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-rw-r--r-- | sdk/dx8sdk/Include/d3dxmath.h | 1092 |
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diff --git a/sdk/dx8sdk/Include/d3dxmath.h b/sdk/dx8sdk/Include/d3dxmath.h deleted file mode 100644 index 42f00d1a..00000000 --- a/sdk/dx8sdk/Include/d3dxmath.h +++ /dev/null @@ -1,1092 +0,0 @@ -////////////////////////////////////////////////////////////////////////////// -// -// Copyright (C) Microsoft Corporation. All Rights Reserved. -// -// File: d3dxmath.h -// Content: D3DX math types and functions -// -////////////////////////////////////////////////////////////////////////////// - -#ifndef __D3DXMATH_H__ -#define __D3DXMATH_H__ - -#include <d3d.h> -#include <math.h> -#include <limits.h> -#include "d3dxerr.h" - -#ifndef D3DXINLINE -#ifdef __cplusplus -#define D3DXINLINE inline -#else -#define D3DXINLINE _inline -#endif -#endif - -#if _MSC_VER >= 1200 -#pragma warning(push) -#endif -#pragma warning(disable:4201) // anonymous unions warning - - - -typedef struct ID3DXMatrixStack *LPD3DXMATRIXSTACK; - -// {E3357330-CC5E-11d2-A434-00A0C90629A8} -DEFINE_GUID( IID_ID3DXMatrixStack, - 0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8); - - -//=========================================================================== -// -// General purpose utilities -// -//=========================================================================== -#define D3DX_PI ((float) 3.141592654f) -#define D3DX_1BYPI ((float) 0.318309886f) - -#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f)) -#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI)) - - - -//=========================================================================== -// -// Vectors -// -//=========================================================================== - -//-------------------------- -// 2D Vector -//-------------------------- -typedef struct D3DXVECTOR2 -{ -#ifdef __cplusplus -public: - D3DXVECTOR2() {}; - D3DXVECTOR2( const float * ); - D3DXVECTOR2( float x, float y ); - - // casting - operator float* (); - operator const float* () const; - - // assignment operators - D3DXVECTOR2& operator += ( const D3DXVECTOR2& ); - D3DXVECTOR2& operator -= ( const D3DXVECTOR2& ); - D3DXVECTOR2& operator *= ( float ); - D3DXVECTOR2& operator /= ( float ); - - // unary operators - D3DXVECTOR2 operator + () const; - D3DXVECTOR2 operator - () const; - - // binary operators - D3DXVECTOR2 operator + ( const D3DXVECTOR2& ) const; - D3DXVECTOR2 operator - ( const D3DXVECTOR2& ) const; - D3DXVECTOR2 operator * ( float ) const; - D3DXVECTOR2 operator / ( float ) const; - - friend D3DXVECTOR2 operator * ( float, const D3DXVECTOR2& ); - - BOOL operator == ( const D3DXVECTOR2& ) const; - BOOL operator != ( const D3DXVECTOR2& ) const; - - -public: -#endif //__cplusplus - float x, y; -} D3DXVECTOR2, *LPD3DXVECTOR2; - - -//-------------------------- -// 3D Vector -//-------------------------- -typedef struct D3DXVECTOR3 -{ -#ifdef __cplusplus -public: - D3DXVECTOR3() {}; - D3DXVECTOR3( const float * ); - D3DXVECTOR3( const D3DVECTOR& ); - D3DXVECTOR3( float x, float y, float z ); - - // casting - operator float* (); - operator const float* () const; - - operator D3DVECTOR* (); - operator const D3DVECTOR* () const; - - operator D3DVECTOR& (); - operator const D3DVECTOR& () const; - - // assignment operators - D3DXVECTOR3& operator += ( const D3DXVECTOR3& ); - D3DXVECTOR3& operator -= ( const D3DXVECTOR3& ); - D3DXVECTOR3& operator *= ( float ); - D3DXVECTOR3& operator /= ( float ); - - // unary operators - D3DXVECTOR3 operator + () const; - D3DXVECTOR3 operator - () const; - - // binary operators - D3DXVECTOR3 operator + ( const D3DXVECTOR3& ) const; - D3DXVECTOR3 operator - ( const D3DXVECTOR3& ) const; - D3DXVECTOR3 operator * ( float ) const; - D3DXVECTOR3 operator / ( float ) const; - - friend D3DXVECTOR3 operator * ( float, const struct D3DXVECTOR3& ); - - BOOL operator == ( const D3DXVECTOR3& ) const; - BOOL operator != ( const D3DXVECTOR3& ) const; - -public: -#endif //__cplusplus - float x, y, z; -} D3DXVECTOR3, *LPD3DXVECTOR3; - - -//-------------------------- -// 4D Vector -//-------------------------- -typedef struct D3DXVECTOR4 -{ -#ifdef __cplusplus -public: - D3DXVECTOR4() {}; - D3DXVECTOR4( const float* ); - D3DXVECTOR4( float x, float y, float z, float w ); - - // casting - operator float* (); - operator const float* () const; - - // assignment operators - D3DXVECTOR4& operator += ( const D3DXVECTOR4& ); - D3DXVECTOR4& operator -= ( const D3DXVECTOR4& ); - D3DXVECTOR4& operator *= ( float ); - D3DXVECTOR4& operator /= ( float ); - - // unary operators - D3DXVECTOR4 operator + () const; - D3DXVECTOR4 operator - () const; - - // binary operators - D3DXVECTOR4 operator + ( const D3DXVECTOR4& ) const; - D3DXVECTOR4 operator - ( const D3DXVECTOR4& ) const; - D3DXVECTOR4 operator * ( float ) const; - D3DXVECTOR4 operator / ( float ) const; - - friend D3DXVECTOR4 operator * ( float, const D3DXVECTOR4& ); - - BOOL operator == ( const D3DXVECTOR4& ) const; - BOOL operator != ( const D3DXVECTOR4& ) const; - -public: -#endif //__cplusplus - float x, y, z, w; -} D3DXVECTOR4, *LPD3DXVECTOR4; - - -//=========================================================================== -// -// Matrices -// -//=========================================================================== -typedef struct D3DXMATRIX -{ -#ifdef __cplusplus -public: - D3DXMATRIX() {}; - D3DXMATRIX( const float * ); - D3DXMATRIX( const D3DMATRIX& ); - D3DXMATRIX( float m00, float m01, float m02, float m03, - float m10, float m11, float m12, float m13, - float m20, float m21, float m22, float m23, - float m30, float m31, float m32, float m33 ); - - - // access grants - float& operator () ( UINT iRow, UINT iCol ); - float operator () ( UINT iRow, UINT iCol ) const; - - // casting operators - operator float* (); - operator const float* () const; - - operator D3DMATRIX* (); - operator const D3DMATRIX* () const; - - operator D3DMATRIX& (); - operator const D3DMATRIX& () const; - - // assignment operators - D3DXMATRIX& operator *= ( const D3DXMATRIX& ); - D3DXMATRIX& operator += ( const D3DXMATRIX& ); - D3DXMATRIX& operator -= ( const D3DXMATRIX& ); - D3DXMATRIX& operator *= ( float ); - D3DXMATRIX& operator /= ( float ); - - // unary operators - D3DXMATRIX operator + () const; - D3DXMATRIX operator - () const; - - // binary operators - D3DXMATRIX operator * ( const D3DXMATRIX& ) const; - D3DXMATRIX operator + ( const D3DXMATRIX& ) const; - D3DXMATRIX operator - ( const D3DXMATRIX& ) const; - D3DXMATRIX operator * ( float ) const; - D3DXMATRIX operator / ( float ) const; - - friend D3DXMATRIX operator * ( float, const D3DXMATRIX& ); - - BOOL operator == ( const D3DXMATRIX& ) const; - BOOL operator != ( const D3DXMATRIX& ) const; - - -#endif //__cplusplus - - union - { - float m[4][4]; -#ifdef __cplusplus - struct - { - float m00, m01, m02, m03; - float m10, m11, m12, m13; - float m20, m21, m22, m23; - float m30, m31, m32, m33; - }; -#endif //__cplusplus - }; -} D3DXMATRIX, *LPD3DXMATRIX; - - -//=========================================================================== -// -// Quaternions -// -//=========================================================================== -typedef struct D3DXQUATERNION -{ -#ifdef __cplusplus -public: - D3DXQUATERNION() {} - D3DXQUATERNION( const float * ); - D3DXQUATERNION( float x, float y, float z, float w ); - - // casting - operator float* (); - operator const float* () const; - - // assignment operators - D3DXQUATERNION& operator += ( const D3DXQUATERNION& ); - D3DXQUATERNION& operator -= ( const D3DXQUATERNION& ); - D3DXQUATERNION& operator *= ( const D3DXQUATERNION& ); - D3DXQUATERNION& operator *= ( float ); - D3DXQUATERNION& operator /= ( float ); - - // unary operators - D3DXQUATERNION operator + () const; - D3DXQUATERNION operator - () const; - - // binary operators - D3DXQUATERNION operator + ( const D3DXQUATERNION& ) const; - D3DXQUATERNION operator - ( const D3DXQUATERNION& ) const; - D3DXQUATERNION operator * ( const D3DXQUATERNION& ) const; - D3DXQUATERNION operator * ( float ) const; - D3DXQUATERNION operator / ( float ) const; - - friend D3DXQUATERNION operator * (float, const D3DXQUATERNION& ); - - BOOL operator == ( const D3DXQUATERNION& ) const; - BOOL operator != ( const D3DXQUATERNION& ) const; - -#endif //__cplusplus - float x, y, z, w; -} D3DXQUATERNION, *LPD3DXQUATERNION; - - -//=========================================================================== -// -// Planes -// -//=========================================================================== -typedef struct D3DXPLANE -{ -#ifdef __cplusplus -public: - D3DXPLANE() {} - D3DXPLANE( const float* ); - D3DXPLANE( float a, float b, float c, float d ); - - // casting - operator float* (); - operator const float* () const; - - // unary operators - D3DXPLANE operator + () const; - D3DXPLANE operator - () const; - - // binary operators - BOOL operator == ( const D3DXPLANE& ) const; - BOOL operator != ( const D3DXPLANE& ) const; - -#endif //__cplusplus - float a, b, c, d; -} D3DXPLANE, *LPD3DXPLANE; - - -//=========================================================================== -// -// Colors -// -//=========================================================================== - -typedef struct D3DXCOLOR -{ -#ifdef __cplusplus -public: - D3DXCOLOR() {} - D3DXCOLOR( DWORD argb ); - D3DXCOLOR( const float * ); - D3DXCOLOR( const D3DCOLORVALUE& ); - D3DXCOLOR( float r, float g, float b, float a ); - - // casting - operator DWORD () const; - - operator float* (); - operator const float* () const; - - operator D3DCOLORVALUE* (); - operator const D3DCOLORVALUE* () const; - - operator D3DCOLORVALUE& (); - operator const D3DCOLORVALUE& () const; - - // assignment operators - D3DXCOLOR& operator += ( const D3DXCOLOR& ); - D3DXCOLOR& operator -= ( const D3DXCOLOR& ); - D3DXCOLOR& operator *= ( float ); - D3DXCOLOR& operator /= ( float ); - - // unary operators - D3DXCOLOR operator + () const; - D3DXCOLOR operator - () const; - - // binary operators - D3DXCOLOR operator + ( const D3DXCOLOR& ) const; - D3DXCOLOR operator - ( const D3DXCOLOR& ) const; - D3DXCOLOR operator * ( float ) const; - D3DXCOLOR operator / ( float ) const; - - friend D3DXCOLOR operator * (float, const D3DXCOLOR& ); - - BOOL operator == ( const D3DXCOLOR& ) const; - BOOL operator != ( const D3DXCOLOR& ) const; - -#endif //__cplusplus - FLOAT r, g, b, a; -} D3DXCOLOR, *LPD3DXCOLOR; - - - -//=========================================================================== -// -// D3DX math functions: -// -// NOTE: -// * All these functions can take the same object as in and out parameters. -// -// * Out parameters are typically also returned as return values, so that -// the output of one function may be used as a parameter to another. -// -//=========================================================================== - -//-------------------------- -// 2D Vector -//-------------------------- - -// inline - -float D3DXVec2Length - ( const D3DXVECTOR2 *pV ); - -float D3DXVec2LengthSq - ( const D3DXVECTOR2 *pV ); - -float D3DXVec2Dot - ( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); - -// Z component of ((x1,y1,0) cross (x2,y2,0)) -float D3DXVec2CCW - ( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); - -D3DXVECTOR2* D3DXVec2Add - ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); - -D3DXVECTOR2* D3DXVec2Subtract - ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); - -// Minimize each component. x = min(x1, x2), y = min(y1, y2) -D3DXVECTOR2* D3DXVec2Minimize - ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); - -// Maximize each component. x = max(x1, x2), y = max(y1, y2) -D3DXVECTOR2* D3DXVec2Maximize - ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); - -D3DXVECTOR2* D3DXVec2Scale - ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, float s ); - -// Linear interpolation. V1 + s(V2-V1) -D3DXVECTOR2* D3DXVec2Lerp - ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2, - float s ); - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -D3DXVECTOR2* WINAPI D3DXVec2Normalize - ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV ); - -// Hermite interpolation between position V1, tangent T1 (when s == 0) -// and position V2, tangent T2 (when s == 1). -D3DXVECTOR2* WINAPI D3DXVec2Hermite - ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pT1, - const D3DXVECTOR2 *pV2, const D3DXVECTOR2 *pT2, float s ); - -// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) -D3DXVECTOR2* WINAPI D3DXVec2BaryCentric - ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2, - D3DXVECTOR2 *pV3, float f, float g); - -// Transform (x, y, 0, 1) by matrix. -D3DXVECTOR4* WINAPI D3DXVec2Transform - ( D3DXVECTOR4 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM ); - -// Transform (x, y, 0, 1) by matrix, project result back into w=1. -D3DXVECTOR2* WINAPI D3DXVec2TransformCoord - ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM ); - -// Transform (x, y, 0, 0) by matrix. -D3DXVECTOR2* WINAPI D3DXVec2TransformNormal - ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM ); - -#ifdef __cplusplus -} -#endif - - -//-------------------------- -// 3D Vector -//-------------------------- - -// inline - -float D3DXVec3Length - ( const D3DXVECTOR3 *pV ); - -float D3DXVec3LengthSq - ( const D3DXVECTOR3 *pV ); - -float D3DXVec3Dot - ( const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); - -D3DXVECTOR3* D3DXVec3Cross - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); - -D3DXVECTOR3* D3DXVec3Add - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); - -D3DXVECTOR3* D3DXVec3Subtract - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); - -// Minimize each component. x = min(x1, x2), y = min(y1, y2), ... -D3DXVECTOR3* D3DXVec3Minimize - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); - -// Maximize each component. x = max(x1, x2), y = max(y1, y2), ... -D3DXVECTOR3* D3DXVec3Maximize - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); - -D3DXVECTOR3* D3DXVec3Scale - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, float s); - -// Linear interpolation. V1 + s(V2-V1) -D3DXVECTOR3* D3DXVec3Lerp - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2, - float s ); - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -D3DXVECTOR3* WINAPI D3DXVec3Normalize - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV ); - -// Hermite interpolation between position V1, tangent T1 (when s == 0) -// and position V2, tangent T2 (when s == 1). -D3DXVECTOR3* WINAPI D3DXVec3Hermite - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pT1, - const D3DXVECTOR3 *pV2, const D3DXVECTOR3 *pT2, float s ); - -// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) -D3DXVECTOR3* WINAPI D3DXVec3BaryCentric - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2, - const D3DXVECTOR3 *pV3, float f, float g); - -// Transform (x, y, z, 1) by matrix. -D3DXVECTOR4* WINAPI D3DXVec3Transform - ( D3DXVECTOR4 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM ); - -// Transform (x, y, z, 1) by matrix, project result back into w=1. -D3DXVECTOR3* WINAPI D3DXVec3TransformCoord - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM ); - -// Transform (x, y, z, 0) by matrix. -D3DXVECTOR3* WINAPI D3DXVec3TransformNormal - ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM ); - -#ifdef __cplusplus -} -#endif - - - -//-------------------------- -// 4D Vector -//-------------------------- - -// inline - -float D3DXVec4Length - ( const D3DXVECTOR4 *pV ); - -float D3DXVec4LengthSq - ( const D3DXVECTOR4 *pV ); - -float D3DXVec4Dot - ( const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2 ); - -D3DXVECTOR4* D3DXVec4Add - ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); - -D3DXVECTOR4* D3DXVec4Subtract - ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); - -// Minimize each component. x = min(x1, x2), y = min(y1, y2), ... -D3DXVECTOR4* D3DXVec4Minimize - ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); - -// Maximize each component. x = max(x1, x2), y = max(y1, y2), ... -D3DXVECTOR4* D3DXVec4Maximize - ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); - -D3DXVECTOR4* D3DXVec4Scale - ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV, float s); - -// Linear interpolation. V1 + s(V2-V1) -D3DXVECTOR4* D3DXVec4Lerp - ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2, - float s ); - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -// Cross-product in 4 dimensions. -D3DXVECTOR4* WINAPI D3DXVec4Cross - ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2, - const D3DXVECTOR4 *pV3); - -D3DXVECTOR4* WINAPI D3DXVec4Normalize - ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV ); - -// Hermite interpolation between position V1, tangent T1 (when s == 0) -// and position V2, tangent T2 (when s == 1). -D3DXVECTOR4* WINAPI D3DXVec4Hermite - ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pT1, - const D3DXVECTOR4 *pV2, const D3DXVECTOR4 *pT2, float s ); - -// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) -D3DXVECTOR4* WINAPI D3DXVec4BaryCentric - ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2, - const D3DXVECTOR4 *pV3, float f, float g); - -// Transform vector by matrix. -D3DXVECTOR4* WINAPI D3DXVec4Transform - ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV, const D3DXMATRIX *pM ); - -#ifdef __cplusplus -} -#endif - - -//-------------------------- -// 4D Matrix -//-------------------------- - -// inline - -D3DXMATRIX* D3DXMatrixIdentity - ( D3DXMATRIX *pOut ); - -BOOL D3DXMatrixIsIdentity - ( const D3DXMATRIX *pM ); - - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -float WINAPI D3DXMatrixfDeterminant - ( const D3DXMATRIX *pM ); - -// Matrix multiplication. The result represents the transformation M2 -// followed by the transformation M1. (Out = M1 * M2) -D3DXMATRIX* WINAPI D3DXMatrixMultiply - ( D3DXMATRIX *pOut, const D3DXMATRIX *pM1, const D3DXMATRIX *pM2 ); - -D3DXMATRIX* WINAPI D3DXMatrixTranspose - ( D3DXMATRIX *pOut, const D3DXMATRIX *pM ); - -// Calculate inverse of matrix. Inversion my fail, in which case NULL will -// be returned. The determinant of pM is also returned it pfDeterminant -// is non-NULL. -D3DXMATRIX* WINAPI D3DXMatrixInverse - ( D3DXMATRIX *pOut, float *pfDeterminant, const D3DXMATRIX *pM ); - -// Build a matrix which scales by (sx, sy, sz) -D3DXMATRIX* WINAPI D3DXMatrixScaling - ( D3DXMATRIX *pOut, float sx, float sy, float sz ); - -// Build a matrix which translates by (x, y, z) -D3DXMATRIX* WINAPI D3DXMatrixTranslation - ( D3DXMATRIX *pOut, float x, float y, float z ); - -// Build a matrix which rotates around the X axis -D3DXMATRIX* WINAPI D3DXMatrixRotationX - ( D3DXMATRIX *pOut, float angle ); - -// Build a matrix which rotates around the Y axis -D3DXMATRIX* WINAPI D3DXMatrixRotationY - ( D3DXMATRIX *pOut, float angle ); - -// Build a matrix which rotates around the Z axis -D3DXMATRIX* WINAPI D3DXMatrixRotationZ - ( D3DXMATRIX *pOut, float angle ); - -// Build a matrix which rotates around an arbitrary axis -D3DXMATRIX* WINAPI D3DXMatrixRotationAxis - ( D3DXMATRIX *pOut, const D3DXVECTOR3 *pV, float angle ); - -// Build a matrix from a quaternion -D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion - ( D3DXMATRIX *pOut, const D3DXQUATERNION *pQ); - -// Yaw around the Y axis, a pitch around the X axis, -// and a roll around the Z axis. -D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll - ( D3DXMATRIX *pOut, float yaw, float pitch, float roll ); - - -// Build transformation matrix. NULL arguments are treated as identity. -// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt -D3DXMATRIX* WINAPI D3DXMatrixTransformation - ( D3DXMATRIX *pOut, const D3DXVECTOR3 *pScalingCenter, - const D3DXQUATERNION *pScalingRotation, const D3DXVECTOR3 *pScaling, - const D3DXVECTOR3 *pRotationCenter, const D3DXQUATERNION *pRotation, - const D3DXVECTOR3 *pTranslation); - -// Build affine transformation matrix. NULL arguments are treated as identity. -// Mout = Ms * Mrc-1 * Mr * Mrc * Mt -D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation - ( D3DXMATRIX *pOut, float Scaling, const D3DXVECTOR3 *pRotationCenter, - const D3DXQUATERNION *pRotation, const D3DXVECTOR3 *pTranslation); - -// Build a lookat matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixLookAt - ( D3DXMATRIX *pOut, const D3DXVECTOR3 *pEye, const D3DXVECTOR3 *pAt, - const D3DXVECTOR3 *pUp ); - -// Build a lookat matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixLookAtLH - ( D3DXMATRIX *pOut, const D3DXVECTOR3 *pEye, const D3DXVECTOR3 *pAt, - const D3DXVECTOR3 *pUp ); - -// Build a perspective projection matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspective - ( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); - -// Build a perspective projection matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH - ( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); - -// Build a perspective projection matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFov - ( D3DXMATRIX *pOut, float fovy, float aspect, float zn, float zf ); - -// Build a perspective projection matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH - ( D3DXMATRIX *pOut, float fovy, float aspect, float zn, float zf ); - -// Build a perspective projection matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenter - ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, - float zf ); - -// Build a perspective projection matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH - ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, - float zf ); - -// Build an ortho projection matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixOrtho - ( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); - -// Build an ortho projection matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixOrthoLH - ( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); - -// Build an ortho projection matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenter - ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, - float zf ); - -// Build an ortho projection matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH - ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, - float zf ); - -// Build a matrix which flattens geometry into a plane, as if casting -// a shadow from a light. -D3DXMATRIX* WINAPI D3DXMatrixShadow - ( D3DXMATRIX *pOut, const D3DXVECTOR4 *pLight, - const D3DXPLANE *pPlane ); - -// Build a matrix which reflects the coordinate system about a plane -D3DXMATRIX* WINAPI D3DXMatrixReflect - ( D3DXMATRIX *pOut, const D3DXPLANE *pPlane ); - -#ifdef __cplusplus -} -#endif - - -//-------------------------- -// Quaternion -//-------------------------- - -// inline - -float D3DXQuaternionLength - ( const D3DXQUATERNION *pQ ); - -// Length squared, or "norm" -float D3DXQuaternionLengthSq - ( const D3DXQUATERNION *pQ ); - -float D3DXQuaternionDot - ( const D3DXQUATERNION *pQ1, const D3DXQUATERNION *pQ2 ); - -// (0, 0, 0, 1) -D3DXQUATERNION* D3DXQuaternionIdentity - ( D3DXQUATERNION *pOut ); - -BOOL D3DXQuaternionIsIdentity - ( const D3DXQUATERNION *pQ ); - -// (-x, -y, -z, w) -D3DXQUATERNION* D3DXQuaternionConjugate - ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); - - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -// Compute a quaternin's axis and angle of rotation. Expects unit quaternions. -void WINAPI D3DXQuaternionToAxisAngle - ( const D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, float *pAngle ); - -// Build a quaternion from a rotation matrix. -D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix - ( D3DXQUATERNION *pOut, const D3DXMATRIX *pM); - -// Rotation about arbitrary axis. -D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis - ( D3DXQUATERNION *pOut, const D3DXVECTOR3 *pV, float angle ); - -// Yaw around the Y axis, a pitch around the X axis, -// and a roll around the Z axis. -D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll - ( D3DXQUATERNION *pOut, float yaw, float pitch, float roll ); - -// Quaternion multiplication. The result represents the rotation Q2 -// followed by the rotation Q1. (Out = Q2 * Q1) -D3DXQUATERNION* WINAPI D3DXQuaternionMultiply - ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, - const D3DXQUATERNION *pQ2 ); - -D3DXQUATERNION* WINAPI D3DXQuaternionNormalize - ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); - -// Conjugate and re-norm -D3DXQUATERNION* WINAPI D3DXQuaternionInverse - ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); - -// Expects unit quaternions. -// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v) -D3DXQUATERNION* WINAPI D3DXQuaternionLn - ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); - -// Expects pure quaternions. (w == 0) w is ignored in calculation. -// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v) -D3DXQUATERNION* WINAPI D3DXQuaternionExp - ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); - -// Spherical linear interpolation between Q1 (s == 0) and Q2 (s == 1). -// Expects unit quaternions. -D3DXQUATERNION* WINAPI D3DXQuaternionSlerp - ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, - const D3DXQUATERNION *pQ2, float t ); - -// Spherical quadrangle interpolation. -// Slerp(Slerp(Q1, Q4, t), Slerp(Q2, Q3, t), 2t(1-t)) -D3DXQUATERNION* WINAPI D3DXQuaternionSquad - ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, - const D3DXQUATERNION *pQ2, const D3DXQUATERNION *pQ3, - const D3DXQUATERNION *pQ4, float t ); - -// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g)) -D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric - ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, - const D3DXQUATERNION *pQ2, const D3DXQUATERNION *pQ3, - float f, float g ); - -#ifdef __cplusplus -} -#endif - - -//-------------------------- -// Plane -//-------------------------- - -// inline - -// ax + by + cz + dw -float D3DXPlaneDot - ( const D3DXPLANE *pP, const D3DXVECTOR4 *pV); - -// ax + by + cz + d -float D3DXPlaneDotCoord - ( const D3DXPLANE *pP, const D3DXVECTOR3 *pV); - -// ax + by + cz -float D3DXPlaneDotNormal - ( const D3DXPLANE *pP, const D3DXVECTOR3 *pV); - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -// Normalize plane (so that |a,b,c| == 1) -D3DXPLANE* WINAPI D3DXPlaneNormalize - ( D3DXPLANE *pOut, const D3DXPLANE *pP); - -// Find the intersection between a plane and a line. If the line is -// parallel to the plane, NULL is returned. -D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine - ( D3DXVECTOR3 *pOut, const D3DXPLANE *pP, const D3DXVECTOR3 *pV1, - const D3DXVECTOR3 *pV2); - -// Construct a plane from a point and a normal -D3DXPLANE* WINAPI D3DXPlaneFromPointNormal - ( D3DXPLANE *pOut, const D3DXVECTOR3 *pPoint, const D3DXVECTOR3 *pNormal); - -// Construct a plane from 3 points -D3DXPLANE* WINAPI D3DXPlaneFromPoints - ( D3DXPLANE *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2, - const D3DXVECTOR3 *pV3); - -// Transform a plane by a matrix. The vector (a,b,c) must be normal. -// M must be an affine transform. -D3DXPLANE* WINAPI D3DXPlaneTransform - ( D3DXPLANE *pOut, const D3DXPLANE *pP, const D3DXMATRIX *pM ); - -#ifdef __cplusplus -} -#endif - - -//-------------------------- -// Color -//-------------------------- - -// inline - -// (1-r, 1-g, 1-b, a) -D3DXCOLOR* D3DXColorNegative - (D3DXCOLOR *pOut, const D3DXCOLOR *pC); - -D3DXCOLOR* D3DXColorAdd - (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2); - -D3DXCOLOR* D3DXColorSubtract - (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2); - -D3DXCOLOR* D3DXColorScale - (D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s); - -// (r1*r2, g1*g2, b1*b2, a1*a2) -D3DXCOLOR* D3DXColorModulate - (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2); - -// Linear interpolation of r,g,b, and a. C1 + s(C2-C1) -D3DXCOLOR* D3DXColorLerp - (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2, float s); - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -// Interpolate r,g,b between desaturated color and color. -// DesaturatedColor + s(Color - DesaturatedColor) -D3DXCOLOR* WINAPI D3DXColorAdjustSaturation - (D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s); - -// Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey) -D3DXCOLOR* WINAPI D3DXColorAdjustContrast - (D3DXCOLOR *pOut, const D3DXCOLOR *pC, float c); - -#ifdef __cplusplus -} -#endif - - - - - - -//=========================================================================== -// -// Matrix Stack -// -//=========================================================================== - -DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) -{ - // - // IUnknown methods - // - STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE; - STDMETHOD_(ULONG,AddRef)(THIS) PURE; - STDMETHOD_(ULONG,Release)(THIS) PURE; - - // - // ID3DXMatrixStack methods - // - - // Pops the top of the stack, returns the current top - // *after* popping the top. - STDMETHOD(Pop)(THIS) PURE; - - // Pushes the stack by one, duplicating the current matrix. - STDMETHOD(Push)(THIS) PURE; - - // Loads identity in the current matrix. - STDMETHOD(LoadIdentity)(THIS) PURE; - - // Loads the given matrix into the current matrix - STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; - - // Right-Multiplies the given matrix to the current matrix. - // (transformation is about the current world origin) - STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; - - // Left-Multiplies the given matrix to the current matrix - // (transformation is about the local origin of the object) - STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE; - - // Right multiply the current matrix with the computed rotation - // matrix, counterclockwise about the given axis with the given angle. - // (rotation is about the current world origin) - STDMETHOD(RotateAxis) - (THIS_ const D3DXVECTOR3* pV, float angle) PURE; - - // Left multiply the current matrix with the computed rotation - // matrix, counterclockwise about the given axis with the given angle. - // (rotation is about the local origin of the object) - STDMETHOD(RotateAxisLocal) - (THIS_ const D3DXVECTOR3* pV, float angle) PURE; - - // Right multiply the current matrix with the computed rotation - // matrix. All angles are counterclockwise. (rotation is about the - // current world origin) - - // The rotation is composed of a yaw around the Y axis, a pitch around - // the X axis, and a roll around the Z axis. - STDMETHOD(RotateYawPitchRoll) - (THIS_ float yaw, float pitch, float roll) PURE; - - // Left multiply the current matrix with the computed rotation - // matrix. All angles are counterclockwise. (rotation is about the - // local origin of the object) - - // The rotation is composed of a yaw around the Y axis, a pitch around - // the X axis, and a roll around the Z axis. - STDMETHOD(RotateYawPitchRollLocal) - (THIS_ float yaw, float pitch, float roll) PURE; - - // Right multiply the current matrix with the computed scale - // matrix. (transformation is about the current world origin) - STDMETHOD(Scale)(THIS_ float x, float y, float z) PURE; - - // Left multiply the current matrix with the computed scale - // matrix. (transformation is about the local origin of the object) - STDMETHOD(ScaleLocal)(THIS_ float x, float y, float z) PURE; - - // Right multiply the current matrix with the computed translation - // matrix. (transformation is about the current world origin) - STDMETHOD(Translate)(THIS_ float x, float y, float z ) PURE; - - // Left multiply the current matrix with the computed translation - // matrix. (transformation is about the local origin of the object) - STDMETHOD(TranslateLocal)(THIS_ float x, float y, float z) PURE; - - // Obtain the current matrix at the top of the stack - STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; -}; - -#ifdef __cplusplus -extern "C" { -#endif - -HRESULT WINAPI D3DXCreateMatrixStack( DWORD flags, LPD3DXMATRIXSTACK *ppStack ); - -#ifdef __cplusplus -} -#endif - -#include "d3dxmath.inl" - -#if _MSC_VER >= 1200 -#pragma warning(pop) -#else -#pragma warning(default:4201) -#endif - -#endif // __D3DXMATH_H__ |