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);
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397 | FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b);
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---|
398 | FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b);
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---|
399 | FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b);
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---|
400 | FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in);
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---|
401 | FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in);
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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__ */
|
---|