1 | /*
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2 | * Copyright (C) 2007 David Adam
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3 | * Copyright (C) 2007 Tony Wasserka
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4 | *
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5 | * This library is free software; you can redistribute it and/or
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6 | * modify it under the terms of the GNU Lesser General Public
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7 | * License as published by the Free Software Foundation; either
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8 | * version 2.1 of the License, or (at your option) any later version.
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9 | *
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10 | * This library is distributed in the hope that it will be useful,
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11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 | * Lesser General Public License for more details.
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14 | *
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15 | * You should have received a copy of the GNU Lesser General Public
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16 | * License along with this library; if not, write to the Free Software
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17 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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18 | */
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19 |
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20 | /*
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21 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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22 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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23 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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24 | * a choice of LGPL license versions is made available with the language indicating
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25 | * that LGPLv2 or any later version may be used, or where a choice of which version
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26 | * of the LGPL is applied is otherwise unspecified.
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27 | */
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28 |
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29 | #include <d3dx8.h>
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30 |
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31 | #ifndef __D3DX8MATH_H__
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32 | #define __D3DX8MATH_H__
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33 |
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34 | #include <math.h>
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35 |
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36 | #define D3DX_PI ((FLOAT)3.141592654)
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37 | #define D3DX_1BYPI ((FLOAT)0.318309886)
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38 |
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39 | #define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
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40 | #define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
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41 |
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42 | typedef struct ID3DXMatrixStack *LPD3DXMATRIXSTACK;
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43 |
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44 | DEFINE_GUID(IID_ID3DXMatrixStack,
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45 | 0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8);
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46 |
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47 | typedef struct D3DXVECTOR2
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48 | {
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49 | #ifdef __cplusplus
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50 | D3DXVECTOR2();
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51 | D3DXVECTOR2(CONST FLOAT *pf);
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52 | D3DXVECTOR2(FLOAT fx, FLOAT fy);
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53 |
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54 | operator FLOAT* ();
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55 | operator CONST FLOAT* () const;
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56 |
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57 | D3DXVECTOR2& operator += (CONST D3DXVECTOR2&);
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58 | D3DXVECTOR2& operator -= (CONST D3DXVECTOR2&);
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59 | D3DXVECTOR2& operator *= (FLOAT);
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60 | D3DXVECTOR2& operator /= (FLOAT);
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61 |
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62 | D3DXVECTOR2 operator + () const;
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63 | D3DXVECTOR2 operator - () const;
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64 |
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65 | D3DXVECTOR2 operator + (CONST D3DXVECTOR2&) const;
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66 | D3DXVECTOR2 operator - (CONST D3DXVECTOR2&) const;
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67 | D3DXVECTOR2 operator * (FLOAT) const;
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68 | D3DXVECTOR2 operator / (FLOAT) const;
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69 |
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70 | friend D3DXVECTOR2 operator * (FLOAT, CONST D3DXVECTOR2&);
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71 |
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72 | BOOL operator == (CONST D3DXVECTOR2&) const;
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73 | BOOL operator != (CONST D3DXVECTOR2&) const;
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74 | #endif /* __cplusplus */
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75 | FLOAT x, y;
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76 | } D3DXVECTOR2, *LPD3DXVECTOR2;
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77 |
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78 | #ifdef __cplusplus
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79 | typedef struct D3DXVECTOR3 : public D3DVECTOR
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80 | {
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81 | D3DXVECTOR3();
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82 | D3DXVECTOR3(CONST FLOAT *pf);
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83 | D3DXVECTOR3(CONST D3DVECTOR& v);
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84 | D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
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85 |
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86 | operator FLOAT* ();
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87 | operator CONST FLOAT* () const;
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88 |
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89 | D3DXVECTOR3& operator += (CONST D3DXVECTOR3&);
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90 | D3DXVECTOR3& operator -= (CONST D3DXVECTOR3&);
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91 | D3DXVECTOR3& operator *= (FLOAT);
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92 | D3DXVECTOR3& operator /= (FLOAT);
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93 |
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94 | D3DXVECTOR3 operator + () const;
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95 | D3DXVECTOR3 operator - () const;
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96 |
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97 | D3DXVECTOR3 operator + (CONST D3DXVECTOR3&) const;
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98 | D3DXVECTOR3 operator - (CONST D3DXVECTOR3&) const;
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99 | D3DXVECTOR3 operator * (FLOAT) const;
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100 | D3DXVECTOR3 operator / (FLOAT) const;
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101 |
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102 | friend D3DXVECTOR3 operator * (FLOAT, CONST struct D3DXVECTOR3&);
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103 |
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104 | BOOL operator == (CONST D3DXVECTOR3&) const;
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105 | BOOL operator != (CONST D3DXVECTOR3&) const;
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106 | } D3DXVECTOR3, *LPD3DXVECTOR3;
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107 | #else /* !__cplusplus */
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108 | typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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109 | #endif /* !__cplusplus */
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110 |
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111 | typedef struct D3DXVECTOR4
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112 | {
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113 | #ifdef __cplusplus
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114 | D3DXVECTOR4();
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115 | D3DXVECTOR4(CONST FLOAT *pf);
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116 | D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
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117 |
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118 | operator FLOAT* ();
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119 | operator CONST FLOAT* () const;
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120 |
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121 | D3DXVECTOR4& operator += (CONST D3DXVECTOR4&);
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122 | D3DXVECTOR4& operator -= (CONST D3DXVECTOR4&);
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123 | D3DXVECTOR4& operator *= (FLOAT);
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124 | D3DXVECTOR4& operator /= (FLOAT);
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125 |
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126 | D3DXVECTOR4 operator + () const;
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127 | D3DXVECTOR4 operator - () const;
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128 |
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129 | D3DXVECTOR4 operator + (CONST D3DXVECTOR4&) const;
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130 | D3DXVECTOR4 operator - (CONST D3DXVECTOR4&) const;
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131 | D3DXVECTOR4 operator * (FLOAT) const;
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132 | D3DXVECTOR4 operator / (FLOAT) const;
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133 |
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134 | friend D3DXVECTOR4 operator * (FLOAT, CONST D3DXVECTOR4&);
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135 |
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136 | BOOL operator == (CONST D3DXVECTOR4&) const;
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137 | BOOL operator != (CONST D3DXVECTOR4&) const;
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138 | #endif /* __cplusplus */
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139 | FLOAT x, y, z, w;
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140 | } D3DXVECTOR4, *LPD3DXVECTOR4;
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141 |
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142 | #ifdef __cplusplus
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143 | typedef struct D3DXMATRIX : public D3DMATRIX
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144 | {
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145 | D3DXMATRIX();
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146 | D3DXMATRIX(CONST FLOAT *pf);
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147 | D3DXMATRIX(CONST D3DMATRIX& mat);
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148 | D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
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149 | FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
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150 | FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
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151 | FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44);
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152 |
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153 | FLOAT& operator () (UINT row, UINT col);
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154 | FLOAT operator () (UINT row, UINT col) const;
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155 |
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156 | operator FLOAT* ();
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157 | operator CONST FLOAT* () const;
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158 |
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159 | D3DXMATRIX& operator *= (CONST D3DXMATRIX&);
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160 | D3DXMATRIX& operator += (CONST D3DXMATRIX&);
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161 | D3DXMATRIX& operator -= (CONST D3DXMATRIX&);
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162 | D3DXMATRIX& operator *= (FLOAT);
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163 | D3DXMATRIX& operator /= (FLOAT);
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164 |
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165 | D3DXMATRIX operator + () const;
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166 | D3DXMATRIX operator - () const;
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167 |
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168 | D3DXMATRIX operator * (CONST D3DXMATRIX&) const;
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169 | D3DXMATRIX operator + (CONST D3DXMATRIX&) const;
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170 | D3DXMATRIX operator - (CONST D3DXMATRIX&) const;
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171 | D3DXMATRIX operator * (FLOAT) const;
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172 | D3DXMATRIX operator / (FLOAT) const;
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173 |
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174 | friend D3DXMATRIX operator * (FLOAT, CONST D3DXMATRIX&);
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175 |
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176 | BOOL operator == (CONST D3DXMATRIX&) const;
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177 | BOOL operator != (CONST D3DXMATRIX&) const;
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178 | } D3DXMATRIX, *LPD3DXMATRIX;
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179 | #else /* !__cplusplus */
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180 | typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
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181 | #endif /* !__cplusplus */
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182 |
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183 | typedef struct D3DXQUATERNION
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184 | {
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185 | #ifdef __cplusplus
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186 | D3DXQUATERNION();
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187 | D3DXQUATERNION(CONST FLOAT *pf);
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188 | D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
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189 |
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190 | operator FLOAT* ();
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191 | operator CONST FLOAT* () const;
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192 |
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193 | D3DXQUATERNION& operator += (CONST D3DXQUATERNION&);
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194 | D3DXQUATERNION& operator -= (CONST D3DXQUATERNION&);
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195 | D3DXQUATERNION& operator *= (CONST D3DXQUATERNION&);
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196 | D3DXQUATERNION& operator *= (FLOAT);
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197 | D3DXQUATERNION& operator /= (FLOAT);
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198 |
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199 | D3DXQUATERNION operator + () const;
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200 | D3DXQUATERNION operator - () const;
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201 |
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202 | D3DXQUATERNION operator + (CONST D3DXQUATERNION&) const;
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203 | D3DXQUATERNION operator - (CONST D3DXQUATERNION&) const;
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204 | D3DXQUATERNION operator * (CONST D3DXQUATERNION&) const;
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205 | D3DXQUATERNION operator * (FLOAT) const;
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206 | D3DXQUATERNION operator / (FLOAT) const;
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207 |
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208 | friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION&);
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209 |
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210 | BOOL operator == (CONST D3DXQUATERNION&) const;
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211 | BOOL operator != (CONST D3DXQUATERNION&) const;
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212 | #endif /* __cplusplus */
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213 | FLOAT x, y, z, w;
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214 | } D3DXQUATERNION, *LPD3DXQUATERNION;
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215 |
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216 | typedef struct D3DXPLANE
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217 | {
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218 | #ifdef __cplusplus
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219 | D3DXPLANE();
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220 | D3DXPLANE(CONST FLOAT *pf);
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221 | D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
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222 |
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223 | operator FLOAT* ();
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224 | operator CONST FLOAT* () const;
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225 |
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226 | D3DXPLANE operator + () const;
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227 | D3DXPLANE operator - () const;
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228 |
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229 | BOOL operator == (CONST D3DXPLANE&) const;
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230 | BOOL operator != (CONST D3DXPLANE&) const;
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231 | #endif /* __cplusplus */
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232 | FLOAT a, b, c, d;
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233 | } D3DXPLANE, *LPD3DXPLANE;
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234 |
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235 | typedef struct D3DXCOLOR
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236 | {
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237 | #ifdef __cplusplus
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238 | D3DXCOLOR();
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239 | D3DXCOLOR(DWORD col);
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240 | D3DXCOLOR(CONST FLOAT *pf);
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241 | D3DXCOLOR(CONST D3DCOLORVALUE& col);
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242 | D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
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243 |
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244 | operator DWORD () const;
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245 |
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246 | operator FLOAT* ();
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247 | operator CONST FLOAT* () const;
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248 |
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249 | operator D3DCOLORVALUE* ();
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250 | operator CONST D3DCOLORVALUE* () const;
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251 |
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252 | operator D3DCOLORVALUE& ();
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253 | operator CONST D3DCOLORVALUE& () const;
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254 |
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255 | D3DXCOLOR& operator += (CONST D3DXCOLOR&);
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256 | D3DXCOLOR& operator -= (CONST D3DXCOLOR&);
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257 | D3DXCOLOR& operator *= (FLOAT);
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258 | D3DXCOLOR& operator /= (FLOAT);
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259 |
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260 | D3DXCOLOR operator + () const;
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261 | D3DXCOLOR operator - () const;
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262 |
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263 | D3DXCOLOR operator + (CONST D3DXCOLOR&) const;
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264 | D3DXCOLOR operator - (CONST D3DXCOLOR&) const;
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265 | D3DXCOLOR operator * (FLOAT) const;
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266 | D3DXCOLOR operator / (FLOAT) const;
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267 |
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268 | friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR&);
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269 |
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270 | BOOL operator == (CONST D3DXCOLOR&) const;
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271 | BOOL operator != (CONST D3DXCOLOR&) const;
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272 | #endif /* __cplusplus */
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273 | FLOAT r, g, b, a;
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274 | } D3DXCOLOR, *LPD3DXCOLOR;
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275 |
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276 | #ifdef __cplusplus
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277 | extern "C" {
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278 | #endif
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279 |
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280 | D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
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281 | D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
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282 |
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283 | FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex);
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284 |
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285 | D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation);
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286 | FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm);
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287 | D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm);
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288 | D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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289 | D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
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290 | D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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291 | D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
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292 | D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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293 | D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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294 | D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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295 | D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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296 | D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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297 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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298 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
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299 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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300 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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301 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
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302 | D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
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303 | D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane);
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304 | D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
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305 | D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);
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306 | D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
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307 | D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
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308 | D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
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309 | D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
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310 | D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
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311 | D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane);
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312 | D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation);
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313 | D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
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314 | D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
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315 |
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316 | D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal);
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317 | D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3);
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318 | D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2);
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319 | D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
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320 | D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm);
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321 |
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322 | D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
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323 | D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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324 | D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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325 | D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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326 | D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
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327 | D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
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328 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
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329 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm);
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330 | D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
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331 | D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
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332 | D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t);
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333 | void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
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334 |
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335 | D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
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336 | D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s);
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337 | D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
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338 | D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
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339 | D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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340 | D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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341 | D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
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342 |
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343 | D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
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344 | D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
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345 | D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
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346 | D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
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347 | D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
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348 | D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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349 | D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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350 | D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
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351 | D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
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352 |
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353 | D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
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354 | D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
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355 | D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3);
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356 | D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
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357 | D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
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358 | D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
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359 |
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360 | #ifdef __cplusplus
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361 | }
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362 | #endif
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363 |
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364 | #define INTERFACE ID3DXMatrixStack
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365 | DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
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366 | {
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367 | STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID, LPVOID*) PURE;
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368 | STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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369 | STDMETHOD_(ULONG,Release)(THIS) PURE;
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370 | STDMETHOD(Pop)(THIS) PURE;
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371 | STDMETHOD(Push)(THIS) PURE;
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372 | STDMETHOD(LoadIdentity)(THIS) PURE;
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373 | STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX *) PURE;
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374 | STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX *) PURE;
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375 | STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX *) PURE;
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376 | STDMETHOD(RotateAxis)(THIS_ CONST D3DXVECTOR3 *, FLOAT) PURE;
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377 | STDMETHOD(RotateAxisLocal)(THIS_ CONST D3DXVECTOR3 *, FLOAT) PURE;
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378 | STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
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379 | STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
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380 | STDMETHOD(Scale)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
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381 | STDMETHOD(ScaleLocal)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
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382 | STDMETHOD(Translate)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
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383 | STDMETHOD(TranslateLocal)(THIS_ FLOAT, FLOAT, FLOAT) PURE;
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384 | STDMETHOD_(LPD3DXMATRIX, GetTop)(THIS) PURE;
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385 | };
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386 |
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387 | #undef INTERFACE
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388 |
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389 | #if !defined(__cplusplus) || defined(CINTERFACE)
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390 |
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391 | #define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
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392 | #define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p)
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393 | #define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p)
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394 | #define ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p)
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395 | #define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p)
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396 | #define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p)
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397 | #define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a)
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398 | #define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a)
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399 | #define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a)
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400 | #define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b)
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401 | #define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b)
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402 | #define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
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403 | #define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
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404 | #define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c)
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405 | #define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c)
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406 | #define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c)
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407 | #define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c)
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408 | #define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p)
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409 |
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410 | #endif
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411 |
|
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412 | #ifdef __cplusplus
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413 | extern "C" {
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414 | #endif
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415 |
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416 | HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack);
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417 |
|
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418 | #ifdef __cplusplus
|
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419 | }
|
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420 | #endif
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421 |
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422 | #include <d3dx8math.inl>
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423 |
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424 | #endif /* __D3DX8MATH_H__ */
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