d3dx8: Add WINAPI to the prototypes of D3DXMatrixTransformation.
[wine/multimedia.git] / dlls / d3dx8 / math.c
blob55da2d955b5faccdf789a2a3d9b940a72abc944c
1 /*
2 * Copyright 2007 David Adam
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 #include <stdio.h>
20 #include <stdlib.h>
21 #include <stdarg.h>
22 #include <assert.h>
24 #define NONAMELESSUNION
26 #include "windef.h"
27 #include "winbase.h"
28 #include "wingdi.h"
29 #include "d3dx8.h"
31 #include "wine/debug.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3dx8);
35 /*_________________D3DXColor____________________*/
37 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
39 pout->r = 0.5f + s * (pc->r - 0.5f);
40 pout->g = 0.5f + s * (pc->g - 0.5f);
41 pout->b = 0.5f + s * (pc->b - 0.5f);
42 pout->a = pc->a;
43 return pout;
46 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
48 FLOAT grey;
50 grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f;
51 pout->r = grey + s * (pc->r - grey);
52 pout->g = grey + s * (pc->g - grey);
53 pout->b = grey + s * (pc->b - grey);
54 pout->a = pc->a;
55 return pout;
58 /*_________________D3DXMatrix____________________*/
60 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, float scaling, D3DXVECTOR3 *rotationcenter, D3DXQUATERNION *rotation, D3DXVECTOR3 *translation)
62 D3DXMATRIX m1, m2, m3, m4, m5, p1, p2, p3;
64 D3DXMatrixScaling(&m1, scaling, scaling, scaling);
65 if ( !rotationcenter )
67 D3DXMatrixIdentity(&m2);
68 D3DXMatrixIdentity(&m4);
70 else
72 D3DXMatrixTranslation(&m2, -rotationcenter->x, -rotationcenter->y, -rotationcenter->z);
73 D3DXMatrixTranslation(&m4, rotationcenter->x, rotationcenter->y, rotationcenter->z);
75 if ( !rotation )
77 D3DXMatrixIdentity(&m3);
79 else
81 D3DXMatrixRotationQuaternion(&m3, rotation);
83 if ( !translation )
85 D3DXMatrixIdentity(&m5);
87 else
89 D3DXMatrixTranslation(&m5, translation->x, translation->y, translation->z);
91 D3DXMatrixMultiply(&p1, &m1, &m2);
92 D3DXMatrixMultiply(&p2, &p1, &m3);
93 D3DXMatrixMultiply(&p3, &p2, &m4);
94 D3DXMatrixMultiply(pout, &p3, &m5);
95 return pout;
98 FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
100 D3DXVECTOR4 minor, v1, v2, v3;
101 FLOAT det;
103 v1.x = pm->u.m[0][0]; v1.y = pm->u.m[1][0]; v1.z = pm->u.m[2][0]; v1.w = pm->u.m[3][0];
104 v2.x = pm->u.m[0][1]; v2.y = pm->u.m[1][1]; v2.z = pm->u.m[2][1]; v2.w = pm->u.m[3][1];
105 v3.x = pm->u.m[0][2]; v3.y = pm->u.m[1][2]; v3.z = pm->u.m[2][2]; v3.w = pm->u.m[3][2];
106 D3DXVec4Cross(&minor,&v1,&v2,&v3);
107 det = - (pm->u.m[0][3] * minor.x + pm->u.m[1][3] * minor.y + pm->u.m[2][3] * minor.z + pm->u.m[3][3] * minor.w);
108 return det;
111 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm)
113 int a, i, j;
114 D3DXVECTOR4 v, vec[3];
115 FLOAT cofactor, det;
117 det = D3DXMatrixfDeterminant(pm);
118 if ( !det ) return NULL;
119 if ( pdeterminant ) *pdeterminant = det;
120 for (i=0; i<4; i++)
122 for (j=0; j<4; j++)
124 if (j != i )
126 a = j;
127 if ( j > i ) a = a-1;
128 vec[a].x = pm->u.m[j][0];
129 vec[a].y = pm->u.m[j][1];
130 vec[a].z = pm->u.m[j][2];
131 vec[a].w = pm->u.m[j][3];
134 D3DXVec4Cross(&v, &vec[0], &vec[1], &vec[2]);
135 for (j=0; j<4; j++)
137 switch(j)
139 case 0: cofactor = v.x; break;
140 case 1: cofactor = v.y; break;
141 case 2: cofactor = v.z; break;
142 case 3: cofactor = v.w; break;
144 pout->u.m[j][i] = pow(-1.0f, i) * cofactor / det;
147 return pout;
150 D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
152 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
154 D3DXVec3Subtract(&vec2, pat, peye);
155 D3DXVec3Normalize(&vec, &vec2);
156 D3DXVec3Cross(&right, pup, &vec);
157 D3DXVec3Cross(&up, &vec, &right);
158 D3DXVec3Normalize(&rightn, &right);
159 D3DXVec3Normalize(&upn, &up);
160 pout->u.m[0][0] = rightn.x;
161 pout->u.m[1][0] = rightn.y;
162 pout->u.m[2][0] = rightn.z;
163 pout->u.m[3][0] = -D3DXVec3Dot(&rightn,peye);
164 pout->u.m[0][1] = upn.x;
165 pout->u.m[1][1] = upn.y;
166 pout->u.m[2][1] = upn.z;
167 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
168 pout->u.m[0][2] = vec.x;
169 pout->u.m[1][2] = vec.y;
170 pout->u.m[2][2] = vec.z;
171 pout->u.m[3][2] = -D3DXVec3Dot(&vec, peye);
172 pout->u.m[0][3] = 0.0f;
173 pout->u.m[1][3] = 0.0f;
174 pout->u.m[2][3] = 0.0f;
175 pout->u.m[3][3] = 1.0f;
176 return pout;
179 D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
181 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
183 D3DXVec3Subtract(&vec2, pat, peye);
184 D3DXVec3Normalize(&vec, &vec2);
185 D3DXVec3Cross(&right, pup, &vec);
186 D3DXVec3Cross(&up, &vec, &right);
187 D3DXVec3Normalize(&rightn, &right);
188 D3DXVec3Normalize(&upn, &up);
189 pout->u.m[0][0] = -rightn.x;
190 pout->u.m[1][0] = -rightn.y;
191 pout->u.m[2][0] = -rightn.z;
192 pout->u.m[3][0] = D3DXVec3Dot(&rightn,peye);
193 pout->u.m[0][1] = upn.x;
194 pout->u.m[1][1] = upn.y;
195 pout->u.m[2][1] = upn.z;
196 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
197 pout->u.m[0][2] = -vec.x;
198 pout->u.m[1][2] = -vec.y;
199 pout->u.m[2][2] = -vec.z;
200 pout->u.m[3][2] = D3DXVec3Dot(&vec, peye);
201 pout->u.m[0][3] = 0.0f;
202 pout->u.m[1][3] = 0.0f;
203 pout->u.m[2][3] = 0.0f;
204 pout->u.m[3][3] = 1.0f;
205 return pout;
208 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
210 int i,j;
212 for (i=0; i<4; i++)
214 for (j=0; j<4; j++)
216 pout->u.m[i][j] = pm1->u.m[i][0] * pm2->u.m[0][j] + pm1->u.m[i][1] * pm2->u.m[1][j] + pm1->u.m[i][2] * pm2->u.m[2][j] + pm1->u.m[i][3] * pm2->u.m[3][j];
219 return pout;
222 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
224 D3DXMATRIX temp;
226 D3DXMatrixMultiply(&temp, pm1, pm2);
227 D3DXMatrixTranspose(pout, &temp);
228 return pout;
231 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
233 D3DXMatrixIdentity(pout);
234 pout->u.m[0][0] = 2.0f / w;
235 pout->u.m[1][1] = 2.0f / h;
236 pout->u.m[2][2] = 1.0f / (zf - zn);
237 pout->u.m[3][2] = zn / (zn - zf);
238 return pout;
241 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
243 D3DXMatrixIdentity(pout);
244 pout->u.m[0][0] = 2.0f / (r - l);
245 pout->u.m[1][1] = 2.0f / (t - b);
246 pout->u.m[2][2] = 1.0f / (zf -zn);
247 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
248 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
249 pout->u.m[3][2] = zn / (zn -zf);
250 return pout;
253 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
255 D3DXMatrixIdentity(pout);
256 pout->u.m[0][0] = 2.0f / (r - l);
257 pout->u.m[1][1] = 2.0f / (t - b);
258 pout->u.m[2][2] = 1.0f / (zn -zf);
259 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
260 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
261 pout->u.m[3][2] = zn / (zn -zf);
262 return pout;
265 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
267 D3DXMatrixIdentity(pout);
268 pout->u.m[0][0] = 2.0f / w;
269 pout->u.m[1][1] = 2.0f / h;
270 pout->u.m[2][2] = 1.0f / (zn - zf);
271 pout->u.m[3][2] = zn / (zn - zf);
272 return pout;
275 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
277 D3DXMatrixIdentity(pout);
278 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
279 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
280 pout->u.m[2][2] = zf / (zf - zn);
281 pout->u.m[2][3] = 1.0f;
282 pout->u.m[3][2] = (zf * zn) / (zn - zf);
283 pout->u.m[3][3] = 0.0f;
284 return pout;
287 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
289 D3DXMatrixIdentity(pout);
290 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
291 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
292 pout->u.m[2][2] = zf / (zn - zf);
293 pout->u.m[2][3] = -1.0f;
294 pout->u.m[3][2] = (zf * zn) / (zn - zf);
295 pout->u.m[3][3] = 0.0f;
296 return pout;
299 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
301 D3DXMatrixIdentity(pout);
302 pout->u.m[0][0] = 2.0f * zn / w;
303 pout->u.m[1][1] = 2.0f * zn / h;
304 pout->u.m[2][2] = zf / (zf - zn);
305 pout->u.m[3][2] = (zn * zf) / (zn - zf);
306 pout->u.m[2][3] = 1.0f;
307 pout->u.m[3][3] = 0.0f;
308 return pout;
311 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
313 D3DXMatrixIdentity(pout);
314 pout->u.m[0][0] = 2.0f * zn / (r - l);
315 pout->u.m[1][1] = -2.0f * zn / (b - t);
316 pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l);
317 pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t);
318 pout->u.m[2][2] = - zf / (zn - zf);
319 pout->u.m[3][2] = (zn * zf) / (zn -zf);
320 pout->u.m[2][3] = 1.0f;
321 pout->u.m[3][3] = 0.0f;
322 return pout;
325 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
327 D3DXMatrixIdentity(pout);
328 pout->u.m[0][0] = 2.0f * zn / (r - l);
329 pout->u.m[1][1] = -2.0f * zn / (b - t);
330 pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l);
331 pout->u.m[2][1] = -1.0f -2.0f * t / (b - t);
332 pout->u.m[2][2] = zf / (zn - zf);
333 pout->u.m[3][2] = (zn * zf) / (zn -zf);
334 pout->u.m[2][3] = -1.0f;
335 pout->u.m[3][3] = 0.0f;
336 return pout;
339 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
341 D3DXMatrixIdentity(pout);
342 pout->u.m[0][0] = 2.0f * zn / w;
343 pout->u.m[1][1] = 2.0f * zn / h;
344 pout->u.m[2][2] = zf / (zn - zf);
345 pout->u.m[3][2] = (zn * zf) / (zn - zf);
346 pout->u.m[2][3] = -1.0f;
347 pout->u.m[3][3] = 0.0f;
348 return pout;
351 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
353 D3DXPLANE Nplane;
355 D3DXPlaneNormalize(&Nplane, pplane);
356 D3DXMatrixIdentity(pout);
357 pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
358 pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b;
359 pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c;
360 pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b;
361 pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b;
362 pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c;
363 pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a;
364 pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b;
365 pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c;
366 pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a;
367 pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b;
368 pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c;
369 return pout;
372 D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
374 D3DXVECTOR3 v;
376 D3DXVec3Normalize(&v,pv);
377 D3DXMatrixIdentity(pout);
378 pout->u.m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
379 pout->u.m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
380 pout->u.m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
381 pout->u.m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
382 pout->u.m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
383 pout->u.m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
384 pout->u.m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
385 pout->u.m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
386 pout->u.m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
387 return pout;
390 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
392 D3DXMatrixIdentity(pout);
393 pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
394 pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
395 pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
396 pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
397 pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
398 pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
399 pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
400 pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
401 pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
402 return pout;
405 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
407 D3DXMatrixIdentity(pout);
408 pout->u.m[1][1] = cos(angle);
409 pout->u.m[2][2] = cos(angle);
410 pout->u.m[1][2] = sin(angle);
411 pout->u.m[2][1] = -sin(angle);
412 return pout;
415 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
417 D3DXMatrixIdentity(pout);
418 pout->u.m[0][0] = cos(angle);
419 pout->u.m[2][2] = cos(angle);
420 pout->u.m[0][2] = -sin(angle);
421 pout->u.m[2][0] = sin(angle);
422 return pout;
425 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
427 D3DXMATRIX m, pout1, pout2, pout3;
429 D3DXMatrixIdentity(&pout3);
430 D3DXMatrixRotationZ(&m,roll);
431 D3DXMatrixMultiply(&pout2,&pout3,&m);
432 D3DXMatrixRotationX(&m,pitch);
433 D3DXMatrixMultiply(&pout1,&pout2,&m);
434 D3DXMatrixRotationY(&m,yaw);
435 D3DXMatrixMultiply(pout,&pout1,&m);
436 return pout;
438 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
440 D3DXMatrixIdentity(pout);
441 pout->u.m[0][0] = cos(angle);
442 pout->u.m[1][1] = cos(angle);
443 pout->u.m[0][1] = sin(angle);
444 pout->u.m[1][0] = -sin(angle);
445 return pout;
448 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
450 D3DXMatrixIdentity(pout);
451 pout->u.m[0][0] = sx;
452 pout->u.m[1][1] = sy;
453 pout->u.m[2][2] = sz;
454 return pout;
457 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane)
459 D3DXPLANE Nplane;
460 FLOAT dot;
462 D3DXPlaneNormalize(&Nplane, pplane);
463 dot = D3DXPlaneDot(&Nplane, plight);
464 pout->u.m[0][0] = dot - Nplane.a * plight->x;
465 pout->u.m[0][1] = -Nplane.a * plight->y;
466 pout->u.m[0][2] = -Nplane.a * plight->z;
467 pout->u.m[0][3] = -Nplane.a * plight->w;
468 pout->u.m[1][0] = -Nplane.b * plight->x;
469 pout->u.m[1][1] = dot - Nplane.b * plight->y;
470 pout->u.m[1][2] = -Nplane.b * plight->z;
471 pout->u.m[1][3] = -Nplane.b * plight->w;
472 pout->u.m[2][0] = -Nplane.c * plight->x;
473 pout->u.m[2][1] = -Nplane.c * plight->y;
474 pout->u.m[2][2] = dot - Nplane.c * plight->z;
475 pout->u.m[2][3] = -Nplane.c * plight->w;
476 pout->u.m[3][0] = -Nplane.d * plight->x;
477 pout->u.m[3][1] = -Nplane.d * plight->y;
478 pout->u.m[3][2] = -Nplane.d * plight->z;
479 pout->u.m[3][3] = dot - Nplane.d * plight->w;
480 return pout;
483 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation)
485 D3DXMATRIX m1, m2, m3, m4, m5, m6, m7, p1, p2, p3, p4, p5;
486 D3DXQUATERNION prc;
487 D3DXVECTOR3 psc, pt;
489 if ( !pscalingcenter )
491 psc.x = 0.0f;
492 psc.y = 0.0f;
493 psc.z = 0.0f;
495 else
497 psc.x = pscalingcenter->x;
498 psc.y = pscalingcenter->y;
499 psc.z = pscalingcenter->z;
501 if ( !protationcenter )
503 prc.x = 0.0f;
504 prc.y = 0.0f;
505 prc.z = 0.0f;
507 else
509 prc.x = protationcenter->x;
510 prc.y = protationcenter->y;
511 prc.z = protationcenter->z;
513 if ( !ptranslation )
515 pt.x = 0.0f;
516 pt.y = 0.0f;
517 pt.z = 0.0f;
519 else
521 pt.x = ptranslation->x;
522 pt.y = ptranslation->y;
523 pt.z = ptranslation->z;
525 D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z);
526 if ( !pscalingrotation )
528 D3DXMatrixIdentity(&m2);
529 D3DXMatrixIdentity(&m4);
531 else
533 D3DXMatrixRotationQuaternion(&m4, pscalingrotation);
534 D3DXMatrixInverse(&m2, NULL, &m4);
536 if ( !pscaling )
538 D3DXMatrixIdentity(&m3);
540 else
542 D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z);
544 if ( !protation )
546 D3DXMatrixIdentity(&m6);
548 else
550 D3DXMatrixRotationQuaternion(&m6, protation);
552 D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z);
553 D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z);
554 D3DXMatrixMultiply(&p1, &m1, &m2);
555 D3DXMatrixMultiply(&p2, &p1, &m3);
556 D3DXMatrixMultiply(&p3, &p2, &m4);
557 D3DXMatrixMultiply(&p4, &p3, &m5);
558 D3DXMatrixMultiply(&p5, &p4, &m6);
559 D3DXMatrixMultiply(pout, &p5, &m7);
560 return pout;
563 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
565 D3DXMatrixIdentity(pout);
566 pout->u.m[3][0] = x;
567 pout->u.m[3][1] = y;
568 pout->u.m[3][2] = z;
569 return pout;
572 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
574 int i,j;
576 for (i=0; i<4; i++)
578 for (j=0; j<4; j++)
580 pout->u.m[i][j] = pm->u.m[j][i];
583 return pout;
586 /*_________________D3DXPLANE________________*/
588 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal)
590 pout->a = pvnormal->x;
591 pout->b = pvnormal->y;
592 pout->c = pvnormal->z;
593 pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
594 return pout;
597 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3)
599 D3DXVECTOR3 edge1, edge2, normal, Nnormal;
601 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
602 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
603 D3DXVec3Subtract(&edge1, pv2, pv1);
604 D3DXVec3Subtract(&edge2, pv3, pv1);
605 D3DXVec3Cross(&normal, &edge1, &edge2);
606 D3DXVec3Normalize(&Nnormal, &normal);
607 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
608 return pout;
611 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
613 D3DXVECTOR3 direction, normal;
614 FLOAT dot, temp;
616 normal.x = pp->a;
617 normal.y = pp->b;
618 normal.z = pp->c;
619 direction.x = pv2->x - pv1->x;
620 direction.y = pv2->y - pv1->y;
621 direction.z = pv2->z - pv1->z;
622 dot = D3DXVec3Dot(&normal, &direction);
623 if ( !dot ) return NULL;
624 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
625 pout->x = pv1->x - temp * direction.x;
626 pout->y = pv1->y - temp * direction.y;
627 pout->z = pv1->z - temp * direction.z;
628 return pout;
631 D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
633 FLOAT norm;
635 norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c);
636 if ( norm )
638 pout->a = pp->a / norm;
639 pout->b = pp->b / norm;
640 pout->c = pp->c / norm;
641 pout->d = pp->d / norm;
643 else
645 pout->a = 0.0f;
646 pout->b = 0.0f;
647 pout->c = 0.0f;
648 pout->d = 0.0f;
650 return pout;
653 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
655 pout->a = pm->u.m[0][0] * pplane->a + pm->u.m[1][0] * pplane->b + pm->u.m[2][0] * pplane->c + pm->u.m[3][0] * pplane->d;
656 pout->b = pm->u.m[0][1] * pplane->a + pm->u.m[1][1] * pplane->b + pm->u.m[2][1] * pplane->c + pm->u.m[3][1] * pplane->d;
657 pout->c = pm->u.m[0][2] * pplane->a + pm->u.m[1][2] * pplane->b + pm->u.m[2][2] * pplane->c + pm->u.m[3][2] * pplane->d;
658 pout->d = pm->u.m[0][3] * pplane->a + pm->u.m[1][3] * pplane->b + pm->u.m[2][3] * pplane->c + pm->u.m[3][3] * pplane->d;
659 return pout;
662 /*_________________D3DXQUATERNION________________*/
664 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
666 D3DXQUATERNION temp1, temp2;
667 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
668 return pout;
671 D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
673 FLOAT norm;
675 norm = sqrt(pq->x * pq->x + pq->y * pq->y + pq->z * pq->z);
676 if (norm )
678 pout->x = sin(norm) * pq->x / norm;
679 pout->y = sin(norm) * pq->y / norm;
680 pout->z = sin(norm) * pq->z / norm;
681 pout->w = cos(norm);
683 else
685 pout->x = 0.0f;
686 pout->y = 0.0f;
687 pout->z = 0.0f;
688 pout->w = 1.0f;
690 return pout;
693 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
695 D3DXQUATERNION temp;
696 FLOAT norm;
698 norm = D3DXQuaternionLengthSq(pq);
699 if ( !norm )
701 pout->x = 0.0f;
702 pout->y = 0.0f;
703 pout->z = 0.0f;
704 pout->w = 0.0f;
706 else
708 D3DXQuaternionConjugate(&temp, pq);
709 pout->x = temp.x / norm;
710 pout->y = temp.y / norm;
711 pout->z = temp.z / norm;
712 pout->w = temp.w / norm;
714 return pout;
717 D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
719 FLOAT norm, normvec, theta;
721 norm = D3DXQuaternionLengthSq(pq);
722 if ( norm > 1.0001f )
724 pout->x = pq->x;
725 pout->y = pq->y;
726 pout->z = pq->z;
727 pout->w = 0.0f;
729 else if( norm > 0.99999f)
731 normvec = sqrt( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z );
732 theta = atan2(normvec, pq->w) / normvec;
733 pout->x = theta * pq->x;
734 pout->y = theta * pq->y;
735 pout->z = theta * pq->z;
736 pout->w = 0.0f;
738 else
740 FIXME("The quaternion (%f, %f, %f, %f) has a norm <1. This should not happen. Windows returns a result anyway. This case is not implemented yet.\n", pq->x, pq->y, pq->z, pq->w);
742 return pout;
745 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
747 pout->x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
748 pout->y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
749 pout->z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
750 pout->w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
751 return pout;
754 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
756 FLOAT norm;
758 norm = D3DXQuaternionLength(pq);
759 if ( !norm )
761 pout->x = 0.0f;
762 pout->y = 0.0f;
763 pout->z = 0.0f;
764 pout->w = 0.0f;
766 else
768 pout->x = pq->x / norm;
769 pout->y = pq->y / norm;
770 pout->z = pq->z / norm;
771 pout->w = pq->w / norm;
773 return pout;
776 D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
778 D3DXVECTOR3 temp;
780 D3DXVec3Normalize(&temp, pv);
781 pout->x = sin( angle / 2.0f ) * temp.x;
782 pout->y = sin( angle / 2.0f ) * temp.y;
783 pout->z = sin( angle / 2.0f ) * temp.z;
784 pout->w = cos( angle / 2.0f );
785 return pout;
788 D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm)
790 int i, maxi;
791 FLOAT maxdiag, S, trace;
793 trace = pm->u.m[0][0] + pm->u.m[1][1] + pm->u.m[2][2] + 1.0f;
794 if ( trace > 0.0f)
796 pout->x = ( pm->u.m[1][2] - pm->u.m[2][1] ) / ( 2.0f * sqrt(trace) );
797 pout->y = ( pm->u.m[2][0] - pm->u.m[0][2] ) / ( 2.0f * sqrt(trace) );
798 pout->z = ( pm->u.m[0][1] - pm->u.m[1][0] ) / ( 2.0f * sqrt(trace) );
799 pout->w = sqrt(trace) / 2.0f;
800 return pout;
802 maxi = 0;
803 maxdiag = pm->u.m[0][0];
804 for (i=1; i<3; i++)
806 if ( pm->u.m[i][i] > maxdiag )
808 maxi = i;
809 maxdiag = pm->u.m[i][i];
812 switch( maxi )
814 case 0:
815 S = 2.0f * sqrt(1.0f + pm->u.m[0][0] - pm->u.m[1][1] - pm->u.m[2][2]);
816 pout->x = 0.25f * S;
817 pout->y = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
818 pout->z = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
819 pout->w = ( pm->u.m[1][2] - pm->u.m[2][1] ) / S;
820 break;
821 case 1:
822 S = 2.0f * sqrt(1.0f + pm->u.m[1][1] - pm->u.m[0][0] - pm->u.m[2][2]);
823 pout->x = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
824 pout->y = 0.25f * S;
825 pout->z = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
826 pout->w = ( pm->u.m[2][0] - pm->u.m[0][2] ) / S;
827 break;
828 case 2:
829 S = 2.0f * sqrt(1.0f + pm->u.m[2][2] - pm->u.m[0][0] - pm->u.m[1][1]);
830 pout->x = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
831 pout->y = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
832 pout->z = 0.25f * S;
833 pout->w = ( pm->u.m[0][1] - pm->u.m[1][0] ) / S;
834 break;
836 return pout;
839 D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
841 pout->x = sin( yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) + cos(yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
842 pout->y = sin( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) - cos(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
843 pout->z = cos(yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) - sin( yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
844 pout->w = cos( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) + sin(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
845 return pout;
848 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
850 FLOAT dot, epsilon;
852 epsilon = 1.0f;
853 dot = D3DXQuaternionDot(pq1, pq2);
854 if ( dot < 0.0f) epsilon = -1.0f;
855 pout->x = (1.0f - t) * pq1->x + epsilon * t * pq2->x;
856 pout->y = (1.0f - t) * pq1->y + epsilon * t * pq2->y;
857 pout->z = (1.0f - t) * pq1->z + epsilon * t * pq2->z;
858 pout->w = (1.0f - t) * pq1->w + epsilon * t * pq2->w;
859 return pout;
862 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t)
864 D3DXQUATERNION temp1, temp2;
866 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
867 return pout;
870 void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
872 FLOAT norm;
874 *pangle = 0.0f;
875 norm = D3DXQuaternionLength(pq);
876 if ( norm )
878 paxis->x = pq->x / norm;
879 paxis->y = pq->y / norm;
880 paxis->z = pq->z / norm;
881 if ( fabs( pq->w ) <= 1.0f ) *pangle = 2.0f * acos(pq->w);
883 else
885 paxis->x = 1.0f;
886 paxis->y = 0.0f;
887 paxis->z = 0.0f;
891 /*_________________D3DXVec2_____________________*/
893 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
895 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
896 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
897 return pout;
900 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
902 pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
903 pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
904 return pout;
907 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
909 FLOAT h1, h2, h3, h4;
911 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
912 h2 = s * s * s - 2.0f * s * s + s;
913 h3 = -2.0f * s * s * s + 3.0f * s * s;
914 h4 = s * s * s - s * s;
916 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
917 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
918 return pout;
921 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
923 FLOAT norm;
925 norm = D3DXVec2Length(pv);
926 if ( !norm )
928 pout->x = 0.0f;
929 pout->y = 0.0f;
931 else
933 pout->x = pv->x / norm;
934 pout->y = pv->y / norm;
936 return pout;
939 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
941 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
942 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
943 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
944 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
945 return pout;
948 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
950 FLOAT norm;
952 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
953 if ( norm )
955 pout->x = (pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0]) / norm;
956 pout->y = (pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1]) / norm;
958 else
960 pout->x = 0.0f;
961 pout->y = 0.0f;
963 return pout;
966 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
968 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y;
969 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y;
970 return pout;
973 /*_________________D3DXVec3_____________________*/
975 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
977 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
978 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
979 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
980 return pout;
983 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
985 pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
986 pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
987 pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s);
988 return pout;
991 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
993 FLOAT h1, h2, h3, h4;
995 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
996 h2 = s * s * s - 2.0f * s * s + s;
997 h3 = -2.0f * s * s * s + 3.0f * s * s;
998 h4 = s * s * s - s * s;
1000 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1001 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1002 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1003 return pout;
1006 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
1008 FLOAT norm;
1010 norm = D3DXVec3Length(pv);
1011 if ( !norm )
1013 pout->x = 0.0f;
1014 pout->y = 0.0f;
1015 pout->z = 0.0f;
1017 else
1019 pout->x = pv->x / norm;
1020 pout->y = pv->y / norm;
1021 pout->z = pv->z / norm;
1023 return pout;
1026 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1028 D3DXMATRIX m1, m2;
1029 D3DXVECTOR3 vec;
1031 D3DXMatrixMultiply(&m1, pworld, pview);
1032 D3DXMatrixMultiply(&m2, &m1, pprojection);
1033 D3DXVec3TransformCoord(&vec, pv, &m2);
1034 pout->x = pviewport->X + ( 1.0f + vec.x ) * pviewport->Width / 2.0f;
1035 pout->y = pviewport->Y + ( 1.0f - vec.y ) * pviewport->Height / 2.0f;
1036 pout->z = pviewport->MinZ + vec.z * ( pviewport->MaxZ - pviewport->MinZ );
1037 return pout;
1040 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1042 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0];
1043 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1];
1044 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2];
1045 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] * pv->z + pm->u.m[3][3];
1046 return pout;
1049 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1051 FLOAT norm;
1053 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] *pv->z + pm->u.m[3][3];
1055 if ( norm )
1057 pout->x = (pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0]) / norm;
1058 pout->y = (pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1]) / norm;
1059 pout->z = (pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2]) / norm;
1061 else
1063 pout->x = 0.0f;
1064 pout->y = 0.0f;
1065 pout->z = 0.0f;
1067 return pout;
1070 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1072 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z;
1073 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z;
1074 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z;
1075 return pout;
1079 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1081 D3DXMATRIX m1, m2, m3;
1082 D3DXVECTOR3 vec;
1084 D3DXMatrixMultiply(&m1, pworld, pview);
1085 D3DXMatrixMultiply(&m2, &m1, pprojection);
1086 D3DXMatrixInverse(&m3, NULL, &m2);
1087 vec.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f;
1088 vec.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height;
1089 vec.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
1090 D3DXVec3TransformCoord(pout, &vec, &m3);
1091 return pout;
1094 /*_________________D3DXVec4_____________________*/
1096 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
1098 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1099 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1100 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1101 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
1102 return pout;
1105 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
1107 pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
1108 pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
1109 pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s);
1110 pout->w = 0.5f * (2.0f * pv1->w + (pv2->w - pv0->w) *s + (2.0f *pv0->w - 5.0f * pv1->w + 4.0f * pv2->w - pv3->w) * s * s + (pv3->w -3.0f * pv2->w + 3.0f * pv1->w - pv0->w) * s * s * s);
1111 return pout;
1114 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
1116 pout->x = pv1->y * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->y * pv3->w - pv3->y * pv2->w) + pv1->w * (pv2->y * pv3->z - pv2->z *pv3->y);
1117 pout->y = -(pv1->x * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->x * pv3->w - pv3->x * pv2->w) + pv1->w * (pv2->x * pv3->z - pv3->x * pv2->z));
1118 pout->z = pv1->x * (pv2->y * pv3->w - pv3->y * pv2->w) - pv1->y * (pv2->x *pv3->w - pv3->x * pv2->w) + pv1->w * (pv2->x * pv3->y - pv3->x * pv2->y);
1119 pout->w = -(pv1->x * (pv2->y * pv3->z - pv3->y * pv2->z) - pv1->y * (pv2->x * pv3->z - pv3->x *pv2->z) + pv1->z * (pv2->x * pv3->y - pv3->x * pv2->y));
1120 return pout;
1123 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
1125 FLOAT h1, h2, h3, h4;
1127 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1128 h2 = s * s * s - 2.0f * s * s + s;
1129 h3 = -2.0f * s * s * s + 3.0f * s * s;
1130 h4 = s * s * s - s * s;
1132 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1133 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1134 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1135 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
1136 return pout;
1139 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
1141 FLOAT norm;
1143 norm = D3DXVec4Length(pv);
1144 if ( !norm )
1146 pout->x = 0.0f;
1147 pout->y = 0.0f;
1148 pout->z = 0.0f;
1149 pout->w = 0.0f;
1151 else
1153 pout->x = pv->x / norm;
1154 pout->y = pv->y / norm;
1155 pout->z = pv->z / norm;
1156 pout->w = pv->w / norm;
1158 return pout;
1161 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
1163 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0] * pv->w;
1164 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1] * pv->w;
1165 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2] * pv->w;
1166 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] * pv->z + pm->u.m[3][3] * pv->w;
1167 return pout;