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diff --git a/sdk/dx8sdk/Include/d3dxmath.h b/sdk/dx8sdk/Include/d3dxmath.h
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@@ -1,1092 +0,0 @@
-//////////////////////////////////////////////////////////////////////////////
-//
-// 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__