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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: d3dxmath.h
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// Content: D3DX math types and functions
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3DXMATH_H__
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#define __D3DXMATH_H__
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#include <d3d.h>
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#include <math.h>
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#include <limits.h>
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#include "d3dxerr.h"
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#ifndef D3DXINLINE
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#ifdef __cplusplus
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#define D3DXINLINE inline
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#else
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#define D3DXINLINE _inline
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#endif
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#endif
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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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typedef struct D3DXVECTOR3
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{
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#ifdef __cplusplus
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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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operator D3DVECTOR* ();
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operator const D3DVECTOR* () const;
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operator D3DVECTOR& ();
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operator const D3DVECTOR& () 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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public:
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#endif //__cplusplus
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float x, y, z;
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} D3DXVECTOR3, *LPD3DXVECTOR3;
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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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typedef struct D3DXMATRIX
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{
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#ifdef __cplusplus
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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 m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33 );
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// access grants
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float& operator () ( UINT iRow, UINT iCol );
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float operator () ( UINT iRow, UINT iCol ) 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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operator D3DMATRIX* ();
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operator const D3DMATRIX* () const;
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operator D3DMATRIX& ();
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operator const D3DMATRIX& () 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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#endif //__cplusplus
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union
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{
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float m[4][4];
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#ifdef __cplusplus
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struct
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{
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float m00, m01, m02, m03;
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float m10, m11, m12, m13;
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float m20, m21, m22, m23;
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float m30, m31, m32, m33;
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};
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#endif //__cplusplus
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};
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} D3DXMATRIX, *LPD3DXMATRIX;
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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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| 387 |
|
| 388 |
#endif //__cplusplus
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| 389 |
FLOAT r, g, b, a;
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| 390 |
} D3DXCOLOR, *LPD3DXCOLOR;
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|
| 392 |
|
| 393 |
|
| 394 |
//===========================================================================
|
| 395 |
//
|
| 396 |
// D3DX math functions:
|
| 397 |
//
|
| 398 |
// NOTE:
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| 399 |
// * All these functions can take the same object as in and out parameters.
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| 400 |
//
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| 401 |
// * Out parameters are typically also returned as return values, so that
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| 402 |
// the output of one function may be used as a parameter to another.
|
| 403 |
//
|
| 404 |
//===========================================================================
|
| 405 |
|
| 406 |
//--------------------------
|
| 407 |
// 2D Vector
|
| 408 |
//--------------------------
|
| 409 |
|
| 410 |
// inline
|
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|
| 412 |
float D3DXVec2Length
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| 413 |
( const D3DXVECTOR2 *pV );
|
| 414 |
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| 415 |
float D3DXVec2LengthSq
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| 416 |
( const D3DXVECTOR2 *pV );
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| 417 |
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| 418 |
float D3DXVec2Dot
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| 419 |
( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
|
| 420 |
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| 421 |
// Z component of ((x1,y1,0) cross (x2,y2,0))
|
| 422 |
float D3DXVec2CCW
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| 423 |
( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
|
| 424 |
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| 425 |
D3DXVECTOR2* D3DXVec2Add
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| 426 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
|
| 427 |
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| 428 |
D3DXVECTOR2* D3DXVec2Subtract
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| 429 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
|
| 430 |
|
| 431 |
// Minimize each component. x = min(x1, x2), y = min(y1, y2)
|
| 432 |
D3DXVECTOR2* D3DXVec2Minimize
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| 433 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
|
| 434 |
|
| 435 |
// Maximize each component. x = max(x1, x2), y = max(y1, y2)
|
| 436 |
D3DXVECTOR2* D3DXVec2Maximize
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| 437 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
|
| 438 |
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D3DXVECTOR2* D3DXVec2Scale
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| 440 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, float s );
|
| 441 |
|
| 442 |
// Linear interpolation. V1 + s(V2-V1)
|
| 443 |
D3DXVECTOR2* D3DXVec2Lerp
|
| 444 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2,
|
| 445 |
float s );
|
| 446 |
|
| 447 |
// non-inline
|
| 448 |
#ifdef __cplusplus
|
| 449 |
extern "C" {
|
| 450 |
#endif
|
| 451 |
|
| 452 |
D3DXVECTOR2* WINAPI D3DXVec2Normalize
|
| 453 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV );
|
| 454 |
|
| 455 |
// Hermite interpolation between position V1, tangent T1 (when s == 0)
|
| 456 |
// and position V2, tangent T2 (when s == 1).
|
| 457 |
D3DXVECTOR2* WINAPI D3DXVec2Hermite
|
| 458 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pT1,
|
| 459 |
const D3DXVECTOR2 *pV2, const D3DXVECTOR2 *pT2, float s );
|
| 460 |
|
| 461 |
// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
|
| 462 |
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric
|
| 463 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2,
|
| 464 |
D3DXVECTOR2 *pV3, float f, float g);
|
| 465 |
|
| 466 |
// Transform (x, y, 0, 1) by matrix.
|
| 467 |
D3DXVECTOR4* WINAPI D3DXVec2Transform
|
| 468 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM );
|
| 469 |
|
| 470 |
// Transform (x, y, 0, 1) by matrix, project result back into w=1.
|
| 471 |
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord
|
| 472 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM );
|
| 473 |
|
| 474 |
// Transform (x, y, 0, 0) by matrix.
|
| 475 |
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal
|
| 476 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM );
|
| 477 |
|
| 478 |
#ifdef __cplusplus
|
| 479 |
}
|
| 480 |
#endif
|
| 481 |
|
| 482 |
|
| 483 |
//--------------------------
|
| 484 |
// 3D Vector
|
| 485 |
//--------------------------
|
| 486 |
|
| 487 |
// inline
|
| 488 |
|
| 489 |
float D3DXVec3Length
|
| 490 |
( const D3DXVECTOR3 *pV );
|
| 491 |
|
| 492 |
float D3DXVec3LengthSq
|
| 493 |
( const D3DXVECTOR3 *pV );
|
| 494 |
|
| 495 |
float D3DXVec3Dot
|
| 496 |
( const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 );
|
| 497 |
|
| 498 |
D3DXVECTOR3* D3DXVec3Cross
|
| 499 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 );
|
| 500 |
|
| 501 |
D3DXVECTOR3* D3DXVec3Add
|
| 502 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 );
|
| 503 |
|
| 504 |
D3DXVECTOR3* D3DXVec3Subtract
|
| 505 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 );
|
| 506 |
|
| 507 |
// Minimize each component. x = min(x1, x2), y = min(y1, y2), ...
|
| 508 |
D3DXVECTOR3* D3DXVec3Minimize
|
| 509 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 );
|
| 510 |
|
| 511 |
// Maximize each component. x = max(x1, x2), y = max(y1, y2), ...
|
| 512 |
D3DXVECTOR3* D3DXVec3Maximize
|
| 513 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 );
|
| 514 |
|
| 515 |
D3DXVECTOR3* D3DXVec3Scale
|
| 516 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, float s);
|
| 517 |
|
| 518 |
// Linear interpolation. V1 + s(V2-V1)
|
| 519 |
D3DXVECTOR3* D3DXVec3Lerp
|
| 520 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2,
|
| 521 |
float s );
|
| 522 |
|
| 523 |
// non-inline
|
| 524 |
#ifdef __cplusplus
|
| 525 |
extern "C" {
|
| 526 |
#endif
|
| 527 |
|
| 528 |
D3DXVECTOR3* WINAPI D3DXVec3Normalize
|
| 529 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV );
|
| 530 |
|
| 531 |
// Hermite interpolation between position V1, tangent T1 (when s == 0)
|
| 532 |
// and position V2, tangent T2 (when s == 1).
|
| 533 |
D3DXVECTOR3* WINAPI D3DXVec3Hermite
|
| 534 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pT1,
|
| 535 |
const D3DXVECTOR3 *pV2, const D3DXVECTOR3 *pT2, float s );
|
| 536 |
|
| 537 |
// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
|
| 538 |
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric
|
| 539 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2,
|
| 540 |
const D3DXVECTOR3 *pV3, float f, float g);
|
| 541 |
|
| 542 |
// Transform (x, y, z, 1) by matrix.
|
| 543 |
D3DXVECTOR4* WINAPI D3DXVec3Transform
|
| 544 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM );
|
| 545 |
|
| 546 |
// Transform (x, y, z, 1) by matrix, project result back into w=1.
|
| 547 |
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord
|
| 548 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM );
|
| 549 |
|
| 550 |
// Transform (x, y, z, 0) by matrix.
|
| 551 |
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal
|
| 552 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM );
|
| 553 |
|
| 554 |
#ifdef __cplusplus
|
| 555 |
}
|
| 556 |
#endif
|
| 557 |
|
| 558 |
|
| 559 |
|
| 560 |
//--------------------------
|
| 561 |
// 4D Vector
|
| 562 |
//--------------------------
|
| 563 |
|
| 564 |
// inline
|
| 565 |
|
| 566 |
float D3DXVec4Length
|
| 567 |
( const D3DXVECTOR4 *pV );
|
| 568 |
|
| 569 |
float D3DXVec4LengthSq
|
| 570 |
( const D3DXVECTOR4 *pV );
|
| 571 |
|
| 572 |
float D3DXVec4Dot
|
| 573 |
( const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2 );
|
| 574 |
|
| 575 |
D3DXVECTOR4* D3DXVec4Add
|
| 576 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2);
|
| 577 |
|
| 578 |
D3DXVECTOR4* D3DXVec4Subtract
|
| 579 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2);
|
| 580 |
|
| 581 |
// Minimize each component. x = min(x1, x2), y = min(y1, y2), ...
|
| 582 |
D3DXVECTOR4* D3DXVec4Minimize
|
| 583 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2);
|
| 584 |
|
| 585 |
// Maximize each component. x = max(x1, x2), y = max(y1, y2), ...
|
| 586 |
D3DXVECTOR4* D3DXVec4Maximize
|
| 587 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2);
|
| 588 |
|
| 589 |
D3DXVECTOR4* D3DXVec4Scale
|
| 590 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV, float s);
|
| 591 |
|
| 592 |
// Linear interpolation. V1 + s(V2-V1)
|
| 593 |
D3DXVECTOR4* D3DXVec4Lerp
|
| 594 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2,
|
| 595 |
float s );
|
| 596 |
|
| 597 |
// non-inline
|
| 598 |
#ifdef __cplusplus
|
| 599 |
extern "C" {
|
| 600 |
#endif
|
| 601 |
|
| 602 |
// Cross-product in 4 dimensions.
|
| 603 |
D3DXVECTOR4* WINAPI D3DXVec4Cross
|
| 604 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2,
|
| 605 |
const D3DXVECTOR4 *pV3);
|
| 606 |
|
| 607 |
D3DXVECTOR4* WINAPI D3DXVec4Normalize
|
| 608 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV );
|
| 609 |
|
| 610 |
// Hermite interpolation between position V1, tangent T1 (when s == 0)
|
| 611 |
// and position V2, tangent T2 (when s == 1).
|
| 612 |
D3DXVECTOR4* WINAPI D3DXVec4Hermite
|
| 613 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pT1,
|
| 614 |
const D3DXVECTOR4 *pV2, const D3DXVECTOR4 *pT2, float s );
|
| 615 |
|
| 616 |
// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
|
| 617 |
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric
|
| 618 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2,
|
| 619 |
const D3DXVECTOR4 *pV3, float f, float g);
|
| 620 |
|
| 621 |
// Transform vector by matrix.
|
| 622 |
D3DXVECTOR4* WINAPI D3DXVec4Transform
|
| 623 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV, const D3DXMATRIX *pM );
|
| 624 |
|
| 625 |
#ifdef __cplusplus
|
| 626 |
}
|
| 627 |
#endif
|
| 628 |
|
| 629 |
|
| 630 |
//--------------------------
|
| 631 |
// 4D Matrix
|
| 632 |
//--------------------------
|
| 633 |
|
| 634 |
// inline
|
| 635 |
|
| 636 |
D3DXMATRIX* D3DXMatrixIdentity
|
| 637 |
( D3DXMATRIX *pOut );
|
| 638 |
|
| 639 |
BOOL D3DXMatrixIsIdentity
|
| 640 |
( const D3DXMATRIX *pM );
|
| 641 |
|
| 642 |
|
| 643 |
// non-inline
|
| 644 |
#ifdef __cplusplus
|
| 645 |
extern "C" {
|
| 646 |
#endif
|
| 647 |
|
| 648 |
float WINAPI D3DXMatrixfDeterminant
|
| 649 |
( const D3DXMATRIX *pM );
|
| 650 |
|
| 651 |
// Matrix multiplication. The result represents the transformation M2
|
| 652 |
// followed by the transformation M1. (Out = M1 * M2)
|
| 653 |
D3DXMATRIX* WINAPI D3DXMatrixMultiply
|
| 654 |
( D3DXMATRIX *pOut, const D3DXMATRIX *pM1, const D3DXMATRIX *pM2 );
|
| 655 |
|
| 656 |
D3DXMATRIX* WINAPI D3DXMatrixTranspose
|
| 657 |
( D3DXMATRIX *pOut, const D3DXMATRIX *pM );
|
| 658 |
|
| 659 |
// Calculate inverse of matrix. Inversion my fail, in which case NULL will
|
| 660 |
// be returned. The determinant of pM is also returned it pfDeterminant
|
| 661 |
// is non-NULL.
|
| 662 |
D3DXMATRIX* WINAPI D3DXMatrixInverse
|
| 663 |
( D3DXMATRIX *pOut, float *pfDeterminant, const D3DXMATRIX *pM );
|
| 664 |
|
| 665 |
// Build a matrix which scales by (sx, sy, sz)
|
| 666 |
D3DXMATRIX* WINAPI D3DXMatrixScaling
|
| 667 |
( D3DXMATRIX *pOut, float sx, float sy, float sz );
|
| 668 |
|
| 669 |
// Build a matrix which translates by (x, y, z)
|
| 670 |
D3DXMATRIX* WINAPI D3DXMatrixTranslation
|
| 671 |
( D3DXMATRIX *pOut, float x, float y, float z );
|
| 672 |
|
| 673 |
// Build a matrix which rotates around the X axis
|
| 674 |
D3DXMATRIX* WINAPI D3DXMatrixRotationX
|
| 675 |
( D3DXMATRIX *pOut, float angle );
|
| 676 |
|
| 677 |
// Build a matrix which rotates around the Y axis
|
| 678 |
D3DXMATRIX* WINAPI D3DXMatrixRotationY
|
| 679 |
( D3DXMATRIX *pOut, float angle );
|
| 680 |
|
| 681 |
// Build a matrix which rotates around the Z axis
|
| 682 |
D3DXMATRIX* WINAPI D3DXMatrixRotationZ
|
| 683 |
( D3DXMATRIX *pOut, float angle );
|
| 684 |
|
| 685 |
// Build a matrix which rotates around an arbitrary axis
|
| 686 |
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis
|
| 687 |
( D3DXMATRIX *pOut, const D3DXVECTOR3 *pV, float angle );
|
| 688 |
|
| 689 |
// Build a matrix from a quaternion
|
| 690 |
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion
|
| 691 |
( D3DXMATRIX *pOut, const D3DXQUATERNION *pQ);
|
| 692 |
|
| 693 |
// Yaw around the Y axis, a pitch around the X axis,
|
| 694 |
// and a roll around the Z axis.
|
| 695 |
D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll
|
| 696 |
( D3DXMATRIX *pOut, float yaw, float pitch, float roll );
|
| 697 |
|
| 698 |
|
| 699 |
// Build transformation matrix. NULL arguments are treated as identity.
|
| 700 |
// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt
|
| 701 |
D3DXMATRIX* WINAPI D3DXMatrixTransformation
|
| 702 |
( D3DXMATRIX *pOut, const D3DXVECTOR3 *pScalingCenter,
|
| 703 |
const D3DXQUATERNION *pScalingRotation, const D3DXVECTOR3 *pScaling,
|
| 704 |
const D3DXVECTOR3 *pRotationCenter, const D3DXQUATERNION *pRotation,
|
| 705 |
const D3DXVECTOR3 *pTranslation);
|
| 706 |
|
| 707 |
// Build affine transformation matrix. NULL arguments are treated as identity.
|
| 708 |
// Mout = Ms * Mrc-1 * Mr * Mrc * Mt
|
| 709 |
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation
|
| 710 |
( D3DXMATRIX *pOut, float Scaling, const D3DXVECTOR3 *pRotationCenter,
|
| 711 |
const D3DXQUATERNION *pRotation, const D3DXVECTOR3 *pTranslation);
|
| 712 |
|
| 713 |
// Build a lookat matrix. (right-handed)
|
| 714 |
D3DXMATRIX* WINAPI D3DXMatrixLookAt
|
| 715 |
( D3DXMATRIX *pOut, const D3DXVECTOR3 *pEye, const D3DXVECTOR3 *pAt,
|
| 716 |
const D3DXVECTOR3 *pUp );
|
| 717 |
|
| 718 |
// Build a lookat matrix. (left-handed)
|
| 719 |
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH
|
| 720 |
( D3DXMATRIX *pOut, const D3DXVECTOR3 *pEye, const D3DXVECTOR3 *pAt,
|
| 721 |
const D3DXVECTOR3 *pUp );
|
| 722 |
|
| 723 |
// Build a perspective projection matrix. (right-handed)
|
| 724 |
D3DXMATRIX* WINAPI D3DXMatrixPerspective
|
| 725 |
( D3DXMATRIX *pOut, float w, float h, float zn, float zf );
|
| 726 |
|
| 727 |
// Build a perspective projection matrix. (left-handed)
|
| 728 |
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH
|
| 729 |
( D3DXMATRIX *pOut, float w, float h, float zn, float zf );
|
| 730 |
|
| 731 |
// Build a perspective projection matrix. (right-handed)
|
| 732 |
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFov
|
| 733 |
( D3DXMATRIX *pOut, float fovy, float aspect, float zn, float zf );
|
| 734 |
|
| 735 |
// Build a perspective projection matrix. (left-handed)
|
| 736 |
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH
|
| 737 |
( D3DXMATRIX *pOut, float fovy, float aspect, float zn, float zf );
|
| 738 |
|
| 739 |
// Build a perspective projection matrix. (right-handed)
|
| 740 |
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenter
|
| 741 |
( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn,
|
| 742 |
float zf );
|
| 743 |
|
| 744 |
// Build a perspective projection matrix. (left-handed)
|
| 745 |
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH
|
| 746 |
( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn,
|
| 747 |
float zf );
|
| 748 |
|
| 749 |
// Build an ortho projection matrix. (right-handed)
|
| 750 |
D3DXMATRIX* WINAPI D3DXMatrixOrtho
|
| 751 |
( D3DXMATRIX *pOut, float w, float h, float zn, float zf );
|
| 752 |
|
| 753 |
// Build an ortho projection matrix. (left-handed)
|
| 754 |
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH
|
| 755 |
( D3DXMATRIX *pOut, float w, float h, float zn, float zf );
|
| 756 |
|
| 757 |
// Build an ortho projection matrix. (right-handed)
|
| 758 |
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenter
|
| 759 |
( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn,
|
| 760 |
float zf );
|
| 761 |
|
| 762 |
// Build an ortho projection matrix. (left-handed)
|
| 763 |
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH
|
| 764 |
( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn,
|
| 765 |
float zf );
|
| 766 |
|
| 767 |
// Build a matrix which flattens geometry into a plane, as if casting
|
| 768 |
// a shadow from a light.
|
| 769 |
D3DXMATRIX* WINAPI D3DXMatrixShadow
|
| 770 |
( D3DXMATRIX *pOut, const D3DXVECTOR4 *pLight,
|
| 771 |
const D3DXPLANE *pPlane );
|
| 772 |
|
| 773 |
// Build a matrix which reflects the coordinate system about a plane
|
| 774 |
D3DXMATRIX* WINAPI D3DXMatrixReflect
|
| 775 |
( D3DXMATRIX *pOut, const D3DXPLANE *pPlane );
|
| 776 |
|
| 777 |
#ifdef __cplusplus
|
| 778 |
}
|
| 779 |
#endif
|
| 780 |
|
| 781 |
|
| 782 |
//--------------------------
|
| 783 |
// Quaternion
|
| 784 |
//--------------------------
|
| 785 |
|
| 786 |
// inline
|
| 787 |
|
| 788 |
float D3DXQuaternionLength
|
| 789 |
( const D3DXQUATERNION *pQ );
|
| 790 |
|
| 791 |
// Length squared, or "norm"
|
| 792 |
float D3DXQuaternionLengthSq
|
| 793 |
( const D3DXQUATERNION *pQ );
|
| 794 |
|
| 795 |
float D3DXQuaternionDot
|
| 796 |
( const D3DXQUATERNION *pQ1, const D3DXQUATERNION *pQ2 );
|
| 797 |
|
| 798 |
// (0, 0, 0, 1)
|
| 799 |
D3DXQUATERNION* D3DXQuaternionIdentity
|
| 800 |
( D3DXQUATERNION *pOut );
|
| 801 |
|
| 802 |
BOOL D3DXQuaternionIsIdentity
|
| 803 |
( const D3DXQUATERNION *pQ );
|
| 804 |
|
| 805 |
// (-x, -y, -z, w)
|
| 806 |
D3DXQUATERNION* D3DXQuaternionConjugate
|
| 807 |
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ );
|
| 808 |
|
| 809 |
|
| 810 |
// non-inline
|
| 811 |
#ifdef __cplusplus
|
| 812 |
extern "C" {
|
| 813 |
#endif
|
| 814 |
|
| 815 |
// Compute a quaternin's axis and angle of rotation. Expects unit quaternions.
|
| 816 |
void WINAPI D3DXQuaternionToAxisAngle
|
| 817 |
( const D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, float *pAngle );
|
| 818 |
|
| 819 |
// Build a quaternion from a rotation matrix.
|
| 820 |
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix
|
| 821 |
( D3DXQUATERNION *pOut, const D3DXMATRIX *pM);
|
| 822 |
|
| 823 |
// Rotation about arbitrary axis.
|
| 824 |
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis
|
| 825 |
( D3DXQUATERNION *pOut, const D3DXVECTOR3 *pV, float angle );
|
| 826 |
|
| 827 |
// Yaw around the Y axis, a pitch around the X axis,
|
| 828 |
// and a roll around the Z axis.
|
| 829 |
D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll
|
| 830 |
( D3DXQUATERNION *pOut, float yaw, float pitch, float roll );
|
| 831 |
|
| 832 |
// Quaternion multiplication. The result represents the rotation Q2
|
| 833 |
// followed by the rotation Q1. (Out = Q2 * Q1)
|
| 834 |
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply
|
| 835 |
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1,
|
| 836 |
const D3DXQUATERNION *pQ2 );
|
| 837 |
|
| 838 |
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize
|
| 839 |
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ );
|
| 840 |
|
| 841 |
// Conjugate and re-norm
|
| 842 |
D3DXQUATERNION* WINAPI D3DXQuaternionInverse
|
| 843 |
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ );
|
| 844 |
|
| 845 |
// Expects unit quaternions.
|
| 846 |
// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v)
|
| 847 |
D3DXQUATERNION* WINAPI D3DXQuaternionLn
|
| 848 |
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ );
|
| 849 |
|
| 850 |
// Expects pure quaternions. (w == 0) w is ignored in calculation.
|
| 851 |
// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v)
|
| 852 |
D3DXQUATERNION* WINAPI D3DXQuaternionExp
|
| 853 |
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ );
|
| 854 |
|
| 855 |
// Spherical linear interpolation between Q1 (s == 0) and Q2 (s == 1).
|
| 856 |
// Expects unit quaternions.
|
| 857 |
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp
|
| 858 |
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1,
|
| 859 |
const D3DXQUATERNION *pQ2, float t );
|
| 860 |
|
| 861 |
// Spherical quadrangle interpolation.
|
| 862 |
// Slerp(Slerp(Q1, Q4, t), Slerp(Q2, Q3, t), 2t(1-t))
|
| 863 |
D3DXQUATERNION* WINAPI D3DXQuaternionSquad
|
| 864 |
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1,
|
| 865 |
const D3DXQUATERNION *pQ2, const D3DXQUATERNION *pQ3,
|
| 866 |
const D3DXQUATERNION *pQ4, float t );
|
| 867 |
|
| 868 |
// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g))
|
| 869 |
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric
|
| 870 |
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1,
|
| 871 |
const D3DXQUATERNION *pQ2, const D3DXQUATERNION *pQ3,
|
| 872 |
float f, float g );
|
| 873 |
|
| 874 |
#ifdef __cplusplus
|
| 875 |
}
|
| 876 |
#endif
|
| 877 |
|
| 878 |
|
| 879 |
//--------------------------
|
| 880 |
// Plane
|
| 881 |
//--------------------------
|
| 882 |
|
| 883 |
// inline
|
| 884 |
|
| 885 |
// ax + by + cz + dw
|
| 886 |
float D3DXPlaneDot
|
| 887 |
( const D3DXPLANE *pP, const D3DXVECTOR4 *pV);
|
| 888 |
|
| 889 |
// ax + by + cz + d
|
| 890 |
float D3DXPlaneDotCoord
|
| 891 |
( const D3DXPLANE *pP, const D3DXVECTOR3 *pV);
|
| 892 |
|
| 893 |
// ax + by + cz
|
| 894 |
float D3DXPlaneDotNormal
|
| 895 |
( const D3DXPLANE *pP, const D3DXVECTOR3 *pV);
|
| 896 |
|
| 897 |
// non-inline
|
| 898 |
#ifdef __cplusplus
|
| 899 |
extern "C" {
|
| 900 |
#endif
|
| 901 |
|
| 902 |
// Normalize plane (so that |a,b,c| == 1)
|
| 903 |
D3DXPLANE* WINAPI D3DXPlaneNormalize
|
| 904 |
( D3DXPLANE *pOut, const D3DXPLANE *pP);
|
| 905 |
|
| 906 |
// Find the intersection between a plane and a line. If the line is
|
| 907 |
// parallel to the plane, NULL is returned.
|
| 908 |
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine
|
| 909 |
( D3DXVECTOR3 *pOut, const D3DXPLANE *pP, const D3DXVECTOR3 *pV1,
|
| 910 |
const D3DXVECTOR3 *pV2);
|
| 911 |
|
| 912 |
// Construct a plane from a point and a normal
|
| 913 |
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal
|
| 914 |
( D3DXPLANE *pOut, const D3DXVECTOR3 *pPoint, const D3DXVECTOR3 *pNormal);
|
| 915 |
|
| 916 |
// Construct a plane from 3 points
|
| 917 |
D3DXPLANE* WINAPI D3DXPlaneFromPoints
|
| 918 |
( D3DXPLANE *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2,
|
| 919 |
const D3DXVECTOR3 *pV3);
|
| 920 |
|
| 921 |
// Transform a plane by a matrix. The vector (a,b,c) must be normal.
|
| 922 |
// M must be an affine transform.
|
| 923 |
D3DXPLANE* WINAPI D3DXPlaneTransform
|
| 924 |
( D3DXPLANE *pOut, const D3DXPLANE *pP, const D3DXMATRIX *pM );
|
| 925 |
|
| 926 |
#ifdef __cplusplus
|
| 927 |
}
|
| 928 |
#endif
|
| 929 |
|
| 930 |
|
| 931 |
//--------------------------
|
| 932 |
// Color
|
| 933 |
//--------------------------
|
| 934 |
|
| 935 |
// inline
|
| 936 |
|
| 937 |
// (1-r, 1-g, 1-b, a)
|
| 938 |
D3DXCOLOR* D3DXColorNegative
|
| 939 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC);
|
| 940 |
|
| 941 |
D3DXCOLOR* D3DXColorAdd
|
| 942 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2);
|
| 943 |
|
| 944 |
D3DXCOLOR* D3DXColorSubtract
|
| 945 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2);
|
| 946 |
|
| 947 |
D3DXCOLOR* D3DXColorScale
|
| 948 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s);
|
| 949 |
|
| 950 |
// (r1*r2, g1*g2, b1*b2, a1*a2)
|
| 951 |
D3DXCOLOR* D3DXColorModulate
|
| 952 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2);
|
| 953 |
|
| 954 |
// Linear interpolation of r,g,b, and a. C1 + s(C2-C1)
|
| 955 |
D3DXCOLOR* D3DXColorLerp
|
| 956 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2, float s);
|
| 957 |
|
| 958 |
// non-inline
|
| 959 |
#ifdef __cplusplus
|
| 960 |
extern "C" {
|
| 961 |
#endif
|
| 962 |
|
| 963 |
// Interpolate r,g,b between desaturated color and color.
|
| 964 |
// DesaturatedColor + s(Color - DesaturatedColor)
|
| 965 |
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation
|
| 966 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s);
|
| 967 |
|
| 968 |
// Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey)
|
| 969 |
D3DXCOLOR* WINAPI D3DXColorAdjustContrast
|
| 970 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC, float c);
|
| 971 |
|
| 972 |
#ifdef __cplusplus
|
| 973 |
}
|
| 974 |
#endif
|
| 975 |
|
| 976 |
|
| 977 |
|
| 978 |
|
| 979 |
|
| 980 |
|
| 981 |
//===========================================================================
|
| 982 |
//
|
| 983 |
// Matrix Stack
|
| 984 |
//
|
| 985 |
//===========================================================================
|
| 986 |
|
| 987 |
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
|
| 988 |
{
|
| 989 |
//
|
| 990 |
// IUnknown methods
|
| 991 |
//
|
| 992 |
STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
|
| 993 |
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
|
| 994 |
STDMETHOD_(ULONG,Release)(THIS) PURE;
|
| 995 |
|
| 996 |
//
|
| 997 |
// ID3DXMatrixStack methods
|
| 998 |
//
|
| 999 |
|
| 1000 |
// Pops the top of the stack, returns the current top
|
| 1001 |
// *after* popping the top.
|
| 1002 |
STDMETHOD(Pop)(THIS) PURE;
|
| 1003 |
|
| 1004 |
// Pushes the stack by one, duplicating the current matrix.
|
| 1005 |
STDMETHOD(Push)(THIS) PURE;
|
| 1006 |
|
| 1007 |
// Loads identity in the current matrix.
|
| 1008 |
STDMETHOD(LoadIdentity)(THIS) PURE;
|
| 1009 |
|
| 1010 |
// Loads the given matrix into the current matrix
|
| 1011 |
STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
|
| 1012 |
|
| 1013 |
// Right-Multiplies the given matrix to the current matrix.
|
| 1014 |
// (transformation is about the current world origin)
|
| 1015 |
STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
|
| 1016 |
|
| 1017 |
// Left-Multiplies the given matrix to the current matrix
|
| 1018 |
// (transformation is about the local origin of the object)
|
| 1019 |
STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE;
|
| 1020 |
|
| 1021 |
// Right multiply the current matrix with the computed rotation
|
| 1022 |
// matrix, counterclockwise about the given axis with the given angle.
|
| 1023 |
// (rotation is about the current world origin)
|
| 1024 |
STDMETHOD(RotateAxis)
|
| 1025 |
(THIS_ const D3DXVECTOR3* pV, float angle) PURE;
|
| 1026 |
|
| 1027 |
// Left multiply the current matrix with the computed rotation
|
| 1028 |
// matrix, counterclockwise about the given axis with the given angle.
|
| 1029 |
// (rotation is about the local origin of the object)
|
| 1030 |
STDMETHOD(RotateAxisLocal)
|
| 1031 |
(THIS_ const D3DXVECTOR3* pV, float angle) PURE;
|
| 1032 |
|
| 1033 |
// Right multiply the current matrix with the computed rotation
|
| 1034 |
// matrix. All angles are counterclockwise. (rotation is about the
|
| 1035 |
// current world origin)
|
| 1036 |
|
| 1037 |
// The rotation is composed of a yaw around the Y axis, a pitch around
|
| 1038 |
// the X axis, and a roll around the Z axis.
|
| 1039 |
STDMETHOD(RotateYawPitchRoll)
|
| 1040 |
(THIS_ float yaw, float pitch, float roll) PURE;
|
| 1041 |
|
| 1042 |
// Left multiply the current matrix with the computed rotation
|
| 1043 |
// matrix. All angles are counterclockwise. (rotation is about the
|
| 1044 |
// local origin of the object)
|
| 1045 |
|
| 1046 |
// The rotation is composed of a yaw around the Y axis, a pitch around
|
| 1047 |
// the X axis, and a roll around the Z axis.
|
| 1048 |
STDMETHOD(RotateYawPitchRollLocal)
|
| 1049 |
(THIS_ float yaw, float pitch, float roll) PURE;
|
| 1050 |
|
| 1051 |
// Right multiply the current matrix with the computed scale
|
| 1052 |
// matrix. (transformation is about the current world origin)
|
| 1053 |
STDMETHOD(Scale)(THIS_ float x, float y, float z) PURE;
|
| 1054 |
|
| 1055 |
// Left multiply the current matrix with the computed scale
|
| 1056 |
// matrix. (transformation is about the local origin of the object)
|
| 1057 |
STDMETHOD(ScaleLocal)(THIS_ float x, float y, float z) PURE;
|
| 1058 |
|
| 1059 |
// Right multiply the current matrix with the computed translation
|
| 1060 |
// matrix. (transformation is about the current world origin)
|
| 1061 |
STDMETHOD(Translate)(THIS_ float x, float y, float z ) PURE;
|
| 1062 |
|
| 1063 |
// Left multiply the current matrix with the computed translation
|
| 1064 |
// matrix. (transformation is about the local origin of the object)
|
| 1065 |
STDMETHOD(TranslateLocal)(THIS_ float x, float y, float z) PURE;
|
| 1066 |
|
| 1067 |
// Obtain the current matrix at the top of the stack
|
| 1068 |
STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
|
| 1069 |
};
|
| 1070 |
|
| 1071 |
#ifdef __cplusplus
|
| 1072 |
extern "C" {
|
| 1073 |
#endif
|
| 1074 |
|
| 1075 |
HRESULT WINAPI D3DXCreateMatrixStack( DWORD flags, LPD3DXMATRIXSTACK *ppStack );
|
| 1076 |
|
| 1077 |
#ifdef __cplusplus
|
| 1078 |
}
|
| 1079 |
#endif
|
| 1080 |
|
| 1081 |
#include "d3dxmath.inl"
|
| 1082 |
|
| 1083 |
#pragma warning(default:4201)
|
| 1084 |
|
| 1085 |
#endif // __D3DXMATH_H__
|