/* * 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 #include #include #include #define NONAMELESSUNION #include "windef.h" #include "winbase.h" #include "wingdi.h" #include "d3dx8_private.h" #include "wine/debug.h" WINE_DEFAULT_DEBUG_CHANNEL(d3dx8); 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; } /*_________________D3DXMatrix____________________*/ D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation) { D3DXMATRIX m1, m2, m3, m4, m5, p1, p2, p3; 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(&p1, &m1, &m2); D3DXMatrixMultiply(&p2, &p1, &m3); D3DXMatrixMultiply(&p3, &p2, &m4); D3DXMatrixMultiply(pout, &p3, &m5); return pout; } FLOAT WINAPI D3DXMatrixfDeterminant(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; D3DXVECTOR4 v, vec[3]; FLOAT det; det = D3DXMatrixfDeterminant(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]); pout->u.m[0][i] = pow(-1.0f, i) * v.x / det; pout->u.m[1][i] = pow(-1.0f, i) * v.y / det; pout->u.m[2][i] = pow(-1.0f, i) * v.z / det; pout->u.m[3][i] = pow(-1.0f, i) * v.w / det; } 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) { int i,j; for (i=0; i<4; i++) { for (j=0; j<4; j++) { pout->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]; } } return pout; } D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2) { D3DXMATRIX temp; D3DXMatrixMultiply(&temp, pm1, pm2); D3DXMatrixTranspose(pout, &temp); 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, 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; } 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, p1, p2, p3, p4, p5; 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(&p1, &m1, &m2); D3DXMatrixMultiply(&p2, &p1, &m3); D3DXMatrixMultiply(&p3, &p2, &m4); D3DXMatrixMultiply(&p4, &p3, &m5); D3DXMatrixMultiply(&p5, &p4, &m6); D3DXMatrixMultiply(pout, &p5, &m7); 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) { int i,j; for (i=0; i<4; i++) { for (j=0; j<4; j++) { pout->u.m[i][j] = pm->u.m[j][i]; } } return pout; } /*_________________D3DXMatrixStack____________________*/ HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack) { ID3DXMatrixStackImpl* object; object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXMatrixStackImpl)); if ( object == NULL ) { *ppstack = NULL; return E_OUTOFMEMORY; } object->lpVtbl = &ID3DXMatrixStack_Vtbl; object->ref = 1; object->current = 0; *ppstack = (LPD3DXMATRIXSTACK)object; return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **ppobj) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXMatrixStack)) { ID3DXMatrixStack_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; ERR("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj); return E_NOINTERFACE; } static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)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 = (ID3DXMatrixStackImpl *)iface; ULONG ref = InterlockedDecrement(&This->ref); if ( !ref ) HeapFree(GetProcessHeap(), 0, This); TRACE("(%p) : ReleaseRef to %d\n", This, ref); return ref; } static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return NULL; } static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, LPD3DXMATRIX pm) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, LPD3DXMATRIX pm) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, LPD3DXMATRIX pm) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, LPD3DXVECTOR3 pv, FLOAT angle) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, LPD3DXVECTOR3 pv, FLOAT angle) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); return D3D_OK; } static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z) { ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface; FIXME("(%p) : stub\n",This); 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) { FLOAT norm; norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c); if ( norm ) { pout->a = pp->a / norm; pout->b = pp->b / norm; pout->c = pp->c / norm; pout->d = pp->d / norm; } else { pout->a = 0.0f; pout->b = 0.0f; pout->c = 0.0f; pout->d = 0.0f; } return pout; } D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm) { pout->a = pm->u.m[0][0] * pplane->a + pm->u.m[1][0] * pplane->b + pm->u.m[2][0] * pplane->c + pm->u.m[3][0] * pplane->d; pout->b = pm->u.m[0][1] * pplane->a + pm->u.m[1][1] * pplane->b + pm->u.m[2][1] * pplane->c + pm->u.m[3][1] * pplane->d; pout->c = pm->u.m[0][2] * pplane->a + pm->u.m[1][2] * pplane->b + pm->u.m[2][2] * pplane->c + pm->u.m[3][2] * pplane->d; pout->d = pm->u.m[0][3] * pplane->a + pm->u.m[1][3] * pplane->b + pm->u.m[2][3] * pplane->c + pm->u.m[3][3] * pplane->d; return pout; } /*_________________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 temp; FLOAT norm; temp.x = 0.0f; temp.y = 0.0f; temp.z = 0.0f; temp.w = 0.0f; norm = D3DXQuaternionLengthSq(pq); if ( !norm ) { pout->x = 0.0f; pout->y = 0.0f; pout->z = 0.0f; pout->w = 0.0f; } else { D3DXQuaternionConjugate(&temp, pq); pout->x = temp.x / norm; pout->y = temp.y / norm; pout->z = temp.z / norm; pout->w = temp.w / norm; } 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) { pout->x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y; pout->y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x; pout->z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w; pout->w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z; return pout; } 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; } 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 > 0.0f) { 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; epsilon = 1.0f; dot = D3DXQuaternionDot(pq1, pq2); if ( dot < 0.0f) epsilon = -1.0f; pout->x = (1.0f - t) * pq1->x + epsilon * t * pq2->x; pout->y = (1.0f - t) * pq1->y + epsilon * t * pq2->y; pout->z = (1.0f - t) * pq1->z + epsilon * t * pq2->z; pout->w = (1.0f - t) * pq1->w + epsilon * t * 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) { FLOAT norm; *pangle = 0.0f; norm = D3DXQuaternionLength(pq); if ( norm ) { paxis->x = pq->x / norm; paxis->y = pq->y / norm; paxis->z = pq->z / norm; if ( fabs( pq->w ) <= 1.0f ) *pangle = 2.0f * acos(pq->w); } else { paxis->x = 1.0f; paxis->y = 0.0f; paxis->z = 0.0f; } } /*_________________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) { 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; } 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; } D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm) { FLOAT norm; norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; if ( norm ) { pout->x = (pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0]) / norm; pout->y = (pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1]) / norm; } else { pout->x = 0.0f; pout->y = 0.0f; } return pout; } D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm) { pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y; pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y; return pout; } /*_________________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) { 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; } D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld) { D3DXMATRIX m1, m2; D3DXVECTOR3 vec; D3DXMatrixMultiply(&m1, pworld, pview); D3DXMatrixMultiply(&m2, &m1, pprojection); D3DXVec3TransformCoord(&vec, pv, &m2); pout->x = pviewport->X + ( 1.0f + vec.x ) * pviewport->Width / 2.0f; pout->y = pviewport->Y + ( 1.0f - vec.y ) * pviewport->Height / 2.0f; pout->z = pviewport->MinZ + vec.z * ( pviewport->MaxZ - pviewport->MinZ ); return pout; } 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; } D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm) { 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]; if ( norm ) { 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]) / norm; 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]) / norm; 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]) / norm; } else { pout->x = 0.0f; pout->y = 0.0f; pout->z = 0.0f; } return pout; } D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *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; pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z; pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z; return pout; } D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld) { D3DXMATRIX m1, m2, m3; D3DXVECTOR3 vec; D3DXMatrixMultiply(&m1, pworld, pview); D3DXMatrixMultiply(&m2, &m1, pprojection); D3DXMatrixInverse(&m3, NULL, &m2); vec.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f; vec.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height; vec.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ ); D3DXVec3TransformCoord(pout, &vec, &m3); return pout; } /*_________________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) { 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; } 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) { 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; } D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *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] * pv->w; 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] * pv->w; 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] * pv->w; 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] * pv->w; return pout; }