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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/include/d3dx9math.h@ 19982

Last change on this file since 19982 was 16477, checked in by vboxsync, 16 years ago

LGPL disclaimer by filemuncher

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1/*
2 * Copyright (C) 2007 David Adam
3 * Copyright (C) 2007 Tony Wasserka
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
14 *
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
18 */
19
20/*
21 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
22 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
23 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
24 * a choice of LGPL license versions is made available with the language indicating
25 * that LGPLv2 or any later version may be used, or where a choice of which version
26 * of the LGPL is applied is otherwise unspecified.
27 */
28
29#include <d3dx9.h>
30
31#ifndef __D3DX9MATH_H__
32#define __D3DX9MATH_H__
33
34#include <math.h>
35
36#define D3DX_PI ((FLOAT)3.141592654)
37#define D3DX_1BYPI ((FLOAT)0.318309886)
38
39#define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
40#define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
41
42typedef struct D3DXVECTOR2
43{
44#ifdef __cplusplus
45 D3DXVECTOR2();
46 D3DXVECTOR2(CONST FLOAT *pf);
47 D3DXVECTOR2(FLOAT fx, FLOAT fy);
48
49 operator FLOAT* ();
50 operator CONST FLOAT* () const;
51
52 D3DXVECTOR2& operator += (CONST D3DXVECTOR2&);
53 D3DXVECTOR2& operator -= (CONST D3DXVECTOR2&);
54 D3DXVECTOR2& operator *= (FLOAT);
55 D3DXVECTOR2& operator /= (FLOAT);
56
57 D3DXVECTOR2 operator + () const;
58 D3DXVECTOR2 operator - () const;
59
60 D3DXVECTOR2 operator + (CONST D3DXVECTOR2&) const;
61 D3DXVECTOR2 operator - (CONST D3DXVECTOR2&) const;
62 D3DXVECTOR2 operator * (FLOAT) const;
63 D3DXVECTOR2 operator / (FLOAT) const;
64
65 friend D3DXVECTOR2 operator * (FLOAT, CONST D3DXVECTOR2&);
66
67 BOOL operator == (CONST D3DXVECTOR2&) const;
68 BOOL operator != (CONST D3DXVECTOR2&) const;
69#endif /* __cplusplus */
70 FLOAT x, y;
71} D3DXVECTOR2, *LPD3DXVECTOR2;
72
73#ifdef __cplusplus
74typedef struct D3DXVECTOR3 : public D3DVECTOR
75{
76 D3DXVECTOR3();
77 D3DXVECTOR3(CONST FLOAT *pf);
78 D3DXVECTOR3(CONST D3DVECTOR& v);
79 D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
80
81 operator FLOAT* ();
82 operator CONST FLOAT* () const;
83
84 D3DXVECTOR3& operator += (CONST D3DXVECTOR3&);
85 D3DXVECTOR3& operator -= (CONST D3DXVECTOR3&);
86 D3DXVECTOR3& operator *= (FLOAT);
87 D3DXVECTOR3& operator /= (FLOAT);
88
89 D3DXVECTOR3 operator + () const;
90 D3DXVECTOR3 operator - () const;
91
92 D3DXVECTOR3 operator + (CONST D3DXVECTOR3&) const;
93 D3DXVECTOR3 operator - (CONST D3DXVECTOR3&) const;
94 D3DXVECTOR3 operator * (FLOAT) const;
95 D3DXVECTOR3 operator / (FLOAT) const;
96
97 friend D3DXVECTOR3 operator * (FLOAT, CONST struct D3DXVECTOR3&);
98
99 BOOL operator == (CONST D3DXVECTOR3&) const;
100 BOOL operator != (CONST D3DXVECTOR3&) const;
101} D3DXVECTOR3, *LPD3DXVECTOR3;
102#else /* !__cplusplus */
103typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
104#endif /* !__cplusplus */
105
106typedef struct D3DXVECTOR4
107{
108#ifdef __cplusplus
109 D3DXVECTOR4();
110 D3DXVECTOR4(CONST FLOAT *pf);
111 D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
112
113 operator FLOAT* ();
114 operator CONST FLOAT* () const;
115
116 D3DXVECTOR4& operator += (CONST D3DXVECTOR4&);
117 D3DXVECTOR4& operator -= (CONST D3DXVECTOR4&);
118 D3DXVECTOR4& operator *= (FLOAT);
119 D3DXVECTOR4& operator /= (FLOAT);
120
121 D3DXVECTOR4 operator + () const;
122 D3DXVECTOR4 operator - () const;
123
124 D3DXVECTOR4 operator + (CONST D3DXVECTOR4&) const;
125 D3DXVECTOR4 operator - (CONST D3DXVECTOR4&) const;
126 D3DXVECTOR4 operator * (FLOAT) const;
127 D3DXVECTOR4 operator / (FLOAT) const;
128
129 friend D3DXVECTOR4 operator * (FLOAT, CONST D3DXVECTOR4&);
130
131 BOOL operator == (CONST D3DXVECTOR4&) const;
132 BOOL operator != (CONST D3DXVECTOR4&) const;
133#endif /* __cplusplus */
134 FLOAT x, y, z, w;
135} D3DXVECTOR4, *LPD3DXVECTOR4;
136
137#ifdef __cplusplus
138typedef struct D3DXMATRIX : public D3DMATRIX
139{
140 D3DXMATRIX();
141 D3DXMATRIX(CONST FLOAT *pf);
142 D3DXMATRIX(CONST D3DMATRIX& mat);
143 D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
144 FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
145 FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
146 FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44);
147
148 FLOAT& operator () (UINT row, UINT col);
149 FLOAT operator () (UINT row, UINT col) const;
150
151 operator FLOAT* ();
152 operator CONST FLOAT* () const;
153
154 D3DXMATRIX& operator *= (CONST D3DXMATRIX&);
155 D3DXMATRIX& operator += (CONST D3DXMATRIX&);
156 D3DXMATRIX& operator -= (CONST D3DXMATRIX&);
157 D3DXMATRIX& operator *= (FLOAT);
158 D3DXMATRIX& operator /= (FLOAT);
159
160 D3DXMATRIX operator + () const;
161 D3DXMATRIX operator - () const;
162
163 D3DXMATRIX operator * (CONST D3DXMATRIX&) const;
164 D3DXMATRIX operator + (CONST D3DXMATRIX&) const;
165 D3DXMATRIX operator - (CONST D3DXMATRIX&) const;
166 D3DXMATRIX operator * (FLOAT) const;
167 D3DXMATRIX operator / (FLOAT) const;
168
169 friend D3DXMATRIX operator * (FLOAT, CONST D3DXMATRIX&);
170
171 BOOL operator == (CONST D3DXMATRIX&) const;
172 BOOL operator != (CONST D3DXMATRIX&) const;
173} D3DXMATRIX, *LPD3DXMATRIX;
174#else /* !__cplusplus */
175typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
176#endif /* !__cplusplus */
177
178typedef struct D3DXQUATERNION
179{
180#ifdef __cplusplus
181 D3DXQUATERNION();
182 D3DXQUATERNION(CONST FLOAT *pf);
183 D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
184
185 operator FLOAT* ();
186 operator CONST FLOAT* () const;
187
188 D3DXQUATERNION& operator += (CONST D3DXQUATERNION&);
189 D3DXQUATERNION& operator -= (CONST D3DXQUATERNION&);
190 D3DXQUATERNION& operator *= (CONST D3DXQUATERNION&);
191 D3DXQUATERNION& operator *= (FLOAT);
192 D3DXQUATERNION& operator /= (FLOAT);
193
194 D3DXQUATERNION operator + () const;
195 D3DXQUATERNION operator - () const;
196
197 D3DXQUATERNION operator + (CONST D3DXQUATERNION&) const;
198 D3DXQUATERNION operator - (CONST D3DXQUATERNION&) const;
199 D3DXQUATERNION operator * (CONST D3DXQUATERNION&) const;
200 D3DXQUATERNION operator * (FLOAT) const;
201 D3DXQUATERNION operator / (FLOAT) const;
202
203 friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION&);
204
205 BOOL operator == (CONST D3DXQUATERNION&) const;
206 BOOL operator != (CONST D3DXQUATERNION&) const;
207#endif /* __cplusplus */
208 FLOAT x, y, z, w;
209} D3DXQUATERNION, *LPD3DXQUATERNION;
210
211typedef struct D3DXPLANE
212{
213#ifdef __cplusplus
214 D3DXPLANE();
215 D3DXPLANE(CONST FLOAT *pf);
216 D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
217
218 operator FLOAT* ();
219 operator CONST FLOAT* () const;
220
221 D3DXPLANE operator + () const;
222 D3DXPLANE operator - () const;
223
224 BOOL operator == (CONST D3DXPLANE&) const;
225 BOOL operator != (CONST D3DXPLANE&) const;
226#endif /* __cplusplus */
227 FLOAT a, b, c, d;
228} D3DXPLANE, *LPD3DXPLANE;
229
230typedef struct D3DXCOLOR
231{
232#ifdef __cplusplus
233 D3DXCOLOR();
234 D3DXCOLOR(DWORD col);
235 D3DXCOLOR(CONST FLOAT *pf);
236 D3DXCOLOR(CONST D3DCOLORVALUE& col);
237 D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
238
239 operator DWORD () const;
240
241 operator FLOAT* ();
242 operator CONST FLOAT* () const;
243
244 operator D3DCOLORVALUE* ();
245 operator CONST D3DCOLORVALUE* () const;
246
247 operator D3DCOLORVALUE& ();
248 operator CONST D3DCOLORVALUE& () const;
249
250 D3DXCOLOR& operator += (CONST D3DXCOLOR&);
251 D3DXCOLOR& operator -= (CONST D3DXCOLOR&);
252 D3DXCOLOR& operator *= (FLOAT);
253 D3DXCOLOR& operator /= (FLOAT);
254
255 D3DXCOLOR operator + () const;
256 D3DXCOLOR operator - () const;
257
258 D3DXCOLOR operator + (CONST D3DXCOLOR&) const;
259 D3DXCOLOR operator - (CONST D3DXCOLOR&) const;
260 D3DXCOLOR operator * (FLOAT) const;
261 D3DXCOLOR operator / (FLOAT) const;
262
263 friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR&);
264
265 BOOL operator == (CONST D3DXCOLOR&) const;
266 BOOL operator != (CONST D3DXCOLOR&) const;
267#endif /* __cplusplus */
268 FLOAT r, g, b, a;
269} D3DXCOLOR, *LPD3DXCOLOR;
270
271#ifdef __cplusplus
272extern "C" {
273#endif
274
275D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
276D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
277
278D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, float scaling, D3DXVECTOR3 *rotationcenter, D3DXQUATERNION *rotation, D3DXVECTOR3 *translation);
279D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation);
280HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, D3DXMATRIX *pm);
281FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm);
282D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm);
283D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
284D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
285D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
286D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
287D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
288D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
289D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
290D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
291D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
292D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
293D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
294D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
295D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
296D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
297D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
298D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane);
299D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
300D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);
301D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
302D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
303D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
304D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
305D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
306D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane);
307D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation);
308D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation);
309D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
310D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
311
312D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal);
313D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3);
314D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2);
315D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
316D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm);
317D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, CONST D3DXPLANE *pplane, UINT pstride, CONST D3DXMATRIX *pm, UINT n);
318
319D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
320D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
321D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
322D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
323D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
324D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
325D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
326D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm);
327D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
328D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
329D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t);
330void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
331
332D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
333D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s);
334D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
335D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
336D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
337D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
338D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
339D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
340D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
341D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
342
343D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
344D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
345D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
346D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
347D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
348D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n);
349D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
350D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
351D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
352D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
353D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
354D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
355D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
356D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n);
357
358D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
359D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
360D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3);
361D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
362D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
363D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
364D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR4 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
365
366#ifdef __cplusplus
367}
368#endif
369
370#include <d3dx9math.inl>
371
372#endif /* __D3DX9MATH_H__ */
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