/* * Mathematical operations specific to D3DX9. * * Copyright (C) 2008 David Adam * Copyright (C) 2008 Luis Busquets * Copyright (C) 2008 Jérôme Gardou * Copyright (C) 2008 Philip Nilsson * Copyright (C) 2008 Henri Verbeet * * 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 */ #define NONAMELESSUNION #include "config.h" #include "windef.h" #include "wingdi.h" #include "d3dx9_36_private.h" #include "wine/debug.h" WINE_DEFAULT_DEBUG_CHANNEL(d3dx); static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl; typedef struct ID3DXMatrixStackImpl { ID3DXMatrixStack ID3DXMatrixStack_iface; LONG ref; unsigned int current; unsigned int stack_size; D3DXMATRIX *stack; } ID3DXMatrixStackImpl; /*_________________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) { D3DXMATRIX m1, m2, m3, m4, m5; 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; } 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); return pout; } HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm) { D3DXMATRIX normalized; D3DXVECTOR3 vec; /*Compute the scaling part.*/ vec.x=pm->u.m[0][0]; vec.y=pm->u.m[0][1]; vec.z=pm->u.m[0][2]; poutscale->x=D3DXVec3Length(&vec); vec.x=pm->u.m[1][0]; vec.y=pm->u.m[1][1]; vec.z=pm->u.m[1][2]; poutscale->y=D3DXVec3Length(&vec); vec.x=pm->u.m[2][0]; vec.y=pm->u.m[2][1]; vec.z=pm->u.m[2][2]; poutscale->z=D3DXVec3Length(&vec); /*Compute the translation part.*/ pouttranslation->x=pm->u.m[3][0]; pouttranslation->y=pm->u.m[3][1]; pouttranslation->z=pm->u.m[3][2]; /*Let's calculate the rotation now*/ if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL; 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; D3DXQuaternionRotationMatrix(poutrotation,&normalized); return S_OK; } 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) { 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; sca.z=1.0f; } else { sca.x=1.0f; sca.y=1.0f; sca.z=1.0f; } 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; } 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; } D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) { D3DXMatrixIdentity(pout); pout->u.m[3][0] = x; pout->u.m[3][1] = y; pout->u.m[3][2] = z; return pout; } 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; } /*_________________D3DXMatrixStack____________________*/ static const unsigned int INITIAL_STACK_SIZE = 32; HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack) { ID3DXMatrixStackImpl* object; TRACE("flags %#x, ppstack %p\n", flags, ppstack); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXMatrixStackImpl)); if ( object == NULL ) { *ppstack = NULL; return E_OUTOFMEMORY; } object->ID3DXMatrixStack_iface.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 = &object->ID3DXMatrixStack_iface; return D3D_OK; } static inline ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface) { return CONTAINING_RECORD(iface, ID3DXMatrixStackImpl, ID3DXMatrixStack_iface); } static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **ppobj) { ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXMatrixStack)) { ID3DXMatrixStack_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; WARN("(%p)->(%s,%p), not found\n", This, debugstr_guid(riid), ppobj); return E_NOINTERFACE; } static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface) { ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef from %d\n", This, ref - 1); return ref; } static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack* iface) { ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); ULONG ref = InterlockedDecrement(&This->ref); if (!ref) { HeapFree(GetProcessHeap(), 0, This->stack); HeapFree(GetProcessHeap(), 0, This); } TRACE("(%p) : ReleaseRef to %d\n", This, ref); return ref; } static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface) { ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); TRACE("iface %p\n", iface); return &This->stack[This->current]; } static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface) { ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); 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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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 = impl_from_ID3DXMatrixStack(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) { D3DXQUATERNION out; FLOAT norm; norm = D3DXQuaternionLengthSq(pq); out.x = -pq->x / norm; out.y = -pq->y / norm; out.z = -pq->z / norm; out.w = pq->w / norm; *pout =out; 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); out.x = pq->x / norm; out.y = pq->y / norm; out.z = pq->z / norm; out.w = pq->w / norm; *pout=out; 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) { paxis->x = pq->x; paxis->y = pq->y; paxis->z = pq->z; *pangle = 2.0f * acos(pq->w); } /*_________________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) { D3DXVECTOR2 v; FLOAT norm; v = *pv; norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; 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; 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) { D3DXVec3Transform( (D3DXVECTOR4*)((char*)out + outstride * i), (CONST D3DXVECTOR3*)((const char*)in + instride * i), matrix); } return out; } 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]; 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; *pout = out; return pout; } D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements) { UINT i; for (i = 0; i < elements; ++i) { D3DXVec3TransformCoord( (D3DXVECTOR3*)((char*)out + outstride * i), (CONST D3DXVECTOR3*)((const char*)in + instride * i), matrix); } return out; } 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) { UINT i; for (i = 0; i < elements; ++i) { D3DXVec3TransformNormal( (D3DXVECTOR3*)((char*)out + outstride * i), (CONST D3DXVECTOR3*)((const char*)in + instride * i), matrix); } return out; } 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) { UINT i; 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; } /*_________________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); out.x = pv->x / norm; out.y = pv->y / norm; out.z = pv->z / norm; out.w = pv->w / norm; *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) { UINT i; for (i = 0; i < elements; ++i) { D3DXVec4Transform( (D3DXVECTOR4*)((char*)out + outstride * i), (CONST D3DXVECTOR4*)((const char*)in + instride * i), matrix); } return out; } /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */ static inline float float_16_to_32(const unsigned short in) { const unsigned short s = (in & 0x8000); const unsigned short e = (in & 0x7C00) >> 10; const unsigned short m = in & 0x3FF; const float sgn = (s ? -1.0f : 1.0f); if (e == 0) { if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ else return sgn * powf(2, -14.0f) * (m / 1024.0f); } else { return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f)); } } FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, CONST D3DXFLOAT16 *pin, UINT n) { unsigned int i; for (i = 0; i < n; ++i) { pout[i] = float_16_to_32(pin[i].value); } return pout; }