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#undef INTERFACE |
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/* |
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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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|
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#include "d3dx9.h" |
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|
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#ifndef __D3DX9MATH_H__ |
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#define __D3DX9MATH_H__ |
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|
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#include <math.h> |
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|
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#define D3DX_PI ((FLOAT)3.141592654) |
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#define D3DX_1BYPI ((FLOAT)0.318309886) |
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|
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#define D3DXSH_MINORDER 2 |
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#define D3DXSH_MAXORDER 6 |
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|
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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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|
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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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|
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operator FLOAT* (); |
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operator const FLOAT* () const; |
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|
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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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|
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D3DXVECTOR2 operator + () const; |
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D3DXVECTOR2 operator - () const; |
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|
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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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|
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friend D3DXVECTOR2 operator * (FLOAT, const D3DXVECTOR2&); |
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|
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WINBOOL operator == (const D3DXVECTOR2&) const; |
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WINBOOL 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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|
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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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|
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operator FLOAT* (); |
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operator const FLOAT* () const; |
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|
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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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|
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D3DXVECTOR3 operator + () const; |
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D3DXVECTOR3 operator - () const; |
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|
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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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|
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friend D3DXVECTOR3 operator * (FLOAT, const struct D3DXVECTOR3&); |
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|
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WINBOOL operator == (const D3DXVECTOR3&) const; |
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WINBOOL 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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|
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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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|
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operator FLOAT* (); |
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operator const FLOAT* () const; |
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|
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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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|
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D3DXVECTOR4 operator + () const; |
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D3DXVECTOR4 operator - () const; |
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|
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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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|
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friend D3DXVECTOR4 operator * (FLOAT, const D3DXVECTOR4&); |
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|
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WINBOOL operator == (const D3DXVECTOR4&) const; |
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WINBOOL 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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|
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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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|
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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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|
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operator FLOAT* (); |
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operator const FLOAT* () const; |
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|
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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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|
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D3DXMATRIX operator + () const; |
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D3DXMATRIX operator - () const; |
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|
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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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|
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friend D3DXMATRIX operator * (FLOAT, const D3DXMATRIX&); |
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|
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WINBOOL operator == (const D3DXMATRIX&) const; |
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WINBOOL 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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|
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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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|
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operator FLOAT* (); |
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operator const FLOAT* () const; |
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|
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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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|
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D3DXQUATERNION operator + () const; |
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D3DXQUATERNION operator - () const; |
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|
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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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|
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friend D3DXQUATERNION operator * (FLOAT, const D3DXQUATERNION&); |
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|
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WINBOOL operator == (const D3DXQUATERNION&) const; |
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WINBOOL 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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|
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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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|
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operator FLOAT* (); |
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operator const FLOAT* () const; |
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|
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D3DXPLANE operator + () const; |
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D3DXPLANE operator - () const; |
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|
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WINBOOL operator == (const D3DXPLANE&) const; |
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WINBOOL 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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|
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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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|
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operator DWORD () const; |
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|
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operator FLOAT* (); |
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operator const FLOAT* () const; |
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|
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operator D3DCOLORVALUE* (); |
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operator const D3DCOLORVALUE* () const; |
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|
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operator D3DCOLORVALUE& (); |
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operator const D3DCOLORVALUE& () const; |
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|
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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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|
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D3DXCOLOR operator + () const; |
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D3DXCOLOR operator - () const; |
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|
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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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|
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friend D3DXCOLOR operator * (FLOAT, const D3DXCOLOR&); |
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|
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WINBOOL operator == (const D3DXCOLOR&) const; |
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WINBOOL 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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|
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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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|
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operator FLOAT (); |
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|
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WINBOOL operator == (const D3DXFLOAT16 &) const; |
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WINBOOL 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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|
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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|
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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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|
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FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex); |
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|
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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); |
| 319 |
D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane); |
| 320 |
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); |
| 322 |
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling, |
| 323 |
const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation); |
| 324 |
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z); |
| 325 |
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm); |
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|
| 327 |
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal); |
| 328 |
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3); |
| 329 |
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2); |
| 330 |
D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, const D3DXPLANE *pp); |
| 331 |
D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm); |
| 332 |
D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n); |
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|
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D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g); |
| 335 |
D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq); |
| 336 |
D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq); |
| 337 |
D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, const D3DXQUATERNION *pq); |
| 338 |
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2); |
| 339 |
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, const D3DXQUATERNION *pq); |
| 340 |
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, const D3DXVECTOR3 *pv, FLOAT angle); |
| 341 |
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, const D3DXMATRIX *pm); |
| 342 |
D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll); |
| 343 |
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, FLOAT t); |
| 344 |
D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, |
| 345 |
const D3DXQUATERNION *pq4, FLOAT t); |
| 346 |
void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, |
| 347 |
const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3); |
| 348 |
void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle); |
| 349 |
|
| 350 |
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g); |
| 351 |
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s); |
| 352 |
D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s); |
| 353 |
D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv); |
| 354 |
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm); |
| 355 |
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 356 |
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm); |
| 357 |
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 358 |
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm); |
| 359 |
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 360 |
|
| 361 |
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g); |
| 362 |
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s); |
| 363 |
D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s); |
| 364 |
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv); |
| 365 |
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, |
| 366 |
const D3DXMATRIX *pview, const D3DXMATRIX *pworld); |
| 367 |
D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport, |
| 368 |
const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n); |
| 369 |
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm); |
| 370 |
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 371 |
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm); |
| 372 |
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 373 |
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm); |
| 374 |
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 375 |
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection, |
| 376 |
const D3DXMATRIX *pview, const D3DXMATRIX *pworld); |
| 377 |
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport, |
| 378 |
const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n); |
| 379 |
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g); |
| 380 |
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s); |
| 381 |
D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3); |
| 382 |
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s); |
| 383 |
D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv); |
| 384 |
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm); |
| 385 |
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR4 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n); |
| 386 |
|
| 387 |
D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n); |
| 388 |
FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n); |
| 389 |
|
| 390 |
FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b); |
| 391 |
FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b); |
| 392 |
HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout); |
| 393 |
FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir); |
| 394 |
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout); |
| 395 |
HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, FLOAT *rout, FLOAT *gout, FLOAT *bout); |
| 396 |
HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout); |
| 397 |
FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b); |
| 398 |
FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b); |
| 399 |
FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b); |
| 400 |
FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in); |
| 401 |
FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in); |
| 402 |
FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale); |
| 403 |
|
| 404 |
#ifdef __cplusplus |
| 405 |
} |
| 406 |
#endif |
| 407 |
|
| 408 |
typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK; |
| 409 |
|
| 410 |
DEFINE_GUID(IID_ID3DXMatrixStack, |
| 411 |
0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85); |
| 412 |
|
| 413 |
#undef INTERFACE |
| 414 |
#define INTERFACE ID3DXMatrixStack |
| 415 |
|
| 416 |
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) |
| 417 |
{ |
| 418 |
STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **out) PURE; |
| 419 |
STDMETHOD_(ULONG,AddRef)(THIS) PURE; |
| 420 |
STDMETHOD_(ULONG,Release)(THIS) PURE; |
| 421 |
STDMETHOD(Pop)(THIS) PURE; |
| 422 |
STDMETHOD(Push)(THIS) PURE; |
| 423 |
STDMETHOD(LoadIdentity)(THIS) PURE; |
| 424 |
STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; |
| 425 |
STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; |
| 426 |
STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE; |
| 427 |
STDMETHOD(RotateAxis)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE; |
| 428 |
STDMETHOD(RotateAxisLocal)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE; |
| 429 |
STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; |
| 430 |
STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; |
| 431 |
STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
| 432 |
STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
| 433 |
STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE; |
| 434 |
STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; |
| 435 |
STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; |
| 436 |
}; |
| 437 |
|
| 438 |
#undef INTERFACE |
| 439 |
|
| 440 |
#if !defined(__cplusplus) || defined(CINTERFACE) |
| 441 |
|
| 442 |
#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b) |
| 443 |
#define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p) |
| 444 |
#define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p) |
| 445 |
#define ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p) |
| 446 |
#define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p) |
| 447 |
#define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p) |
| 448 |
#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a) |
| 449 |
#define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a) |
| 450 |
#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a) |
| 451 |
#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b) |
| 452 |
#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b) |
| 453 |
#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c) |
| 454 |
#define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c) |
| 455 |
#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c) |
| 456 |
#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c) |
| 457 |
#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c) |
| 458 |
#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c) |
| 459 |
#define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p) |
| 460 |
|
| 461 |
#endif |
| 462 |
|
| 463 |
#ifdef __cplusplus |
| 464 |
extern "C" { |
| 465 |
#endif |
| 466 |
|
| 467 |
HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack); |
| 468 |
|
| 469 |
#ifdef __cplusplus |
| 470 |
} |
| 471 |
#endif |
| 472 |
|
| 473 |
#include "d3dx9math.inl" |
| 474 |
|
| 475 |
#endif /* __D3DX9MATH_H__ */ |