[1166] | 1 | #undef INTERFACE
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| 2 | /*
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| 3 | * Copyright (C) 2007 David Adam
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| 4 | * Copyright (C) 2007 Tony Wasserka
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| 5 | *
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| 6 | * This library is free software; you can redistribute it and/or
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| 7 | * modify it under the terms of the GNU Lesser General Public
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| 8 | * License as published by the Free Software Foundation; either
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| 9 | * version 2.1 of the License, or (at your option) any later version.
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| 10 | *
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| 11 | * This library is distributed in the hope that it will be useful,
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| 12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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| 13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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| 14 | * Lesser General Public License for more details.
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| 15 | *
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| 16 | * You should have received a copy of the GNU Lesser General Public
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| 17 | * License along with this library; if not, write to the Free Software
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| 18 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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| 19 | */
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| 20 |
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| 21 | #include "d3dx9.h"
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| 22 |
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| 23 | #ifndef __D3DX9MATH_H__
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| 24 | #define __D3DX9MATH_H__
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| 25 |
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| 26 | #include <math.h>
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| 27 |
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| 28 | #define D3DX_PI ((FLOAT)3.141592654)
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| 29 | #define D3DX_1BYPI ((FLOAT)0.318309886)
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| 30 |
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| 31 | #define D3DXSH_MINORDER 2
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| 32 | #define D3DXSH_MAXORDER 6
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| 33 |
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| 34 | #define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
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| 35 | #define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
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| 36 |
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| 37 | typedef struct D3DXVECTOR2
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| 38 | {
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| 39 | #ifdef __cplusplus
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| 40 | D3DXVECTOR2();
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| 41 | D3DXVECTOR2(const FLOAT *pf);
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| 42 | D3DXVECTOR2(FLOAT fx, FLOAT fy);
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| 43 |
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| 44 | operator FLOAT* ();
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| 45 | operator const FLOAT* () const;
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| 46 |
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| 47 | D3DXVECTOR2& operator += (const D3DXVECTOR2&);
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| 48 | D3DXVECTOR2& operator -= (const D3DXVECTOR2&);
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| 49 | D3DXVECTOR2& operator *= (FLOAT);
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| 50 | D3DXVECTOR2& operator /= (FLOAT);
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| 51 |
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| 52 | D3DXVECTOR2 operator + () const;
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| 53 | D3DXVECTOR2 operator - () const;
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| 54 |
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| 55 | D3DXVECTOR2 operator + (const D3DXVECTOR2&) const;
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| 56 | D3DXVECTOR2 operator - (const D3DXVECTOR2&) const;
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| 57 | D3DXVECTOR2 operator * (FLOAT) const;
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| 58 | D3DXVECTOR2 operator / (FLOAT) const;
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| 59 |
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| 60 | friend D3DXVECTOR2 operator * (FLOAT, const D3DXVECTOR2&);
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| 61 |
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| 62 | WINBOOL operator == (const D3DXVECTOR2&) const;
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| 63 | WINBOOL operator != (const D3DXVECTOR2&) const;
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| 64 | #endif /* __cplusplus */
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| 65 | FLOAT x, y;
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| 66 | } D3DXVECTOR2, *LPD3DXVECTOR2;
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| 67 |
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| 68 | #ifdef __cplusplus
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| 69 | typedef struct D3DXVECTOR3 : public D3DVECTOR
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| 70 | {
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| 71 | D3DXVECTOR3();
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| 72 | D3DXVECTOR3(const FLOAT *pf);
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| 73 | D3DXVECTOR3(const D3DVECTOR& v);
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| 74 | D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
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| 75 |
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| 76 | operator FLOAT* ();
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| 77 | operator const FLOAT* () const;
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| 78 |
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| 79 | D3DXVECTOR3& operator += (const D3DXVECTOR3&);
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| 80 | D3DXVECTOR3& operator -= (const D3DXVECTOR3&);
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| 81 | D3DXVECTOR3& operator *= (FLOAT);
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| 82 | D3DXVECTOR3& operator /= (FLOAT);
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| 83 |
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| 84 | D3DXVECTOR3 operator + () const;
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| 85 | D3DXVECTOR3 operator - () const;
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| 86 |
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| 87 | D3DXVECTOR3 operator + (const D3DXVECTOR3&) const;
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| 88 | D3DXVECTOR3 operator - (const D3DXVECTOR3&) const;
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| 89 | D3DXVECTOR3 operator * (FLOAT) const;
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| 90 | D3DXVECTOR3 operator / (FLOAT) const;
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| 91 |
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| 92 | friend D3DXVECTOR3 operator * (FLOAT, const struct D3DXVECTOR3&);
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| 93 |
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| 94 | WINBOOL operator == (const D3DXVECTOR3&) const;
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| 95 | WINBOOL operator != (const D3DXVECTOR3&) const;
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| 96 | } D3DXVECTOR3, *LPD3DXVECTOR3;
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| 97 | #else /* !__cplusplus */
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| 98 | typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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| 99 | #endif /* !__cplusplus */
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| 100 |
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| 101 | typedef struct D3DXVECTOR4
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| 102 | {
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| 103 | #ifdef __cplusplus
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| 104 | D3DXVECTOR4();
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| 105 | D3DXVECTOR4(const FLOAT *pf);
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| 106 | D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
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| 107 |
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| 108 | operator FLOAT* ();
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| 109 | operator const FLOAT* () const;
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| 110 |
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| 111 | D3DXVECTOR4& operator += (const D3DXVECTOR4&);
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| 112 | D3DXVECTOR4& operator -= (const D3DXVECTOR4&);
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| 113 | D3DXVECTOR4& operator *= (FLOAT);
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| 114 | D3DXVECTOR4& operator /= (FLOAT);
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| 115 |
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| 116 | D3DXVECTOR4 operator + () const;
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| 117 | D3DXVECTOR4 operator - () const;
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| 118 |
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| 119 | D3DXVECTOR4 operator + (const D3DXVECTOR4&) const;
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| 120 | D3DXVECTOR4 operator - (const D3DXVECTOR4&) const;
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| 121 | D3DXVECTOR4 operator * (FLOAT) const;
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| 122 | D3DXVECTOR4 operator / (FLOAT) const;
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| 123 |
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| 124 | friend D3DXVECTOR4 operator * (FLOAT, const D3DXVECTOR4&);
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| 125 |
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| 126 | WINBOOL operator == (const D3DXVECTOR4&) const;
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| 127 | WINBOOL operator != (const D3DXVECTOR4&) const;
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| 128 | #endif /* __cplusplus */
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| 129 | FLOAT x, y, z, w;
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| 130 | } D3DXVECTOR4, *LPD3DXVECTOR4;
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| 131 |
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| 132 | #ifdef __cplusplus
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| 133 | typedef struct D3DXMATRIX : public D3DMATRIX
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| 134 | {
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| 135 | D3DXMATRIX();
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| 136 | D3DXMATRIX(const FLOAT *pf);
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| 137 | D3DXMATRIX(const D3DMATRIX& mat);
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| 138 | D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
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| 139 | FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
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| 140 | FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
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| 141 | FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44);
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| 142 |
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| 143 | FLOAT& operator () (UINT row, UINT col);
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| 144 | FLOAT operator () (UINT row, UINT col) const;
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| 145 |
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| 146 | operator FLOAT* ();
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| 147 | operator const FLOAT* () const;
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| 148 |
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| 149 | D3DXMATRIX& operator *= (const D3DXMATRIX&);
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| 150 | D3DXMATRIX& operator += (const D3DXMATRIX&);
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| 151 | D3DXMATRIX& operator -= (const D3DXMATRIX&);
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| 152 | D3DXMATRIX& operator *= (FLOAT);
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| 153 | D3DXMATRIX& operator /= (FLOAT);
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| 154 |
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| 155 | D3DXMATRIX operator + () const;
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| 156 | D3DXMATRIX operator - () const;
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| 157 |
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| 158 | D3DXMATRIX operator * (const D3DXMATRIX&) const;
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| 159 | D3DXMATRIX operator + (const D3DXMATRIX&) const;
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| 160 | D3DXMATRIX operator - (const D3DXMATRIX&) const;
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| 161 | D3DXMATRIX operator * (FLOAT) const;
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| 162 | D3DXMATRIX operator / (FLOAT) const;
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| 163 |
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| 164 | friend D3DXMATRIX operator * (FLOAT, const D3DXMATRIX&);
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| 165 |
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| 166 | WINBOOL operator == (const D3DXMATRIX&) const;
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| 167 | WINBOOL operator != (const D3DXMATRIX&) const;
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| 168 | } D3DXMATRIX, *LPD3DXMATRIX;
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| 169 | #else /* !__cplusplus */
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| 170 | typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
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| 171 | #endif /* !__cplusplus */
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| 172 |
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| 173 | typedef struct D3DXQUATERNION
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| 174 | {
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| 175 | #ifdef __cplusplus
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| 176 | D3DXQUATERNION();
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| 177 | D3DXQUATERNION(const FLOAT *pf);
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| 178 | D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
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| 179 |
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| 180 | operator FLOAT* ();
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| 181 | operator const FLOAT* () const;
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| 182 |
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| 183 | D3DXQUATERNION& operator += (const D3DXQUATERNION&);
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| 184 | D3DXQUATERNION& operator -= (const D3DXQUATERNION&);
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| 185 | D3DXQUATERNION& operator *= (const D3DXQUATERNION&);
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| 186 | D3DXQUATERNION& operator *= (FLOAT);
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| 187 | D3DXQUATERNION& operator /= (FLOAT);
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| 188 |
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| 189 | D3DXQUATERNION operator + () const;
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| 190 | D3DXQUATERNION operator - () const;
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| 191 |
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| 192 | D3DXQUATERNION operator + (const D3DXQUATERNION&) const;
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| 193 | D3DXQUATERNION operator - (const D3DXQUATERNION&) const;
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| 194 | D3DXQUATERNION operator * (const D3DXQUATERNION&) const;
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| 195 | D3DXQUATERNION operator * (FLOAT) const;
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| 196 | D3DXQUATERNION operator / (FLOAT) const;
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| 197 |
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| 198 | friend D3DXQUATERNION operator * (FLOAT, const D3DXQUATERNION&);
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| 199 |
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| 200 | WINBOOL operator == (const D3DXQUATERNION&) const;
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| 201 | WINBOOL operator != (const D3DXQUATERNION&) const;
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| 202 | #endif /* __cplusplus */
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| 203 | FLOAT x, y, z, w;
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| 204 | } D3DXQUATERNION, *LPD3DXQUATERNION;
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| 205 |
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| 206 | typedef struct D3DXPLANE
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| 207 | {
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| 208 | #ifdef __cplusplus
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| 209 | D3DXPLANE();
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| 210 | D3DXPLANE(const FLOAT *pf);
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| 211 | D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
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| 212 |
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| 213 | operator FLOAT* ();
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| 214 | operator const FLOAT* () const;
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| 215 |
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| 216 | D3DXPLANE operator + () const;
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| 217 | D3DXPLANE operator - () const;
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| 218 |
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| 219 | WINBOOL operator == (const D3DXPLANE&) const;
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| 220 | WINBOOL operator != (const D3DXPLANE&) const;
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| 221 | #endif /* __cplusplus */
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| 222 | FLOAT a, b, c, d;
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| 223 | } D3DXPLANE, *LPD3DXPLANE;
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| 224 |
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| 225 | typedef struct D3DXCOLOR
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| 226 | {
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| 227 | #ifdef __cplusplus
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| 228 | D3DXCOLOR();
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| 229 | D3DXCOLOR(DWORD col);
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| 230 | D3DXCOLOR(const FLOAT *pf);
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| 231 | D3DXCOLOR(const D3DCOLORVALUE& col);
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| 232 | D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
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| 233 |
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| 234 | operator DWORD () const;
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| 235 |
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| 236 | operator FLOAT* ();
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| 237 | operator const FLOAT* () const;
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| 238 |
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| 239 | operator D3DCOLORVALUE* ();
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| 240 | operator const D3DCOLORVALUE* () const;
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| 241 |
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| 242 | operator D3DCOLORVALUE& ();
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| 243 | operator const D3DCOLORVALUE& () const;
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| 244 |
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| 245 | D3DXCOLOR& operator += (const D3DXCOLOR&);
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| 246 | D3DXCOLOR& operator -= (const D3DXCOLOR&);
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| 247 | D3DXCOLOR& operator *= (FLOAT);
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| 248 | D3DXCOLOR& operator /= (FLOAT);
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| 249 |
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| 250 | D3DXCOLOR operator + () const;
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| 251 | D3DXCOLOR operator - () const;
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| 252 |
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| 253 | D3DXCOLOR operator + (const D3DXCOLOR&) const;
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| 254 | D3DXCOLOR operator - (const D3DXCOLOR&) const;
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| 255 | D3DXCOLOR operator * (FLOAT) const;
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| 256 | D3DXCOLOR operator / (FLOAT) const;
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| 257 |
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| 258 | friend D3DXCOLOR operator * (FLOAT, const D3DXCOLOR&);
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| 259 |
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| 260 | WINBOOL operator == (const D3DXCOLOR&) const;
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| 261 | WINBOOL operator != (const D3DXCOLOR&) const;
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| 262 | #endif /* __cplusplus */
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| 263 | FLOAT r, g, b, a;
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| 264 | } D3DXCOLOR, *LPD3DXCOLOR;
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| 265 |
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| 266 | typedef struct D3DXFLOAT16
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| 267 | {
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| 268 | #ifdef __cplusplus
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| 269 | D3DXFLOAT16();
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| 270 | D3DXFLOAT16(FLOAT f);
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| 271 | D3DXFLOAT16(const D3DXFLOAT16 &f);
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| 272 |
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| 273 | operator FLOAT ();
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| 274 |
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| 275 | WINBOOL operator == (const D3DXFLOAT16 &) const;
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| 276 | WINBOOL operator != (const D3DXFLOAT16 &) const;
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| 277 | #endif /* __cplusplus */
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| 278 | WORD value;
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| 279 | } D3DXFLOAT16, *LPD3DXFLOAT16;
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| 280 |
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| 281 | #ifdef __cplusplus
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| 282 | extern "C" {
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| 283 | #endif
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| 284 |
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| 285 | D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
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| 286 | D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
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| 287 |
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| 288 | FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex);
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| 289 |
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| 290 | D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation,
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| 291 | const D3DXVECTOR3 *translation);
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| 292 | D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation,
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| 293 | const D3DXVECTOR2 *ptranslation);
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| 294 | HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm);
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| 295 | FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm);
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| 296 | D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm);
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| 297 | D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
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| 298 | D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
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| 299 | D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
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| 300 | D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
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| 301 | D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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| 302 | D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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| 303 | D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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| 304 | D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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| 305 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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| 306 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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| 307 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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| 308 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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| 309 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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| 310 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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| 311 | D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane);
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| 312 | D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, const D3DXVECTOR3 *pv, FLOAT angle);
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| 313 | D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq);
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| 314 | D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
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| 315 | D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
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| 316 | D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
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| 317 | D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
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| 318 | D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
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| 319 | D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane);
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| 320 | D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter,
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| 321 | const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation);
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| 322 | D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling,
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| 323 | const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation);
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| 324 | D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
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| 325 | D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm);
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| 326 |
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| 327 | D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal);
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| 328 | D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3);
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| 329 | D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2);
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| 330 | D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, const D3DXPLANE *pp);
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| 331 | D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm);
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| 332 | D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n);
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| 333 |
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| 334 | D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
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| 335 | D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
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| 336 | D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
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| 337 | D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
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| 338 | D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2);
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| 339 | D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
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| 340 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, const D3DXVECTOR3 *pv, FLOAT angle);
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| 341 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, const D3DXMATRIX *pm);
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| 342 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
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| 343 | D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, FLOAT t);
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| 344 | D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3,
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| 345 | const D3DXQUATERNION *pq4, FLOAT t);
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| 346 | void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0,
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| 347 | const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3);
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| 348 | void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
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| 349 |
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| 350 | D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
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| 351 | D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s);
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| 352 | D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s);
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| 353 | D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv);
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| 354 | D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
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| 355 | D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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| 356 | D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
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| 357 | D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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| 358 | D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
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| 359 | D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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| 360 |
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| 361 | D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
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| 362 | D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s);
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| 363 | D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s);
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| 364 | D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv);
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| 365 | D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
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| 366 | const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
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| 367 | D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport,
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| 368 | const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n);
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| 369 | D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
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| 370 | D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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| 371 | D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
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| 372 | D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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| 373 | D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
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| 374 | D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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| 375 | D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
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| 376 | const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
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| 377 | D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport,
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| 378 | const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n);
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| 379 | D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
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| 380 | D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s);
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| 381 | D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3);
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| 382 | D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s);
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| 383 | D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv);
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| 384 | D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm);
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| 385 | D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR4 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
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| 386 |
|
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| 387 | D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n);
|
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| 388 | FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n);
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| 389 |
|
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| 390 | FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b);
|
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| 391 | FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b);
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| 392 | HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
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| 393 | FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir);
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| 394 | HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
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| 395 | HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, FLOAT *rout, FLOAT *gout, FLOAT *bout);
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| 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__ */
|
---|