCrossProduct(RevoltVertex*& out,RevoltVertex* src1, RevoltVertex* src2)
- {
- out->X =src1->Y * src2->Z - src1->Z * src2->Y;
- out->Y = src1->Z * src2->X - src1->X * src2->Z;
- out-> Z = src1->X * src2->Y - src1->Y * src2->X;
- }
- //VectorNormalize
- void VectorNormalize(RevoltVertex*& vec)
- {
- float norm = sqrt(vec->X * vec->X + vec->Y * vec->Y + vec->Z * vec->Z);
- if (norm == 0) {
- vec->X = ZERO;
- vec->Y = ZERO;
- vec->Z = ZERO;
- } else {
- vec->X = vec->X /norm;
- vec->Y = vec->Y /norm;
- vec->Z = vec->Z /norm;
- }
- }
- // Subtract for D3DVector
- void VECTORSubtract(D3DVECTOR* dest,D3DVECTOR src1, D3DVECTOR src2)
- {
- dest->x = src1.x - src2.x;
- dest->y = src1.y - src2.y;
- dest->z = src1.z - src2.z;
- }
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