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author | Fire-Head <Fire-Head@users.noreply.github.com> | 2019-06-02 05:00:38 +0200 |
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committer | Fire-Head <Fire-Head@users.noreply.github.com> | 2019-06-02 05:00:38 +0200 |
commit | b1f9e28cd155459ab2843690c248ed9f4767bc3f (patch) | |
tree | 8e7d2a33d4c5109ea3c3562940268afc57d0915c /dxsdk/Include/d3dxmath.h | |
parent | rw skeleton (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | dxsdk/Include/d3dxmath.h | 1092 |
1 files changed, 1092 insertions, 0 deletions
diff --git a/dxsdk/Include/d3dxmath.h b/dxsdk/Include/d3dxmath.h new file mode 100644 index 00000000..42f00d1a --- /dev/null +++ b/dxsdk/Include/d3dxmath.h @@ -0,0 +1,1092 @@ +////////////////////////////////////////////////////////////////////////////// +// +// Copyright (C) Microsoft Corporation. All Rights Reserved. +// +// File: d3dxmath.h +// Content: D3DX math types and functions +// +////////////////////////////////////////////////////////////////////////////// + +#ifndef __D3DXMATH_H__ +#define __D3DXMATH_H__ + +#include <d3d.h> +#include <math.h> +#include <limits.h> +#include "d3dxerr.h" + +#ifndef D3DXINLINE +#ifdef __cplusplus +#define D3DXINLINE inline +#else +#define D3DXINLINE _inline +#endif +#endif + +#if _MSC_VER >= 1200 +#pragma warning(push) +#endif +#pragma warning(disable:4201) // anonymous unions warning + + + +typedef struct ID3DXMatrixStack *LPD3DXMATRIXSTACK; + +// {E3357330-CC5E-11d2-A434-00A0C90629A8} +DEFINE_GUID( IID_ID3DXMatrixStack, + 0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8); + + +//=========================================================================== +// +// General purpose utilities +// +//=========================================================================== +#define D3DX_PI ((float) 3.141592654f) +#define D3DX_1BYPI ((float) 0.318309886f) + +#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f)) +#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI)) + + + +//=========================================================================== +// +// Vectors +// +//=========================================================================== + +//-------------------------- +// 2D Vector +//-------------------------- +typedef struct D3DXVECTOR2 +{ +#ifdef __cplusplus +public: + D3DXVECTOR2() {}; + D3DXVECTOR2( const float * ); + D3DXVECTOR2( float x, float y ); + + // casting + operator float* (); + operator const float* () const; + + // assignment operators + D3DXVECTOR2& operator += ( const D3DXVECTOR2& ); + D3DXVECTOR2& operator -= ( const D3DXVECTOR2& ); + D3DXVECTOR2& operator *= ( float ); + D3DXVECTOR2& operator /= ( float ); + + // unary operators + D3DXVECTOR2 operator + () const; + D3DXVECTOR2 operator - () const; + + // binary operators + D3DXVECTOR2 operator + ( const D3DXVECTOR2& ) const; + D3DXVECTOR2 operator - ( const D3DXVECTOR2& ) const; + D3DXVECTOR2 operator * ( float ) const; + D3DXVECTOR2 operator / ( float ) const; + + friend D3DXVECTOR2 operator * ( float, const D3DXVECTOR2& ); + + BOOL operator == ( const D3DXVECTOR2& ) const; + BOOL operator != ( const D3DXVECTOR2& ) const; + + +public: +#endif //__cplusplus + float x, y; +} D3DXVECTOR2, *LPD3DXVECTOR2; + + +//-------------------------- +// 3D Vector +//-------------------------- +typedef struct D3DXVECTOR3 +{ +#ifdef __cplusplus +public: + D3DXVECTOR3() {}; + D3DXVECTOR3( const float * ); + D3DXVECTOR3( const D3DVECTOR& ); + D3DXVECTOR3( float x, float y, float z ); + + // casting + operator float* (); + operator const float* () const; + + operator D3DVECTOR* (); + operator const D3DVECTOR* () const; + + operator D3DVECTOR& (); + operator const D3DVECTOR& () const; + + // assignment operators + D3DXVECTOR3& operator += ( const D3DXVECTOR3& ); + D3DXVECTOR3& operator -= ( const D3DXVECTOR3& ); + D3DXVECTOR3& operator *= ( float ); + D3DXVECTOR3& operator /= ( float ); + + // unary operators + D3DXVECTOR3 operator + () const; + D3DXVECTOR3 operator - () const; + + // binary operators + D3DXVECTOR3 operator + ( const D3DXVECTOR3& ) const; + D3DXVECTOR3 operator - ( const D3DXVECTOR3& ) const; + D3DXVECTOR3 operator * ( float ) const; + D3DXVECTOR3 operator / ( float ) const; + + friend D3DXVECTOR3 operator * ( float, const struct D3DXVECTOR3& ); + + BOOL operator == ( const D3DXVECTOR3& ) const; + BOOL operator != ( const D3DXVECTOR3& ) const; + +public: +#endif //__cplusplus + float x, y, z; +} D3DXVECTOR3, *LPD3DXVECTOR3; + + +//-------------------------- +// 4D Vector +//-------------------------- +typedef struct D3DXVECTOR4 +{ +#ifdef __cplusplus +public: + D3DXVECTOR4() {}; + D3DXVECTOR4( const float* ); + D3DXVECTOR4( float x, float y, float z, float w ); + + // casting + operator float* (); + operator const float* () const; + + // assignment operators + D3DXVECTOR4& operator += ( const D3DXVECTOR4& ); + D3DXVECTOR4& operator -= ( const D3DXVECTOR4& ); + D3DXVECTOR4& operator *= ( float ); + D3DXVECTOR4& operator /= ( float ); + + // unary operators + D3DXVECTOR4 operator + () const; + D3DXVECTOR4 operator - () const; + + // binary operators + D3DXVECTOR4 operator + ( const D3DXVECTOR4& ) const; + D3DXVECTOR4 operator - ( const D3DXVECTOR4& ) const; + D3DXVECTOR4 operator * ( float ) const; + D3DXVECTOR4 operator / ( float ) const; + + friend D3DXVECTOR4 operator * ( float, const D3DXVECTOR4& ); + + BOOL operator == ( const D3DXVECTOR4& ) const; + BOOL operator != ( const D3DXVECTOR4& ) const; + +public: +#endif //__cplusplus + float x, y, z, w; +} D3DXVECTOR4, *LPD3DXVECTOR4; + + +//=========================================================================== +// +// Matrices +// +//=========================================================================== +typedef struct D3DXMATRIX +{ +#ifdef __cplusplus +public: + D3DXMATRIX() {}; + D3DXMATRIX( const float * ); + D3DXMATRIX( const D3DMATRIX& ); + D3DXMATRIX( float m00, float m01, float m02, float m03, + float m10, float m11, float m12, float m13, + float m20, float m21, float m22, float m23, + float m30, float m31, float m32, float m33 ); + + + // access grants + float& operator () ( UINT iRow, UINT iCol ); + float operator () ( UINT iRow, UINT iCol ) const; + + // casting operators + operator float* (); + operator const float* () const; + + operator D3DMATRIX* (); + operator const D3DMATRIX* () const; + + operator D3DMATRIX& (); + operator const D3DMATRIX& () const; + + // assignment operators + D3DXMATRIX& operator *= ( const D3DXMATRIX& ); + D3DXMATRIX& operator += ( const D3DXMATRIX& ); + D3DXMATRIX& operator -= ( const D3DXMATRIX& ); + D3DXMATRIX& operator *= ( float ); + D3DXMATRIX& operator /= ( float ); + + // unary operators + D3DXMATRIX operator + () const; + D3DXMATRIX operator - () const; + + // binary operators + D3DXMATRIX operator * ( const D3DXMATRIX& ) const; + D3DXMATRIX operator + ( const D3DXMATRIX& ) const; + D3DXMATRIX operator - ( const D3DXMATRIX& ) const; + D3DXMATRIX operator * ( float ) const; + D3DXMATRIX operator / ( float ) const; + + friend D3DXMATRIX operator * ( float, const D3DXMATRIX& ); + + BOOL operator == ( const D3DXMATRIX& ) const; + BOOL operator != ( const D3DXMATRIX& ) const; + + +#endif //__cplusplus + + union + { + float m[4][4]; +#ifdef __cplusplus + struct + { + float m00, m01, m02, m03; + float m10, m11, m12, m13; + float m20, m21, m22, m23; + float m30, m31, m32, m33; + }; +#endif //__cplusplus + }; +} D3DXMATRIX, *LPD3DXMATRIX; + + +//=========================================================================== +// +// Quaternions +// +//=========================================================================== +typedef struct D3DXQUATERNION +{ +#ifdef __cplusplus +public: + D3DXQUATERNION() {} + D3DXQUATERNION( const float * ); + D3DXQUATERNION( float x, float y, float z, float w ); + + // casting + operator float* (); + operator const float* () const; + + // assignment operators + D3DXQUATERNION& operator += ( const D3DXQUATERNION& ); + D3DXQUATERNION& operator -= ( const D3DXQUATERNION& ); + D3DXQUATERNION& operator *= ( const D3DXQUATERNION& ); + D3DXQUATERNION& operator *= ( float ); + D3DXQUATERNION& operator /= ( float ); + + // unary operators + D3DXQUATERNION operator + () const; + D3DXQUATERNION operator - () const; + + // binary operators + D3DXQUATERNION operator + ( const D3DXQUATERNION& ) const; + D3DXQUATERNION operator - ( const D3DXQUATERNION& ) const; + D3DXQUATERNION operator * ( const D3DXQUATERNION& ) const; + D3DXQUATERNION operator * ( float ) const; + D3DXQUATERNION operator / ( float ) const; + + friend D3DXQUATERNION operator * (float, const D3DXQUATERNION& ); + + BOOL operator == ( const D3DXQUATERNION& ) const; + BOOL operator != ( const D3DXQUATERNION& ) const; + +#endif //__cplusplus + float x, y, z, w; +} D3DXQUATERNION, *LPD3DXQUATERNION; + + +//=========================================================================== +// +// Planes +// +//=========================================================================== +typedef struct D3DXPLANE +{ +#ifdef __cplusplus +public: + D3DXPLANE() {} + D3DXPLANE( const float* ); + D3DXPLANE( float a, float b, float c, float d ); + + // casting + operator float* (); + operator const float* () const; + + // unary operators + D3DXPLANE operator + () const; + D3DXPLANE operator - () const; + + // binary operators + BOOL operator == ( const D3DXPLANE& ) const; + BOOL operator != ( const D3DXPLANE& ) const; + +#endif //__cplusplus + float a, b, c, d; +} D3DXPLANE, *LPD3DXPLANE; + + +//=========================================================================== +// +// Colors +// +//=========================================================================== + +typedef struct D3DXCOLOR +{ +#ifdef __cplusplus +public: + D3DXCOLOR() {} + D3DXCOLOR( DWORD argb ); + D3DXCOLOR( const float * ); + D3DXCOLOR( const D3DCOLORVALUE& ); + D3DXCOLOR( float r, float g, float b, float a ); + + // casting + operator DWORD () const; + + operator float* (); + operator const float* () const; + + operator D3DCOLORVALUE* (); + operator const D3DCOLORVALUE* () const; + + operator D3DCOLORVALUE& (); + operator const D3DCOLORVALUE& () const; + + // assignment operators + D3DXCOLOR& operator += ( const D3DXCOLOR& ); + D3DXCOLOR& operator -= ( const D3DXCOLOR& ); + D3DXCOLOR& operator *= ( float ); + D3DXCOLOR& operator /= ( float ); + + // unary operators + D3DXCOLOR operator + () const; + D3DXCOLOR operator - () const; + + // binary operators + D3DXCOLOR operator + ( const D3DXCOLOR& ) const; + D3DXCOLOR operator - ( const D3DXCOLOR& ) const; + D3DXCOLOR operator * ( float ) const; + D3DXCOLOR operator / ( float ) const; + + friend D3DXCOLOR operator * (float, const D3DXCOLOR& ); + + BOOL operator == ( const D3DXCOLOR& ) const; + BOOL operator != ( const D3DXCOLOR& ) const; + +#endif //__cplusplus + FLOAT r, g, b, a; +} D3DXCOLOR, *LPD3DXCOLOR; + + + +//=========================================================================== +// +// D3DX math functions: +// +// NOTE: +// * All these functions can take the same object as in and out parameters. +// +// * Out parameters are typically also returned as return values, so that +// the output of one function may be used as a parameter to another. +// +//=========================================================================== + +//-------------------------- +// 2D Vector +//-------------------------- + +// inline + +float D3DXVec2Length + ( const D3DXVECTOR2 *pV ); + +float D3DXVec2LengthSq + ( const D3DXVECTOR2 *pV ); + +float D3DXVec2Dot + ( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); + +// Z component of ((x1,y1,0) cross (x2,y2,0)) +float D3DXVec2CCW + ( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); + +D3DXVECTOR2* D3DXVec2Add + ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); + +D3DXVECTOR2* D3DXVec2Subtract + ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); + +// Minimize each component. x = min(x1, x2), y = min(y1, y2) +D3DXVECTOR2* D3DXVec2Minimize + ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); + +// Maximize each component. x = max(x1, x2), y = max(y1, y2) +D3DXVECTOR2* D3DXVec2Maximize + ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); + +D3DXVECTOR2* D3DXVec2Scale + ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, float s ); + +// Linear interpolation. V1 + s(V2-V1) +D3DXVECTOR2* D3DXVec2Lerp + ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2, + float s ); + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +D3DXVECTOR2* WINAPI D3DXVec2Normalize + ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV ); + +// Hermite interpolation between position V1, tangent T1 (when s == 0) +// and position V2, tangent T2 (when s == 1). +D3DXVECTOR2* WINAPI D3DXVec2Hermite + ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pT1, + const D3DXVECTOR2 *pV2, const D3DXVECTOR2 *pT2, float s ); + +// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) +D3DXVECTOR2* WINAPI D3DXVec2BaryCentric + ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2, + D3DXVECTOR2 *pV3, float f, float g); + +// Transform (x, y, 0, 1) by matrix. +D3DXVECTOR4* WINAPI D3DXVec2Transform + ( D3DXVECTOR4 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM ); + +// Transform (x, y, 0, 1) by matrix, project result back into w=1. +D3DXVECTOR2* WINAPI D3DXVec2TransformCoord + ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM ); + +// Transform (x, y, 0, 0) by matrix. +D3DXVECTOR2* WINAPI D3DXVec2TransformNormal + ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM ); + +#ifdef __cplusplus +} +#endif + + +//-------------------------- +// 3D Vector +//-------------------------- + +// inline + +float D3DXVec3Length + ( const D3DXVECTOR3 *pV ); + +float D3DXVec3LengthSq + ( const D3DXVECTOR3 *pV ); + +float D3DXVec3Dot + ( const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); + +D3DXVECTOR3* D3DXVec3Cross + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); + +D3DXVECTOR3* D3DXVec3Add + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); + +D3DXVECTOR3* D3DXVec3Subtract + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); + +// Minimize each component. x = min(x1, x2), y = min(y1, y2), ... +D3DXVECTOR3* D3DXVec3Minimize + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); + +// Maximize each component. x = max(x1, x2), y = max(y1, y2), ... +D3DXVECTOR3* D3DXVec3Maximize + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); + +D3DXVECTOR3* D3DXVec3Scale + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, float s); + +// Linear interpolation. V1 + s(V2-V1) +D3DXVECTOR3* D3DXVec3Lerp + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2, + float s ); + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +D3DXVECTOR3* WINAPI D3DXVec3Normalize + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV ); + +// Hermite interpolation between position V1, tangent T1 (when s == 0) +// and position V2, tangent T2 (when s == 1). +D3DXVECTOR3* WINAPI D3DXVec3Hermite + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pT1, + const D3DXVECTOR3 *pV2, const D3DXVECTOR3 *pT2, float s ); + +// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) +D3DXVECTOR3* WINAPI D3DXVec3BaryCentric + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2, + const D3DXVECTOR3 *pV3, float f, float g); + +// Transform (x, y, z, 1) by matrix. +D3DXVECTOR4* WINAPI D3DXVec3Transform + ( D3DXVECTOR4 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM ); + +// Transform (x, y, z, 1) by matrix, project result back into w=1. +D3DXVECTOR3* WINAPI D3DXVec3TransformCoord + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM ); + +// Transform (x, y, z, 0) by matrix. +D3DXVECTOR3* WINAPI D3DXVec3TransformNormal + ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM ); + +#ifdef __cplusplus +} +#endif + + + +//-------------------------- +// 4D Vector +//-------------------------- + +// inline + +float D3DXVec4Length + ( const D3DXVECTOR4 *pV ); + +float D3DXVec4LengthSq + ( const D3DXVECTOR4 *pV ); + +float D3DXVec4Dot + ( const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2 ); + +D3DXVECTOR4* D3DXVec4Add + ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); + +D3DXVECTOR4* D3DXVec4Subtract + ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); + +// Minimize each component. x = min(x1, x2), y = min(y1, y2), ... +D3DXVECTOR4* D3DXVec4Minimize + ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); + +// Maximize each component. x = max(x1, x2), y = max(y1, y2), ... +D3DXVECTOR4* D3DXVec4Maximize + ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); + +D3DXVECTOR4* D3DXVec4Scale + ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV, float s); + +// Linear interpolation. V1 + s(V2-V1) +D3DXVECTOR4* D3DXVec4Lerp + ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2, + float s ); + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +// Cross-product in 4 dimensions. +D3DXVECTOR4* WINAPI D3DXVec4Cross + ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2, + const D3DXVECTOR4 *pV3); + +D3DXVECTOR4* WINAPI D3DXVec4Normalize + ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV ); + +// Hermite interpolation between position V1, tangent T1 (when s == 0) +// and position V2, tangent T2 (when s == 1). +D3DXVECTOR4* WINAPI D3DXVec4Hermite + ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pT1, + const D3DXVECTOR4 *pV2, const D3DXVECTOR4 *pT2, float s ); + +// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) +D3DXVECTOR4* WINAPI D3DXVec4BaryCentric + ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2, + const D3DXVECTOR4 *pV3, float f, float g); + +// Transform vector by matrix. +D3DXVECTOR4* WINAPI D3DXVec4Transform + ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV, const D3DXMATRIX *pM ); + +#ifdef __cplusplus +} +#endif + + +//-------------------------- +// 4D Matrix +//-------------------------- + +// inline + +D3DXMATRIX* D3DXMatrixIdentity + ( D3DXMATRIX *pOut ); + +BOOL D3DXMatrixIsIdentity + ( const D3DXMATRIX *pM ); + + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +float WINAPI D3DXMatrixfDeterminant + ( const D3DXMATRIX *pM ); + +// Matrix multiplication. The result represents the transformation M2 +// followed by the transformation M1. (Out = M1 * M2) +D3DXMATRIX* WINAPI D3DXMatrixMultiply + ( D3DXMATRIX *pOut, const D3DXMATRIX *pM1, const D3DXMATRIX *pM2 ); + +D3DXMATRIX* WINAPI D3DXMatrixTranspose + ( D3DXMATRIX *pOut, const D3DXMATRIX *pM ); + +// Calculate inverse of matrix. Inversion my fail, in which case NULL will +// be returned. The determinant of pM is also returned it pfDeterminant +// is non-NULL. +D3DXMATRIX* WINAPI D3DXMatrixInverse + ( D3DXMATRIX *pOut, float *pfDeterminant, const D3DXMATRIX *pM ); + +// Build a matrix which scales by (sx, sy, sz) +D3DXMATRIX* WINAPI D3DXMatrixScaling + ( D3DXMATRIX *pOut, float sx, float sy, float sz ); + +// Build a matrix which translates by (x, y, z) +D3DXMATRIX* WINAPI D3DXMatrixTranslation + ( D3DXMATRIX *pOut, float x, float y, float z ); + +// Build a matrix which rotates around the X axis +D3DXMATRIX* WINAPI D3DXMatrixRotationX + ( D3DXMATRIX *pOut, float angle ); + +// Build a matrix which rotates around the Y axis +D3DXMATRIX* WINAPI D3DXMatrixRotationY + ( D3DXMATRIX *pOut, float angle ); + +// Build a matrix which rotates around the Z axis +D3DXMATRIX* WINAPI D3DXMatrixRotationZ + ( D3DXMATRIX *pOut, float angle ); + +// Build a matrix which rotates around an arbitrary axis +D3DXMATRIX* WINAPI D3DXMatrixRotationAxis + ( D3DXMATRIX *pOut, const D3DXVECTOR3 *pV, float angle ); + +// Build a matrix from a quaternion +D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion + ( D3DXMATRIX *pOut, const D3DXQUATERNION *pQ); + +// Yaw around the Y axis, a pitch around the X axis, +// and a roll around the Z axis. +D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll + ( D3DXMATRIX *pOut, float yaw, float pitch, float roll ); + + +// Build transformation matrix. NULL arguments are treated as identity. +// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt +D3DXMATRIX* WINAPI D3DXMatrixTransformation + ( D3DXMATRIX *pOut, const D3DXVECTOR3 *pScalingCenter, + const D3DXQUATERNION *pScalingRotation, const D3DXVECTOR3 *pScaling, + const D3DXVECTOR3 *pRotationCenter, const D3DXQUATERNION *pRotation, + const D3DXVECTOR3 *pTranslation); + +// Build affine transformation matrix. NULL arguments are treated as identity. +// Mout = Ms * Mrc-1 * Mr * Mrc * Mt +D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation + ( D3DXMATRIX *pOut, float Scaling, const D3DXVECTOR3 *pRotationCenter, + const D3DXQUATERNION *pRotation, const D3DXVECTOR3 *pTranslation); + +// Build a lookat matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixLookAt + ( D3DXMATRIX *pOut, const D3DXVECTOR3 *pEye, const D3DXVECTOR3 *pAt, + const D3DXVECTOR3 *pUp ); + +// Build a lookat matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixLookAtLH + ( D3DXMATRIX *pOut, const D3DXVECTOR3 *pEye, const D3DXVECTOR3 *pAt, + const D3DXVECTOR3 *pUp ); + +// Build a perspective projection matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspective + ( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); + +// Build a perspective projection matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH + ( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); + +// Build a perspective projection matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFov + ( D3DXMATRIX *pOut, float fovy, float aspect, float zn, float zf ); + +// Build a perspective projection matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH + ( D3DXMATRIX *pOut, float fovy, float aspect, float zn, float zf ); + +// Build a perspective projection matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenter + ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, + float zf ); + +// Build a perspective projection matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH + ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, + float zf ); + +// Build an ortho projection matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixOrtho + ( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); + +// Build an ortho projection matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixOrthoLH + ( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); + +// Build an ortho projection matrix. (right-handed) +D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenter + ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, + float zf ); + +// Build an ortho projection matrix. (left-handed) +D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH + ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, + float zf ); + +// Build a matrix which flattens geometry into a plane, as if casting +// a shadow from a light. +D3DXMATRIX* WINAPI D3DXMatrixShadow + ( D3DXMATRIX *pOut, const D3DXVECTOR4 *pLight, + const D3DXPLANE *pPlane ); + +// Build a matrix which reflects the coordinate system about a plane +D3DXMATRIX* WINAPI D3DXMatrixReflect + ( D3DXMATRIX *pOut, const D3DXPLANE *pPlane ); + +#ifdef __cplusplus +} +#endif + + +//-------------------------- +// Quaternion +//-------------------------- + +// inline + +float D3DXQuaternionLength + ( const D3DXQUATERNION *pQ ); + +// Length squared, or "norm" +float D3DXQuaternionLengthSq + ( const D3DXQUATERNION *pQ ); + +float D3DXQuaternionDot + ( const D3DXQUATERNION *pQ1, const D3DXQUATERNION *pQ2 ); + +// (0, 0, 0, 1) +D3DXQUATERNION* D3DXQuaternionIdentity + ( D3DXQUATERNION *pOut ); + +BOOL D3DXQuaternionIsIdentity + ( const D3DXQUATERNION *pQ ); + +// (-x, -y, -z, w) +D3DXQUATERNION* D3DXQuaternionConjugate + ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); + + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +// Compute a quaternin's axis and angle of rotation. Expects unit quaternions. +void WINAPI D3DXQuaternionToAxisAngle + ( const D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, float *pAngle ); + +// Build a quaternion from a rotation matrix. +D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix + ( D3DXQUATERNION *pOut, const D3DXMATRIX *pM); + +// Rotation about arbitrary axis. +D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis + ( D3DXQUATERNION *pOut, const D3DXVECTOR3 *pV, float angle ); + +// Yaw around the Y axis, a pitch around the X axis, +// and a roll around the Z axis. +D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll + ( D3DXQUATERNION *pOut, float yaw, float pitch, float roll ); + +// Quaternion multiplication. The result represents the rotation Q2 +// followed by the rotation Q1. (Out = Q2 * Q1) +D3DXQUATERNION* WINAPI D3DXQuaternionMultiply + ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, + const D3DXQUATERNION *pQ2 ); + +D3DXQUATERNION* WINAPI D3DXQuaternionNormalize + ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); + +// Conjugate and re-norm +D3DXQUATERNION* WINAPI D3DXQuaternionInverse + ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); + +// Expects unit quaternions. +// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v) +D3DXQUATERNION* WINAPI D3DXQuaternionLn + ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); + +// Expects pure quaternions. (w == 0) w is ignored in calculation. +// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v) +D3DXQUATERNION* WINAPI D3DXQuaternionExp + ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); + +// Spherical linear interpolation between Q1 (s == 0) and Q2 (s == 1). +// Expects unit quaternions. +D3DXQUATERNION* WINAPI D3DXQuaternionSlerp + ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, + const D3DXQUATERNION *pQ2, float t ); + +// Spherical quadrangle interpolation. +// Slerp(Slerp(Q1, Q4, t), Slerp(Q2, Q3, t), 2t(1-t)) +D3DXQUATERNION* WINAPI D3DXQuaternionSquad + ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, + const D3DXQUATERNION *pQ2, const D3DXQUATERNION *pQ3, + const D3DXQUATERNION *pQ4, float t ); + +// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g)) +D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric + ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, + const D3DXQUATERNION *pQ2, const D3DXQUATERNION *pQ3, + float f, float g ); + +#ifdef __cplusplus +} +#endif + + +//-------------------------- +// Plane +//-------------------------- + +// inline + +// ax + by + cz + dw +float D3DXPlaneDot + ( const D3DXPLANE *pP, const D3DXVECTOR4 *pV); + +// ax + by + cz + d +float D3DXPlaneDotCoord + ( const D3DXPLANE *pP, const D3DXVECTOR3 *pV); + +// ax + by + cz +float D3DXPlaneDotNormal + ( const D3DXPLANE *pP, const D3DXVECTOR3 *pV); + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +// Normalize plane (so that |a,b,c| == 1) +D3DXPLANE* WINAPI D3DXPlaneNormalize + ( D3DXPLANE *pOut, const D3DXPLANE *pP); + +// Find the intersection between a plane and a line. If the line is +// parallel to the plane, NULL is returned. +D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine + ( D3DXVECTOR3 *pOut, const D3DXPLANE *pP, const D3DXVECTOR3 *pV1, + const D3DXVECTOR3 *pV2); + +// Construct a plane from a point and a normal +D3DXPLANE* WINAPI D3DXPlaneFromPointNormal + ( D3DXPLANE *pOut, const D3DXVECTOR3 *pPoint, const D3DXVECTOR3 *pNormal); + +// Construct a plane from 3 points +D3DXPLANE* WINAPI D3DXPlaneFromPoints + ( D3DXPLANE *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2, + const D3DXVECTOR3 *pV3); + +// Transform a plane by a matrix. The vector (a,b,c) must be normal. +// M must be an affine transform. +D3DXPLANE* WINAPI D3DXPlaneTransform + ( D3DXPLANE *pOut, const D3DXPLANE *pP, const D3DXMATRIX *pM ); + +#ifdef __cplusplus +} +#endif + + +//-------------------------- +// Color +//-------------------------- + +// inline + +// (1-r, 1-g, 1-b, a) +D3DXCOLOR* D3DXColorNegative + (D3DXCOLOR *pOut, const D3DXCOLOR *pC); + +D3DXCOLOR* D3DXColorAdd + (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2); + +D3DXCOLOR* D3DXColorSubtract + (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2); + +D3DXCOLOR* D3DXColorScale + (D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s); + +// (r1*r2, g1*g2, b1*b2, a1*a2) +D3DXCOLOR* D3DXColorModulate + (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2); + +// Linear interpolation of r,g,b, and a. C1 + s(C2-C1) +D3DXCOLOR* D3DXColorLerp + (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2, float s); + +// non-inline +#ifdef __cplusplus +extern "C" { +#endif + +// Interpolate r,g,b between desaturated color and color. +// DesaturatedColor + s(Color - DesaturatedColor) +D3DXCOLOR* WINAPI D3DXColorAdjustSaturation + (D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s); + +// Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey) +D3DXCOLOR* WINAPI D3DXColorAdjustContrast + (D3DXCOLOR *pOut, const D3DXCOLOR *pC, float c); + +#ifdef __cplusplus +} +#endif + + + + + + +//=========================================================================== +// +// Matrix Stack +// +//=========================================================================== + +DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) +{ + // + // IUnknown methods + // + STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE; + STDMETHOD_(ULONG,AddRef)(THIS) PURE; + STDMETHOD_(ULONG,Release)(THIS) PURE; + + // + // ID3DXMatrixStack methods + // + + // Pops the top of the stack, returns the current top + // *after* popping the top. + STDMETHOD(Pop)(THIS) PURE; + + // Pushes the stack by one, duplicating the current matrix. + STDMETHOD(Push)(THIS) PURE; + + // Loads identity in the current matrix. + STDMETHOD(LoadIdentity)(THIS) PURE; + + // Loads the given matrix into the current matrix + STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; + + // Right-Multiplies the given matrix to the current matrix. + // (transformation is about the current world origin) + STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; + + // Left-Multiplies the given matrix to the current matrix + // (transformation is about the local origin of the object) + STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE; + + // Right multiply the current matrix with the computed rotation + // matrix, counterclockwise about the given axis with the given angle. + // (rotation is about the current world origin) + STDMETHOD(RotateAxis) + (THIS_ const D3DXVECTOR3* pV, float angle) PURE; + + // Left multiply the current matrix with the computed rotation + // matrix, counterclockwise about the given axis with the given angle. + // (rotation is about the local origin of the object) + STDMETHOD(RotateAxisLocal) + (THIS_ const D3DXVECTOR3* pV, float angle) PURE; + + // Right multiply the current matrix with the computed rotation + // matrix. All angles are counterclockwise. (rotation is about the + // current world origin) + + // The rotation is composed of a yaw around the Y axis, a pitch around + // the X axis, and a roll around the Z axis. + STDMETHOD(RotateYawPitchRoll) + (THIS_ float yaw, float pitch, float roll) PURE; + + // Left multiply the current matrix with the computed rotation + // matrix. All angles are counterclockwise. (rotation is about the + // local origin of the object) + + // The rotation is composed of a yaw around the Y axis, a pitch around + // the X axis, and a roll around the Z axis. + STDMETHOD(RotateYawPitchRollLocal) + (THIS_ float yaw, float pitch, float roll) PURE; + + // Right multiply the current matrix with the computed scale + // matrix. (transformation is about the current world origin) + STDMETHOD(Scale)(THIS_ float x, float y, float z) PURE; + + // Left multiply the current matrix with the computed scale + // matrix. (transformation is about the local origin of the object) + STDMETHOD(ScaleLocal)(THIS_ float x, float y, float z) PURE; + + // Right multiply the current matrix with the computed translation + // matrix. (transformation is about the current world origin) + STDMETHOD(Translate)(THIS_ float x, float y, float z ) PURE; + + // Left multiply the current matrix with the computed translation + // matrix. (transformation is about the local origin of the object) + STDMETHOD(TranslateLocal)(THIS_ float x, float y, float z) PURE; + + // Obtain the current matrix at the top of the stack + STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; +}; + +#ifdef __cplusplus +extern "C" { +#endif + +HRESULT WINAPI D3DXCreateMatrixStack( DWORD flags, LPD3DXMATRIXSTACK *ppStack ); + +#ifdef __cplusplus +} +#endif + +#include "d3dxmath.inl" + +#if _MSC_VER >= 1200 +#pragma warning(pop) +#else +#pragma warning(default:4201) +#endif + +#endif // __D3DXMATH_H__ |