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//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) 1998 Microsoft Corporation. All Rights Reserved.
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//
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// File: d3dx8math.h
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// Content: D3DX math types and functions
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//
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//////////////////////////////////////////////////////////////////////////////
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#include "d3dx8.h"
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#ifndef __D3DX8MATH_H__
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#define __D3DX8MATH_H__
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#include <math.h>
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#pragma warning(disable:4201) // anonymous unions warning
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typedef struct ID3DXMatrixStack *LPD3DXMATRIXSTACK;
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// {E3357330-CC5E-11d2-A434-00A0C90629A8}
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DEFINE_GUID( IID_ID3DXMatrixStack,
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0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8);
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//===========================================================================
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//
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// General purpose utilities
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//
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//===========================================================================
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#define D3DX_PI ((FLOAT) 3.141592654f)
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#define D3DX_1BYPI ((FLOAT) 0.318309886f)
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#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f))
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#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI))
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//===========================================================================
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//
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// Vectors
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//
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//===========================================================================
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//--------------------------
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// 2D Vector
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//--------------------------
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typedef struct D3DXVECTOR2
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{
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#ifdef __cplusplus
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public:
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D3DXVECTOR2() {};
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D3DXVECTOR2( CONST FLOAT * );
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D3DXVECTOR2( FLOAT x, FLOAT y );
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// casting
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// assignment operators
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D3DXVECTOR2& operator += ( CONST D3DXVECTOR2& );
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D3DXVECTOR2& operator -= ( CONST D3DXVECTOR2& );
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D3DXVECTOR2& operator *= ( FLOAT );
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D3DXVECTOR2& operator /= ( FLOAT );
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// unary operators
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D3DXVECTOR2 operator + () const;
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D3DXVECTOR2 operator - () const;
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// binary operators
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D3DXVECTOR2 operator + ( CONST D3DXVECTOR2& ) const;
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D3DXVECTOR2 operator - ( CONST D3DXVECTOR2& ) const;
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D3DXVECTOR2 operator * ( FLOAT ) const;
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D3DXVECTOR2 operator / ( FLOAT ) const;
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friend D3DXVECTOR2 operator * ( FLOAT, CONST D3DXVECTOR2& );
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BOOL operator == ( CONST D3DXVECTOR2& ) const;
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BOOL operator != ( CONST D3DXVECTOR2& ) const;
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public:
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#endif //__cplusplus
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FLOAT x, y;
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} D3DXVECTOR2, *LPD3DXVECTOR2;
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//--------------------------
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// 3D Vector
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//--------------------------
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#ifdef __cplusplus
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typedef struct D3DXVECTOR3 : public D3DVECTOR
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{
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public:
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D3DXVECTOR3() {};
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D3DXVECTOR3( CONST FLOAT * );
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D3DXVECTOR3( CONST D3DVECTOR& );
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D3DXVECTOR3( FLOAT x, FLOAT y, FLOAT z );
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// casting
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// assignment operators
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D3DXVECTOR3& operator += ( CONST D3DXVECTOR3& );
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D3DXVECTOR3& operator -= ( CONST D3DXVECTOR3& );
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D3DXVECTOR3& operator *= ( FLOAT );
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D3DXVECTOR3& operator /= ( FLOAT );
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// unary operators
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D3DXVECTOR3 operator + () const;
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D3DXVECTOR3 operator - () const;
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// binary operators
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D3DXVECTOR3 operator + ( CONST D3DXVECTOR3& ) const;
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D3DXVECTOR3 operator - ( CONST D3DXVECTOR3& ) const;
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D3DXVECTOR3 operator * ( FLOAT ) const;
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D3DXVECTOR3 operator / ( FLOAT ) const;
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friend D3DXVECTOR3 operator * ( FLOAT, CONST struct D3DXVECTOR3& );
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BOOL operator == ( CONST D3DXVECTOR3& ) const;
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BOOL operator != ( CONST D3DXVECTOR3& ) const;
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} D3DXVECTOR3, *LPD3DXVECTOR3;
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#else //!__cplusplus
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typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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#endif //!__cplusplus
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//--------------------------
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// 4D Vector
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//--------------------------
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typedef struct D3DXVECTOR4
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{
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#ifdef __cplusplus
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public:
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D3DXVECTOR4() {};
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D3DXVECTOR4( CONST FLOAT* );
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D3DXVECTOR4( FLOAT x, FLOAT y, FLOAT z, FLOAT w );
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// casting
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// assignment operators
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D3DXVECTOR4& operator += ( CONST D3DXVECTOR4& );
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D3DXVECTOR4& operator -= ( CONST D3DXVECTOR4& );
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D3DXVECTOR4& operator *= ( FLOAT );
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D3DXVECTOR4& operator /= ( FLOAT );
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// unary operators
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D3DXVECTOR4 operator + () const;
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D3DXVECTOR4 operator - () const;
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// binary operators
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D3DXVECTOR4 operator + ( CONST D3DXVECTOR4& ) const;
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D3DXVECTOR4 operator - ( CONST D3DXVECTOR4& ) const;
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D3DXVECTOR4 operator * ( FLOAT ) const;
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D3DXVECTOR4 operator / ( FLOAT ) const;
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friend D3DXVECTOR4 operator * ( FLOAT, CONST D3DXVECTOR4& );
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BOOL operator == ( CONST D3DXVECTOR4& ) const;
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BOOL operator != ( CONST D3DXVECTOR4& ) const;
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public:
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#endif //__cplusplus
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FLOAT x, y, z, w;
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} D3DXVECTOR4, *LPD3DXVECTOR4;
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//===========================================================================
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//
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// Matrices
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//
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//===========================================================================
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#ifdef __cplusplus
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typedef struct D3DXMATRIX : public D3DMATRIX
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{
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public:
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D3DXMATRIX() {};
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D3DXMATRIX( CONST FLOAT * );
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D3DXMATRIX( CONST D3DMATRIX& );
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D3DXMATRIX( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14,
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FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24,
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FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34,
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FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 );
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// access grants
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FLOAT& operator () ( UINT Row, UINT Col );
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FLOAT operator () ( UINT Row, UINT Col ) const;
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// casting operators
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// assignment operators
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D3DXMATRIX& operator *= ( CONST D3DXMATRIX& );
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D3DXMATRIX& operator += ( CONST D3DXMATRIX& );
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D3DXMATRIX& operator -= ( CONST D3DXMATRIX& );
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D3DXMATRIX& operator *= ( FLOAT );
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D3DXMATRIX& operator /= ( FLOAT );
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// unary operators
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D3DXMATRIX operator + () const;
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D3DXMATRIX operator - () const;
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// binary operators
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D3DXMATRIX operator * ( CONST D3DXMATRIX& ) const;
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D3DXMATRIX operator + ( CONST D3DXMATRIX& ) const;
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D3DXMATRIX operator - ( CONST D3DXMATRIX& ) const;
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D3DXMATRIX operator * ( FLOAT ) const;
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D3DXMATRIX operator / ( FLOAT ) const;
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friend D3DXMATRIX operator * ( FLOAT, CONST D3DXMATRIX& );
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BOOL operator == ( CONST D3DXMATRIX& ) const;
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BOOL operator != ( CONST D3DXMATRIX& ) const;
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} D3DXMATRIX, *LPD3DXMATRIX;
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#else //!__cplusplus
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typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
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#endif //!__cplusplus
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//===========================================================================
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//
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// Quaternions
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//
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//===========================================================================
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typedef struct D3DXQUATERNION
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{
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#ifdef __cplusplus
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public:
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D3DXQUATERNION() {}
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D3DXQUATERNION( CONST FLOAT * );
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D3DXQUATERNION( FLOAT x, FLOAT y, FLOAT z, FLOAT w );
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// casting
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// assignment operators
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D3DXQUATERNION& operator += ( CONST D3DXQUATERNION& );
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D3DXQUATERNION& operator -= ( CONST D3DXQUATERNION& );
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D3DXQUATERNION& operator *= ( CONST D3DXQUATERNION& );
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D3DXQUATERNION& operator *= ( FLOAT );
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D3DXQUATERNION& operator /= ( FLOAT );
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// unary operators
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D3DXQUATERNION operator + () const;
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D3DXQUATERNION operator - () const;
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// binary operators
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D3DXQUATERNION operator + ( CONST D3DXQUATERNION& ) const;
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D3DXQUATERNION operator - ( CONST D3DXQUATERNION& ) const;
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D3DXQUATERNION operator * ( CONST D3DXQUATERNION& ) const;
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D3DXQUATERNION operator * ( FLOAT ) const;
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D3DXQUATERNION operator / ( FLOAT ) const;
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friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION& );
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BOOL operator == ( CONST D3DXQUATERNION& ) const;
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BOOL operator != ( CONST D3DXQUATERNION& ) const;
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#endif //__cplusplus
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FLOAT x, y, z, w;
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} D3DXQUATERNION, *LPD3DXQUATERNION;
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//===========================================================================
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//
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// Planes
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//
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//===========================================================================
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typedef struct D3DXPLANE
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{
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#ifdef __cplusplus
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public:
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D3DXPLANE() {}
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D3DXPLANE( CONST FLOAT* );
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D3DXPLANE( FLOAT a, FLOAT b, FLOAT c, FLOAT d );
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// casting
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// unary operators
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D3DXPLANE operator + () const;
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D3DXPLANE operator - () const;
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// binary operators
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BOOL operator == ( CONST D3DXPLANE& ) const;
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BOOL operator != ( CONST D3DXPLANE& ) const;
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#endif //__cplusplus
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FLOAT a, b, c, d;
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} D3DXPLANE, *LPD3DXPLANE;
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//===========================================================================
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//
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// Colors
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//
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//===========================================================================
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typedef struct D3DXCOLOR
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{
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#ifdef __cplusplus
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public:
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D3DXCOLOR() {}
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D3DXCOLOR( DWORD argb );
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D3DXCOLOR( CONST FLOAT * );
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D3DXCOLOR( CONST D3DCOLORVALUE& );
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D3DXCOLOR( FLOAT r, FLOAT g, FLOAT b, FLOAT a );
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// casting
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operator DWORD () const;
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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operator D3DCOLORVALUE* ();
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operator CONST D3DCOLORVALUE* () const;
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operator D3DCOLORVALUE& ();
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operator CONST D3DCOLORVALUE& () const;
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// assignment operators
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D3DXCOLOR& operator += ( CONST D3DXCOLOR& );
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D3DXCOLOR& operator -= ( CONST D3DXCOLOR& );
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D3DXCOLOR& operator *= ( FLOAT );
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D3DXCOLOR& operator /= ( FLOAT );
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// unary operators
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D3DXCOLOR operator + () const;
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D3DXCOLOR operator - () const;
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// binary operators
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D3DXCOLOR operator + ( CONST D3DXCOLOR& ) const;
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D3DXCOLOR operator - ( CONST D3DXCOLOR& ) const;
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D3DXCOLOR operator * ( FLOAT ) const;
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D3DXCOLOR operator / ( FLOAT ) const;
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friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR& );
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BOOL operator == ( CONST D3DXCOLOR& ) const;
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BOOL operator != ( CONST D3DXCOLOR& ) const;
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#endif //__cplusplus
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FLOAT r, g, b, a;
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} D3DXCOLOR, *LPD3DXCOLOR;
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//===========================================================================
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//
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// D3DX math functions:
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//
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// NOTE:
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// * All these functions can take the same object as in and out parameters.
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//
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// * Out parameters are typically also returned as return values, so that
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// the output of one function may be used as a parameter to another.
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//
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//===========================================================================
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//--------------------------
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// 2D Vector
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//--------------------------
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// inline
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FLOAT D3DXVec2Length
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( CONST D3DXVECTOR2 *pV );
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FLOAT D3DXVec2LengthSq
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( CONST D3DXVECTOR2 *pV );
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FLOAT D3DXVec2Dot
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( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
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// Z component of ((x1,y1,0) cross (x2,y2,0))
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FLOAT D3DXVec2CCW
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( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
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D3DXVECTOR2* D3DXVec2Add
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
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D3DXVECTOR2* D3DXVec2Subtract
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
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// Minimize each component. x = min(x1, x2), y = min(y1, y2)
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D3DXVECTOR2* D3DXVec2Minimize
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
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// Maximize each component. x = max(x1, x2), y = max(y1, y2)
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D3DXVECTOR2* D3DXVec2Maximize
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
|
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D3DXVECTOR2* D3DXVec2Scale
|
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s );
|
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|
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// Linear interpolation. V1 + s(V2-V1)
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D3DXVECTOR2* D3DXVec2Lerp
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2,
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FLOAT s );
|
413 |
|
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// non-inline
|
415 |
#ifdef __cplusplus
|
416 |
extern "C" {
|
417 |
#endif
|
418 |
|
419 |
D3DXVECTOR2* WINAPI D3DXVec2Normalize
|
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV );
|
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// Hermite interpolation between position V1, tangent T1 (when s == 0)
|
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// and position V2, tangent T2 (when s == 1).
|
424 |
D3DXVECTOR2* WINAPI D3DXVec2Hermite
|
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1,
|
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CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s );
|
427 |
|
428 |
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
|
429 |
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom
|
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1,
|
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CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s );
|
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|
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// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
|
434 |
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric
|
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2,
|
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D3DXVECTOR2 *pV3, FLOAT f, FLOAT g);
|
437 |
|
438 |
// Transform (x, y, 0, 1) by matrix.
|
439 |
D3DXVECTOR4* WINAPI D3DXVec2Transform
|
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( D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM );
|
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|
442 |
// Transform (x, y, 0, 1) by matrix, project result back into w=1.
|
443 |
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord
|
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM );
|
445 |
|
446 |
// Transform (x, y, 0, 0) by matrix.
|
447 |
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal
|
448 |
( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM );
|
449 |
|
450 |
#ifdef __cplusplus
|
451 |
}
|
452 |
#endif
|
453 |
|
454 |
|
455 |
//--------------------------
|
456 |
// 3D Vector
|
457 |
//--------------------------
|
458 |
|
459 |
// inline
|
460 |
|
461 |
FLOAT D3DXVec3Length
|
462 |
( CONST D3DXVECTOR3 *pV );
|
463 |
|
464 |
FLOAT D3DXVec3LengthSq
|
465 |
( CONST D3DXVECTOR3 *pV );
|
466 |
|
467 |
FLOAT D3DXVec3Dot
|
468 |
( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
469 |
|
470 |
D3DXVECTOR3* D3DXVec3Cross
|
471 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
472 |
|
473 |
D3DXVECTOR3* D3DXVec3Add
|
474 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
475 |
|
476 |
D3DXVECTOR3* D3DXVec3Subtract
|
477 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
478 |
|
479 |
// Minimize each component. x = min(x1, x2), y = min(y1, y2), ...
|
480 |
D3DXVECTOR3* D3DXVec3Minimize
|
481 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
482 |
|
483 |
// Maximize each component. x = max(x1, x2), y = max(y1, y2), ...
|
484 |
D3DXVECTOR3* D3DXVec3Maximize
|
485 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
486 |
|
487 |
D3DXVECTOR3* D3DXVec3Scale
|
488 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s);
|
489 |
|
490 |
// Linear interpolation. V1 + s(V2-V1)
|
491 |
D3DXVECTOR3* D3DXVec3Lerp
|
492 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,
|
493 |
FLOAT s );
|
494 |
|
495 |
// non-inline
|
496 |
#ifdef __cplusplus
|
497 |
extern "C" {
|
498 |
#endif
|
499 |
|
500 |
D3DXVECTOR3* WINAPI D3DXVec3Normalize
|
501 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV );
|
502 |
|
503 |
// Hermite interpolation between position V1, tangent T1 (when s == 0)
|
504 |
// and position V2, tangent T2 (when s == 1).
|
505 |
D3DXVECTOR3* WINAPI D3DXVec3Hermite
|
506 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1,
|
507 |
CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s );
|
508 |
|
509 |
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
|
510 |
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom
|
511 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1,
|
512 |
CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s );
|
513 |
|
514 |
// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
|
515 |
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric
|
516 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,
|
517 |
CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g);
|
518 |
|
519 |
// Transform (x, y, z, 1) by matrix.
|
520 |
D3DXVECTOR4* WINAPI D3DXVec3Transform
|
521 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
|
522 |
|
523 |
// Transform (x, y, z, 1) by matrix, project result back into w=1.
|
524 |
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord
|
525 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
|
526 |
|
527 |
// Transform (x, y, z, 0) by matrix. If you transforming a normal by a
|
528 |
// non-affine matrix, the matrix you pass to this function should be the
|
529 |
// transpose of the inverse of the matrix you would use to transform a coord.
|
530 |
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal
|
531 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
|
532 |
|
533 |
// Project vector from object space into screen space
|
534 |
D3DXVECTOR3* WINAPI D3DXVec3Project
|
535 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT8 *pViewport,
|
536 |
CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld);
|
537 |
|
538 |
// Project vector from screen space into object space
|
539 |
D3DXVECTOR3* WINAPI D3DXVec3Unproject
|
540 |
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT8 *pViewport,
|
541 |
CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld);
|
542 |
|
543 |
#ifdef __cplusplus
|
544 |
}
|
545 |
#endif
|
546 |
|
547 |
|
548 |
|
549 |
//--------------------------
|
550 |
// 4D Vector
|
551 |
//--------------------------
|
552 |
|
553 |
// inline
|
554 |
|
555 |
FLOAT D3DXVec4Length
|
556 |
( CONST D3DXVECTOR4 *pV );
|
557 |
|
558 |
FLOAT D3DXVec4LengthSq
|
559 |
( CONST D3DXVECTOR4 *pV );
|
560 |
|
561 |
FLOAT D3DXVec4Dot
|
562 |
( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 );
|
563 |
|
564 |
D3DXVECTOR4* D3DXVec4Add
|
565 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
|
566 |
|
567 |
D3DXVECTOR4* D3DXVec4Subtract
|
568 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
|
569 |
|
570 |
// Minimize each component. x = min(x1, x2), y = min(y1, y2), ...
|
571 |
D3DXVECTOR4* D3DXVec4Minimize
|
572 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
|
573 |
|
574 |
// Maximize each component. x = max(x1, x2), y = max(y1, y2), ...
|
575 |
D3DXVECTOR4* D3DXVec4Maximize
|
576 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
|
577 |
|
578 |
D3DXVECTOR4* D3DXVec4Scale
|
579 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s);
|
580 |
|
581 |
// Linear interpolation. V1 + s(V2-V1)
|
582 |
D3DXVECTOR4* D3DXVec4Lerp
|
583 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2,
|
584 |
FLOAT s );
|
585 |
|
586 |
// non-inline
|
587 |
#ifdef __cplusplus
|
588 |
extern "C" {
|
589 |
#endif
|
590 |
|
591 |
// Cross-product in 4 dimensions.
|
592 |
D3DXVECTOR4* WINAPI D3DXVec4Cross
|
593 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2,
|
594 |
CONST D3DXVECTOR4 *pV3);
|
595 |
|
596 |
D3DXVECTOR4* WINAPI D3DXVec4Normalize
|
597 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV );
|
598 |
|
599 |
// Hermite interpolation between position V1, tangent T1 (when s == 0)
|
600 |
// and position V2, tangent T2 (when s == 1).
|
601 |
D3DXVECTOR4* WINAPI D3DXVec4Hermite
|
602 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1,
|
603 |
CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s );
|
604 |
|
605 |
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
|
606 |
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom
|
607 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1,
|
608 |
CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s );
|
609 |
|
610 |
// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
|
611 |
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric
|
612 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2,
|
613 |
CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g);
|
614 |
|
615 |
// Transform vector by matrix.
|
616 |
D3DXVECTOR4* WINAPI D3DXVec4Transform
|
617 |
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM );
|
618 |
|
619 |
#ifdef __cplusplus
|
620 |
}
|
621 |
#endif
|
622 |
|
623 |
|
624 |
//--------------------------
|
625 |
// 4D Matrix
|
626 |
//--------------------------
|
627 |
|
628 |
// inline
|
629 |
|
630 |
D3DXMATRIX* D3DXMatrixIdentity
|
631 |
( D3DXMATRIX *pOut );
|
632 |
|
633 |
BOOL D3DXMatrixIsIdentity
|
634 |
( CONST D3DXMATRIX *pM );
|
635 |
|
636 |
|
637 |
// non-inline
|
638 |
#ifdef __cplusplus
|
639 |
extern "C" {
|
640 |
#endif
|
641 |
|
642 |
FLOAT WINAPI D3DXMatrixfDeterminant
|
643 |
( CONST D3DXMATRIX *pM );
|
644 |
|
645 |
// Matrix multiplication. The result represents the transformation M2
|
646 |
// followed by the transformation M1. (Out = M1 * M2)
|
647 |
D3DXMATRIX* WINAPI D3DXMatrixMultiply
|
648 |
( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 );
|
649 |
|
650 |
D3DXMATRIX* WINAPI D3DXMatrixTranspose
|
651 |
( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM );
|
652 |
|
653 |
// Calculate inverse of matrix. Inversion my fail, in which case NULL will
|
654 |
// be returned. The determinant of pM is also returned it pfDeterminant
|
655 |
// is non-NULL.
|
656 |
D3DXMATRIX* WINAPI D3DXMatrixInverse
|
657 |
( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM );
|
658 |
|
659 |
// Build a matrix which scales by (sx, sy, sz)
|
660 |
D3DXMATRIX* WINAPI D3DXMatrixScaling
|
661 |
( D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz );
|
662 |
|
663 |
// Build a matrix which translates by (x, y, z)
|
664 |
D3DXMATRIX* WINAPI D3DXMatrixTranslation
|
665 |
( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z );
|
666 |
|
667 |
// Build a matrix which rotates around the X axis
|
668 |
D3DXMATRIX* WINAPI D3DXMatrixRotationX
|
669 |
( D3DXMATRIX *pOut, FLOAT Angle );
|
670 |
|
671 |
// Build a matrix which rotates around the Y axis
|
672 |
D3DXMATRIX* WINAPI D3DXMatrixRotationY
|
673 |
( D3DXMATRIX *pOut, FLOAT Angle );
|
674 |
|
675 |
// Build a matrix which rotates around the Z axis
|
676 |
D3DXMATRIX* WINAPI D3DXMatrixRotationZ
|
677 |
( D3DXMATRIX *pOut, FLOAT Angle );
|
678 |
|
679 |
// Build a matrix which rotates around an arbitrary axis
|
680 |
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis
|
681 |
( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle );
|
682 |
|
683 |
// Build a matrix from a quaternion
|
684 |
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion
|
685 |
( D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ);
|
686 |
|
687 |
// Yaw around the Y axis, a pitch around the X axis,
|
688 |
// and a roll around the Z axis.
|
689 |
D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll
|
690 |
( D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll );
|
691 |
|
692 |
|
693 |
// Build transformation matrix. NULL arguments are treated as identity.
|
694 |
// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt
|
695 |
D3DXMATRIX* WINAPI D3DXMatrixTransformation
|
696 |
( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter,
|
697 |
CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling,
|
698 |
CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation,
|
699 |
CONST D3DXVECTOR3 *pTranslation);
|
700 |
|
701 |
// Build affine transformation matrix. NULL arguments are treated as identity.
|
702 |
// Mout = Ms * Mrc-1 * Mr * Mrc * Mt
|
703 |
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation
|
704 |
( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter,
|
705 |
CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation);
|
706 |
|
707 |
// Build a lookat matrix. (right-handed)
|
708 |
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH
|
709 |
( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt,
|
710 |
CONST D3DXVECTOR3 *pUp );
|
711 |
|
712 |
// Build a lookat matrix. (left-handed)
|
713 |
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH
|
714 |
( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt,
|
715 |
CONST D3DXVECTOR3 *pUp );
|
716 |
|
717 |
// Build a perspective projection matrix. (right-handed)
|
718 |
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH
|
719 |
( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
|
720 |
|
721 |
// Build a perspective projection matrix. (left-handed)
|
722 |
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH
|
723 |
( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
|
724 |
|
725 |
// Build a perspective projection matrix. (right-handed)
|
726 |
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH
|
727 |
( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf );
|
728 |
|
729 |
// Build a perspective projection matrix. (left-handed)
|
730 |
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH
|
731 |
( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf );
|
732 |
|
733 |
// Build a perspective projection matrix. (right-handed)
|
734 |
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH
|
735 |
( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
|
736 |
FLOAT zf );
|
737 |
|
738 |
// Build a perspective projection matrix. (left-handed)
|
739 |
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH
|
740 |
( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
|
741 |
FLOAT zf );
|
742 |
|
743 |
// Build an ortho projection matrix. (right-handed)
|
744 |
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH
|
745 |
( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
|
746 |
|
747 |
// Build an ortho projection matrix. (left-handed)
|
748 |
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH
|
749 |
( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
|
750 |
|
751 |
// Build an ortho projection matrix. (right-handed)
|
752 |
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH
|
753 |
( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
|
754 |
FLOAT zf );
|
755 |
|
756 |
// Build an ortho projection matrix. (left-handed)
|
757 |
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH
|
758 |
( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
|
759 |
FLOAT zf );
|
760 |
|
761 |
// Build a matrix which flattens geometry into a plane, as if casting
|
762 |
// a shadow from a light.
|
763 |
D3DXMATRIX* WINAPI D3DXMatrixShadow
|
764 |
( D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight,
|
765 |
CONST D3DXPLANE *pPlane );
|
766 |
|
767 |
// Build a matrix which reflects the coordinate system about a plane
|
768 |
D3DXMATRIX* WINAPI D3DXMatrixReflect
|
769 |
( D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane );
|
770 |
|
771 |
#ifdef __cplusplus
|
772 |
}
|
773 |
#endif
|
774 |
|
775 |
|
776 |
//--------------------------
|
777 |
// Quaternion
|
778 |
//--------------------------
|
779 |
|
780 |
// inline
|
781 |
|
782 |
FLOAT D3DXQuaternionLength
|
783 |
( CONST D3DXQUATERNION *pQ );
|
784 |
|
785 |
// Length squared, or "norm"
|
786 |
FLOAT D3DXQuaternionLengthSq
|
787 |
( CONST D3DXQUATERNION *pQ );
|
788 |
|
789 |
FLOAT D3DXQuaternionDot
|
790 |
( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 );
|
791 |
|
792 |
// (0, 0, 0, 1)
|
793 |
D3DXQUATERNION* D3DXQuaternionIdentity
|
794 |
( D3DXQUATERNION *pOut );
|
795 |
|
796 |
BOOL D3DXQuaternionIsIdentity
|
797 |
( CONST D3DXQUATERNION *pQ );
|
798 |
|
799 |
// (-x, -y, -z, w)
|
800 |
D3DXQUATERNION* D3DXQuaternionConjugate
|
801 |
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
|
802 |
|
803 |
|
804 |
// non-inline
|
805 |
#ifdef __cplusplus
|
806 |
extern "C" {
|
807 |
#endif
|
808 |
|
809 |
// Compute a quaternin's axis and angle of rotation. Expects unit quaternions.
|
810 |
void WINAPI D3DXQuaternionToAxisAngle
|
811 |
( CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle );
|
812 |
|
813 |
// Build a quaternion from a rotation matrix.
|
814 |
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix
|
815 |
( D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM);
|
816 |
|
817 |
// Rotation about arbitrary axis.
|
818 |
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis
|
819 |
( D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle );
|
820 |
|
821 |
// Yaw around the Y axis, a pitch around the X axis,
|
822 |
// and a roll around the Z axis.
|
823 |
D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll
|
824 |
( D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll );
|
825 |
|
826 |
// Quaternion multiplication. The result represents the rotation Q2
|
827 |
// followed by the rotation Q1. (Out = Q2 * Q1)
|
828 |
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply
|
829 |
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
|
830 |
CONST D3DXQUATERNION *pQ2 );
|
831 |
|
832 |
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize
|
833 |
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
|
834 |
|
835 |
// Conjugate and re-norm
|
836 |
D3DXQUATERNION* WINAPI D3DXQuaternionInverse
|
837 |
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
|
838 |
|
839 |
// Expects unit quaternions.
|
840 |
// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v)
|
841 |
D3DXQUATERNION* WINAPI D3DXQuaternionLn
|
842 |
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
|
843 |
|
844 |
// Expects pure quaternions. (w == 0) w is ignored in calculation.
|
845 |
// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v)
|
846 |
D3DXQUATERNION* WINAPI D3DXQuaternionExp
|
847 |
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
|
848 |
|
849 |
// Spherical linear interpolation between Q1 (s == 0) and Q2 (s == 1).
|
850 |
// Expects unit quaternions.
|
851 |
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp
|
852 |
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
|
853 |
CONST D3DXQUATERNION *pQ2, FLOAT t );
|
854 |
|
855 |
// Spherical quadrangle interpolation.
|
856 |
// Slerp(Slerp(Q1, Q4, t), Slerp(Q2, Q3, t), 2t(1-t))
|
857 |
D3DXQUATERNION* WINAPI D3DXQuaternionSquad
|
858 |
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
|
859 |
CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3,
|
860 |
CONST D3DXQUATERNION *pQ4, FLOAT t );
|
861 |
|
862 |
// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g))
|
863 |
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric
|
864 |
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
|
865 |
CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3,
|
866 |
FLOAT f, FLOAT g );
|
867 |
|
868 |
#ifdef __cplusplus
|
869 |
}
|
870 |
#endif
|
871 |
|
872 |
|
873 |
//--------------------------
|
874 |
// Plane
|
875 |
//--------------------------
|
876 |
|
877 |
// inline
|
878 |
|
879 |
// ax + by + cz + dw
|
880 |
FLOAT D3DXPlaneDot
|
881 |
( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV);
|
882 |
|
883 |
// ax + by + cz + d
|
884 |
FLOAT D3DXPlaneDotCoord
|
885 |
( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV);
|
886 |
|
887 |
// ax + by + cz
|
888 |
FLOAT D3DXPlaneDotNormal
|
889 |
( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV);
|
890 |
|
891 |
// non-inline
|
892 |
#ifdef __cplusplus
|
893 |
extern "C" {
|
894 |
#endif
|
895 |
|
896 |
// Normalize plane (so that |a,b,c| == 1)
|
897 |
D3DXPLANE* WINAPI D3DXPlaneNormalize
|
898 |
( D3DXPLANE *pOut, CONST D3DXPLANE *pP);
|
899 |
|
900 |
// Find the intersection between a plane and a line. If the line is
|
901 |
// parallel to the plane, NULL is returned.
|
902 |
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine
|
903 |
( D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1,
|
904 |
CONST D3DXVECTOR3 *pV2);
|
905 |
|
906 |
// Construct a plane from a point and a normal
|
907 |
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal
|
908 |
( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal);
|
909 |
|
910 |
// Construct a plane from 3 points
|
911 |
D3DXPLANE* WINAPI D3DXPlaneFromPoints
|
912 |
( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,
|
913 |
CONST D3DXVECTOR3 *pV3);
|
914 |
|
915 |
// Transform a plane by a matrix. The vector (a,b,c) must be normal.
|
916 |
// M must be an affine transform.
|
917 |
D3DXPLANE* WINAPI D3DXPlaneTransform
|
918 |
( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM );
|
919 |
|
920 |
#ifdef __cplusplus
|
921 |
}
|
922 |
#endif
|
923 |
|
924 |
|
925 |
//--------------------------
|
926 |
// Color
|
927 |
//--------------------------
|
928 |
|
929 |
// inline
|
930 |
|
931 |
// (1-r, 1-g, 1-b, a)
|
932 |
D3DXCOLOR* D3DXColorNegative
|
933 |
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC);
|
934 |
|
935 |
D3DXCOLOR* D3DXColorAdd
|
936 |
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
|
937 |
|
938 |
D3DXCOLOR* D3DXColorSubtract
|
939 |
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
|
940 |
|
941 |
D3DXCOLOR* D3DXColorScale
|
942 |
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s);
|
943 |
|
944 |
// (r1*r2, g1*g2, b1*b2, a1*a2)
|
945 |
D3DXCOLOR* D3DXColorModulate
|
946 |
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
|
947 |
|
948 |
// Linear interpolation of r,g,b, and a. C1 + s(C2-C1)
|
949 |
D3DXCOLOR* D3DXColorLerp
|
950 |
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s);
|
951 |
|
952 |
// non-inline
|
953 |
#ifdef __cplusplus
|
954 |
extern "C" {
|
955 |
#endif
|
956 |
|
957 |
// Interpolate r,g,b between desaturated color and color.
|
958 |
// DesaturatedColor + s(Color - DesaturatedColor)
|
959 |
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation
|
960 |
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s);
|
961 |
|
962 |
// Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey)
|
963 |
D3DXCOLOR* WINAPI D3DXColorAdjustContrast
|
964 |
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c);
|
965 |
|
966 |
#ifdef __cplusplus
|
967 |
}
|
968 |
#endif
|
969 |
|
970 |
|
971 |
|
972 |
|
973 |
|
974 |
|
975 |
//===========================================================================
|
976 |
//
|
977 |
// Matrix Stack
|
978 |
//
|
979 |
//===========================================================================
|
980 |
|
981 |
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
|
982 |
{
|
983 |
//
|
984 |
// IUnknown methods
|
985 |
//
|
986 |
STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
|
987 |
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
|
988 |
STDMETHOD_(ULONG,Release)(THIS) PURE;
|
989 |
|
990 |
//
|
991 |
// ID3DXMatrixStack methods
|
992 |
//
|
993 |
|
994 |
// Pops the top of the stack, returns the current top
|
995 |
// *after* popping the top.
|
996 |
STDMETHOD(Pop)(THIS) PURE;
|
997 |
|
998 |
// Pushes the stack by one, duplicating the current matrix.
|
999 |
STDMETHOD(Push)(THIS) PURE;
|
1000 |
|
1001 |
// Loads identity in the current matrix.
|
1002 |
STDMETHOD(LoadIdentity)(THIS) PURE;
|
1003 |
|
1004 |
// Loads the given matrix into the current matrix
|
1005 |
STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
|
1006 |
|
1007 |
// Right-Multiplies the given matrix to the current matrix.
|
1008 |
// (transformation is about the current world origin)
|
1009 |
STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
|
1010 |
|
1011 |
// Left-Multiplies the given matrix to the current matrix
|
1012 |
// (transformation is about the local origin of the object)
|
1013 |
STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE;
|
1014 |
|
1015 |
// Right multiply the current matrix with the computed rotation
|
1016 |
// matrix, counterclockwise about the given axis with the given angle.
|
1017 |
// (rotation is about the current world origin)
|
1018 |
STDMETHOD(RotateAxis)
|
1019 |
(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
|
1020 |
|
1021 |
// Left multiply the current matrix with the computed rotation
|
1022 |
// matrix, counterclockwise about the given axis with the given angle.
|
1023 |
// (rotation is about the local origin of the object)
|
1024 |
STDMETHOD(RotateAxisLocal)
|
1025 |
(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
|
1026 |
|
1027 |
// Right multiply the current matrix with the computed rotation
|
1028 |
// matrix. All angles are counterclockwise. (rotation is about the
|
1029 |
// current world origin)
|
1030 |
|
1031 |
// The rotation is composed of a yaw around the Y axis, a pitch around
|
1032 |
// the X axis, and a roll around the Z axis.
|
1033 |
STDMETHOD(RotateYawPitchRoll)
|
1034 |
(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
|
1035 |
|
1036 |
// Left multiply the current matrix with the computed rotation
|
1037 |
// matrix. All angles are counterclockwise. (rotation is about the
|
1038 |
// local origin of the object)
|
1039 |
|
1040 |
// The rotation is composed of a yaw around the Y axis, a pitch around
|
1041 |
// the X axis, and a roll around the Z axis.
|
1042 |
STDMETHOD(RotateYawPitchRollLocal)
|
1043 |
(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
|
1044 |
|
1045 |
// Right multiply the current matrix with the computed scale
|
1046 |
// matrix. (transformation is about the current world origin)
|
1047 |
STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
|
1048 |
|
1049 |
// Left multiply the current matrix with the computed scale
|
1050 |
// matrix. (transformation is about the local origin of the object)
|
1051 |
STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
|
1052 |
|
1053 |
// Right multiply the current matrix with the computed translation
|
1054 |
// matrix. (transformation is about the current world origin)
|
1055 |
STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
|
1056 |
|
1057 |
// Left multiply the current matrix with the computed translation
|
1058 |
// matrix. (transformation is about the local origin of the object)
|
1059 |
STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
|
1060 |
|
1061 |
// Obtain the current matrix at the top of the stack
|
1062 |
STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
|
1063 |
};
|
1064 |
|
1065 |
#ifdef __cplusplus
|
1066 |
extern "C" {
|
1067 |
#endif
|
1068 |
|
1069 |
HRESULT WINAPI D3DXCreateMatrixStack( DWORD Flags, LPD3DXMATRIXSTACK *ppStack );
|
1070 |
|
1071 |
#ifdef __cplusplus
|
1072 |
}
|
1073 |
#endif
|
1074 |
|
1075 |
#include "d3dx8math.inl"
|
1076 |
|
1077 |
#pragma warning(default:4201)
|
1078 |
|
1079 |
#endif // __D3DX8MATH_H__
|