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/*
* Mathematical operations specific to D3DX9 .
*
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* Copyright ( C ) 2008 David Adam
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* Copyright ( C ) 2008 Luis Busquets
* Copyright ( C ) 2008 Jérôme Gardou
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* Copyright ( C ) 2008 Philip Nilsson
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* Copyright ( C ) 2008 Henri Verbeet
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*
* This library is free software ; you can redistribute it and / or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation ; either
* version 2.1 of the License , or ( at your option ) any later version .
*
* This library is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
* Lesser General Public License for more details .
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library ; if not , write to the Free Software
* Foundation , Inc . , 51 Franklin St , Fifth Floor , Boston , MA 02110 - 1301 , USA
*/
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# define NONAMELESSUNION
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# include "config.h"
# include "windef.h"
# include "wingdi.h"
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# include "d3dx9_36_private.h"
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# include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL ( d3dx ) ;
static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl ;
/*_________________D3DXColor____________________*/
D3DXCOLOR * WINAPI D3DXColorAdjustContrast ( D3DXCOLOR * pout , CONST D3DXCOLOR * pc , FLOAT s )
{
pout - > r = 0.5f + s * ( pc - > r - 0.5f ) ;
pout - > g = 0.5f + s * ( pc - > g - 0.5f ) ;
pout - > b = 0.5f + s * ( pc - > b - 0.5f ) ;
pout - > a = pc - > a ;
return pout ;
}
D3DXCOLOR * WINAPI D3DXColorAdjustSaturation ( D3DXCOLOR * pout , CONST D3DXCOLOR * pc , FLOAT s )
{
FLOAT grey ;
grey = pc - > r * 0.2125f + pc - > g * 0.7154f + pc - > b * 0.0721f ;
pout - > r = grey + s * ( pc - > r - grey ) ;
pout - > g = grey + s * ( pc - > g - grey ) ;
pout - > b = grey + s * ( pc - > b - grey ) ;
pout - > a = pc - > a ;
return pout ;
}
/*_________________Misc__________________________*/
FLOAT WINAPI D3DXFresnelTerm ( FLOAT costheta , FLOAT refractionindex )
{
FLOAT a , d , g , result ;
g = sqrt ( refractionindex * refractionindex + costheta * costheta - 1.0f ) ;
a = g + costheta ;
d = g - costheta ;
result = ( costheta * a - 1.0f ) * ( costheta * a - 1.0f ) / ( ( costheta * d + 1.0f ) * ( costheta * d + 1.0f ) ) + 1.0f ;
result = result * 0.5f * d * d / ( a * a ) ;
return result ;
}
/*_________________D3DXMatrix____________________*/
D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation ( D3DXMATRIX * pout , FLOAT scaling , CONST D3DXVECTOR3 * rotationcenter , CONST D3DXQUATERNION * rotation , CONST D3DXVECTOR3 * translation )
{
D3DXMATRIX m1 , m2 , m3 , m4 , m5 ;
D3DXMatrixScaling ( & m1 , scaling , scaling , scaling ) ;
if ( ! rotationcenter )
{
D3DXMatrixIdentity ( & m2 ) ;
D3DXMatrixIdentity ( & m4 ) ;
}
else
{
D3DXMatrixTranslation ( & m2 , - rotationcenter - > x , - rotationcenter - > y , - rotationcenter - > z ) ;
D3DXMatrixTranslation ( & m4 , rotationcenter - > x , rotationcenter - > y , rotationcenter - > z ) ;
}
if ( ! rotation ) D3DXMatrixIdentity ( & m3 ) ;
else D3DXMatrixRotationQuaternion ( & m3 , rotation ) ;
if ( ! translation ) D3DXMatrixIdentity ( & m5 ) ;
else D3DXMatrixTranslation ( & m5 , translation - > x , translation - > y , translation - > z ) ;
D3DXMatrixMultiply ( & m1 , & m1 , & m2 ) ;
D3DXMatrixMultiply ( & m1 , & m1 , & m3 ) ;
D3DXMatrixMultiply ( & m1 , & m1 , & m4 ) ;
D3DXMatrixMultiply ( pout , & m1 , & m5 ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixAffineTransformation2D ( D3DXMATRIX * pout , FLOAT scaling , CONST D3DXVECTOR2 * protationcenter , FLOAT rotation , CONST D3DXVECTOR2 * ptranslation )
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{
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D3DXMATRIX m1 , m2 , m3 , m4 , m5 ;
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D3DXQUATERNION rot ;
D3DXVECTOR3 rot_center , trans ;
rot . w = cos ( rotation / 2.0f ) ;
rot . x = 0.0f ;
rot . y = 0.0f ;
rot . z = sin ( rotation / 2.0f ) ;
if ( protationcenter )
{
rot_center . x = protationcenter - > x ;
rot_center . y = protationcenter - > y ;
rot_center . z = 0.0f ;
}
else
{
rot_center . x = 0.0f ;
rot_center . y = 0.0f ;
rot_center . z = 0.0f ;
}
if ( ptranslation )
{
trans . x = ptranslation - > x ;
trans . y = ptranslation - > y ;
trans . z = 0.0f ;
}
else
{
trans . x = 0.0f ;
trans . y = 0.0f ;
trans . z = 0.0f ;
}
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D3DXMatrixScaling ( & m1 , scaling , scaling , 1.0f ) ;
D3DXMatrixTranslation ( & m2 , - rot_center . x , - rot_center . y , - rot_center . z ) ;
D3DXMatrixTranslation ( & m4 , rot_center . x , rot_center . y , rot_center . z ) ;
D3DXMatrixRotationQuaternion ( & m3 , & rot ) ;
D3DXMatrixTranslation ( & m5 , trans . x , trans . y , trans . z ) ;
D3DXMatrixMultiply ( & m1 , & m1 , & m2 ) ;
D3DXMatrixMultiply ( & m1 , & m1 , & m3 ) ;
D3DXMatrixMultiply ( & m1 , & m1 , & m4 ) ;
D3DXMatrixMultiply ( pout , & m1 , & m5 ) ;
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return pout ;
}
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HRESULT WINAPI D3DXMatrixDecompose ( D3DXVECTOR3 * poutscale , D3DXQUATERNION * poutrotation , D3DXVECTOR3 * pouttranslation , CONST D3DXMATRIX * pm )
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{
D3DXMATRIX normalized ;
D3DXVECTOR3 vec ;
/*Compute the scaling part.*/
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vec . x = pm - > u . m [ 0 ] [ 0 ] ;
vec . y = pm - > u . m [ 0 ] [ 1 ] ;
vec . z = pm - > u . m [ 0 ] [ 2 ] ;
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poutscale - > x = D3DXVec3Length ( & vec ) ;
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vec . x = pm - > u . m [ 1 ] [ 0 ] ;
vec . y = pm - > u . m [ 1 ] [ 1 ] ;
vec . z = pm - > u . m [ 1 ] [ 2 ] ;
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poutscale - > y = D3DXVec3Length ( & vec ) ;
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vec . x = pm - > u . m [ 2 ] [ 0 ] ;
vec . y = pm - > u . m [ 2 ] [ 1 ] ;
vec . z = pm - > u . m [ 2 ] [ 2 ] ;
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poutscale - > z = D3DXVec3Length ( & vec ) ;
/*Compute the translation part.*/
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pouttranslation - > x = pm - > u . m [ 3 ] [ 0 ] ;
pouttranslation - > y = pm - > u . m [ 3 ] [ 1 ] ;
pouttranslation - > z = pm - > u . m [ 3 ] [ 2 ] ;
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/*Let's calculate the rotation now*/
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if ( ( poutscale - > x = = 0.0f ) | | ( poutscale - > y = = 0.0f ) | | ( poutscale - > z = = 0.0f ) ) return D3DERR_INVALIDCALL ;
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normalized . u . m [ 0 ] [ 0 ] = pm - > u . m [ 0 ] [ 0 ] / poutscale - > x ;
normalized . u . m [ 0 ] [ 1 ] = pm - > u . m [ 0 ] [ 1 ] / poutscale - > x ;
normalized . u . m [ 0 ] [ 2 ] = pm - > u . m [ 0 ] [ 2 ] / poutscale - > x ;
normalized . u . m [ 1 ] [ 0 ] = pm - > u . m [ 1 ] [ 0 ] / poutscale - > y ;
normalized . u . m [ 1 ] [ 1 ] = pm - > u . m [ 1 ] [ 1 ] / poutscale - > y ;
normalized . u . m [ 1 ] [ 2 ] = pm - > u . m [ 1 ] [ 2 ] / poutscale - > y ;
normalized . u . m [ 2 ] [ 0 ] = pm - > u . m [ 2 ] [ 0 ] / poutscale - > z ;
normalized . u . m [ 2 ] [ 1 ] = pm - > u . m [ 2 ] [ 1 ] / poutscale - > z ;
normalized . u . m [ 2 ] [ 2 ] = pm - > u . m [ 2 ] [ 2 ] / poutscale - > z ;
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D3DXQuaternionRotationMatrix ( poutrotation , & normalized ) ;
return S_OK ;
}
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FLOAT WINAPI D3DXMatrixDeterminant ( CONST D3DXMATRIX * pm )
{
D3DXVECTOR4 minor , v1 , v2 , v3 ;
FLOAT det ;
v1 . x = pm - > u . m [ 0 ] [ 0 ] ; v1 . y = pm - > u . m [ 1 ] [ 0 ] ; v1 . z = pm - > u . m [ 2 ] [ 0 ] ; v1 . w = pm - > u . m [ 3 ] [ 0 ] ;
v2 . x = pm - > u . m [ 0 ] [ 1 ] ; v2 . y = pm - > u . m [ 1 ] [ 1 ] ; v2 . z = pm - > u . m [ 2 ] [ 1 ] ; v2 . w = pm - > u . m [ 3 ] [ 1 ] ;
v3 . x = pm - > u . m [ 0 ] [ 2 ] ; v3 . y = pm - > u . m [ 1 ] [ 2 ] ; v3 . z = pm - > u . m [ 2 ] [ 2 ] ; v3 . w = pm - > u . m [ 3 ] [ 2 ] ;
D3DXVec4Cross ( & minor , & v1 , & v2 , & v3 ) ;
det = - ( pm - > u . m [ 0 ] [ 3 ] * minor . x + pm - > u . m [ 1 ] [ 3 ] * minor . y + pm - > u . m [ 2 ] [ 3 ] * minor . z + pm - > u . m [ 3 ] [ 3 ] * minor . w ) ;
return det ;
}
D3DXMATRIX * WINAPI D3DXMatrixInverse ( D3DXMATRIX * pout , FLOAT * pdeterminant , CONST D3DXMATRIX * pm )
{
int a , i , j ;
D3DXMATRIX out ;
D3DXVECTOR4 v , vec [ 3 ] ;
FLOAT det ;
det = D3DXMatrixDeterminant ( pm ) ;
if ( ! det ) return NULL ;
if ( pdeterminant ) * pdeterminant = det ;
for ( i = 0 ; i < 4 ; i + + )
{
for ( j = 0 ; j < 4 ; j + + )
{
if ( j ! = i )
{
a = j ;
if ( j > i ) a = a - 1 ;
vec [ a ] . x = pm - > u . m [ j ] [ 0 ] ;
vec [ a ] . y = pm - > u . m [ j ] [ 1 ] ;
vec [ a ] . z = pm - > u . m [ j ] [ 2 ] ;
vec [ a ] . w = pm - > u . m [ j ] [ 3 ] ;
}
}
D3DXVec4Cross ( & v , & vec [ 0 ] , & vec [ 1 ] , & vec [ 2 ] ) ;
out . u . m [ 0 ] [ i ] = pow ( - 1.0f , i ) * v . x / det ;
out . u . m [ 1 ] [ i ] = pow ( - 1.0f , i ) * v . y / det ;
out . u . m [ 2 ] [ i ] = pow ( - 1.0f , i ) * v . z / det ;
out . u . m [ 3 ] [ i ] = pow ( - 1.0f , i ) * v . w / det ;
}
* pout = out ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixLookAtLH ( D3DXMATRIX * pout , CONST D3DXVECTOR3 * peye , CONST D3DXVECTOR3 * pat , CONST D3DXVECTOR3 * pup )
{
D3DXVECTOR3 right , rightn , up , upn , vec , vec2 ;
D3DXVec3Subtract ( & vec2 , pat , peye ) ;
D3DXVec3Normalize ( & vec , & vec2 ) ;
D3DXVec3Cross ( & right , pup , & vec ) ;
D3DXVec3Cross ( & up , & vec , & right ) ;
D3DXVec3Normalize ( & rightn , & right ) ;
D3DXVec3Normalize ( & upn , & up ) ;
pout - > u . m [ 0 ] [ 0 ] = rightn . x ;
pout - > u . m [ 1 ] [ 0 ] = rightn . y ;
pout - > u . m [ 2 ] [ 0 ] = rightn . z ;
pout - > u . m [ 3 ] [ 0 ] = - D3DXVec3Dot ( & rightn , peye ) ;
pout - > u . m [ 0 ] [ 1 ] = upn . x ;
pout - > u . m [ 1 ] [ 1 ] = upn . y ;
pout - > u . m [ 2 ] [ 1 ] = upn . z ;
pout - > u . m [ 3 ] [ 1 ] = - D3DXVec3Dot ( & upn , peye ) ;
pout - > u . m [ 0 ] [ 2 ] = vec . x ;
pout - > u . m [ 1 ] [ 2 ] = vec . y ;
pout - > u . m [ 2 ] [ 2 ] = vec . z ;
pout - > u . m [ 3 ] [ 2 ] = - D3DXVec3Dot ( & vec , peye ) ;
pout - > u . m [ 0 ] [ 3 ] = 0.0f ;
pout - > u . m [ 1 ] [ 3 ] = 0.0f ;
pout - > u . m [ 2 ] [ 3 ] = 0.0f ;
pout - > u . m [ 3 ] [ 3 ] = 1.0f ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixLookAtRH ( D3DXMATRIX * pout , CONST D3DXVECTOR3 * peye , CONST D3DXVECTOR3 * pat , CONST D3DXVECTOR3 * pup )
{
D3DXVECTOR3 right , rightn , up , upn , vec , vec2 ;
D3DXVec3Subtract ( & vec2 , pat , peye ) ;
D3DXVec3Normalize ( & vec , & vec2 ) ;
D3DXVec3Cross ( & right , pup , & vec ) ;
D3DXVec3Cross ( & up , & vec , & right ) ;
D3DXVec3Normalize ( & rightn , & right ) ;
D3DXVec3Normalize ( & upn , & up ) ;
pout - > u . m [ 0 ] [ 0 ] = - rightn . x ;
pout - > u . m [ 1 ] [ 0 ] = - rightn . y ;
pout - > u . m [ 2 ] [ 0 ] = - rightn . z ;
pout - > u . m [ 3 ] [ 0 ] = D3DXVec3Dot ( & rightn , peye ) ;
pout - > u . m [ 0 ] [ 1 ] = upn . x ;
pout - > u . m [ 1 ] [ 1 ] = upn . y ;
pout - > u . m [ 2 ] [ 1 ] = upn . z ;
pout - > u . m [ 3 ] [ 1 ] = - D3DXVec3Dot ( & upn , peye ) ;
pout - > u . m [ 0 ] [ 2 ] = - vec . x ;
pout - > u . m [ 1 ] [ 2 ] = - vec . y ;
pout - > u . m [ 2 ] [ 2 ] = - vec . z ;
pout - > u . m [ 3 ] [ 2 ] = D3DXVec3Dot ( & vec , peye ) ;
pout - > u . m [ 0 ] [ 3 ] = 0.0f ;
pout - > u . m [ 1 ] [ 3 ] = 0.0f ;
pout - > u . m [ 2 ] [ 3 ] = 0.0f ;
pout - > u . m [ 3 ] [ 3 ] = 1.0f ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixMultiply ( D3DXMATRIX * pout , CONST D3DXMATRIX * pm1 , CONST D3DXMATRIX * pm2 )
{
D3DXMATRIX out ;
int i , j ;
for ( i = 0 ; i < 4 ; i + + )
{
for ( j = 0 ; j < 4 ; j + + )
{
out . u . m [ i ] [ j ] = pm1 - > u . m [ i ] [ 0 ] * pm2 - > u . m [ 0 ] [ j ] + pm1 - > u . m [ i ] [ 1 ] * pm2 - > u . m [ 1 ] [ j ] + pm1 - > u . m [ i ] [ 2 ] * pm2 - > u . m [ 2 ] [ j ] + pm1 - > u . m [ i ] [ 3 ] * pm2 - > u . m [ 3 ] [ j ] ;
}
}
* pout = out ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixMultiplyTranspose ( D3DXMATRIX * pout , CONST D3DXMATRIX * pm1 , CONST D3DXMATRIX * pm2 )
{
D3DXMatrixMultiply ( pout , pm1 , pm2 ) ;
D3DXMatrixTranspose ( pout , pout ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixOrthoLH ( D3DXMATRIX * pout , FLOAT w , FLOAT h , FLOAT zn , FLOAT zf )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 2.0f / w ;
pout - > u . m [ 1 ] [ 1 ] = 2.0f / h ;
pout - > u . m [ 2 ] [ 2 ] = 1.0f / ( zf - zn ) ;
pout - > u . m [ 3 ] [ 2 ] = zn / ( zn - zf ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixOrthoOffCenterLH ( D3DXMATRIX * pout , FLOAT l , FLOAT r , FLOAT b , FLOAT t , FLOAT zn , FLOAT zf )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 2.0f / ( r - l ) ;
pout - > u . m [ 1 ] [ 1 ] = 2.0f / ( t - b ) ;
pout - > u . m [ 2 ] [ 2 ] = 1.0f / ( zf - zn ) ;
pout - > u . m [ 3 ] [ 0 ] = - 1.0f - 2.0f * l / ( r - l ) ;
pout - > u . m [ 3 ] [ 1 ] = 1.0f + 2.0f * t / ( b - t ) ;
pout - > u . m [ 3 ] [ 2 ] = zn / ( zn - zf ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixOrthoOffCenterRH ( D3DXMATRIX * pout , FLOAT l , FLOAT r , FLOAT b , FLOAT t , FLOAT zn , FLOAT zf )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 2.0f / ( r - l ) ;
pout - > u . m [ 1 ] [ 1 ] = 2.0f / ( t - b ) ;
pout - > u . m [ 2 ] [ 2 ] = 1.0f / ( zn - zf ) ;
pout - > u . m [ 3 ] [ 0 ] = - 1.0f - 2.0f * l / ( r - l ) ;
pout - > u . m [ 3 ] [ 1 ] = 1.0f + 2.0f * t / ( b - t ) ;
pout - > u . m [ 3 ] [ 2 ] = zn / ( zn - zf ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixOrthoRH ( D3DXMATRIX * pout , FLOAT w , FLOAT h , FLOAT zn , FLOAT zf )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 2.0f / w ;
pout - > u . m [ 1 ] [ 1 ] = 2.0f / h ;
pout - > u . m [ 2 ] [ 2 ] = 1.0f / ( zn - zf ) ;
pout - > u . m [ 3 ] [ 2 ] = zn / ( zn - zf ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixPerspectiveFovLH ( D3DXMATRIX * pout , FLOAT fovy , FLOAT aspect , FLOAT zn , FLOAT zf )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 1.0f / ( aspect * tan ( fovy / 2.0f ) ) ;
pout - > u . m [ 1 ] [ 1 ] = 1.0f / tan ( fovy / 2.0f ) ;
pout - > u . m [ 2 ] [ 2 ] = zf / ( zf - zn ) ;
pout - > u . m [ 2 ] [ 3 ] = 1.0f ;
pout - > u . m [ 3 ] [ 2 ] = ( zf * zn ) / ( zn - zf ) ;
pout - > u . m [ 3 ] [ 3 ] = 0.0f ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixPerspectiveFovRH ( D3DXMATRIX * pout , FLOAT fovy , FLOAT aspect , FLOAT zn , FLOAT zf )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 1.0f / ( aspect * tan ( fovy / 2.0f ) ) ;
pout - > u . m [ 1 ] [ 1 ] = 1.0f / tan ( fovy / 2.0f ) ;
pout - > u . m [ 2 ] [ 2 ] = zf / ( zn - zf ) ;
pout - > u . m [ 2 ] [ 3 ] = - 1.0f ;
pout - > u . m [ 3 ] [ 2 ] = ( zf * zn ) / ( zn - zf ) ;
pout - > u . m [ 3 ] [ 3 ] = 0.0f ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixPerspectiveLH ( D3DXMATRIX * pout , FLOAT w , FLOAT h , FLOAT zn , FLOAT zf )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 2.0f * zn / w ;
pout - > u . m [ 1 ] [ 1 ] = 2.0f * zn / h ;
pout - > u . m [ 2 ] [ 2 ] = zf / ( zf - zn ) ;
pout - > u . m [ 3 ] [ 2 ] = ( zn * zf ) / ( zn - zf ) ;
pout - > u . m [ 2 ] [ 3 ] = 1.0f ;
pout - > u . m [ 3 ] [ 3 ] = 0.0f ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixPerspectiveOffCenterLH ( D3DXMATRIX * pout , FLOAT l , FLOAT r , FLOAT b , FLOAT t , FLOAT zn , FLOAT zf )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 2.0f * zn / ( r - l ) ;
pout - > u . m [ 1 ] [ 1 ] = - 2.0f * zn / ( b - t ) ;
pout - > u . m [ 2 ] [ 0 ] = - 1.0f - 2.0f * l / ( r - l ) ;
pout - > u . m [ 2 ] [ 1 ] = 1.0f + 2.0f * t / ( b - t ) ;
pout - > u . m [ 2 ] [ 2 ] = - zf / ( zn - zf ) ;
pout - > u . m [ 3 ] [ 2 ] = ( zn * zf ) / ( zn - zf ) ;
pout - > u . m [ 2 ] [ 3 ] = 1.0f ;
pout - > u . m [ 3 ] [ 3 ] = 0.0f ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixPerspectiveOffCenterRH ( D3DXMATRIX * pout , FLOAT l , FLOAT r , FLOAT b , FLOAT t , FLOAT zn , FLOAT zf )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 2.0f * zn / ( r - l ) ;
pout - > u . m [ 1 ] [ 1 ] = - 2.0f * zn / ( b - t ) ;
pout - > u . m [ 2 ] [ 0 ] = 1.0f + 2.0f * l / ( r - l ) ;
pout - > u . m [ 2 ] [ 1 ] = - 1.0f - 2.0f * t / ( b - t ) ;
pout - > u . m [ 2 ] [ 2 ] = zf / ( zn - zf ) ;
pout - > u . m [ 3 ] [ 2 ] = ( zn * zf ) / ( zn - zf ) ;
pout - > u . m [ 2 ] [ 3 ] = - 1.0f ;
pout - > u . m [ 3 ] [ 3 ] = 0.0f ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixPerspectiveRH ( D3DXMATRIX * pout , FLOAT w , FLOAT h , FLOAT zn , FLOAT zf )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 2.0f * zn / w ;
pout - > u . m [ 1 ] [ 1 ] = 2.0f * zn / h ;
pout - > u . m [ 2 ] [ 2 ] = zf / ( zn - zf ) ;
pout - > u . m [ 3 ] [ 2 ] = ( zn * zf ) / ( zn - zf ) ;
pout - > u . m [ 2 ] [ 3 ] = - 1.0f ;
pout - > u . m [ 3 ] [ 3 ] = 0.0f ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixReflect ( D3DXMATRIX * pout , CONST D3DXPLANE * pplane )
{
D3DXPLANE Nplane ;
D3DXPlaneNormalize ( & Nplane , pplane ) ;
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 1.0f - 2.0f * Nplane . a * Nplane . a ;
pout - > u . m [ 0 ] [ 1 ] = - 2.0f * Nplane . a * Nplane . b ;
pout - > u . m [ 0 ] [ 2 ] = - 2.0f * Nplane . a * Nplane . c ;
pout - > u . m [ 1 ] [ 0 ] = - 2.0f * Nplane . a * Nplane . b ;
pout - > u . m [ 1 ] [ 1 ] = 1.0f - 2.0f * Nplane . b * Nplane . b ;
pout - > u . m [ 1 ] [ 2 ] = - 2.0f * Nplane . b * Nplane . c ;
pout - > u . m [ 2 ] [ 0 ] = - 2.0f * Nplane . c * Nplane . a ;
pout - > u . m [ 2 ] [ 1 ] = - 2.0f * Nplane . c * Nplane . b ;
pout - > u . m [ 2 ] [ 2 ] = 1.0f - 2.0f * Nplane . c * Nplane . c ;
pout - > u . m [ 3 ] [ 0 ] = - 2.0f * Nplane . d * Nplane . a ;
pout - > u . m [ 3 ] [ 1 ] = - 2.0f * Nplane . d * Nplane . b ;
pout - > u . m [ 3 ] [ 2 ] = - 2.0f * Nplane . d * Nplane . c ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixRotationAxis ( D3DXMATRIX * pout , CONST D3DXVECTOR3 * pv , FLOAT angle )
{
D3DXVECTOR3 v ;
D3DXVec3Normalize ( & v , pv ) ;
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = ( 1.0f - cos ( angle ) ) * v . x * v . x + cos ( angle ) ;
pout - > u . m [ 1 ] [ 0 ] = ( 1.0f - cos ( angle ) ) * v . x * v . y - sin ( angle ) * v . z ;
pout - > u . m [ 2 ] [ 0 ] = ( 1.0f - cos ( angle ) ) * v . x * v . z + sin ( angle ) * v . y ;
pout - > u . m [ 0 ] [ 1 ] = ( 1.0f - cos ( angle ) ) * v . y * v . x + sin ( angle ) * v . z ;
pout - > u . m [ 1 ] [ 1 ] = ( 1.0f - cos ( angle ) ) * v . y * v . y + cos ( angle ) ;
pout - > u . m [ 2 ] [ 1 ] = ( 1.0f - cos ( angle ) ) * v . y * v . z - sin ( angle ) * v . x ;
pout - > u . m [ 0 ] [ 2 ] = ( 1.0f - cos ( angle ) ) * v . z * v . x - sin ( angle ) * v . y ;
pout - > u . m [ 1 ] [ 2 ] = ( 1.0f - cos ( angle ) ) * v . z * v . y + sin ( angle ) * v . x ;
pout - > u . m [ 2 ] [ 2 ] = ( 1.0f - cos ( angle ) ) * v . z * v . z + cos ( angle ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixRotationQuaternion ( D3DXMATRIX * pout , CONST D3DXQUATERNION * pq )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = 1.0f - 2.0f * ( pq - > y * pq - > y + pq - > z * pq - > z ) ;
pout - > u . m [ 0 ] [ 1 ] = 2.0f * ( pq - > x * pq - > y + pq - > z * pq - > w ) ;
pout - > u . m [ 0 ] [ 2 ] = 2.0f * ( pq - > x * pq - > z - pq - > y * pq - > w ) ;
pout - > u . m [ 1 ] [ 0 ] = 2.0f * ( pq - > x * pq - > y - pq - > z * pq - > w ) ;
pout - > u . m [ 1 ] [ 1 ] = 1.0f - 2.0f * ( pq - > x * pq - > x + pq - > z * pq - > z ) ;
pout - > u . m [ 1 ] [ 2 ] = 2.0f * ( pq - > y * pq - > z + pq - > x * pq - > w ) ;
pout - > u . m [ 2 ] [ 0 ] = 2.0f * ( pq - > x * pq - > z + pq - > y * pq - > w ) ;
pout - > u . m [ 2 ] [ 1 ] = 2.0f * ( pq - > y * pq - > z - pq - > x * pq - > w ) ;
pout - > u . m [ 2 ] [ 2 ] = 1.0f - 2.0f * ( pq - > x * pq - > x + pq - > y * pq - > y ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixRotationX ( D3DXMATRIX * pout , FLOAT angle )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 1 ] [ 1 ] = cos ( angle ) ;
pout - > u . m [ 2 ] [ 2 ] = cos ( angle ) ;
pout - > u . m [ 1 ] [ 2 ] = sin ( angle ) ;
pout - > u . m [ 2 ] [ 1 ] = - sin ( angle ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixRotationY ( D3DXMATRIX * pout , FLOAT angle )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = cos ( angle ) ;
pout - > u . m [ 2 ] [ 2 ] = cos ( angle ) ;
pout - > u . m [ 0 ] [ 2 ] = - sin ( angle ) ;
pout - > u . m [ 2 ] [ 0 ] = sin ( angle ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll ( D3DXMATRIX * pout , FLOAT yaw , FLOAT pitch , FLOAT roll )
{
D3DXMATRIX m ;
D3DXMatrixIdentity ( pout ) ;
D3DXMatrixRotationZ ( & m , roll ) ;
D3DXMatrixMultiply ( pout , pout , & m ) ;
D3DXMatrixRotationX ( & m , pitch ) ;
D3DXMatrixMultiply ( pout , pout , & m ) ;
D3DXMatrixRotationY ( & m , yaw ) ;
D3DXMatrixMultiply ( pout , pout , & m ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixRotationZ ( D3DXMATRIX * pout , FLOAT angle )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = cos ( angle ) ;
pout - > u . m [ 1 ] [ 1 ] = cos ( angle ) ;
pout - > u . m [ 0 ] [ 1 ] = sin ( angle ) ;
pout - > u . m [ 1 ] [ 0 ] = - sin ( angle ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixScaling ( D3DXMATRIX * pout , FLOAT sx , FLOAT sy , FLOAT sz )
{
D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 0 ] [ 0 ] = sx ;
pout - > u . m [ 1 ] [ 1 ] = sy ;
pout - > u . m [ 2 ] [ 2 ] = sz ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixShadow ( D3DXMATRIX * pout , CONST D3DXVECTOR4 * plight , CONST D3DXPLANE * pplane )
{
D3DXPLANE Nplane ;
FLOAT dot ;
D3DXPlaneNormalize ( & Nplane , pplane ) ;
dot = D3DXPlaneDot ( & Nplane , plight ) ;
pout - > u . m [ 0 ] [ 0 ] = dot - Nplane . a * plight - > x ;
pout - > u . m [ 0 ] [ 1 ] = - Nplane . a * plight - > y ;
pout - > u . m [ 0 ] [ 2 ] = - Nplane . a * plight - > z ;
pout - > u . m [ 0 ] [ 3 ] = - Nplane . a * plight - > w ;
pout - > u . m [ 1 ] [ 0 ] = - Nplane . b * plight - > x ;
pout - > u . m [ 1 ] [ 1 ] = dot - Nplane . b * plight - > y ;
pout - > u . m [ 1 ] [ 2 ] = - Nplane . b * plight - > z ;
pout - > u . m [ 1 ] [ 3 ] = - Nplane . b * plight - > w ;
pout - > u . m [ 2 ] [ 0 ] = - Nplane . c * plight - > x ;
pout - > u . m [ 2 ] [ 1 ] = - Nplane . c * plight - > y ;
pout - > u . m [ 2 ] [ 2 ] = dot - Nplane . c * plight - > z ;
pout - > u . m [ 2 ] [ 3 ] = - Nplane . c * plight - > w ;
pout - > u . m [ 3 ] [ 0 ] = - Nplane . d * plight - > x ;
pout - > u . m [ 3 ] [ 1 ] = - Nplane . d * plight - > y ;
pout - > u . m [ 3 ] [ 2 ] = - Nplane . d * plight - > z ;
pout - > u . m [ 3 ] [ 3 ] = dot - Nplane . d * plight - > w ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixTransformation ( D3DXMATRIX * pout , CONST D3DXVECTOR3 * pscalingcenter , CONST D3DXQUATERNION * pscalingrotation , CONST D3DXVECTOR3 * pscaling , CONST D3DXVECTOR3 * protationcenter , CONST D3DXQUATERNION * protation , CONST D3DXVECTOR3 * ptranslation )
{
D3DXMATRIX m1 , m2 , m3 , m4 , m5 , m6 , m7 ;
D3DXQUATERNION prc ;
D3DXVECTOR3 psc , pt ;
if ( ! pscalingcenter )
{
psc . x = 0.0f ;
psc . y = 0.0f ;
psc . z = 0.0f ;
}
else
{
psc . x = pscalingcenter - > x ;
psc . y = pscalingcenter - > y ;
psc . z = pscalingcenter - > z ;
}
if ( ! protationcenter )
{
prc . x = 0.0f ;
prc . y = 0.0f ;
prc . z = 0.0f ;
}
else
{
prc . x = protationcenter - > x ;
prc . y = protationcenter - > y ;
prc . z = protationcenter - > z ;
}
if ( ! ptranslation )
{
pt . x = 0.0f ;
pt . y = 0.0f ;
pt . z = 0.0f ;
}
else
{
pt . x = ptranslation - > x ;
pt . y = ptranslation - > y ;
pt . z = ptranslation - > z ;
}
D3DXMatrixTranslation ( & m1 , - psc . x , - psc . y , - psc . z ) ;
if ( ! pscalingrotation )
{
D3DXMatrixIdentity ( & m2 ) ;
D3DXMatrixIdentity ( & m4 ) ;
}
else
{
D3DXMatrixRotationQuaternion ( & m4 , pscalingrotation ) ;
D3DXMatrixInverse ( & m2 , NULL , & m4 ) ;
}
if ( ! pscaling ) D3DXMatrixIdentity ( & m3 ) ;
else D3DXMatrixScaling ( & m3 , pscaling - > x , pscaling - > y , pscaling - > z ) ;
if ( ! protation ) D3DXMatrixIdentity ( & m6 ) ;
else D3DXMatrixRotationQuaternion ( & m6 , protation ) ;
D3DXMatrixTranslation ( & m5 , psc . x - prc . x , psc . y - prc . y , psc . z - prc . z ) ;
D3DXMatrixTranslation ( & m7 , prc . x + pt . x , prc . y + pt . y , prc . z + pt . z ) ;
D3DXMatrixMultiply ( & m1 , & m1 , & m2 ) ;
D3DXMatrixMultiply ( & m1 , & m1 , & m3 ) ;
D3DXMatrixMultiply ( & m1 , & m1 , & m4 ) ;
D3DXMatrixMultiply ( & m1 , & m1 , & m5 ) ;
D3DXMatrixMultiply ( & m1 , & m1 , & m6 ) ;
D3DXMatrixMultiply ( pout , & m1 , & m7 ) ;
return pout ;
}
D3DXMATRIX * WINAPI D3DXMatrixTransformation2D ( D3DXMATRIX * pout , CONST D3DXVECTOR2 * pscalingcenter , FLOAT scalingrotation , CONST D3DXVECTOR2 * pscaling , CONST D3DXVECTOR2 * protationcenter , FLOAT rotation , CONST D3DXVECTOR2 * ptranslation )
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{
D3DXQUATERNION rot , sca_rot ;
D3DXVECTOR3 rot_center , sca , sca_center , trans ;
if ( pscalingcenter )
{
sca_center . x = pscalingcenter - > x ;
sca_center . y = pscalingcenter - > y ;
sca_center . z = 0.0f ;
}
else
{
sca_center . x = 0.0f ;
sca_center . y = 0.0f ;
sca_center . z = 0.0f ;
}
if ( pscaling )
{
sca . x = pscaling - > x ;
sca . y = pscaling - > y ;
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sca . z = 1.0f ;
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}
else
{
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sca . x = 1.0f ;
sca . y = 1.0f ;
sca . z = 1.0f ;
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}
if ( protationcenter )
{
rot_center . x = protationcenter - > x ;
rot_center . y = protationcenter - > y ;
rot_center . z = 0.0f ;
}
else
{
rot_center . x = 0.0f ;
rot_center . y = 0.0f ;
rot_center . z = 0.0f ;
}
if ( ptranslation )
{
trans . x = ptranslation - > x ;
trans . y = ptranslation - > y ;
trans . z = 0.0f ;
}
else
{
trans . x = 0.0f ;
trans . y = 0.0f ;
trans . z = 0.0f ;
}
rot . w = cos ( rotation / 2.0f ) ;
rot . x = 0.0f ;
rot . y = 0.0f ;
rot . z = sin ( rotation / 2.0f ) ;
sca_rot . w = cos ( scalingrotation / 2.0f ) ;
sca_rot . x = 0.0f ;
sca_rot . y = 0.0f ;
sca_rot . z = sin ( scalingrotation / 2.0f ) ;
D3DXMatrixTransformation ( pout , & sca_center , & sca_rot , & sca , & rot_center , & rot , & trans ) ;
return pout ;
}
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D3DXMATRIX * WINAPI D3DXMatrixTranslation ( D3DXMATRIX * pout , FLOAT x , FLOAT y , FLOAT z )
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{
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D3DXMatrixIdentity ( pout ) ;
pout - > u . m [ 3 ] [ 0 ] = x ;
pout - > u . m [ 3 ] [ 1 ] = y ;
pout - > u . m [ 3 ] [ 2 ] = z ;
return pout ;
}
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D3DXMATRIX * WINAPI D3DXMatrixTranspose ( D3DXMATRIX * pout , CONST D3DXMATRIX * pm )
{
CONST D3DXMATRIX m = * pm ;
int i , j ;
for ( i = 0 ; i < 4 ; i + + )
for ( j = 0 ; j < 4 ; j + + ) pout - > u . m [ i ] [ j ] = m . u . m [ j ] [ i ] ;
return pout ;
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}
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/*_________________D3DXMatrixStack____________________*/
static const unsigned int INITIAL_STACK_SIZE = 32 ;
HRESULT WINAPI D3DXCreateMatrixStack ( DWORD flags , LPD3DXMATRIXSTACK * ppstack )
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{
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ID3DXMatrixStackImpl * object ;
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TRACE ( " flags %#x, ppstack %p \n " , flags , ppstack ) ;
object = HeapAlloc ( GetProcessHeap ( ) , HEAP_ZERO_MEMORY , sizeof ( ID3DXMatrixStackImpl ) ) ;
if ( object = = NULL )
{
* ppstack = NULL ;
return E_OUTOFMEMORY ;
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}
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object - > lpVtbl = & ID3DXMatrixStack_Vtbl ;
object - > ref = 1 ;
object - > stack = HeapAlloc ( GetProcessHeap ( ) , 0 , INITIAL_STACK_SIZE * sizeof ( D3DXMATRIX ) ) ;
if ( ! object - > stack )
{
HeapFree ( GetProcessHeap ( ) , 0 , object ) ;
* ppstack = NULL ;
return E_OUTOFMEMORY ;
}
object - > current = 0 ;
object - > stack_size = INITIAL_STACK_SIZE ;
D3DXMatrixIdentity ( & object - > stack [ 0 ] ) ;
TRACE ( " Created matrix stack %p \n " , object ) ;
* ppstack = ( LPD3DXMATRIXSTACK ) object ;
return D3D_OK ;
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}
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static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface ( ID3DXMatrixStack * iface , REFIID riid , void * * ppobj )
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{
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ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
if ( IsEqualGUID ( riid , & IID_IUnknown ) | | IsEqualGUID ( riid , & IID_ID3DXMatrixStack ) )
{
ID3DXMatrixStack_AddRef ( iface ) ;
* ppobj = This ;
return S_OK ;
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}
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* ppobj = NULL ;
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WARN ( " (%p)->(%s,%p), not found \n " , This , debugstr_guid ( riid ) , ppobj ) ;
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return E_NOINTERFACE ;
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}
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static ULONG WINAPI ID3DXMatrixStackImpl_AddRef ( ID3DXMatrixStack * iface )
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{
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ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
ULONG ref = InterlockedIncrement ( & This - > ref ) ;
TRACE ( " (%p) : AddRef from %d \n " , This , ref - 1 ) ;
return ref ;
}
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static ULONG WINAPI ID3DXMatrixStackImpl_Release ( ID3DXMatrixStack * iface )
{
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
ULONG ref = InterlockedDecrement ( & This - > ref ) ;
if ( ! ref )
{
HeapFree ( GetProcessHeap ( ) , 0 , This - > stack ) ;
HeapFree ( GetProcessHeap ( ) , 0 , This ) ;
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}
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TRACE ( " (%p) : ReleaseRef to %d \n " , This , ref ) ;
return ref ;
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}
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static D3DXMATRIX * WINAPI ID3DXMatrixStackImpl_GetTop ( ID3DXMatrixStack * iface )
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{
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ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
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TRACE ( " iface %p \n " , iface ) ;
return & This - > stack [ This - > current ] ;
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}
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static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity ( ID3DXMatrixStack * iface )
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{
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ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
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TRACE ( " iface %p \n " , iface ) ;
D3DXMatrixIdentity ( & This - > stack [ This - > current ] ) ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix ( ID3DXMatrixStack * iface , CONST D3DXMATRIX * pm )
{
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
This - > stack [ This - > current ] = * pm ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix ( ID3DXMatrixStack * iface , CONST D3DXMATRIX * pm )
{
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
D3DXMatrixMultiply ( & This - > stack [ This - > current ] , & This - > stack [ This - > current ] , pm ) ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal ( ID3DXMatrixStack * iface , CONST D3DXMATRIX * pm )
{
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
D3DXMatrixMultiply ( & This - > stack [ This - > current ] , pm , & This - > stack [ This - > current ] ) ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Pop ( ID3DXMatrixStack * iface )
{
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
/* Popping the last element on the stack returns D3D_OK, but does nothing. */
if ( ! This - > current ) return D3D_OK ;
if ( This - > current < = This - > stack_size / 4 & & This - > stack_size > = INITIAL_STACK_SIZE * 2 )
{
unsigned int new_size ;
D3DXMATRIX * new_stack ;
new_size = This - > stack_size / 2 ;
new_stack = HeapReAlloc ( GetProcessHeap ( ) , 0 , This - > stack , new_size * sizeof ( D3DXMATRIX ) ) ;
if ( new_stack )
{
This - > stack_size = new_size ;
This - > stack = new_stack ;
}
}
- - This - > current ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Push ( ID3DXMatrixStack * iface )
{
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
if ( This - > current = = This - > stack_size - 1 )
{
unsigned int new_size ;
D3DXMATRIX * new_stack ;
if ( This - > stack_size > UINT_MAX / 2 ) return E_OUTOFMEMORY ;
new_size = This - > stack_size * 2 ;
new_stack = HeapReAlloc ( GetProcessHeap ( ) , 0 , This - > stack , new_size * sizeof ( D3DXMATRIX ) ) ;
if ( ! new_stack ) return E_OUTOFMEMORY ;
This - > stack_size = new_size ;
This - > stack = new_stack ;
}
+ + This - > current ;
This - > stack [ This - > current ] = This - > stack [ This - > current - 1 ] ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis ( ID3DXMatrixStack * iface , CONST D3DXVECTOR3 * pv , FLOAT angle )
{
D3DXMATRIX temp ;
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
D3DXMatrixRotationAxis ( & temp , pv , angle ) ;
D3DXMatrixMultiply ( & This - > stack [ This - > current ] , & This - > stack [ This - > current ] , & temp ) ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal ( ID3DXMatrixStack * iface , CONST D3DXVECTOR3 * pv , FLOAT angle )
{
D3DXMATRIX temp ;
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
D3DXMatrixRotationAxis ( & temp , pv , angle ) ;
D3DXMatrixMultiply ( & This - > stack [ This - > current ] , & temp , & This - > stack [ This - > current ] ) ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll ( ID3DXMatrixStack * iface , FLOAT x , FLOAT y , FLOAT z )
{
D3DXMATRIX temp ;
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
D3DXMatrixRotationYawPitchRoll ( & temp , x , y , z ) ;
D3DXMatrixMultiply ( & This - > stack [ This - > current ] , & This - > stack [ This - > current ] , & temp ) ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal ( ID3DXMatrixStack * iface , FLOAT x , FLOAT y , FLOAT z )
{
D3DXMATRIX temp ;
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
D3DXMatrixRotationYawPitchRoll ( & temp , x , y , z ) ;
D3DXMatrixMultiply ( & This - > stack [ This - > current ] , & temp , & This - > stack [ This - > current ] ) ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Scale ( ID3DXMatrixStack * iface , FLOAT x , FLOAT y , FLOAT z )
{
D3DXMATRIX temp ;
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
D3DXMatrixScaling ( & temp , x , y , z ) ;
D3DXMatrixMultiply ( & This - > stack [ This - > current ] , & This - > stack [ This - > current ] , & temp ) ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal ( ID3DXMatrixStack * iface , FLOAT x , FLOAT y , FLOAT z )
{
D3DXMATRIX temp ;
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
D3DXMatrixScaling ( & temp , x , y , z ) ;
D3DXMatrixMultiply ( & This - > stack [ This - > current ] , & temp , & This - > stack [ This - > current ] ) ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_Translate ( ID3DXMatrixStack * iface , FLOAT x , FLOAT y , FLOAT z )
{
D3DXMATRIX temp ;
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
D3DXMatrixTranslation ( & temp , x , y , z ) ;
D3DXMatrixMultiply ( & This - > stack [ This - > current ] , & This - > stack [ This - > current ] , & temp ) ;
return D3D_OK ;
}
static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal ( ID3DXMatrixStack * iface , FLOAT x , FLOAT y , FLOAT z )
{
D3DXMATRIX temp ;
ID3DXMatrixStackImpl * This = ( ID3DXMatrixStackImpl * ) iface ;
TRACE ( " iface %p \n " , iface ) ;
D3DXMatrixTranslation ( & temp , x , y , z ) ;
D3DXMatrixMultiply ( & This - > stack [ This - > current ] , & temp , & This - > stack [ This - > current ] ) ;
return D3D_OK ;
}
static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
{
ID3DXMatrixStackImpl_QueryInterface ,
ID3DXMatrixStackImpl_AddRef ,
ID3DXMatrixStackImpl_Release ,
ID3DXMatrixStackImpl_Pop ,
ID3DXMatrixStackImpl_Push ,
ID3DXMatrixStackImpl_LoadIdentity ,
ID3DXMatrixStackImpl_LoadMatrix ,
ID3DXMatrixStackImpl_MultMatrix ,
ID3DXMatrixStackImpl_MultMatrixLocal ,
ID3DXMatrixStackImpl_RotateAxis ,
ID3DXMatrixStackImpl_RotateAxisLocal ,
ID3DXMatrixStackImpl_RotateYawPitchRoll ,
ID3DXMatrixStackImpl_RotateYawPitchRollLocal ,
ID3DXMatrixStackImpl_Scale ,
ID3DXMatrixStackImpl_ScaleLocal ,
ID3DXMatrixStackImpl_Translate ,
ID3DXMatrixStackImpl_TranslateLocal ,
ID3DXMatrixStackImpl_GetTop
} ;
/*_________________D3DXPLANE________________*/
D3DXPLANE * WINAPI D3DXPlaneFromPointNormal ( D3DXPLANE * pout , CONST D3DXVECTOR3 * pvpoint , CONST D3DXVECTOR3 * pvnormal )
{
pout - > a = pvnormal - > x ;
pout - > b = pvnormal - > y ;
pout - > c = pvnormal - > z ;
pout - > d = - D3DXVec3Dot ( pvpoint , pvnormal ) ;
return pout ;
}
D3DXPLANE * WINAPI D3DXPlaneFromPoints ( D3DXPLANE * pout , CONST D3DXVECTOR3 * pv1 , CONST D3DXVECTOR3 * pv2 , CONST D3DXVECTOR3 * pv3 )
{
D3DXVECTOR3 edge1 , edge2 , normal , Nnormal ;
edge1 . x = 0.0f ; edge1 . y = 0.0f ; edge1 . z = 0.0f ;
edge2 . x = 0.0f ; edge2 . y = 0.0f ; edge2 . z = 0.0f ;
D3DXVec3Subtract ( & edge1 , pv2 , pv1 ) ;
D3DXVec3Subtract ( & edge2 , pv3 , pv1 ) ;
D3DXVec3Cross ( & normal , & edge1 , & edge2 ) ;
D3DXVec3Normalize ( & Nnormal , & normal ) ;
D3DXPlaneFromPointNormal ( pout , pv1 , & Nnormal ) ;
return pout ;
}
D3DXVECTOR3 * WINAPI D3DXPlaneIntersectLine ( D3DXVECTOR3 * pout , CONST D3DXPLANE * pp , CONST D3DXVECTOR3 * pv1 , CONST D3DXVECTOR3 * pv2 )
{
D3DXVECTOR3 direction , normal ;
FLOAT dot , temp ;
normal . x = pp - > a ;
normal . y = pp - > b ;
normal . z = pp - > c ;
direction . x = pv2 - > x - pv1 - > x ;
direction . y = pv2 - > y - pv1 - > y ;
direction . z = pv2 - > z - pv1 - > z ;
dot = D3DXVec3Dot ( & normal , & direction ) ;
if ( ! dot ) return NULL ;
temp = ( pp - > d + D3DXVec3Dot ( & normal , pv1 ) ) / dot ;
pout - > x = pv1 - > x - temp * direction . x ;
pout - > y = pv1 - > y - temp * direction . y ;
pout - > z = pv1 - > z - temp * direction . z ;
return pout ;
}
D3DXPLANE * WINAPI D3DXPlaneNormalize ( D3DXPLANE * pout , CONST D3DXPLANE * pp )
{
D3DXPLANE out ;
FLOAT norm ;
norm = sqrt ( pp - > a * pp - > a + pp - > b * pp - > b + pp - > c * pp - > c ) ;
if ( norm )
{
out . a = pp - > a / norm ;
out . b = pp - > b / norm ;
out . c = pp - > c / norm ;
out . d = pp - > d / norm ;
}
else
{
out . a = 0.0f ;
out . b = 0.0f ;
out . c = 0.0f ;
out . d = 0.0f ;
}
* pout = out ;
return pout ;
}
D3DXPLANE * WINAPI D3DXPlaneTransform ( D3DXPLANE * pout , CONST D3DXPLANE * pplane , CONST D3DXMATRIX * pm )
{
CONST D3DXPLANE plane = * pplane ;
pout - > a = pm - > u . m [ 0 ] [ 0 ] * plane . a + pm - > u . m [ 1 ] [ 0 ] * plane . b + pm - > u . m [ 2 ] [ 0 ] * plane . c + pm - > u . m [ 3 ] [ 0 ] * plane . d ;
pout - > b = pm - > u . m [ 0 ] [ 1 ] * plane . a + pm - > u . m [ 1 ] [ 1 ] * plane . b + pm - > u . m [ 2 ] [ 1 ] * plane . c + pm - > u . m [ 3 ] [ 1 ] * plane . d ;
pout - > c = pm - > u . m [ 0 ] [ 2 ] * plane . a + pm - > u . m [ 1 ] [ 2 ] * plane . b + pm - > u . m [ 2 ] [ 2 ] * plane . c + pm - > u . m [ 3 ] [ 2 ] * plane . d ;
pout - > d = pm - > u . m [ 0 ] [ 3 ] * plane . a + pm - > u . m [ 1 ] [ 3 ] * plane . b + pm - > u . m [ 2 ] [ 3 ] * plane . c + pm - > u . m [ 3 ] [ 3 ] * plane . d ;
return pout ;
}
D3DXPLANE * WINAPI D3DXPlaneTransformArray ( D3DXPLANE * out , UINT outstride , CONST D3DXPLANE * in , UINT instride , CONST D3DXMATRIX * matrix , UINT elements )
{
UINT i ;
for ( i = 0 ; i < elements ; + + i ) {
D3DXPlaneTransform (
( D3DXPLANE * ) ( ( char * ) out + outstride * i ) ,
( CONST D3DXPLANE * ) ( ( const char * ) in + instride * i ) ,
matrix ) ;
}
return out ;
}
/*_________________D3DXQUATERNION________________*/
D3DXQUATERNION * WINAPI D3DXQuaternionBaryCentric ( D3DXQUATERNION * pout , CONST D3DXQUATERNION * pq1 , CONST D3DXQUATERNION * pq2 , CONST D3DXQUATERNION * pq3 , FLOAT f , FLOAT g )
{
D3DXQUATERNION temp1 , temp2 ;
D3DXQuaternionSlerp ( pout , D3DXQuaternionSlerp ( & temp1 , pq1 , pq2 , f + g ) , D3DXQuaternionSlerp ( & temp2 , pq1 , pq3 , f + g ) , g / ( f + g ) ) ;
return pout ;
}
D3DXQUATERNION * WINAPI D3DXQuaternionExp ( D3DXQUATERNION * pout , CONST D3DXQUATERNION * pq )
{
FLOAT norm ;
norm = sqrt ( pq - > x * pq - > x + pq - > y * pq - > y + pq - > z * pq - > z ) ;
if ( norm )
{
pout - > x = sin ( norm ) * pq - > x / norm ;
pout - > y = sin ( norm ) * pq - > y / norm ;
pout - > z = sin ( norm ) * pq - > z / norm ;
pout - > w = cos ( norm ) ;
}
else
{
pout - > x = 0.0f ;
pout - > y = 0.0f ;
pout - > z = 0.0f ;
pout - > w = 1.0f ;
}
return pout ;
}
D3DXQUATERNION * WINAPI D3DXQuaternionInverse ( D3DXQUATERNION * pout , CONST D3DXQUATERNION * pq )
{
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D3DXQUATERNION out ;
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FLOAT norm ;
norm = D3DXQuaternionLengthSq ( pq ) ;
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out . x = - pq - > x / norm ;
out . y = - pq - > y / norm ;
out . z = - pq - > z / norm ;
out . w = pq - > w / norm ;
* pout = out ;
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return pout ;
}
D3DXQUATERNION * WINAPI D3DXQuaternionLn ( D3DXQUATERNION * pout , CONST D3DXQUATERNION * pq )
{
FLOAT norm , normvec , theta ;
norm = D3DXQuaternionLengthSq ( pq ) ;
if ( norm > 1.0001f )
{
pout - > x = pq - > x ;
pout - > y = pq - > y ;
pout - > z = pq - > z ;
pout - > w = 0.0f ;
}
else if ( norm > 0.99999f )
{
normvec = sqrt ( pq - > x * pq - > x + pq - > y * pq - > y + pq - > z * pq - > z ) ;
theta = atan2 ( normvec , pq - > w ) / normvec ;
pout - > x = theta * pq - > x ;
pout - > y = theta * pq - > y ;
pout - > z = theta * pq - > z ;
pout - > w = 0.0f ;
}
else
{
FIXME ( " The quaternion (%f, %f, %f, %f) has a norm <1. This should not happen. Windows returns a result anyway. This case is not implemented yet. \n " , pq - > x , pq - > y , pq - > z , pq - > w ) ;
}
return pout ;
}
D3DXQUATERNION * WINAPI D3DXQuaternionMultiply ( D3DXQUATERNION * pout , CONST D3DXQUATERNION * pq1 , CONST D3DXQUATERNION * pq2 )
{
D3DXQUATERNION out ;
out . x = pq2 - > w * pq1 - > x + pq2 - > x * pq1 - > w + pq2 - > y * pq1 - > z - pq2 - > z * pq1 - > y ;
out . y = pq2 - > w * pq1 - > y - pq2 - > x * pq1 - > z + pq2 - > y * pq1 - > w + pq2 - > z * pq1 - > x ;
out . z = pq2 - > w * pq1 - > z + pq2 - > x * pq1 - > y - pq2 - > y * pq1 - > x + pq2 - > z * pq1 - > w ;
out . w = pq2 - > w * pq1 - > w - pq2 - > x * pq1 - > x - pq2 - > y * pq1 - > y - pq2 - > z * pq1 - > z ;
* pout = out ;
return pout ;
}
D3DXQUATERNION * WINAPI D3DXQuaternionNormalize ( D3DXQUATERNION * pout , CONST D3DXQUATERNION * pq )
{
D3DXQUATERNION out ;
FLOAT norm ;
norm = D3DXQuaternionLength ( pq ) ;
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out . x = pq - > x / norm ;
out . y = pq - > y / norm ;
out . z = pq - > z / norm ;
out . w = pq - > w / norm ;
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* pout = out ;
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return pout ;
}
D3DXQUATERNION * WINAPI D3DXQuaternionRotationAxis ( D3DXQUATERNION * pout , CONST D3DXVECTOR3 * pv , FLOAT angle )
{
D3DXVECTOR3 temp ;
D3DXVec3Normalize ( & temp , pv ) ;
pout - > x = sin ( angle / 2.0f ) * temp . x ;
pout - > y = sin ( angle / 2.0f ) * temp . y ;
pout - > z = sin ( angle / 2.0f ) * temp . z ;
pout - > w = cos ( angle / 2.0f ) ;
return pout ;
}
D3DXQUATERNION * WINAPI D3DXQuaternionRotationMatrix ( D3DXQUATERNION * pout , CONST D3DXMATRIX * pm )
{
int i , maxi ;
FLOAT maxdiag , S , trace ;
trace = pm - > u . m [ 0 ] [ 0 ] + pm - > u . m [ 1 ] [ 1 ] + pm - > u . m [ 2 ] [ 2 ] + 1.0f ;
if ( trace > 1.0f )
{
pout - > x = ( pm - > u . m [ 1 ] [ 2 ] - pm - > u . m [ 2 ] [ 1 ] ) / ( 2.0f * sqrt ( trace ) ) ;
pout - > y = ( pm - > u . m [ 2 ] [ 0 ] - pm - > u . m [ 0 ] [ 2 ] ) / ( 2.0f * sqrt ( trace ) ) ;
pout - > z = ( pm - > u . m [ 0 ] [ 1 ] - pm - > u . m [ 1 ] [ 0 ] ) / ( 2.0f * sqrt ( trace ) ) ;
pout - > w = sqrt ( trace ) / 2.0f ;
return pout ;
}
maxi = 0 ;
maxdiag = pm - > u . m [ 0 ] [ 0 ] ;
for ( i = 1 ; i < 3 ; i + + )
{
if ( pm - > u . m [ i ] [ i ] > maxdiag )
{
maxi = i ;
maxdiag = pm - > u . m [ i ] [ i ] ;
}
}
switch ( maxi )
{
case 0 :
S = 2.0f * sqrt ( 1.0f + pm - > u . m [ 0 ] [ 0 ] - pm - > u . m [ 1 ] [ 1 ] - pm - > u . m [ 2 ] [ 2 ] ) ;
pout - > x = 0.25f * S ;
pout - > y = ( pm - > u . m [ 0 ] [ 1 ] + pm - > u . m [ 1 ] [ 0 ] ) / S ;
pout - > z = ( pm - > u . m [ 0 ] [ 2 ] + pm - > u . m [ 2 ] [ 0 ] ) / S ;
pout - > w = ( pm - > u . m [ 1 ] [ 2 ] - pm - > u . m [ 2 ] [ 1 ] ) / S ;
break ;
case 1 :
S = 2.0f * sqrt ( 1.0f + pm - > u . m [ 1 ] [ 1 ] - pm - > u . m [ 0 ] [ 0 ] - pm - > u . m [ 2 ] [ 2 ] ) ;
pout - > x = ( pm - > u . m [ 0 ] [ 1 ] + pm - > u . m [ 1 ] [ 0 ] ) / S ;
pout - > y = 0.25f * S ;
pout - > z = ( pm - > u . m [ 1 ] [ 2 ] + pm - > u . m [ 2 ] [ 1 ] ) / S ;
pout - > w = ( pm - > u . m [ 2 ] [ 0 ] - pm - > u . m [ 0 ] [ 2 ] ) / S ;
break ;
case 2 :
S = 2.0f * sqrt ( 1.0f + pm - > u . m [ 2 ] [ 2 ] - pm - > u . m [ 0 ] [ 0 ] - pm - > u . m [ 1 ] [ 1 ] ) ;
pout - > x = ( pm - > u . m [ 0 ] [ 2 ] + pm - > u . m [ 2 ] [ 0 ] ) / S ;
pout - > y = ( pm - > u . m [ 1 ] [ 2 ] + pm - > u . m [ 2 ] [ 1 ] ) / S ;
pout - > z = 0.25f * S ;
pout - > w = ( pm - > u . m [ 0 ] [ 1 ] - pm - > u . m [ 1 ] [ 0 ] ) / S ;
break ;
}
return pout ;
}
D3DXQUATERNION * WINAPI D3DXQuaternionRotationYawPitchRoll ( D3DXQUATERNION * pout , FLOAT yaw , FLOAT pitch , FLOAT roll )
{
pout - > x = sin ( yaw / 2.0f ) * cos ( pitch / 2.0f ) * sin ( roll / 2.0f ) + cos ( yaw / 2.0f ) * sin ( pitch / 2.0f ) * cos ( roll / 2.0f ) ;
pout - > y = sin ( yaw / 2.0f ) * cos ( pitch / 2.0f ) * cos ( roll / 2.0f ) - cos ( yaw / 2.0f ) * sin ( pitch / 2.0f ) * sin ( roll / 2.0f ) ;
pout - > z = cos ( yaw / 2.0f ) * cos ( pitch / 2.0f ) * sin ( roll / 2.0f ) - sin ( yaw / 2.0f ) * sin ( pitch / 2.0f ) * cos ( roll / 2.0f ) ;
pout - > w = cos ( yaw / 2.0f ) * cos ( pitch / 2.0f ) * cos ( roll / 2.0f ) + sin ( yaw / 2.0f ) * sin ( pitch / 2.0f ) * sin ( roll / 2.0f ) ;
return pout ;
}
D3DXQUATERNION * WINAPI D3DXQuaternionSlerp ( D3DXQUATERNION * pout , CONST D3DXQUATERNION * pq1 , CONST D3DXQUATERNION * pq2 , FLOAT t )
{
FLOAT dot , epsilon , temp , theta , u ;
epsilon = 1.0f ;
temp = 1.0f - t ;
u = t ;
dot = D3DXQuaternionDot ( pq1 , pq2 ) ;
if ( dot < 0.0f )
{
epsilon = - 1.0f ;
dot = - dot ;
}
if ( 1.0f - dot > 0.001f )
{
theta = acos ( dot ) ;
temp = sin ( theta * temp ) / sin ( theta ) ;
u = sin ( theta * u ) / sin ( theta ) ;
}
pout - > x = temp * pq1 - > x + epsilon * u * pq2 - > x ;
pout - > y = temp * pq1 - > y + epsilon * u * pq2 - > y ;
pout - > z = temp * pq1 - > z + epsilon * u * pq2 - > z ;
pout - > w = temp * pq1 - > w + epsilon * u * pq2 - > w ;
return pout ;
}
D3DXQUATERNION * WINAPI D3DXQuaternionSquad ( D3DXQUATERNION * pout , CONST D3DXQUATERNION * pq1 , CONST D3DXQUATERNION * pq2 , CONST D3DXQUATERNION * pq3 , CONST D3DXQUATERNION * pq4 , FLOAT t )
{
D3DXQUATERNION temp1 , temp2 ;
D3DXQuaternionSlerp ( pout , D3DXQuaternionSlerp ( & temp1 , pq1 , pq4 , t ) , D3DXQuaternionSlerp ( & temp2 , pq2 , pq3 , t ) , 2.0f * t * ( 1.0f - t ) ) ;
return pout ;
}
void WINAPI D3DXQuaternionToAxisAngle ( CONST D3DXQUATERNION * pq , D3DXVECTOR3 * paxis , FLOAT * pangle )
{
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paxis - > x = pq - > x ;
paxis - > y = pq - > y ;
paxis - > z = pq - > z ;
* pangle = 2.0f * acos ( pq - > w ) ;
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}
/*_________________D3DXVec2_____________________*/
D3DXVECTOR2 * WINAPI D3DXVec2BaryCentric ( D3DXVECTOR2 * pout , CONST D3DXVECTOR2 * pv1 , CONST D3DXVECTOR2 * pv2 , CONST D3DXVECTOR2 * pv3 , FLOAT f , FLOAT g )
{
pout - > x = ( 1.0f - f - g ) * ( pv1 - > x ) + f * ( pv2 - > x ) + g * ( pv3 - > x ) ;
pout - > y = ( 1.0f - f - g ) * ( pv1 - > y ) + f * ( pv2 - > y ) + g * ( pv3 - > y ) ;
return pout ;
}
D3DXVECTOR2 * WINAPI D3DXVec2CatmullRom ( D3DXVECTOR2 * pout , CONST D3DXVECTOR2 * pv0 , CONST D3DXVECTOR2 * pv1 , CONST D3DXVECTOR2 * pv2 , CONST D3DXVECTOR2 * pv3 , FLOAT s )
{
pout - > x = 0.5f * ( 2.0f * pv1 - > x + ( pv2 - > x - pv0 - > x ) * s + ( 2.0f * pv0 - > x - 5.0f * pv1 - > x + 4.0f * pv2 - > x - pv3 - > x ) * s * s + ( pv3 - > x - 3.0f * pv2 - > x + 3.0f * pv1 - > x - pv0 - > x ) * s * s * s ) ;
pout - > y = 0.5f * ( 2.0f * pv1 - > y + ( pv2 - > y - pv0 - > y ) * s + ( 2.0f * pv0 - > y - 5.0f * pv1 - > y + 4.0f * pv2 - > y - pv3 - > y ) * s * s + ( pv3 - > y - 3.0f * pv2 - > y + 3.0f * pv1 - > y - pv0 - > y ) * s * s * s ) ;
return pout ;
}
D3DXVECTOR2 * WINAPI D3DXVec2Hermite ( D3DXVECTOR2 * pout , CONST D3DXVECTOR2 * pv1 , CONST D3DXVECTOR2 * pt1 , CONST D3DXVECTOR2 * pv2 , CONST D3DXVECTOR2 * pt2 , FLOAT s )
{
FLOAT h1 , h2 , h3 , h4 ;
h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f ;
h2 = s * s * s - 2.0f * s * s + s ;
h3 = - 2.0f * s * s * s + 3.0f * s * s ;
h4 = s * s * s - s * s ;
pout - > x = h1 * ( pv1 - > x ) + h2 * ( pt1 - > x ) + h3 * ( pv2 - > x ) + h4 * ( pt2 - > x ) ;
pout - > y = h1 * ( pv1 - > y ) + h2 * ( pt1 - > y ) + h3 * ( pv2 - > y ) + h4 * ( pt2 - > y ) ;
return pout ;
}
D3DXVECTOR2 * WINAPI D3DXVec2Normalize ( D3DXVECTOR2 * pout , CONST D3DXVECTOR2 * pv )
{
D3DXVECTOR2 out ;
FLOAT norm ;
norm = D3DXVec2Length ( pv ) ;
if ( ! norm )
{
out . x = 0.0f ;
out . y = 0.0f ;
}
else
{
out . x = pv - > x / norm ;
out . y = pv - > y / norm ;
}
* pout = out ;
return pout ;
}
D3DXVECTOR4 * WINAPI D3DXVec2Transform ( D3DXVECTOR4 * pout , CONST D3DXVECTOR2 * pv , CONST D3DXMATRIX * pm )
{
pout - > x = pm - > u . m [ 0 ] [ 0 ] * pv - > x + pm - > u . m [ 1 ] [ 0 ] * pv - > y + pm - > u . m [ 3 ] [ 0 ] ;
pout - > y = pm - > u . m [ 0 ] [ 1 ] * pv - > x + pm - > u . m [ 1 ] [ 1 ] * pv - > y + pm - > u . m [ 3 ] [ 1 ] ;
pout - > z = pm - > u . m [ 0 ] [ 2 ] * pv - > x + pm - > u . m [ 1 ] [ 2 ] * pv - > y + pm - > u . m [ 3 ] [ 2 ] ;
pout - > w = pm - > u . m [ 0 ] [ 3 ] * pv - > x + pm - > u . m [ 1 ] [ 3 ] * pv - > y + pm - > u . m [ 3 ] [ 3 ] ;
return pout ;
}
D3DXVECTOR4 * WINAPI D3DXVec2TransformArray ( D3DXVECTOR4 * out , UINT outstride , CONST D3DXVECTOR2 * in , UINT instride , CONST D3DXMATRIX * matrix , UINT elements )
{
UINT i ;
for ( i = 0 ; i < elements ; + + i ) {
D3DXVec2Transform (
( D3DXVECTOR4 * ) ( ( char * ) out + outstride * i ) ,
( CONST D3DXVECTOR2 * ) ( ( const char * ) in + instride * i ) ,
matrix ) ;
}
return out ;
}
D3DXVECTOR2 * WINAPI D3DXVec2TransformCoord ( D3DXVECTOR2 * pout , CONST D3DXVECTOR2 * pv , CONST D3DXMATRIX * pm )
{
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D3DXVECTOR2 v ;
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FLOAT norm ;
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v = * pv ;
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norm = pm - > u . m [ 0 ] [ 3 ] * pv - > x + pm - > u . m [ 1 ] [ 3 ] * pv - > y + pm - > u . m [ 3 ] [ 3 ] ;
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pout - > x = ( pm - > u . m [ 0 ] [ 0 ] * v . x + pm - > u . m [ 1 ] [ 0 ] * v . y + pm - > u . m [ 3 ] [ 0 ] ) / norm ;
pout - > y = ( pm - > u . m [ 0 ] [ 1 ] * v . x + pm - > u . m [ 1 ] [ 1 ] * v . y + pm - > u . m [ 3 ] [ 1 ] ) / norm ;
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return pout ;
}
D3DXVECTOR2 * WINAPI D3DXVec2TransformCoordArray ( D3DXVECTOR2 * out , UINT outstride , CONST D3DXVECTOR2 * in , UINT instride , CONST D3DXMATRIX * matrix , UINT elements )
{
UINT i ;
for ( i = 0 ; i < elements ; + + i ) {
D3DXVec2TransformCoord (
( D3DXVECTOR2 * ) ( ( char * ) out + outstride * i ) ,
( CONST D3DXVECTOR2 * ) ( ( const char * ) in + instride * i ) ,
matrix ) ;
}
return out ;
}
D3DXVECTOR2 * WINAPI D3DXVec2TransformNormal ( D3DXVECTOR2 * pout , CONST D3DXVECTOR2 * pv , CONST D3DXMATRIX * pm )
{
CONST D3DXVECTOR2 v = * pv ;
pout - > x = pm - > u . m [ 0 ] [ 0 ] * v . x + pm - > u . m [ 1 ] [ 0 ] * v . y ;
pout - > y = pm - > u . m [ 0 ] [ 1 ] * v . x + pm - > u . m [ 1 ] [ 1 ] * v . y ;
return pout ;
}
D3DXVECTOR2 * WINAPI D3DXVec2TransformNormalArray ( D3DXVECTOR2 * out , UINT outstride , CONST D3DXVECTOR2 * in , UINT instride , CONST D3DXMATRIX * matrix , UINT elements )
{
UINT i ;
for ( i = 0 ; i < elements ; + + i ) {
D3DXVec2TransformNormal (
( D3DXVECTOR2 * ) ( ( char * ) out + outstride * i ) ,
( CONST D3DXVECTOR2 * ) ( ( const char * ) in + instride * i ) ,
matrix ) ;
}
return out ;
}
/*_________________D3DXVec3_____________________*/
D3DXVECTOR3 * WINAPI D3DXVec3BaryCentric ( D3DXVECTOR3 * pout , CONST D3DXVECTOR3 * pv1 , CONST D3DXVECTOR3 * pv2 , CONST D3DXVECTOR3 * pv3 , FLOAT f , FLOAT g )
{
pout - > x = ( 1.0f - f - g ) * ( pv1 - > x ) + f * ( pv2 - > x ) + g * ( pv3 - > x ) ;
pout - > y = ( 1.0f - f - g ) * ( pv1 - > y ) + f * ( pv2 - > y ) + g * ( pv3 - > y ) ;
pout - > z = ( 1.0f - f - g ) * ( pv1 - > z ) + f * ( pv2 - > z ) + g * ( pv3 - > z ) ;
return pout ;
}
D3DXVECTOR3 * WINAPI D3DXVec3CatmullRom ( D3DXVECTOR3 * pout , CONST D3DXVECTOR3 * pv0 , CONST D3DXVECTOR3 * pv1 , CONST D3DXVECTOR3 * pv2 , CONST D3DXVECTOR3 * pv3 , FLOAT s )
{
pout - > x = 0.5f * ( 2.0f * pv1 - > x + ( pv2 - > x - pv0 - > x ) * s + ( 2.0f * pv0 - > x - 5.0f * pv1 - > x + 4.0f * pv2 - > x - pv3 - > x ) * s * s + ( pv3 - > x - 3.0f * pv2 - > x + 3.0f * pv1 - > x - pv0 - > x ) * s * s * s ) ;
pout - > y = 0.5f * ( 2.0f * pv1 - > y + ( pv2 - > y - pv0 - > y ) * s + ( 2.0f * pv0 - > y - 5.0f * pv1 - > y + 4.0f * pv2 - > y - pv3 - > y ) * s * s + ( pv3 - > y - 3.0f * pv2 - > y + 3.0f * pv1 - > y - pv0 - > y ) * s * s * s ) ;
pout - > z = 0.5f * ( 2.0f * pv1 - > z + ( pv2 - > z - pv0 - > z ) * s + ( 2.0f * pv0 - > z - 5.0f * pv1 - > z + 4.0f * pv2 - > z - pv3 - > z ) * s * s + ( pv3 - > z - 3.0f * pv2 - > z + 3.0f * pv1 - > z - pv0 - > z ) * s * s * s ) ;
return pout ;
}
D3DXVECTOR3 * WINAPI D3DXVec3Hermite ( D3DXVECTOR3 * pout , CONST D3DXVECTOR3 * pv1 , CONST D3DXVECTOR3 * pt1 , CONST D3DXVECTOR3 * pv2 , CONST D3DXVECTOR3 * pt2 , FLOAT s )
{
FLOAT h1 , h2 , h3 , h4 ;
h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f ;
h2 = s * s * s - 2.0f * s * s + s ;
h3 = - 2.0f * s * s * s + 3.0f * s * s ;
h4 = s * s * s - s * s ;
pout - > x = h1 * ( pv1 - > x ) + h2 * ( pt1 - > x ) + h3 * ( pv2 - > x ) + h4 * ( pt2 - > x ) ;
pout - > y = h1 * ( pv1 - > y ) + h2 * ( pt1 - > y ) + h3 * ( pv2 - > y ) + h4 * ( pt2 - > y ) ;
pout - > z = h1 * ( pv1 - > z ) + h2 * ( pt1 - > z ) + h3 * ( pv2 - > z ) + h4 * ( pt2 - > z ) ;
return pout ;
}
D3DXVECTOR3 * WINAPI D3DXVec3Normalize ( D3DXVECTOR3 * pout , CONST D3DXVECTOR3 * pv )
{
D3DXVECTOR3 out ;
FLOAT norm ;
norm = D3DXVec3Length ( pv ) ;
if ( ! norm )
{
out . x = 0.0f ;
out . y = 0.0f ;
out . z = 0.0f ;
}
else
{
out . x = pv - > x / norm ;
out . y = pv - > y / norm ;
out . z = pv - > z / norm ;
}
* pout = out ;
return pout ;
}
D3DXVECTOR3 * WINAPI D3DXVec3Project ( D3DXVECTOR3 * pout , CONST D3DXVECTOR3 * pv , CONST D3DVIEWPORT9 * pviewport , CONST D3DXMATRIX * pprojection , CONST D3DXMATRIX * pview , CONST D3DXMATRIX * pworld )
{
D3DXMATRIX m ;
D3DXVECTOR3 out ;
D3DXMatrixMultiply ( & m , pworld , pview ) ;
D3DXMatrixMultiply ( & m , & m , pprojection ) ;
D3DXVec3TransformCoord ( & out , pv , & m ) ;
out . x = pviewport - > X + ( 1.0f + out . x ) * pviewport - > Width / 2.0f ;
out . y = pviewport - > Y + ( 1.0f - out . y ) * pviewport - > Height / 2.0f ;
out . z = pviewport - > MinZ + out . z * ( pviewport - > MaxZ - pviewport - > MinZ ) ;
* pout = out ;
return pout ;
}
D3DXVECTOR3 * WINAPI D3DXVec3ProjectArray ( D3DXVECTOR3 * out , UINT outstride , CONST D3DXVECTOR3 * in , UINT instride , CONST D3DVIEWPORT9 * viewport , CONST D3DXMATRIX * projection , CONST D3DXMATRIX * view , CONST D3DXMATRIX * world , UINT elements )
{
UINT i ;
for ( i = 0 ; i < elements ; + + i ) {
D3DXVec3Project (
( D3DXVECTOR3 * ) ( ( char * ) out + outstride * i ) ,
( CONST D3DXVECTOR3 * ) ( ( const char * ) in + instride * i ) ,
viewport , projection , view , world ) ;
}
return out ;
}
D3DXVECTOR4 * WINAPI D3DXVec3Transform ( D3DXVECTOR4 * pout , CONST D3DXVECTOR3 * pv , CONST D3DXMATRIX * pm )
{
pout - > x = pm - > u . m [ 0 ] [ 0 ] * pv - > x + pm - > u . m [ 1 ] [ 0 ] * pv - > y + pm - > u . m [ 2 ] [ 0 ] * pv - > z + pm - > u . m [ 3 ] [ 0 ] ;
pout - > y = pm - > u . m [ 0 ] [ 1 ] * pv - > x + pm - > u . m [ 1 ] [ 1 ] * pv - > y + pm - > u . m [ 2 ] [ 1 ] * pv - > z + pm - > u . m [ 3 ] [ 1 ] ;
pout - > z = pm - > u . m [ 0 ] [ 2 ] * pv - > x + pm - > u . m [ 1 ] [ 2 ] * pv - > y + pm - > u . m [ 2 ] [ 2 ] * pv - > z + pm - > u . m [ 3 ] [ 2 ] ;
pout - > w = pm - > u . m [ 0 ] [ 3 ] * pv - > x + pm - > u . m [ 1 ] [ 3 ] * pv - > y + pm - > u . m [ 2 ] [ 3 ] * pv - > z + pm - > u . m [ 3 ] [ 3 ] ;
return pout ;
}
D3DXVECTOR4 * WINAPI D3DXVec3TransformArray ( D3DXVECTOR4 * out , UINT outstride , CONST D3DXVECTOR3 * in , UINT instride , CONST D3DXMATRIX * matrix , UINT elements )
{
UINT i ;
for ( i = 0 ; i < elements ; + + i ) {
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D3DXVec3Transform (
( D3DXVECTOR4 * ) ( ( char * ) out + outstride * i ) ,
( CONST D3DXVECTOR3 * ) ( ( const char * ) in + instride * i ) ,
matrix ) ;
}
return out ;
}
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D3DXVECTOR3 * WINAPI D3DXVec3TransformCoord ( D3DXVECTOR3 * pout , CONST D3DXVECTOR3 * pv , CONST D3DXMATRIX * pm )
{
D3DXVECTOR3 out ;
FLOAT norm ;
norm = pm - > u . m [ 0 ] [ 3 ] * pv - > x + pm - > u . m [ 1 ] [ 3 ] * pv - > y + pm - > u . m [ 2 ] [ 3 ] * pv - > z + pm - > u . m [ 3 ] [ 3 ] ;
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out . x = ( pm - > u . m [ 0 ] [ 0 ] * pv - > x + pm - > u . m [ 1 ] [ 0 ] * pv - > y + pm - > u . m [ 2 ] [ 0 ] * pv - > z + pm - > u . m [ 3 ] [ 0 ] ) / norm ;
out . y = ( pm - > u . m [ 0 ] [ 1 ] * pv - > x + pm - > u . m [ 1 ] [ 1 ] * pv - > y + pm - > u . m [ 2 ] [ 1 ] * pv - > z + pm - > u . m [ 3 ] [ 1 ] ) / norm ;
out . z = ( pm - > u . m [ 0 ] [ 2 ] * pv - > x + pm - > u . m [ 1 ] [ 2 ] * pv - > y + pm - > u . m [ 2 ] [ 2 ] * pv - > z + pm - > u . m [ 3 ] [ 2 ] ) / norm ;
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* pout = out ;
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return pout ;
}
D3DXVECTOR3 * WINAPI D3DXVec3TransformCoordArray ( D3DXVECTOR3 * out , UINT outstride , CONST D3DXVECTOR3 * in , UINT instride , CONST D3DXMATRIX * matrix , UINT elements )
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{
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UINT i ;
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for ( i = 0 ; i < elements ; + + i ) {
D3DXVec3TransformCoord (
( D3DXVECTOR3 * ) ( ( char * ) out + outstride * i ) ,
( CONST D3DXVECTOR3 * ) ( ( const char * ) in + instride * i ) ,
matrix ) ;
}
return out ;
}
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D3DXVECTOR3 * WINAPI D3DXVec3TransformNormal ( D3DXVECTOR3 * pout , CONST D3DXVECTOR3 * pv , CONST D3DXMATRIX * pm )
{
CONST D3DXVECTOR3 v = * pv ;
pout - > x = pm - > u . m [ 0 ] [ 0 ] * v . x + pm - > u . m [ 1 ] [ 0 ] * v . y + pm - > u . m [ 2 ] [ 0 ] * v . z ;
pout - > y = pm - > u . m [ 0 ] [ 1 ] * v . x + pm - > u . m [ 1 ] [ 1 ] * v . y + pm - > u . m [ 2 ] [ 1 ] * v . z ;
pout - > z = pm - > u . m [ 0 ] [ 2 ] * v . x + pm - > u . m [ 1 ] [ 2 ] * v . y + pm - > u . m [ 2 ] [ 2 ] * v . z ;
return pout ;
}
D3DXVECTOR3 * WINAPI D3DXVec3TransformNormalArray ( D3DXVECTOR3 * out , UINT outstride , CONST D3DXVECTOR3 * in , UINT instride , CONST D3DXMATRIX * matrix , UINT elements )
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{
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UINT i ;
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for ( i = 0 ; i < elements ; + + i ) {
D3DXVec3TransformNormal (
( D3DXVECTOR3 * ) ( ( char * ) out + outstride * i ) ,
( CONST D3DXVECTOR3 * ) ( ( const char * ) in + instride * i ) ,
matrix ) ;
}
return out ;
}
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D3DXVECTOR3 * WINAPI D3DXVec3Unproject ( D3DXVECTOR3 * pout , CONST D3DXVECTOR3 * pv , CONST D3DVIEWPORT9 * pviewport , CONST D3DXMATRIX * pprojection , CONST D3DXMATRIX * pview , CONST D3DXMATRIX * pworld )
{
D3DXMATRIX m ;
D3DXVECTOR3 out ;
D3DXMatrixMultiply ( & m , pworld , pview ) ;
D3DXMatrixMultiply ( & m , & m , pprojection ) ;
D3DXMatrixInverse ( & m , NULL , & m ) ;
out . x = 2.0f * ( pv - > x - pviewport - > X ) / pviewport - > Width - 1.0f ;
out . y = 1.0f - 2.0f * ( pv - > y - pviewport - > Y ) / pviewport - > Height ;
out . z = ( pv - > z - pviewport - > MinZ ) / ( pviewport - > MaxZ - pviewport - > MinZ ) ;
D3DXVec3TransformCoord ( & out , & out , & m ) ;
* pout = out ;
return pout ;
}
D3DXVECTOR3 * WINAPI D3DXVec3UnprojectArray ( D3DXVECTOR3 * out , UINT outstride , CONST D3DXVECTOR3 * in , UINT instride , CONST D3DVIEWPORT9 * viewport , CONST D3DXMATRIX * projection , CONST D3DXMATRIX * view , CONST D3DXMATRIX * world , UINT elements )
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{
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UINT i ;
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for ( i = 0 ; i < elements ; + + i ) {
D3DXVec3Unproject (
( D3DXVECTOR3 * ) ( ( char * ) out + outstride * i ) ,
( CONST D3DXVECTOR3 * ) ( ( const char * ) in + instride * i ) ,
viewport , projection , view , world ) ;
}
return out ;
}
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/*_________________D3DXVec4_____________________*/
D3DXVECTOR4 * WINAPI D3DXVec4BaryCentric ( D3DXVECTOR4 * pout , CONST D3DXVECTOR4 * pv1 , CONST D3DXVECTOR4 * pv2 , CONST D3DXVECTOR4 * pv3 , FLOAT f , FLOAT g )
{
pout - > x = ( 1.0f - f - g ) * ( pv1 - > x ) + f * ( pv2 - > x ) + g * ( pv3 - > x ) ;
pout - > y = ( 1.0f - f - g ) * ( pv1 - > y ) + f * ( pv2 - > y ) + g * ( pv3 - > y ) ;
pout - > z = ( 1.0f - f - g ) * ( pv1 - > z ) + f * ( pv2 - > z ) + g * ( pv3 - > z ) ;
pout - > w = ( 1.0f - f - g ) * ( pv1 - > w ) + f * ( pv2 - > w ) + g * ( pv3 - > w ) ;
return pout ;
}
D3DXVECTOR4 * WINAPI D3DXVec4CatmullRom ( D3DXVECTOR4 * pout , CONST D3DXVECTOR4 * pv0 , CONST D3DXVECTOR4 * pv1 , CONST D3DXVECTOR4 * pv2 , CONST D3DXVECTOR4 * pv3 , FLOAT s )
{
pout - > x = 0.5f * ( 2.0f * pv1 - > x + ( pv2 - > x - pv0 - > x ) * s + ( 2.0f * pv0 - > x - 5.0f * pv1 - > x + 4.0f * pv2 - > x - pv3 - > x ) * s * s + ( pv3 - > x - 3.0f * pv2 - > x + 3.0f * pv1 - > x - pv0 - > x ) * s * s * s ) ;
pout - > y = 0.5f * ( 2.0f * pv1 - > y + ( pv2 - > y - pv0 - > y ) * s + ( 2.0f * pv0 - > y - 5.0f * pv1 - > y + 4.0f * pv2 - > y - pv3 - > y ) * s * s + ( pv3 - > y - 3.0f * pv2 - > y + 3.0f * pv1 - > y - pv0 - > y ) * s * s * s ) ;
pout - > z = 0.5f * ( 2.0f * pv1 - > z + ( pv2 - > z - pv0 - > z ) * s + ( 2.0f * pv0 - > z - 5.0f * pv1 - > z + 4.0f * pv2 - > z - pv3 - > z ) * s * s + ( pv3 - > z - 3.0f * pv2 - > z + 3.0f * pv1 - > z - pv0 - > z ) * s * s * s ) ;
pout - > w = 0.5f * ( 2.0f * pv1 - > w + ( pv2 - > w - pv0 - > w ) * s + ( 2.0f * pv0 - > w - 5.0f * pv1 - > w + 4.0f * pv2 - > w - pv3 - > w ) * s * s + ( pv3 - > w - 3.0f * pv2 - > w + 3.0f * pv1 - > w - pv0 - > w ) * s * s * s ) ;
return pout ;
}
D3DXVECTOR4 * WINAPI D3DXVec4Cross ( D3DXVECTOR4 * pout , CONST D3DXVECTOR4 * pv1 , CONST D3DXVECTOR4 * pv2 , CONST D3DXVECTOR4 * pv3 )
{
D3DXVECTOR4 out ;
out . x = pv1 - > y * ( pv2 - > z * pv3 - > w - pv3 - > z * pv2 - > w ) - pv1 - > z * ( pv2 - > y * pv3 - > w - pv3 - > y * pv2 - > w ) + pv1 - > w * ( pv2 - > y * pv3 - > z - pv2 - > z * pv3 - > y ) ;
out . y = - ( pv1 - > x * ( pv2 - > z * pv3 - > w - pv3 - > z * pv2 - > w ) - pv1 - > z * ( pv2 - > x * pv3 - > w - pv3 - > x * pv2 - > w ) + pv1 - > w * ( pv2 - > x * pv3 - > z - pv3 - > x * pv2 - > z ) ) ;
out . z = pv1 - > x * ( pv2 - > y * pv3 - > w - pv3 - > y * pv2 - > w ) - pv1 - > y * ( pv2 - > x * pv3 - > w - pv3 - > x * pv2 - > w ) + pv1 - > w * ( pv2 - > x * pv3 - > y - pv3 - > x * pv2 - > y ) ;
out . w = - ( pv1 - > x * ( pv2 - > y * pv3 - > z - pv3 - > y * pv2 - > z ) - pv1 - > y * ( pv2 - > x * pv3 - > z - pv3 - > x * pv2 - > z ) + pv1 - > z * ( pv2 - > x * pv3 - > y - pv3 - > x * pv2 - > y ) ) ;
* pout = out ;
return pout ;
}
D3DXVECTOR4 * WINAPI D3DXVec4Hermite ( D3DXVECTOR4 * pout , CONST D3DXVECTOR4 * pv1 , CONST D3DXVECTOR4 * pt1 , CONST D3DXVECTOR4 * pv2 , CONST D3DXVECTOR4 * pt2 , FLOAT s )
{
FLOAT h1 , h2 , h3 , h4 ;
h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f ;
h2 = s * s * s - 2.0f * s * s + s ;
h3 = - 2.0f * s * s * s + 3.0f * s * s ;
h4 = s * s * s - s * s ;
pout - > x = h1 * ( pv1 - > x ) + h2 * ( pt1 - > x ) + h3 * ( pv2 - > x ) + h4 * ( pt2 - > x ) ;
pout - > y = h1 * ( pv1 - > y ) + h2 * ( pt1 - > y ) + h3 * ( pv2 - > y ) + h4 * ( pt2 - > y ) ;
pout - > z = h1 * ( pv1 - > z ) + h2 * ( pt1 - > z ) + h3 * ( pv2 - > z ) + h4 * ( pt2 - > z ) ;
pout - > w = h1 * ( pv1 - > w ) + h2 * ( pt1 - > w ) + h3 * ( pv2 - > w ) + h4 * ( pt2 - > w ) ;
return pout ;
}
D3DXVECTOR4 * WINAPI D3DXVec4Normalize ( D3DXVECTOR4 * pout , CONST D3DXVECTOR4 * pv )
{
D3DXVECTOR4 out ;
FLOAT norm ;
norm = D3DXVec4Length ( pv ) ;
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out . x = pv - > x / norm ;
out . y = pv - > y / norm ;
out . z = pv - > z / norm ;
out . w = pv - > w / norm ;
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* pout = out ;
return pout ;
}
D3DXVECTOR4 * WINAPI D3DXVec4Transform ( D3DXVECTOR4 * pout , CONST D3DXVECTOR4 * pv , CONST D3DXMATRIX * pm )
{
D3DXVECTOR4 out ;
out . x = pm - > u . m [ 0 ] [ 0 ] * pv - > x + pm - > u . m [ 1 ] [ 0 ] * pv - > y + pm - > u . m [ 2 ] [ 0 ] * pv - > z + pm - > u . m [ 3 ] [ 0 ] * pv - > w ;
out . y = pm - > u . m [ 0 ] [ 1 ] * pv - > x + pm - > u . m [ 1 ] [ 1 ] * pv - > y + pm - > u . m [ 2 ] [ 1 ] * pv - > z + pm - > u . m [ 3 ] [ 1 ] * pv - > w ;
out . z = pm - > u . m [ 0 ] [ 2 ] * pv - > x + pm - > u . m [ 1 ] [ 2 ] * pv - > y + pm - > u . m [ 2 ] [ 2 ] * pv - > z + pm - > u . m [ 3 ] [ 2 ] * pv - > w ;
out . w = pm - > u . m [ 0 ] [ 3 ] * pv - > x + pm - > u . m [ 1 ] [ 3 ] * pv - > y + pm - > u . m [ 2 ] [ 3 ] * pv - > z + pm - > u . m [ 3 ] [ 3 ] * pv - > w ;
* pout = out ;
return pout ;
}
D3DXVECTOR4 * WINAPI D3DXVec4TransformArray ( D3DXVECTOR4 * out , UINT outstride , CONST D3DXVECTOR4 * in , UINT instride , CONST D3DXMATRIX * matrix , UINT elements )
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{
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UINT i ;
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for ( i = 0 ; i < elements ; + + i ) {
D3DXVec4Transform (
( D3DXVECTOR4 * ) ( ( char * ) out + outstride * i ) ,
( CONST D3DXVECTOR4 * ) ( ( const char * ) in + instride * i ) ,
matrix ) ;
}
return out ;
}