2007-11-27 00:36:20 +01:00
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/*
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* Copyright (C) 2007 David Adam
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* Copyright (C) 2007 Tony Wasserka
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <d3dx9.h>
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#ifndef __D3DX9MATH_H__
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#define __D3DX9MATH_H__
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#include <math.h>
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#define D3DX_PI ((FLOAT)3.141592654)
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#define D3DX_1BYPI ((FLOAT)0.318309886)
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#define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
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#define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
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typedef struct D3DXVECTOR2
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{
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#ifdef __cplusplus
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D3DXVECTOR2();
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D3DXVECTOR2(CONST FLOAT *pf);
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D3DXVECTOR2(FLOAT fx, FLOAT fy);
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXVECTOR2& operator += (CONST D3DXVECTOR2&);
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D3DXVECTOR2& operator -= (CONST D3DXVECTOR2&);
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D3DXVECTOR2& operator *= (FLOAT);
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D3DXVECTOR2& operator /= (FLOAT);
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D3DXVECTOR2 operator + () const;
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D3DXVECTOR2 operator - () const;
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D3DXVECTOR2 operator + (CONST D3DXVECTOR2&) const;
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D3DXVECTOR2 operator - (CONST D3DXVECTOR2&) const;
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D3DXVECTOR2 operator * (FLOAT) const;
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D3DXVECTOR2 operator / (FLOAT) const;
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friend D3DXVECTOR2 operator * (FLOAT, CONST D3DXVECTOR2&);
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BOOL operator == (CONST D3DXVECTOR2&) const;
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BOOL operator != (CONST D3DXVECTOR2&) const;
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#endif /* __cplusplus */
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FLOAT x, y;
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} D3DXVECTOR2, *LPD3DXVECTOR2;
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#ifdef __cplusplus
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typedef struct D3DXVECTOR3 : public D3DVECTOR
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{
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D3DXVECTOR3();
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D3DXVECTOR3(CONST FLOAT *pf);
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D3DXVECTOR3(CONST D3DVECTOR& v);
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D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXVECTOR3& operator += (CONST D3DXVECTOR3&);
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D3DXVECTOR3& operator -= (CONST D3DXVECTOR3&);
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D3DXVECTOR3& operator *= (FLOAT);
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D3DXVECTOR3& operator /= (FLOAT);
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D3DXVECTOR3 operator + () const;
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D3DXVECTOR3 operator - () const;
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D3DXVECTOR3 operator + (CONST D3DXVECTOR3&) const;
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D3DXVECTOR3 operator - (CONST D3DXVECTOR3&) const;
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D3DXVECTOR3 operator * (FLOAT) const;
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D3DXVECTOR3 operator / (FLOAT) const;
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friend D3DXVECTOR3 operator * (FLOAT, CONST struct D3DXVECTOR3&);
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BOOL operator == (CONST D3DXVECTOR3&) const;
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BOOL operator != (CONST D3DXVECTOR3&) const;
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} D3DXVECTOR3, *LPD3DXVECTOR3;
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#else /* !__cplusplus */
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typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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#endif /* !__cplusplus */
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typedef struct D3DXVECTOR4
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{
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#ifdef __cplusplus
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D3DXVECTOR4();
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D3DXVECTOR4(CONST FLOAT *pf);
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D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXVECTOR4& operator += (CONST D3DXVECTOR4&);
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D3DXVECTOR4& operator -= (CONST D3DXVECTOR4&);
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D3DXVECTOR4& operator *= (FLOAT);
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D3DXVECTOR4& operator /= (FLOAT);
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D3DXVECTOR4 operator + () const;
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D3DXVECTOR4 operator - () const;
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D3DXVECTOR4 operator + (CONST D3DXVECTOR4&) const;
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D3DXVECTOR4 operator - (CONST D3DXVECTOR4&) const;
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D3DXVECTOR4 operator * (FLOAT) const;
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D3DXVECTOR4 operator / (FLOAT) const;
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friend D3DXVECTOR4 operator * (FLOAT, CONST D3DXVECTOR4&);
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BOOL operator == (CONST D3DXVECTOR4&) const;
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BOOL operator != (CONST D3DXVECTOR4&) const;
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#endif /* __cplusplus */
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FLOAT x, y, z, w;
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} D3DXVECTOR4, *LPD3DXVECTOR4;
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#ifdef __cplusplus
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typedef struct D3DXMATRIX : public D3DMATRIX
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{
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D3DXMATRIX();
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D3DXMATRIX(CONST FLOAT *pf);
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D3DXMATRIX(CONST D3DMATRIX& mat);
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D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
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FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
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FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
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FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44);
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FLOAT& operator () (UINT row, UINT col);
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FLOAT operator () (UINT row, UINT col) const;
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXMATRIX& operator *= (CONST D3DXMATRIX&);
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D3DXMATRIX& operator += (CONST D3DXMATRIX&);
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D3DXMATRIX& operator -= (CONST D3DXMATRIX&);
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D3DXMATRIX& operator *= (FLOAT);
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D3DXMATRIX& operator /= (FLOAT);
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D3DXMATRIX operator + () const;
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D3DXMATRIX operator - () const;
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D3DXMATRIX operator * (CONST D3DXMATRIX&) const;
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D3DXMATRIX operator + (CONST D3DXMATRIX&) const;
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D3DXMATRIX operator - (CONST D3DXMATRIX&) const;
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D3DXMATRIX operator * (FLOAT) const;
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D3DXMATRIX operator / (FLOAT) const;
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friend D3DXMATRIX operator * (FLOAT, CONST D3DXMATRIX&);
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BOOL operator == (CONST D3DXMATRIX&) const;
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BOOL operator != (CONST D3DXMATRIX&) const;
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} D3DXMATRIX, *LPD3DXMATRIX;
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#else /* !__cplusplus */
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typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
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#endif /* !__cplusplus */
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typedef struct D3DXQUATERNION
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{
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#ifdef __cplusplus
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D3DXQUATERNION();
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D3DXQUATERNION(CONST FLOAT *pf);
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D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXQUATERNION& operator += (CONST D3DXQUATERNION&);
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D3DXQUATERNION& operator -= (CONST D3DXQUATERNION&);
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D3DXQUATERNION& operator *= (CONST D3DXQUATERNION&);
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D3DXQUATERNION& operator *= (FLOAT);
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D3DXQUATERNION& operator /= (FLOAT);
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D3DXQUATERNION operator + () const;
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D3DXQUATERNION operator - () const;
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D3DXQUATERNION operator + (CONST D3DXQUATERNION&) const;
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D3DXQUATERNION operator - (CONST D3DXQUATERNION&) const;
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D3DXQUATERNION operator * (CONST D3DXQUATERNION&) const;
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D3DXQUATERNION operator * (FLOAT) const;
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D3DXQUATERNION operator / (FLOAT) const;
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friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION&);
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BOOL operator == (CONST D3DXQUATERNION&) const;
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BOOL operator != (CONST D3DXQUATERNION&) const;
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#endif /* __cplusplus */
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FLOAT x, y, z, w;
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} D3DXQUATERNION, *LPD3DXQUATERNION;
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typedef struct D3DXPLANE
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{
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#ifdef __cplusplus
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D3DXPLANE();
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D3DXPLANE(CONST FLOAT *pf);
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D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXPLANE operator + () const;
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D3DXPLANE operator - () const;
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BOOL operator == (CONST D3DXPLANE&) const;
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BOOL operator != (CONST D3DXPLANE&) const;
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#endif /* __cplusplus */
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FLOAT a, b, c, d;
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} D3DXPLANE, *LPD3DXPLANE;
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typedef struct D3DXCOLOR
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{
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#ifdef __cplusplus
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D3DXCOLOR();
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D3DXCOLOR(DWORD col);
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D3DXCOLOR(CONST FLOAT *pf);
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D3DXCOLOR(CONST D3DCOLORVALUE& col);
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D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
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operator DWORD () const;
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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operator D3DCOLORVALUE* ();
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operator CONST D3DCOLORVALUE* () const;
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operator D3DCOLORVALUE& ();
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operator CONST D3DCOLORVALUE& () const;
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D3DXCOLOR& operator += (CONST D3DXCOLOR&);
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D3DXCOLOR& operator -= (CONST D3DXCOLOR&);
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D3DXCOLOR& operator *= (FLOAT);
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D3DXCOLOR& operator /= (FLOAT);
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D3DXCOLOR operator + () const;
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D3DXCOLOR operator - () const;
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D3DXCOLOR operator + (CONST D3DXCOLOR&) const;
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D3DXCOLOR operator - (CONST D3DXCOLOR&) const;
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D3DXCOLOR operator * (FLOAT) const;
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D3DXCOLOR operator / (FLOAT) const;
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friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR&);
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BOOL operator == (CONST D3DXCOLOR&) const;
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BOOL operator != (CONST D3DXCOLOR&) const;
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#endif /* __cplusplus */
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FLOAT r, g, b, a;
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} D3DXCOLOR, *LPD3DXCOLOR;
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#ifdef __cplusplus
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extern "C" {
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#endif
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D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
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D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
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D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, float scaling, D3DXVECTOR3 *rotationcenter, D3DXQUATERNION *rotation, D3DXVECTOR3 *translation);
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FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane);
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D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);
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D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
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D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
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D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane);
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2007-11-27 20:31:15 +01:00
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D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation);
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2007-11-27 00:36:20 +01:00
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D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
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D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
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D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal);
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D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3);
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D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2);
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D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
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D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm);
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D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
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D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm);
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
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D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
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D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t);
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void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
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D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
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D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s);
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D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
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D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
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D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
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D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
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D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
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D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
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D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
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D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
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D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
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D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
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D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3);
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D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
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D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
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D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
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#ifdef __cplusplus
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}
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#endif
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#include <d3dx9math.inl>
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#endif /* __D3DX9MATH_H__ */
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