472 lines
23 KiB
C
472 lines
23 KiB
C
/*
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* Copyright (C) 2007 David Adam
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* Copyright (C) 2007 Tony Wasserka
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <d3dx9.h>
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#ifndef __D3DX9MATH_H__
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#define __D3DX9MATH_H__
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#include <math.h>
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#define D3DX_PI ((FLOAT)3.141592654)
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#define D3DX_1BYPI ((FLOAT)0.318309886)
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#define D3DXSH_MINORDER 2
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#define D3DXSH_MAXORDER 6
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#define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
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#define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
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typedef struct D3DXVECTOR2
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{
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#ifdef __cplusplus
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D3DXVECTOR2();
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D3DXVECTOR2(const FLOAT *pf);
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D3DXVECTOR2(FLOAT fx, FLOAT fy);
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operator FLOAT* ();
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operator const FLOAT* () const;
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D3DXVECTOR2& operator += (const D3DXVECTOR2&);
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D3DXVECTOR2& operator -= (const D3DXVECTOR2&);
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D3DXVECTOR2& operator *= (FLOAT);
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D3DXVECTOR2& operator /= (FLOAT);
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D3DXVECTOR2 operator + () const;
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D3DXVECTOR2 operator - () const;
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D3DXVECTOR2 operator + (const D3DXVECTOR2&) const;
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D3DXVECTOR2 operator - (const D3DXVECTOR2&) const;
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D3DXVECTOR2 operator * (FLOAT) const;
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D3DXVECTOR2 operator / (FLOAT) const;
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friend D3DXVECTOR2 operator * (FLOAT, const D3DXVECTOR2&);
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BOOL operator == (const D3DXVECTOR2&) const;
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BOOL operator != (const D3DXVECTOR2&) const;
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#endif /* __cplusplus */
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FLOAT x, y;
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} D3DXVECTOR2, *LPD3DXVECTOR2;
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#ifdef __cplusplus
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typedef struct D3DXVECTOR3 : public D3DVECTOR
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{
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D3DXVECTOR3();
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D3DXVECTOR3(const FLOAT *pf);
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D3DXVECTOR3(const D3DVECTOR& v);
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D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
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operator FLOAT* ();
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operator const FLOAT* () const;
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D3DXVECTOR3& operator += (const D3DXVECTOR3&);
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D3DXVECTOR3& operator -= (const D3DXVECTOR3&);
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D3DXVECTOR3& operator *= (FLOAT);
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D3DXVECTOR3& operator /= (FLOAT);
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D3DXVECTOR3 operator + () const;
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D3DXVECTOR3 operator - () const;
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D3DXVECTOR3 operator + (const D3DXVECTOR3&) const;
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D3DXVECTOR3 operator - (const D3DXVECTOR3&) const;
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D3DXVECTOR3 operator * (FLOAT) const;
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D3DXVECTOR3 operator / (FLOAT) const;
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friend D3DXVECTOR3 operator * (FLOAT, const struct D3DXVECTOR3&);
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BOOL operator == (const D3DXVECTOR3&) const;
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BOOL operator != (const D3DXVECTOR3&) const;
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} D3DXVECTOR3, *LPD3DXVECTOR3;
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#else /* !__cplusplus */
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typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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#endif /* !__cplusplus */
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typedef struct D3DXVECTOR4
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{
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#ifdef __cplusplus
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D3DXVECTOR4();
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D3DXVECTOR4(const FLOAT *pf);
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D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
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operator FLOAT* ();
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operator const FLOAT* () const;
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D3DXVECTOR4& operator += (const D3DXVECTOR4&);
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D3DXVECTOR4& operator -= (const D3DXVECTOR4&);
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D3DXVECTOR4& operator *= (FLOAT);
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D3DXVECTOR4& operator /= (FLOAT);
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D3DXVECTOR4 operator + () const;
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D3DXVECTOR4 operator - () const;
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D3DXVECTOR4 operator + (const D3DXVECTOR4&) const;
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D3DXVECTOR4 operator - (const D3DXVECTOR4&) const;
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D3DXVECTOR4 operator * (FLOAT) const;
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D3DXVECTOR4 operator / (FLOAT) const;
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friend D3DXVECTOR4 operator * (FLOAT, const D3DXVECTOR4&);
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BOOL operator == (const D3DXVECTOR4&) const;
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BOOL operator != (const D3DXVECTOR4&) const;
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#endif /* __cplusplus */
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FLOAT x, y, z, w;
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} D3DXVECTOR4, *LPD3DXVECTOR4;
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#ifdef __cplusplus
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typedef struct D3DXMATRIX : public D3DMATRIX
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{
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D3DXMATRIX();
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D3DXMATRIX(const FLOAT *pf);
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D3DXMATRIX(const D3DMATRIX& mat);
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D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
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FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
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FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
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FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44);
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FLOAT& operator () (UINT row, UINT col);
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FLOAT operator () (UINT row, UINT col) const;
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operator FLOAT* ();
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operator const FLOAT* () const;
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D3DXMATRIX& operator *= (const D3DXMATRIX&);
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D3DXMATRIX& operator += (const D3DXMATRIX&);
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D3DXMATRIX& operator -= (const D3DXMATRIX&);
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D3DXMATRIX& operator *= (FLOAT);
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D3DXMATRIX& operator /= (FLOAT);
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D3DXMATRIX operator + () const;
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D3DXMATRIX operator - () const;
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D3DXMATRIX operator * (const D3DXMATRIX&) const;
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D3DXMATRIX operator + (const D3DXMATRIX&) const;
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D3DXMATRIX operator - (const D3DXMATRIX&) const;
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D3DXMATRIX operator * (FLOAT) const;
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D3DXMATRIX operator / (FLOAT) const;
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friend D3DXMATRIX operator * (FLOAT, const D3DXMATRIX&);
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BOOL operator == (const D3DXMATRIX&) const;
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BOOL operator != (const D3DXMATRIX&) const;
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} D3DXMATRIX, *LPD3DXMATRIX;
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#else /* !__cplusplus */
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typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
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#endif /* !__cplusplus */
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typedef struct D3DXQUATERNION
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{
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#ifdef __cplusplus
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D3DXQUATERNION();
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D3DXQUATERNION(const FLOAT *pf);
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D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
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operator FLOAT* ();
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operator const FLOAT* () const;
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D3DXQUATERNION& operator += (const D3DXQUATERNION&);
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D3DXQUATERNION& operator -= (const D3DXQUATERNION&);
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D3DXQUATERNION& operator *= (const D3DXQUATERNION&);
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D3DXQUATERNION& operator *= (FLOAT);
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D3DXQUATERNION& operator /= (FLOAT);
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D3DXQUATERNION operator + () const;
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D3DXQUATERNION operator - () const;
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D3DXQUATERNION operator + (const D3DXQUATERNION&) const;
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D3DXQUATERNION operator - (const D3DXQUATERNION&) const;
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D3DXQUATERNION operator * (const D3DXQUATERNION&) const;
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D3DXQUATERNION operator * (FLOAT) const;
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D3DXQUATERNION operator / (FLOAT) const;
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friend D3DXQUATERNION operator * (FLOAT, const D3DXQUATERNION&);
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BOOL operator == (const D3DXQUATERNION&) const;
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BOOL operator != (const D3DXQUATERNION&) const;
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#endif /* __cplusplus */
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FLOAT x, y, z, w;
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} D3DXQUATERNION, *LPD3DXQUATERNION;
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typedef struct D3DXPLANE
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{
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#ifdef __cplusplus
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D3DXPLANE();
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D3DXPLANE(const FLOAT *pf);
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D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
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operator FLOAT* ();
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operator const FLOAT* () const;
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D3DXPLANE operator + () const;
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D3DXPLANE operator - () const;
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BOOL operator == (const D3DXPLANE&) const;
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BOOL operator != (const D3DXPLANE&) const;
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#endif /* __cplusplus */
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FLOAT a, b, c, d;
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} D3DXPLANE, *LPD3DXPLANE;
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typedef struct D3DXCOLOR
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{
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#ifdef __cplusplus
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D3DXCOLOR();
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D3DXCOLOR(DWORD col);
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D3DXCOLOR(const FLOAT *pf);
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D3DXCOLOR(const D3DCOLORVALUE& col);
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D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
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operator DWORD () const;
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operator FLOAT* ();
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operator const FLOAT* () const;
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operator D3DCOLORVALUE* ();
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operator const D3DCOLORVALUE* () const;
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operator D3DCOLORVALUE& ();
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operator const D3DCOLORVALUE& () const;
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D3DXCOLOR& operator += (const D3DXCOLOR&);
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D3DXCOLOR& operator -= (const D3DXCOLOR&);
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D3DXCOLOR& operator *= (FLOAT);
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D3DXCOLOR& operator /= (FLOAT);
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D3DXCOLOR operator + () const;
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D3DXCOLOR operator - () const;
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D3DXCOLOR operator + (const D3DXCOLOR&) const;
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D3DXCOLOR operator - (const D3DXCOLOR&) const;
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D3DXCOLOR operator * (FLOAT) const;
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D3DXCOLOR operator / (FLOAT) const;
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friend D3DXCOLOR operator * (FLOAT, const D3DXCOLOR&);
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BOOL operator == (const D3DXCOLOR&) const;
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BOOL operator != (const D3DXCOLOR&) const;
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#endif /* __cplusplus */
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FLOAT r, g, b, a;
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} D3DXCOLOR, *LPD3DXCOLOR;
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typedef struct D3DXFLOAT16
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{
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#ifdef __cplusplus
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D3DXFLOAT16();
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D3DXFLOAT16(FLOAT f);
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D3DXFLOAT16(const D3DXFLOAT16 &f);
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operator FLOAT ();
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BOOL operator == (const D3DXFLOAT16 &) const;
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BOOL operator != (const D3DXFLOAT16 &) const;
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#endif /* __cplusplus */
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WORD value;
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} D3DXFLOAT16, *LPD3DXFLOAT16;
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#ifdef __cplusplus
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extern "C" {
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#endif
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D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
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D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
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FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex);
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D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation,
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const D3DXVECTOR3 *translation);
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D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation,
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const D3DXVECTOR2 *ptranslation);
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HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm);
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FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane);
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D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, const D3DXVECTOR3 *pv, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq);
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D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
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D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
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D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
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D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane);
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D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter,
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const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation);
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D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling,
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const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation);
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D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
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D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm);
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D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal);
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D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3);
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D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2);
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D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, const D3DXPLANE *pp);
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D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm);
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D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n);
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D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
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D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2);
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, const D3DXVECTOR3 *pv, FLOAT angle);
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, const D3DXMATRIX *pm);
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
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D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, FLOAT t);
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D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3,
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const D3DXQUATERNION *pq4, FLOAT t);
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void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0,
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const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3);
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void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
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D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
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D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s);
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D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s);
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D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv);
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D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
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D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
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D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s);
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D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s);
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D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv);
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D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
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const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
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D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport,
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const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n);
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D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
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D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
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const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
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D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport,
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const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n);
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D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
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D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s);
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D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3);
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D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s);
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D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv);
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D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm);
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D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR4 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n);
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FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n);
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FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b);
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FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b);
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FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir);
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HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
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FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b);
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FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b);
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FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b);
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FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in);
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FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in);
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FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale);
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#ifdef __cplusplus
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}
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#endif
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typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
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DEFINE_GUID(IID_ID3DXMatrixStack,
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0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
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#undef INTERFACE
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#define INTERFACE ID3DXMatrixStack
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DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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STDMETHOD(Pop)(THIS) PURE;
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STDMETHOD(Push)(THIS) PURE;
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STDMETHOD(LoadIdentity)(THIS) PURE;
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STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
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STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
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STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE;
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STDMETHOD(RotateAxis)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
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STDMETHOD(RotateAxisLocal)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
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STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
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STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
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STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
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STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
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STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
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STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
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|
STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
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|
};
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|
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|
#undef INTERFACE
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|
#if !defined(__cplusplus) || defined(CINTERFACE)
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#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
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#define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p)
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#define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p)
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#define ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p)
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#define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p)
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#define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p)
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#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a)
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#define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a)
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#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a)
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|
#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b)
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|
#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b)
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#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
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#define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
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#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c)
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|
#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c)
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|
#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c)
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|
#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c)
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|
#define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p)
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|
|
|
#endif
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack);
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|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#include <d3dx9math.inl>
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|
|
#endif /* __D3DX9MATH_H__ */
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