Sweden-Number/dlls/d3dx8/math.c

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2007-10-26 18:01:49 +02:00
/*
* Copyright 2007 David Adam
*
* 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
*/
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <assert.h>
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "d3dx8.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3dx8);
/*_________________D3DXMatrix____________________*/
FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
{
D3DXVECTOR4 minor, v1, v2, v3;
FLOAT det;
v1.x = pm->m[0][0]; v1.y = pm->m[1][0]; v1.z = pm->m[2][0]; v1.w = pm->m[3][0];
v2.x = pm->m[0][1]; v2.y = pm->m[1][1]; v2.z = pm->m[2][1]; v2.w = pm->m[3][1];
v3.x = pm->m[0][2]; v3.y = pm->m[1][2]; v3.z = pm->m[2][2]; v3.w = pm->m[3][2];
D3DXVec4Cross(&minor,&v1,&v2,&v3);
det = - (pm->m[0][3] * minor.x + pm->m[1][3] * minor.y + pm->m[2][3] * minor.z + pm->m[3][3] * minor.w);
return det;
}
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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->m[0][0] = rightn.x;
pout->m[1][0] = rightn.y;
pout->m[2][0] = rightn.z;
pout->m[3][0] = -D3DXVec3Dot(&rightn,peye);
pout->m[0][1] = upn.x;
pout->m[1][1] = upn.y;
pout->m[2][1] = upn.z;
pout->m[3][1] = -D3DXVec3Dot(&upn, peye);
pout->m[0][2] = vec.x;
pout->m[1][2] = vec.y;
pout->m[2][2] = vec.z;
pout->m[3][2] = -D3DXVec3Dot(&vec, peye);
pout->m[0][3] = 0.0f;
pout->m[1][3] = 0.0f;
pout->m[2][3] = 0.0f;
pout->m[3][3] = 1.0f;
return pout;
}
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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->m[0][0] = -rightn.x;
pout->m[1][0] = -rightn.y;
pout->m[2][0] = -rightn.z;
pout->m[3][0] = D3DXVec3Dot(&rightn,peye);
pout->m[0][1] = upn.x;
pout->m[1][1] = upn.y;
pout->m[2][1] = upn.z;
pout->m[3][1] = -D3DXVec3Dot(&upn, peye);
pout->m[0][2] = -vec.x;
pout->m[1][2] = -vec.y;
pout->m[2][2] = -vec.z;
pout->m[3][2] = D3DXVec3Dot(&vec, peye);
pout->m[0][3] = 0.0f;
pout->m[1][3] = 0.0f;
pout->m[2][3] = 0.0f;
pout->m[3][3] = 1.0f;
return pout;
}
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
{
int i,j;
for (i=0; i<4; i++)
{
for (j=0; j<4; j++)
{
pout->m[i][j] = pm1->m[i][0] * pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] + pm1->m[i][2] * pm2->m[2][j] + pm1->m[i][3] * pm2->m[3][j];
}
}
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
pout->m[1][1] = 1.0f / tan(fovy/2.0f);
pout->m[2][2] = zf / (zf - zn);
pout->m[2][3] = 1.0f;
pout->m[3][2] = (zf * zn) / (zn - zf);
pout->m[3][3] = 0.0f;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
pout->m[1][1] = 1.0f / tan(fovy/2.0f);
pout->m[2][2] = zf / (zn - zf);
pout->m[2][3] = -1.0f;
pout->m[3][2] = (zf * zn) / (zn - zf);
pout->m[3][3] = 0.0f;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f * zn / w;
pout->m[1][1] = 2.0f * zn / h;
pout->m[2][2] = zf / (zf - zn);
pout->m[3][2] = (zn * zf) / (zn - zf);
pout->m[2][3] = 1.0f;
pout->m[3][3] = 0.0f;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = 2.0f * zn / w;
pout->m[1][1] = 2.0f * zn / h;
pout->m[2][2] = zf / (zn - zf);
pout->m[3][2] = (zn * zf) / (zn - zf);
pout->m[2][3] = -1.0f;
pout->m[3][3] = 0.0f;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
{
D3DXVECTOR3 v;
D3DXVec3Normalize(&v,pv);
D3DXMatrixIdentity(pout);
pout->m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
pout->m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
pout->m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
pout->m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
pout->m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
pout->m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
pout->m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
pout->m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
pout->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->m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
pout->m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
pout->m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
pout->m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
pout->m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
pout->m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
pout->m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
pout->m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
pout->m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
return pout;
}
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D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
{
D3DXMatrixIdentity(pout);
pout->m[1][1] = cos(angle);
pout->m[2][2] = cos(angle);
pout->m[1][2] = sin(angle);
pout->m[2][1] = -sin(angle);
return pout;
}
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D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = cos(angle);
pout->m[2][2] = cos(angle);
pout->m[0][2] = -sin(angle);
pout->m[2][0] = sin(angle);
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
{
D3DXMATRIX m, pout1, pout2, pout3;
D3DXMatrixIdentity(&pout3);
D3DXMatrixRotationZ(&m,roll);
D3DXMatrixMultiply(&pout2,&pout3,&m);
D3DXMatrixRotationX(&m,pitch);
D3DXMatrixMultiply(&pout1,&pout2,&m);
D3DXMatrixRotationY(&m,yaw);
D3DXMatrixMultiply(pout,&pout1,&m);
return pout;
}
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D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = cos(angle);
pout->m[1][1] = cos(angle);
pout->m[0][1] = sin(angle);
pout->m[1][0] = -sin(angle);
return pout;
}
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D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
{
D3DXMatrixIdentity(pout);
pout->m[0][0] = sx;
pout->m[1][1] = sy;
pout->m[2][2] = sz;
return pout;
}
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
{
D3DXMatrixIdentity(pout);
pout->m[3][0] = x;
pout->m[3][1] = y;
pout->m[3][2] = z;
return pout;
}
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D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
{
int i,j;
for (i=0; i<4; i++)
{
for (j=0; j<4; j++)
{
pout->m[i][j] = pm->m[j][i];
}
}
return pout;
}
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/*_________________D3DXQUATERNION________________*/
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
{
FLOAT norm;
norm = D3DXQuaternionLength(pq);
if ( !norm )
{
pout->x = 0.0f;
pout->y = 0.0f;
pout->z = 0.0f;
pout->w = 0.0f;
}
else
{
pout->x = pq->x / norm;
pout->y = pq->y / norm;
pout->z = pq->z / norm;
pout->w = pq->w / norm;
}
return pout;
}
/*_________________D3DXVec2_____________________*/
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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;
}
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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;
}
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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;
}
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D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
{
FLOAT norm;
norm = D3DXVec2Length(pv);
if ( !norm )
{
pout->x = 0.0f;
pout->y = 0.0f;
}
else
{
pout->x = pv->x / norm;
pout->y = pv->y / norm;
}
return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
{
pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[3][0];
pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[3][1];
pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[3][2];
pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3];
return pout;
}
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
{
FLOAT norm;
norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3];
if ( norm )
{
pout->x = (pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[3][0]) / norm;
pout->y = (pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[3][1]) / norm;
}
else
{
pout->x = 0.0f;
pout->y = 0.0f;
}
return pout;
}
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
{
pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y;
pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y;
return pout;
}
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/*_________________D3DXVec3_____________________*/
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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;
}
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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;
}
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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;
}
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D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
{
FLOAT norm;
norm = D3DXVec3Length(pv);
if ( !norm )
{
pout->x = 0.0f;
pout->y = 0.0f;
pout->z = 0.0f;
}
else
{
pout->x = pv->x / norm;
pout->y = pv->y / norm;
pout->z = pv->z / norm;
}
return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
{
pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0];
pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1];
pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2];
pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3];
return pout;
}
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
{
FLOAT norm;
norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] *pv->z + pm->m[3][3];
if ( norm )
{
pout->x = (pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0]) / norm;
pout->y = (pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1]) / norm;
pout->z = (pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2]) / norm;
}
else
{
pout->x = 0.0f;
pout->y = 0.0f;
pout->z = 0.0f;
}
return pout;
}
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
{
pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z;
pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z;
pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z;
return pout;
}
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/*_________________D3DXVec4_____________________*/
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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;
}
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2007-10-26 21:43:46 +02:00
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;
}
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D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
{
pout->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);
pout->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));
pout->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);
pout->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));
return pout;
}
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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;
}
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D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
{
FLOAT norm;
norm = D3DXVec4Length(pv);
if ( !norm )
{
pout->x = 0.0f;
pout->y = 0.0f;
pout->z = 0.0f;
pout->w = 0.0f;
}
else
{
pout->x = pv->x / norm;
pout->y = pv->y / norm;
pout->z = pv->z / norm;
pout->w = pv->w / norm;
}
return pout;
}
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D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
{
pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0] * pv->w;
pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1] * pv->w;
pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2] * pv->w;
pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3] * pv->w;
return pout;
}