d3dx8: Implement D3DXMatrixTransformation2D.
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@ -225,7 +225,7 @@
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@ stdcall D3DXMatrixScaling(ptr long long long) d3dx8.D3DXMatrixScaling
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@ stdcall D3DXMatrixShadow(ptr ptr ptr) d3dx8.D3DXMatrixShadow
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@ stdcall D3DXMatrixTransformation(ptr ptr ptr ptr ptr ptr ptr) d3dx8.D3DXMatrixTransformation
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@ stub D3DXMatrixTransformation2D
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@ stdcall D3DXMatrixTransformation2D(ptr ptr long ptr ptr long ptr)
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@ stdcall D3DXMatrixTranslation(ptr long long long) d3dx8.D3DXMatrixTranslation
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@ stdcall D3DXMatrixTranspose(ptr ptr) d3dx8.D3DXMatrixTranspose
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@ stub D3DXOptimizeFaces
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@ -1,6 +1,7 @@
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/*
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* Mathematical operations specific to D3DX9.
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*
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* Copyright (C) 2008 David Adam
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* Copyright (C) 2008 Philip Nilsson
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*
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* This library is free software; you can redistribute it and/or
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@ -129,6 +130,85 @@ HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutr
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return S_OK;
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}
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/*************************************************************************
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* D3DXMatrixTransformation2D
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*/
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D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(
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D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter,
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FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling,
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CONST D3DXVECTOR2 *protationcenter, FLOAT rotation,
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CONST D3DXVECTOR2 *ptranslation)
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{
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D3DXQUATERNION rot, sca_rot;
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D3DXVECTOR3 rot_center, sca, sca_center, trans;
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if ( pscalingcenter )
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{
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sca_center.x=pscalingcenter->x;
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sca_center.y=pscalingcenter->y;
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sca_center.z=0.0f;
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}
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else
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{
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sca_center.x=0.0f;
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sca_center.y=0.0f;
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sca_center.z=0.0f;
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}
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if ( pscaling )
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{
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sca.x=pscaling->x;
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sca.y=pscaling->y;
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sca.z=0.0f;
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}
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else
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{
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sca.x=0.0f;
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sca.y=0.0f;
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sca.z=0.0f;
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}
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if ( protationcenter )
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{
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rot_center.x=protationcenter->x;
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rot_center.y=protationcenter->y;
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rot_center.z=0.0f;
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}
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else
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{
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rot_center.x=0.0f;
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rot_center.y=0.0f;
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rot_center.z=0.0f;
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}
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if ( ptranslation )
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{
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trans.x=ptranslation->x;
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trans.y=ptranslation->y;
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trans.z=0.0f;
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}
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else
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{
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trans.x=0.0f;
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trans.y=0.0f;
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trans.z=0.0f;
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}
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rot.w=cos(rotation/2.0f);
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rot.x=0.0f;
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rot.y=0.0f;
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rot.z=sin(rotation/2.0f);
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sca_rot.w=cos(scalingrotation/2.0f);
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sca_rot.x=0.0f;
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sca_rot.y=0.0f;
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sca_rot.z=sin(scalingrotation/2.0f);
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D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
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return pout;
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}
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/*************************************************************************
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* D3DXPlaneTransformArray
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*/
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@ -1,4 +1,5 @@
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/*
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* Copyright 2008 David Adam
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* Copyright 2008 Philip Nilsson
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*
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* This library is free software; you can redistribute it and/or
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@ -584,6 +585,83 @@ static void test_Matrix_Decompose(void)
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ok(hr == D3DERR_INVALIDCALL, "Expected D3DERR_INVALIDCALL, got %x\n", hr);
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}
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static void test_Matrix_Transformation2D(void)
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{
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D3DXMATRIX exp_mat, got_mat;
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D3DXVECTOR2 rot_center, sca, sca_center, trans;
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FLOAT rot, sca_rot;
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rot_center.x = 3.0f;
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rot_center.y = 4.0f;
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sca.x = 12.0f;
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sca.y = -3.0f;
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sca_center.x = 9.0f;
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sca_center.y = -5.0f;
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trans.x = -6.0f;
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trans.y = 7.0f;
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rot = D3DX_PI/3.0f;
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sca_rot = 5.0f*D3DX_PI/4.0f;
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exp_mat.m[0][0] = -4.245192f;
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exp_mat.m[1][0] = -0.147116f;
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exp_mat.m[2][0] = 0.0f;
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exp_mat.m[3][0] = 45.265373f;
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exp_mat.m[0][1] = 7.647113f;
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exp_mat.m[1][1] = 8.745192f;
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exp_mat.m[2][1] = 0.0f;
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exp_mat.m[3][1] = -13.401899f;
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exp_mat.m[0][2] = 0.0f;
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exp_mat.m[1][2] = 0.0f;
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exp_mat.m[2][2] = 0.0f;
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exp_mat.m[3][2] = 0.0f;
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exp_mat.m[0][3] = 0.0f;
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exp_mat.m[1][3] = 0.0f;
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exp_mat.m[2][3] = 0.0f;
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exp_mat.m[3][3] = 1.0f;
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D3DXMatrixTransformation2D(&got_mat, &sca_center, sca_rot, &sca, &rot_center, rot, &trans);
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expect_mat(&exp_mat, &got_mat);
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/*_________*/
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sca_center.x = 9.0f;
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sca_center.y = -5.0f;
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trans.x = -6.0f;
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trans.y = 7.0f;
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rot = D3DX_PI/3.0f;
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sca_rot = 5.0f*D3DX_PI/4.0f;
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exp_mat.m[0][0] = 0.0f;
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exp_mat.m[1][0] = 0.0f;
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exp_mat.m[2][0] = 0.0f;
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exp_mat.m[3][0] = 2.830127f;
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exp_mat.m[0][1] = 0.0f;
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exp_mat.m[1][1] = 0.0f;
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exp_mat.m[2][1] = 0.0f;
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exp_mat.m[3][1] = 12.294229f;
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exp_mat.m[0][2] = 0.0f;
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exp_mat.m[1][2] = 0.0f;
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exp_mat.m[2][2] = 0.0f;
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exp_mat.m[3][2] = 0.0f;
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exp_mat.m[0][3] = 0.0f;
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exp_mat.m[1][3] = 0.0f;
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exp_mat.m[2][3] = 0.0f;
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exp_mat.m[3][3] = 1.0f;
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D3DXMatrixTransformation2D(&got_mat, &sca_center, sca_rot, NULL, NULL, rot, &trans);
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expect_mat(&exp_mat, &got_mat);
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}
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static void test_D3DXVec_Array(void)
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{
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unsigned int i;
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@ -725,5 +803,6 @@ START_TEST(math)
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{
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test_Matrix_AffineTransformation2D();
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test_Matrix_Decompose();
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test_Matrix_Transformation2D();
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test_D3DXVec_Array();
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}
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@ -296,6 +296,7 @@ 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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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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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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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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