2 * Mathematical operations specific to D3DX9.
4 * Copyright (C) 2008 David Adam
5 * Copyright (C) 2008 Luis Busquets
6 * Copyright (C) 2008 Jérôme Gardou
7 * Copyright (C) 2008 Philip Nilsson
8 * Copyright (C) 2008 Henri Verbeet
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #define NONAMELESSUNION
30 #include "d3dx9_36_private.h"
32 #include "wine/debug.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3dx
);
36 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
;
38 typedef struct ID3DXMatrixStackImpl
40 ID3DXMatrixStack ID3DXMatrixStack_iface
;
44 unsigned int stack_size
;
46 } ID3DXMatrixStackImpl
;
49 /*_________________D3DXColor____________________*/
51 D3DXCOLOR
* WINAPI
D3DXColorAdjustContrast(D3DXCOLOR
*pout
, CONST D3DXCOLOR
*pc
, FLOAT s
)
53 pout
->r
= 0.5f
+ s
* (pc
->r
- 0.5f
);
54 pout
->g
= 0.5f
+ s
* (pc
->g
- 0.5f
);
55 pout
->b
= 0.5f
+ s
* (pc
->b
- 0.5f
);
60 D3DXCOLOR
* WINAPI
D3DXColorAdjustSaturation(D3DXCOLOR
*pout
, CONST D3DXCOLOR
*pc
, FLOAT s
)
64 grey
= pc
->r
* 0.2125f
+ pc
->g
* 0.7154f
+ pc
->b
* 0.0721f
;
65 pout
->r
= grey
+ s
* (pc
->r
- grey
);
66 pout
->g
= grey
+ s
* (pc
->g
- grey
);
67 pout
->b
= grey
+ s
* (pc
->b
- grey
);
72 /*_________________Misc__________________________*/
74 FLOAT WINAPI
D3DXFresnelTerm(FLOAT costheta
, FLOAT refractionindex
)
76 FLOAT a
, d
, g
, result
;
78 g
= sqrt(refractionindex
* refractionindex
+ costheta
* costheta
- 1.0f
);
81 result
= ( costheta
* a
- 1.0f
) * ( costheta
* a
- 1.0f
) / ( ( costheta
* d
+ 1.0f
) * ( costheta
* d
+ 1.0f
) ) + 1.0f
;
82 result
= result
* 0.5f
* d
* d
/ ( a
* a
);
86 /*_________________D3DXMatrix____________________*/
88 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation(D3DXMATRIX
*pout
, FLOAT scaling
, CONST D3DXVECTOR3
*rotationcenter
, CONST D3DXQUATERNION
*rotation
, CONST D3DXVECTOR3
*translation
)
90 D3DXMATRIX m1
, m2
, m3
, m4
, m5
;
92 D3DXMatrixScaling(&m1
, scaling
, scaling
, scaling
);
94 if ( !rotationcenter
)
96 D3DXMatrixIdentity(&m2
);
97 D3DXMatrixIdentity(&m4
);
101 D3DXMatrixTranslation(&m2
, -rotationcenter
->x
, -rotationcenter
->y
, -rotationcenter
->z
);
102 D3DXMatrixTranslation(&m4
, rotationcenter
->x
, rotationcenter
->y
, rotationcenter
->z
);
105 if ( !rotation
) D3DXMatrixIdentity(&m3
);
106 else D3DXMatrixRotationQuaternion(&m3
, rotation
);
108 if ( !translation
) D3DXMatrixIdentity(&m5
);
109 else D3DXMatrixTranslation(&m5
, translation
->x
, translation
->y
, translation
->z
);
111 D3DXMatrixMultiply(&m1
, &m1
, &m2
);
112 D3DXMatrixMultiply(&m1
, &m1
, &m3
);
113 D3DXMatrixMultiply(&m1
, &m1
, &m4
);
114 D3DXMatrixMultiply(pout
, &m1
, &m5
);
118 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation2D(D3DXMATRIX
*pout
, FLOAT scaling
, CONST D3DXVECTOR2
*protationcenter
, FLOAT rotation
, CONST D3DXVECTOR2
*ptranslation
)
120 D3DXMATRIX m1
, m2
, m3
, m4
, m5
;
122 D3DXVECTOR3 rot_center
, trans
;
124 rot
.w
=cos(rotation
/2.0f
);
127 rot
.z
=sin(rotation
/2.0f
);
129 if ( protationcenter
)
131 rot_center
.x
=protationcenter
->x
;
132 rot_center
.y
=protationcenter
->y
;
144 trans
.x
=ptranslation
->x
;
145 trans
.y
=ptranslation
->y
;
155 D3DXMatrixScaling(&m1
, scaling
, scaling
, 1.0f
);
156 D3DXMatrixTranslation(&m2
, -rot_center
.x
, -rot_center
.y
, -rot_center
.z
);
157 D3DXMatrixTranslation(&m4
, rot_center
.x
, rot_center
.y
, rot_center
.z
);
158 D3DXMatrixRotationQuaternion(&m3
, &rot
);
159 D3DXMatrixTranslation(&m5
, trans
.x
, trans
.y
, trans
.z
);
161 D3DXMatrixMultiply(&m1
, &m1
, &m2
);
162 D3DXMatrixMultiply(&m1
, &m1
, &m3
);
163 D3DXMatrixMultiply(&m1
, &m1
, &m4
);
164 D3DXMatrixMultiply(pout
, &m1
, &m5
);
169 HRESULT WINAPI
D3DXMatrixDecompose(D3DXVECTOR3
*poutscale
, D3DXQUATERNION
*poutrotation
, D3DXVECTOR3
*pouttranslation
, CONST D3DXMATRIX
*pm
)
171 D3DXMATRIX normalized
;
174 /*Compute the scaling part.*/
178 poutscale
->x
=D3DXVec3Length(&vec
);
183 poutscale
->y
=D3DXVec3Length(&vec
);
188 poutscale
->z
=D3DXVec3Length(&vec
);
190 /*Compute the translation part.*/
191 pouttranslation
->x
=pm
->u
.m
[3][0];
192 pouttranslation
->y
=pm
->u
.m
[3][1];
193 pouttranslation
->z
=pm
->u
.m
[3][2];
195 /*Let's calculate the rotation now*/
196 if ( (poutscale
->x
== 0.0f
) || (poutscale
->y
== 0.0f
) || (poutscale
->z
== 0.0f
) ) return D3DERR_INVALIDCALL
;
198 normalized
.u
.m
[0][0]=pm
->u
.m
[0][0]/poutscale
->x
;
199 normalized
.u
.m
[0][1]=pm
->u
.m
[0][1]/poutscale
->x
;
200 normalized
.u
.m
[0][2]=pm
->u
.m
[0][2]/poutscale
->x
;
201 normalized
.u
.m
[1][0]=pm
->u
.m
[1][0]/poutscale
->y
;
202 normalized
.u
.m
[1][1]=pm
->u
.m
[1][1]/poutscale
->y
;
203 normalized
.u
.m
[1][2]=pm
->u
.m
[1][2]/poutscale
->y
;
204 normalized
.u
.m
[2][0]=pm
->u
.m
[2][0]/poutscale
->z
;
205 normalized
.u
.m
[2][1]=pm
->u
.m
[2][1]/poutscale
->z
;
206 normalized
.u
.m
[2][2]=pm
->u
.m
[2][2]/poutscale
->z
;
208 D3DXQuaternionRotationMatrix(poutrotation
,&normalized
);
212 FLOAT WINAPI
D3DXMatrixDeterminant(CONST D3DXMATRIX
*pm
)
214 D3DXVECTOR4 minor
, v1
, v2
, v3
;
217 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];
218 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];
219 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];
220 D3DXVec4Cross(&minor
, &v1
, &v2
, &v3
);
221 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
);
225 D3DXMATRIX
* WINAPI
D3DXMatrixInverse(D3DXMATRIX
*pout
, FLOAT
*pdeterminant
, CONST D3DXMATRIX
*pm
)
229 D3DXVECTOR4 v
, vec
[3];
232 det
= D3DXMatrixDeterminant(pm
);
233 if ( !det
) return NULL
;
234 if ( pdeterminant
) *pdeterminant
= det
;
242 if ( j
> i
) a
= a
-1;
243 vec
[a
].x
= pm
->u
.m
[j
][0];
244 vec
[a
].y
= pm
->u
.m
[j
][1];
245 vec
[a
].z
= pm
->u
.m
[j
][2];
246 vec
[a
].w
= pm
->u
.m
[j
][3];
249 D3DXVec4Cross(&v
, &vec
[0], &vec
[1], &vec
[2]);
250 out
.u
.m
[0][i
] = pow(-1.0f
, i
) * v
.x
/ det
;
251 out
.u
.m
[1][i
] = pow(-1.0f
, i
) * v
.y
/ det
;
252 out
.u
.m
[2][i
] = pow(-1.0f
, i
) * v
.z
/ det
;
253 out
.u
.m
[3][i
] = pow(-1.0f
, i
) * v
.w
/ det
;
260 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtLH(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*peye
, CONST D3DXVECTOR3
*pat
, CONST D3DXVECTOR3
*pup
)
262 D3DXVECTOR3 right
, rightn
, up
, upn
, vec
, vec2
;
264 D3DXVec3Subtract(&vec2
, pat
, peye
);
265 D3DXVec3Normalize(&vec
, &vec2
);
266 D3DXVec3Cross(&right
, pup
, &vec
);
267 D3DXVec3Cross(&up
, &vec
, &right
);
268 D3DXVec3Normalize(&rightn
, &right
);
269 D3DXVec3Normalize(&upn
, &up
);
270 pout
->u
.m
[0][0] = rightn
.x
;
271 pout
->u
.m
[1][0] = rightn
.y
;
272 pout
->u
.m
[2][0] = rightn
.z
;
273 pout
->u
.m
[3][0] = -D3DXVec3Dot(&rightn
,peye
);
274 pout
->u
.m
[0][1] = upn
.x
;
275 pout
->u
.m
[1][1] = upn
.y
;
276 pout
->u
.m
[2][1] = upn
.z
;
277 pout
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, peye
);
278 pout
->u
.m
[0][2] = vec
.x
;
279 pout
->u
.m
[1][2] = vec
.y
;
280 pout
->u
.m
[2][2] = vec
.z
;
281 pout
->u
.m
[3][2] = -D3DXVec3Dot(&vec
, peye
);
282 pout
->u
.m
[0][3] = 0.0f
;
283 pout
->u
.m
[1][3] = 0.0f
;
284 pout
->u
.m
[2][3] = 0.0f
;
285 pout
->u
.m
[3][3] = 1.0f
;
289 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtRH(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*peye
, CONST D3DXVECTOR3
*pat
, CONST D3DXVECTOR3
*pup
)
291 D3DXVECTOR3 right
, rightn
, up
, upn
, vec
, vec2
;
293 D3DXVec3Subtract(&vec2
, pat
, peye
);
294 D3DXVec3Normalize(&vec
, &vec2
);
295 D3DXVec3Cross(&right
, pup
, &vec
);
296 D3DXVec3Cross(&up
, &vec
, &right
);
297 D3DXVec3Normalize(&rightn
, &right
);
298 D3DXVec3Normalize(&upn
, &up
);
299 pout
->u
.m
[0][0] = -rightn
.x
;
300 pout
->u
.m
[1][0] = -rightn
.y
;
301 pout
->u
.m
[2][0] = -rightn
.z
;
302 pout
->u
.m
[3][0] = D3DXVec3Dot(&rightn
,peye
);
303 pout
->u
.m
[0][1] = upn
.x
;
304 pout
->u
.m
[1][1] = upn
.y
;
305 pout
->u
.m
[2][1] = upn
.z
;
306 pout
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, peye
);
307 pout
->u
.m
[0][2] = -vec
.x
;
308 pout
->u
.m
[1][2] = -vec
.y
;
309 pout
->u
.m
[2][2] = -vec
.z
;
310 pout
->u
.m
[3][2] = D3DXVec3Dot(&vec
, peye
);
311 pout
->u
.m
[0][3] = 0.0f
;
312 pout
->u
.m
[1][3] = 0.0f
;
313 pout
->u
.m
[2][3] = 0.0f
;
314 pout
->u
.m
[3][3] = 1.0f
;
318 D3DXMATRIX
* WINAPI
D3DXMatrixMultiply(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
)
327 out
.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
];
335 D3DXMATRIX
* WINAPI
D3DXMatrixMultiplyTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
)
337 D3DXMatrixMultiply(pout
, pm1
, pm2
);
338 D3DXMatrixTranspose(pout
, pout
);
342 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
344 D3DXMatrixIdentity(pout
);
345 pout
->u
.m
[0][0] = 2.0f
/ w
;
346 pout
->u
.m
[1][1] = 2.0f
/ h
;
347 pout
->u
.m
[2][2] = 1.0f
/ (zf
- zn
);
348 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
352 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
354 D3DXMatrixIdentity(pout
);
355 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
356 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
357 pout
->u
.m
[2][2] = 1.0f
/ (zf
-zn
);
358 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
359 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
360 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
364 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
366 D3DXMatrixIdentity(pout
);
367 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
368 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
369 pout
->u
.m
[2][2] = 1.0f
/ (zn
-zf
);
370 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
371 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
372 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
376 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
378 D3DXMatrixIdentity(pout
);
379 pout
->u
.m
[0][0] = 2.0f
/ w
;
380 pout
->u
.m
[1][1] = 2.0f
/ h
;
381 pout
->u
.m
[2][2] = 1.0f
/ (zn
- zf
);
382 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
386 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovLH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
388 D3DXMatrixIdentity(pout
);
389 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
390 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
391 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
392 pout
->u
.m
[2][3] = 1.0f
;
393 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
394 pout
->u
.m
[3][3] = 0.0f
;
398 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovRH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
400 D3DXMatrixIdentity(pout
);
401 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
402 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
403 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
404 pout
->u
.m
[2][3] = -1.0f
;
405 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
406 pout
->u
.m
[3][3] = 0.0f
;
410 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
412 D3DXMatrixIdentity(pout
);
413 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
414 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
415 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
416 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
417 pout
->u
.m
[2][3] = 1.0f
;
418 pout
->u
.m
[3][3] = 0.0f
;
422 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
424 D3DXMatrixIdentity(pout
);
425 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
426 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
427 pout
->u
.m
[2][0] = -1.0f
- 2.0f
* l
/ (r
- l
);
428 pout
->u
.m
[2][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
429 pout
->u
.m
[2][2] = - zf
/ (zn
- zf
);
430 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
431 pout
->u
.m
[2][3] = 1.0f
;
432 pout
->u
.m
[3][3] = 0.0f
;
436 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
438 D3DXMatrixIdentity(pout
);
439 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
440 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
441 pout
->u
.m
[2][0] = 1.0f
+ 2.0f
* l
/ (r
- l
);
442 pout
->u
.m
[2][1] = -1.0f
-2.0f
* t
/ (b
- t
);
443 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
444 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
445 pout
->u
.m
[2][3] = -1.0f
;
446 pout
->u
.m
[3][3] = 0.0f
;
450 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
452 D3DXMatrixIdentity(pout
);
453 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
454 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
455 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
456 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
457 pout
->u
.m
[2][3] = -1.0f
;
458 pout
->u
.m
[3][3] = 0.0f
;
462 D3DXMATRIX
* WINAPI
D3DXMatrixReflect(D3DXMATRIX
*pout
, CONST D3DXPLANE
*pplane
)
466 D3DXPlaneNormalize(&Nplane
, pplane
);
467 D3DXMatrixIdentity(pout
);
468 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* Nplane
.a
* Nplane
.a
;
469 pout
->u
.m
[0][1] = -2.0f
* Nplane
.a
* Nplane
.b
;
470 pout
->u
.m
[0][2] = -2.0f
* Nplane
.a
* Nplane
.c
;
471 pout
->u
.m
[1][0] = -2.0f
* Nplane
.a
* Nplane
.b
;
472 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* Nplane
.b
* Nplane
.b
;
473 pout
->u
.m
[1][2] = -2.0f
* Nplane
.b
* Nplane
.c
;
474 pout
->u
.m
[2][0] = -2.0f
* Nplane
.c
* Nplane
.a
;
475 pout
->u
.m
[2][1] = -2.0f
* Nplane
.c
* Nplane
.b
;
476 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* Nplane
.c
* Nplane
.c
;
477 pout
->u
.m
[3][0] = -2.0f
* Nplane
.d
* Nplane
.a
;
478 pout
->u
.m
[3][1] = -2.0f
* Nplane
.d
* Nplane
.b
;
479 pout
->u
.m
[3][2] = -2.0f
* Nplane
.d
* Nplane
.c
;
483 D3DXMATRIX
* WINAPI
D3DXMatrixRotationAxis(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
487 D3DXVec3Normalize(&v
,pv
);
488 D3DXMatrixIdentity(pout
);
489 pout
->u
.m
[0][0] = (1.0f
- cos(angle
)) * v
.x
* v
.x
+ cos(angle
);
490 pout
->u
.m
[1][0] = (1.0f
- cos(angle
)) * v
.x
* v
.y
- sin(angle
) * v
.z
;
491 pout
->u
.m
[2][0] = (1.0f
- cos(angle
)) * v
.x
* v
.z
+ sin(angle
) * v
.y
;
492 pout
->u
.m
[0][1] = (1.0f
- cos(angle
)) * v
.y
* v
.x
+ sin(angle
) * v
.z
;
493 pout
->u
.m
[1][1] = (1.0f
- cos(angle
)) * v
.y
* v
.y
+ cos(angle
);
494 pout
->u
.m
[2][1] = (1.0f
- cos(angle
)) * v
.y
* v
.z
- sin(angle
) * v
.x
;
495 pout
->u
.m
[0][2] = (1.0f
- cos(angle
)) * v
.z
* v
.x
- sin(angle
) * v
.y
;
496 pout
->u
.m
[1][2] = (1.0f
- cos(angle
)) * v
.z
* v
.y
+ sin(angle
) * v
.x
;
497 pout
->u
.m
[2][2] = (1.0f
- cos(angle
)) * v
.z
* v
.z
+ cos(angle
);
501 D3DXMATRIX
* WINAPI
D3DXMatrixRotationQuaternion(D3DXMATRIX
*pout
, CONST D3DXQUATERNION
*pq
)
503 D3DXMatrixIdentity(pout
);
504 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* (pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
505 pout
->u
.m
[0][1] = 2.0f
* (pq
->x
*pq
->y
+ pq
->z
* pq
->w
);
506 pout
->u
.m
[0][2] = 2.0f
* (pq
->x
* pq
->z
- pq
->y
* pq
->w
);
507 pout
->u
.m
[1][0] = 2.0f
* (pq
->x
* pq
->y
- pq
->z
* pq
->w
);
508 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->z
* pq
->z
);
509 pout
->u
.m
[1][2] = 2.0f
* (pq
->y
*pq
->z
+ pq
->x
*pq
->w
);
510 pout
->u
.m
[2][0] = 2.0f
* (pq
->x
* pq
->z
+ pq
->y
* pq
->w
);
511 pout
->u
.m
[2][1] = 2.0f
* (pq
->y
*pq
->z
- pq
->x
*pq
->w
);
512 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->y
* pq
->y
);
516 D3DXMATRIX
* WINAPI
D3DXMatrixRotationX(D3DXMATRIX
*pout
, FLOAT angle
)
518 D3DXMatrixIdentity(pout
);
519 pout
->u
.m
[1][1] = cos(angle
);
520 pout
->u
.m
[2][2] = cos(angle
);
521 pout
->u
.m
[1][2] = sin(angle
);
522 pout
->u
.m
[2][1] = -sin(angle
);
526 D3DXMATRIX
* WINAPI
D3DXMatrixRotationY(D3DXMATRIX
*pout
, FLOAT angle
)
528 D3DXMatrixIdentity(pout
);
529 pout
->u
.m
[0][0] = cos(angle
);
530 pout
->u
.m
[2][2] = cos(angle
);
531 pout
->u
.m
[0][2] = -sin(angle
);
532 pout
->u
.m
[2][0] = sin(angle
);
536 D3DXMATRIX
* WINAPI
D3DXMatrixRotationYawPitchRoll(D3DXMATRIX
*pout
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
540 D3DXMatrixIdentity(pout
);
541 D3DXMatrixRotationZ(&m
, roll
);
542 D3DXMatrixMultiply(pout
, pout
, &m
);
543 D3DXMatrixRotationX(&m
, pitch
);
544 D3DXMatrixMultiply(pout
, pout
, &m
);
545 D3DXMatrixRotationY(&m
, yaw
);
546 D3DXMatrixMultiply(pout
, pout
, &m
);
549 D3DXMATRIX
* WINAPI
D3DXMatrixRotationZ(D3DXMATRIX
*pout
, FLOAT angle
)
551 D3DXMatrixIdentity(pout
);
552 pout
->u
.m
[0][0] = cos(angle
);
553 pout
->u
.m
[1][1] = cos(angle
);
554 pout
->u
.m
[0][1] = sin(angle
);
555 pout
->u
.m
[1][0] = -sin(angle
);
559 D3DXMATRIX
* WINAPI
D3DXMatrixScaling(D3DXMATRIX
*pout
, FLOAT sx
, FLOAT sy
, FLOAT sz
)
561 D3DXMatrixIdentity(pout
);
562 pout
->u
.m
[0][0] = sx
;
563 pout
->u
.m
[1][1] = sy
;
564 pout
->u
.m
[2][2] = sz
;
568 D3DXMATRIX
* WINAPI
D3DXMatrixShadow(D3DXMATRIX
*pout
, CONST D3DXVECTOR4
*plight
, CONST D3DXPLANE
*pplane
)
573 D3DXPlaneNormalize(&Nplane
, pplane
);
574 dot
= D3DXPlaneDot(&Nplane
, plight
);
575 pout
->u
.m
[0][0] = dot
- Nplane
.a
* plight
->x
;
576 pout
->u
.m
[0][1] = -Nplane
.a
* plight
->y
;
577 pout
->u
.m
[0][2] = -Nplane
.a
* plight
->z
;
578 pout
->u
.m
[0][3] = -Nplane
.a
* plight
->w
;
579 pout
->u
.m
[1][0] = -Nplane
.b
* plight
->x
;
580 pout
->u
.m
[1][1] = dot
- Nplane
.b
* plight
->y
;
581 pout
->u
.m
[1][2] = -Nplane
.b
* plight
->z
;
582 pout
->u
.m
[1][3] = -Nplane
.b
* plight
->w
;
583 pout
->u
.m
[2][0] = -Nplane
.c
* plight
->x
;
584 pout
->u
.m
[2][1] = -Nplane
.c
* plight
->y
;
585 pout
->u
.m
[2][2] = dot
- Nplane
.c
* plight
->z
;
586 pout
->u
.m
[2][3] = -Nplane
.c
* plight
->w
;
587 pout
->u
.m
[3][0] = -Nplane
.d
* plight
->x
;
588 pout
->u
.m
[3][1] = -Nplane
.d
* plight
->y
;
589 pout
->u
.m
[3][2] = -Nplane
.d
* plight
->z
;
590 pout
->u
.m
[3][3] = dot
- Nplane
.d
* plight
->w
;
594 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*pscalingcenter
, CONST D3DXQUATERNION
*pscalingrotation
, CONST D3DXVECTOR3
*pscaling
, CONST D3DXVECTOR3
*protationcenter
, CONST D3DXQUATERNION
*protation
, CONST D3DXVECTOR3
*ptranslation
)
596 D3DXMATRIX m1
, m2
, m3
, m4
, m5
, m6
, m7
;
600 if ( !pscalingcenter
)
608 psc
.x
= pscalingcenter
->x
;
609 psc
.y
= pscalingcenter
->y
;
610 psc
.z
= pscalingcenter
->z
;
613 if ( !protationcenter
)
621 prc
.x
= protationcenter
->x
;
622 prc
.y
= protationcenter
->y
;
623 prc
.z
= protationcenter
->z
;
634 pt
.x
= ptranslation
->x
;
635 pt
.y
= ptranslation
->y
;
636 pt
.z
= ptranslation
->z
;
639 D3DXMatrixTranslation(&m1
, -psc
.x
, -psc
.y
, -psc
.z
);
641 if ( !pscalingrotation
)
643 D3DXMatrixIdentity(&m2
);
644 D3DXMatrixIdentity(&m4
);
648 D3DXMatrixRotationQuaternion(&m4
, pscalingrotation
);
649 D3DXMatrixInverse(&m2
, NULL
, &m4
);
652 if ( !pscaling
) D3DXMatrixIdentity(&m3
);
653 else D3DXMatrixScaling(&m3
, pscaling
->x
, pscaling
->y
, pscaling
->z
);
655 if ( !protation
) D3DXMatrixIdentity(&m6
);
656 else D3DXMatrixRotationQuaternion(&m6
, protation
);
658 D3DXMatrixTranslation(&m5
, psc
.x
- prc
.x
, psc
.y
- prc
.y
, psc
.z
- prc
.z
);
659 D3DXMatrixTranslation(&m7
, prc
.x
+ pt
.x
, prc
.y
+ pt
.y
, prc
.z
+ pt
.z
);
660 D3DXMatrixMultiply(&m1
, &m1
, &m2
);
661 D3DXMatrixMultiply(&m1
, &m1
, &m3
);
662 D3DXMatrixMultiply(&m1
, &m1
, &m4
);
663 D3DXMatrixMultiply(&m1
, &m1
, &m5
);
664 D3DXMatrixMultiply(&m1
, &m1
, &m6
);
665 D3DXMatrixMultiply(pout
, &m1
, &m7
);
668 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation2D(D3DXMATRIX
*pout
, CONST D3DXVECTOR2
*pscalingcenter
, FLOAT scalingrotation
, CONST D3DXVECTOR2
*pscaling
, CONST D3DXVECTOR2
*protationcenter
, FLOAT rotation
, CONST D3DXVECTOR2
*ptranslation
)
670 D3DXQUATERNION rot
, sca_rot
;
671 D3DXVECTOR3 rot_center
, sca
, sca_center
, trans
;
673 if ( pscalingcenter
)
675 sca_center
.x
=pscalingcenter
->x
;
676 sca_center
.y
=pscalingcenter
->y
;
699 if ( protationcenter
)
701 rot_center
.x
=protationcenter
->x
;
702 rot_center
.y
=protationcenter
->y
;
714 trans
.x
=ptranslation
->x
;
715 trans
.y
=ptranslation
->y
;
725 rot
.w
=cos(rotation
/2.0f
);
728 rot
.z
=sin(rotation
/2.0f
);
730 sca_rot
.w
=cos(scalingrotation
/2.0f
);
733 sca_rot
.z
=sin(scalingrotation
/2.0f
);
735 D3DXMatrixTransformation(pout
, &sca_center
, &sca_rot
, &sca
, &rot_center
, &rot
, &trans
);
740 D3DXMATRIX
* WINAPI
D3DXMatrixTranslation(D3DXMATRIX
*pout
, FLOAT x
, FLOAT y
, FLOAT z
)
742 D3DXMatrixIdentity(pout
);
749 D3DXMATRIX
* WINAPI
D3DXMatrixTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm
)
751 CONST D3DXMATRIX m
= *pm
;
755 for (j
=0; j
<4; j
++) pout
->u
.m
[i
][j
] = m
.u
.m
[j
][i
];
760 /*_________________D3DXMatrixStack____________________*/
762 static const unsigned int INITIAL_STACK_SIZE
= 32;
764 HRESULT WINAPI
D3DXCreateMatrixStack(DWORD flags
, LPD3DXMATRIXSTACK
* ppstack
)
766 ID3DXMatrixStackImpl
* object
;
768 TRACE("flags %#x, ppstack %p\n", flags
, ppstack
);
770 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(ID3DXMatrixStackImpl
));
771 if ( object
== NULL
)
774 return E_OUTOFMEMORY
;
776 object
->ID3DXMatrixStack_iface
.lpVtbl
= &ID3DXMatrixStack_Vtbl
;
779 object
->stack
= HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE
* sizeof(D3DXMATRIX
));
782 HeapFree(GetProcessHeap(), 0, object
);
784 return E_OUTOFMEMORY
;
788 object
->stack_size
= INITIAL_STACK_SIZE
;
789 D3DXMatrixIdentity(&object
->stack
[0]);
791 TRACE("Created matrix stack %p\n", object
);
793 *ppstack
= &object
->ID3DXMatrixStack_iface
;
797 static inline ID3DXMatrixStackImpl
*impl_from_ID3DXMatrixStack(ID3DXMatrixStack
*iface
)
799 return CONTAINING_RECORD(iface
, ID3DXMatrixStackImpl
, ID3DXMatrixStack_iface
);
802 static HRESULT WINAPI
ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack
*iface
, REFIID riid
, void **ppobj
)
804 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
805 if (IsEqualGUID(riid
, &IID_IUnknown
) || IsEqualGUID(riid
, &IID_ID3DXMatrixStack
))
807 ID3DXMatrixStack_AddRef(iface
);
812 WARN("(%p)->(%s,%p), not found\n", This
, debugstr_guid(riid
), ppobj
);
813 return E_NOINTERFACE
;
816 static ULONG WINAPI
ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack
*iface
)
818 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
819 ULONG ref
= InterlockedIncrement(&This
->ref
);
820 TRACE("(%p) : AddRef from %d\n", This
, ref
- 1);
824 static ULONG WINAPI
ID3DXMatrixStackImpl_Release(ID3DXMatrixStack
* iface
)
826 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
827 ULONG ref
= InterlockedDecrement(&This
->ref
);
830 HeapFree(GetProcessHeap(), 0, This
->stack
);
831 HeapFree(GetProcessHeap(), 0, This
);
833 TRACE("(%p) : ReleaseRef to %d\n", This
, ref
);
837 static D3DXMATRIX
* WINAPI
ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack
*iface
)
839 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
841 TRACE("iface %p\n", iface
);
843 return &This
->stack
[This
->current
];
846 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack
*iface
)
848 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
850 TRACE("iface %p\n", iface
);
852 D3DXMatrixIdentity(&This
->stack
[This
->current
]);
857 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack
*iface
, CONST D3DXMATRIX
*pm
)
859 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
861 TRACE("iface %p\n", iface
);
863 This
->stack
[This
->current
] = *pm
;
868 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack
*iface
, CONST D3DXMATRIX
*pm
)
870 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
872 TRACE("iface %p\n", iface
);
874 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], pm
);
879 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack
*iface
, CONST D3DXMATRIX
*pm
)
881 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
883 TRACE("iface %p\n", iface
);
885 D3DXMatrixMultiply(&This
->stack
[This
->current
], pm
, &This
->stack
[This
->current
]);
890 static HRESULT WINAPI
ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack
*iface
)
892 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
894 TRACE("iface %p\n", iface
);
896 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
897 if (!This
->current
) return D3D_OK
;
899 if (This
->current
<= This
->stack_size
/ 4 && This
->stack_size
>= INITIAL_STACK_SIZE
* 2)
901 unsigned int new_size
;
902 D3DXMATRIX
*new_stack
;
904 new_size
= This
->stack_size
/ 2;
905 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(D3DXMATRIX
));
908 This
->stack_size
= new_size
;
909 This
->stack
= new_stack
;
918 static HRESULT WINAPI
ID3DXMatrixStackImpl_Push(ID3DXMatrixStack
*iface
)
920 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
922 TRACE("iface %p\n", iface
);
924 if (This
->current
== This
->stack_size
- 1)
926 unsigned int new_size
;
927 D3DXMATRIX
*new_stack
;
929 if (This
->stack_size
> UINT_MAX
/ 2) return E_OUTOFMEMORY
;
931 new_size
= This
->stack_size
* 2;
932 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(D3DXMATRIX
));
933 if (!new_stack
) return E_OUTOFMEMORY
;
935 This
->stack_size
= new_size
;
936 This
->stack
= new_stack
;
940 This
->stack
[This
->current
] = This
->stack
[This
->current
- 1];
945 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack
*iface
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
948 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
950 TRACE("iface %p\n", iface
);
952 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
953 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
958 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack
*iface
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
961 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
963 TRACE("iface %p\n", iface
);
965 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
966 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
971 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
974 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
976 TRACE("iface %p\n", iface
);
978 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
979 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
984 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
987 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
989 TRACE("iface %p\n", iface
);
991 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
992 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
997 static HRESULT WINAPI
ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1000 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1002 TRACE("iface %p\n", iface
);
1004 D3DXMatrixScaling(&temp
, x
, y
, z
);
1005 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1010 static HRESULT WINAPI
ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1013 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1015 TRACE("iface %p\n", iface
);
1017 D3DXMatrixScaling(&temp
, x
, y
, z
);
1018 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1023 static HRESULT WINAPI
ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1026 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1028 TRACE("iface %p\n", iface
);
1030 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1031 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1036 static HRESULT WINAPI
ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1039 ID3DXMatrixStackImpl
*This
= impl_from_ID3DXMatrixStack(iface
);
1041 TRACE("iface %p\n", iface
);
1043 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1044 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
,&This
->stack
[This
->current
]);
1049 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
=
1051 ID3DXMatrixStackImpl_QueryInterface
,
1052 ID3DXMatrixStackImpl_AddRef
,
1053 ID3DXMatrixStackImpl_Release
,
1054 ID3DXMatrixStackImpl_Pop
,
1055 ID3DXMatrixStackImpl_Push
,
1056 ID3DXMatrixStackImpl_LoadIdentity
,
1057 ID3DXMatrixStackImpl_LoadMatrix
,
1058 ID3DXMatrixStackImpl_MultMatrix
,
1059 ID3DXMatrixStackImpl_MultMatrixLocal
,
1060 ID3DXMatrixStackImpl_RotateAxis
,
1061 ID3DXMatrixStackImpl_RotateAxisLocal
,
1062 ID3DXMatrixStackImpl_RotateYawPitchRoll
,
1063 ID3DXMatrixStackImpl_RotateYawPitchRollLocal
,
1064 ID3DXMatrixStackImpl_Scale
,
1065 ID3DXMatrixStackImpl_ScaleLocal
,
1066 ID3DXMatrixStackImpl_Translate
,
1067 ID3DXMatrixStackImpl_TranslateLocal
,
1068 ID3DXMatrixStackImpl_GetTop
1071 /*_________________D3DXPLANE________________*/
1073 D3DXPLANE
* WINAPI
D3DXPlaneFromPointNormal(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pvpoint
, CONST D3DXVECTOR3
*pvnormal
)
1075 pout
->a
= pvnormal
->x
;
1076 pout
->b
= pvnormal
->y
;
1077 pout
->c
= pvnormal
->z
;
1078 pout
->d
= -D3DXVec3Dot(pvpoint
, pvnormal
);
1082 D3DXPLANE
* WINAPI
D3DXPlaneFromPoints(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
)
1084 D3DXVECTOR3 edge1
, edge2
, normal
, Nnormal
;
1086 edge1
.x
= 0.0f
; edge1
.y
= 0.0f
; edge1
.z
= 0.0f
;
1087 edge2
.x
= 0.0f
; edge2
.y
= 0.0f
; edge2
.z
= 0.0f
;
1088 D3DXVec3Subtract(&edge1
, pv2
, pv1
);
1089 D3DXVec3Subtract(&edge2
, pv3
, pv1
);
1090 D3DXVec3Cross(&normal
, &edge1
, &edge2
);
1091 D3DXVec3Normalize(&Nnormal
, &normal
);
1092 D3DXPlaneFromPointNormal(pout
, pv1
, &Nnormal
);
1096 D3DXVECTOR3
* WINAPI
D3DXPlaneIntersectLine(D3DXVECTOR3
*pout
, CONST D3DXPLANE
*pp
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
)
1098 D3DXVECTOR3 direction
, normal
;
1104 direction
.x
= pv2
->x
- pv1
->x
;
1105 direction
.y
= pv2
->y
- pv1
->y
;
1106 direction
.z
= pv2
->z
- pv1
->z
;
1107 dot
= D3DXVec3Dot(&normal
, &direction
);
1108 if ( !dot
) return NULL
;
1109 temp
= ( pp
->d
+ D3DXVec3Dot(&normal
, pv1
) ) / dot
;
1110 pout
->x
= pv1
->x
- temp
* direction
.x
;
1111 pout
->y
= pv1
->y
- temp
* direction
.y
;
1112 pout
->z
= pv1
->z
- temp
* direction
.z
;
1116 D3DXPLANE
* WINAPI
D3DXPlaneNormalize(D3DXPLANE
*pout
, CONST D3DXPLANE
*pp
)
1121 norm
= sqrt(pp
->a
* pp
->a
+ pp
->b
* pp
->b
+ pp
->c
* pp
->c
);
1124 out
.a
= pp
->a
/ norm
;
1125 out
.b
= pp
->b
/ norm
;
1126 out
.c
= pp
->c
/ norm
;
1127 out
.d
= pp
->d
/ norm
;
1140 D3DXPLANE
* WINAPI
D3DXPlaneTransform(D3DXPLANE
*pout
, CONST D3DXPLANE
*pplane
, CONST D3DXMATRIX
*pm
)
1142 CONST D3DXPLANE plane
= *pplane
;
1143 pout
->a
= pm
->u
.m
[0][0] * plane
.a
+ pm
->u
.m
[1][0] * plane
.b
+ pm
->u
.m
[2][0] * plane
.c
+ pm
->u
.m
[3][0] * plane
.d
;
1144 pout
->b
= pm
->u
.m
[0][1] * plane
.a
+ pm
->u
.m
[1][1] * plane
.b
+ pm
->u
.m
[2][1] * plane
.c
+ pm
->u
.m
[3][1] * plane
.d
;
1145 pout
->c
= pm
->u
.m
[0][2] * plane
.a
+ pm
->u
.m
[1][2] * plane
.b
+ pm
->u
.m
[2][2] * plane
.c
+ pm
->u
.m
[3][2] * plane
.d
;
1146 pout
->d
= pm
->u
.m
[0][3] * plane
.a
+ pm
->u
.m
[1][3] * plane
.b
+ pm
->u
.m
[2][3] * plane
.c
+ pm
->u
.m
[3][3] * plane
.d
;
1150 D3DXPLANE
* WINAPI
D3DXPlaneTransformArray(D3DXPLANE
* out
, UINT outstride
, CONST D3DXPLANE
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1154 for (i
= 0; i
< elements
; ++i
) {
1156 (D3DXPLANE
*)((char*)out
+ outstride
* i
),
1157 (CONST D3DXPLANE
*)((const char*)in
+ instride
* i
),
1163 /*_________________D3DXQUATERNION________________*/
1165 D3DXQUATERNION
* WINAPI
D3DXQuaternionBaryCentric(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, FLOAT f
, FLOAT g
)
1167 D3DXQUATERNION temp1
, temp2
;
1168 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq2
, f
+ g
), D3DXQuaternionSlerp(&temp2
, pq1
, pq3
, f
+g
), g
/ (f
+ g
));
1172 D3DXQUATERNION
* WINAPI
D3DXQuaternionExp(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
1176 norm
= sqrt(pq
->x
* pq
->x
+ pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
1179 pout
->x
= sin(norm
) * pq
->x
/ norm
;
1180 pout
->y
= sin(norm
) * pq
->y
/ norm
;
1181 pout
->z
= sin(norm
) * pq
->z
/ norm
;
1182 pout
->w
= cos(norm
);
1194 D3DXQUATERNION
* WINAPI
D3DXQuaternionInverse(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
1199 norm
= D3DXQuaternionLengthSq(pq
);
1201 out
.x
= -pq
->x
/ norm
;
1202 out
.y
= -pq
->y
/ norm
;
1203 out
.z
= -pq
->z
/ norm
;
1204 out
.w
= pq
->w
/ norm
;
1210 D3DXQUATERNION
* WINAPI
D3DXQuaternionLn(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
1212 FLOAT norm
, normvec
, theta
;
1214 norm
= D3DXQuaternionLengthSq(pq
);
1215 if ( norm
> 1.0001f
)
1222 else if( norm
> 0.99999f
)
1224 normvec
= sqrt( pq
->x
* pq
->x
+ pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
1225 theta
= atan2(normvec
, pq
->w
) / normvec
;
1226 pout
->x
= theta
* pq
->x
;
1227 pout
->y
= theta
* pq
->y
;
1228 pout
->z
= theta
* pq
->z
;
1233 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
);
1238 D3DXQUATERNION
* WINAPI
D3DXQuaternionMultiply(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
)
1241 out
.x
= pq2
->w
* pq1
->x
+ pq2
->x
* pq1
->w
+ pq2
->y
* pq1
->z
- pq2
->z
* pq1
->y
;
1242 out
.y
= pq2
->w
* pq1
->y
- pq2
->x
* pq1
->z
+ pq2
->y
* pq1
->w
+ pq2
->z
* pq1
->x
;
1243 out
.z
= pq2
->w
* pq1
->z
+ pq2
->x
* pq1
->y
- pq2
->y
* pq1
->x
+ pq2
->z
* pq1
->w
;
1244 out
.w
= pq2
->w
* pq1
->w
- pq2
->x
* pq1
->x
- pq2
->y
* pq1
->y
- pq2
->z
* pq1
->z
;
1249 D3DXQUATERNION
* WINAPI
D3DXQuaternionNormalize(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
1254 norm
= D3DXQuaternionLength(pq
);
1256 out
.x
= pq
->x
/ norm
;
1257 out
.y
= pq
->y
/ norm
;
1258 out
.z
= pq
->z
/ norm
;
1259 out
.w
= pq
->w
/ norm
;
1266 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationAxis(D3DXQUATERNION
*pout
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
1270 D3DXVec3Normalize(&temp
, pv
);
1271 pout
->x
= sin( angle
/ 2.0f
) * temp
.x
;
1272 pout
->y
= sin( angle
/ 2.0f
) * temp
.y
;
1273 pout
->z
= sin( angle
/ 2.0f
) * temp
.z
;
1274 pout
->w
= cos( angle
/ 2.0f
);
1278 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationMatrix(D3DXQUATERNION
*pout
, CONST D3DXMATRIX
*pm
)
1281 FLOAT maxdiag
, S
, trace
;
1283 trace
= pm
->u
.m
[0][0] + pm
->u
.m
[1][1] + pm
->u
.m
[2][2] + 1.0f
;
1286 pout
->x
= ( pm
->u
.m
[1][2] - pm
->u
.m
[2][1] ) / ( 2.0f
* sqrt(trace
) );
1287 pout
->y
= ( pm
->u
.m
[2][0] - pm
->u
.m
[0][2] ) / ( 2.0f
* sqrt(trace
) );
1288 pout
->z
= ( pm
->u
.m
[0][1] - pm
->u
.m
[1][0] ) / ( 2.0f
* sqrt(trace
) );
1289 pout
->w
= sqrt(trace
) / 2.0f
;
1293 maxdiag
= pm
->u
.m
[0][0];
1296 if ( pm
->u
.m
[i
][i
] > maxdiag
)
1299 maxdiag
= pm
->u
.m
[i
][i
];
1305 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[0][0] - pm
->u
.m
[1][1] - pm
->u
.m
[2][2]);
1306 pout
->x
= 0.25f
* S
;
1307 pout
->y
= ( pm
->u
.m
[0][1] + pm
->u
.m
[1][0] ) / S
;
1308 pout
->z
= ( pm
->u
.m
[0][2] + pm
->u
.m
[2][0] ) / S
;
1309 pout
->w
= ( pm
->u
.m
[1][2] - pm
->u
.m
[2][1] ) / S
;
1312 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[1][1] - pm
->u
.m
[0][0] - pm
->u
.m
[2][2]);
1313 pout
->x
= ( pm
->u
.m
[0][1] + pm
->u
.m
[1][0] ) / S
;
1314 pout
->y
= 0.25f
* S
;
1315 pout
->z
= ( pm
->u
.m
[1][2] + pm
->u
.m
[2][1] ) / S
;
1316 pout
->w
= ( pm
->u
.m
[2][0] - pm
->u
.m
[0][2] ) / S
;
1319 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[2][2] - pm
->u
.m
[0][0] - pm
->u
.m
[1][1]);
1320 pout
->x
= ( pm
->u
.m
[0][2] + pm
->u
.m
[2][0] ) / S
;
1321 pout
->y
= ( pm
->u
.m
[1][2] + pm
->u
.m
[2][1] ) / S
;
1322 pout
->z
= 0.25f
* S
;
1323 pout
->w
= ( pm
->u
.m
[0][1] - pm
->u
.m
[1][0] ) / S
;
1329 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION
*pout
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
1331 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
);
1332 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
);
1333 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
);
1334 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
);
1338 D3DXQUATERNION
* WINAPI
D3DXQuaternionSlerp(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, FLOAT t
)
1340 FLOAT dot
, epsilon
, temp
, theta
, u
;
1345 dot
= D3DXQuaternionDot(pq1
, pq2
);
1351 if( 1.0f
- dot
> 0.001f
)
1354 temp
= sin(theta
* temp
) / sin(theta
);
1355 u
= sin(theta
* u
) / sin(theta
);
1357 pout
->x
= temp
* pq1
->x
+ epsilon
* u
* pq2
->x
;
1358 pout
->y
= temp
* pq1
->y
+ epsilon
* u
* pq2
->y
;
1359 pout
->z
= temp
* pq1
->z
+ epsilon
* u
* pq2
->z
;
1360 pout
->w
= temp
* pq1
->w
+ epsilon
* u
* pq2
->w
;
1364 D3DXQUATERNION
* WINAPI
D3DXQuaternionSquad(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, CONST D3DXQUATERNION
*pq4
, FLOAT t
)
1366 D3DXQUATERNION temp1
, temp2
;
1368 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq4
, t
), D3DXQuaternionSlerp(&temp2
, pq2
, pq3
, t
), 2.0f
* t
* (1.0f
- t
));
1372 void WINAPI
D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION
*pq
, D3DXVECTOR3
*paxis
, FLOAT
*pangle
)
1377 *pangle
= 2.0f
* acos(pq
->w
);
1380 /*_________________D3DXVec2_____________________*/
1382 D3DXVECTOR2
* WINAPI
D3DXVec2BaryCentric(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT f
, FLOAT g
)
1384 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1385 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1389 D3DXVECTOR2
* WINAPI
D3DXVec2CatmullRom(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv0
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT s
)
1391 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
);
1392 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
);
1396 D3DXVECTOR2
* WINAPI
D3DXVec2Hermite(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pt1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pt2
, FLOAT s
)
1398 FLOAT h1
, h2
, h3
, h4
;
1400 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1401 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1402 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1403 h4
= s
* s
* s
- s
* s
;
1405 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1406 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1410 D3DXVECTOR2
* WINAPI
D3DXVec2Normalize(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
)
1415 norm
= D3DXVec2Length(pv
);
1423 out
.x
= pv
->x
/ norm
;
1424 out
.y
= pv
->y
/ norm
;
1430 D3DXVECTOR4
* WINAPI
D3DXVec2Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1432 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[3][0];
1433 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[3][1];
1434 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[3][2];
1435 pout
->w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1439 D3DXVECTOR4
* WINAPI
D3DXVec2TransformArray(D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR2
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1443 for (i
= 0; i
< elements
; ++i
) {
1445 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1446 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1452 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoord(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1458 norm
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1460 pout
->x
= (pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[3][0]) / norm
;
1461 pout
->y
= (pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[3][1]) / norm
;
1466 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoordArray(D3DXVECTOR2
* out
, UINT outstride
, CONST D3DXVECTOR2
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1470 for (i
= 0; i
< elements
; ++i
) {
1471 D3DXVec2TransformCoord(
1472 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1473 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1479 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormal(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1481 CONST D3DXVECTOR2 v
= *pv
;
1482 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
;
1483 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
;
1487 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormalArray(D3DXVECTOR2
* out
, UINT outstride
, CONST D3DXVECTOR2
*in
, UINT instride
, CONST D3DXMATRIX
*matrix
, UINT elements
)
1491 for (i
= 0; i
< elements
; ++i
) {
1492 D3DXVec2TransformNormal(
1493 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1494 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1500 /*_________________D3DXVec3_____________________*/
1502 D3DXVECTOR3
* WINAPI
D3DXVec3BaryCentric(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT f
, FLOAT g
)
1504 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1505 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1506 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1510 D3DXVECTOR3
* WINAPI
D3DXVec3CatmullRom( D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv0
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT s
)
1512 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
);
1513 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
);
1514 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
);
1518 D3DXVECTOR3
* WINAPI
D3DXVec3Hermite(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pt1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pt2
, FLOAT s
)
1520 FLOAT h1
, h2
, h3
, h4
;
1522 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1523 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1524 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1525 h4
= s
* s
* s
- s
* s
;
1527 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1528 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1529 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1533 D3DXVECTOR3
* WINAPI
D3DXVec3Normalize(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
)
1538 norm
= D3DXVec3Length(pv
);
1547 out
.x
= pv
->x
/ norm
;
1548 out
.y
= pv
->y
/ norm
;
1549 out
.z
= pv
->z
/ norm
;
1555 D3DXVECTOR3
* WINAPI
D3DXVec3Project(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT9
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
)
1560 D3DXMatrixMultiply(&m
, pworld
, pview
);
1561 D3DXMatrixMultiply(&m
, &m
, pprojection
);
1562 D3DXVec3TransformCoord(&out
, pv
, &m
);
1563 out
.x
= pviewport
->X
+ ( 1.0f
+ out
.x
) * pviewport
->Width
/ 2.0f
;
1564 out
.y
= pviewport
->Y
+ ( 1.0f
- out
.y
) * pviewport
->Height
/ 2.0f
;
1565 out
.z
= pviewport
->MinZ
+ out
.z
* ( pviewport
->MaxZ
- pviewport
->MinZ
);
1570 D3DXVECTOR3
* WINAPI
D3DXVec3ProjectArray(D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DVIEWPORT9
* viewport
, CONST D3DXMATRIX
* projection
, CONST D3DXMATRIX
* view
, CONST D3DXMATRIX
* world
, UINT elements
)
1574 for (i
= 0; i
< elements
; ++i
) {
1576 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1577 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1578 viewport
, projection
, view
, world
);
1583 D3DXVECTOR4
* WINAPI
D3DXVec3Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1585 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];
1586 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];
1587 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];
1588 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];
1592 D3DXVECTOR4
* WINAPI
D3DXVec3TransformArray(D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1596 for (i
= 0; i
< elements
; ++i
) {
1598 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1599 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1605 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoord(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1610 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];
1612 out
.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
;
1613 out
.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
;
1614 out
.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
;
1621 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoordArray(D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1625 for (i
= 0; i
< elements
; ++i
) {
1626 D3DXVec3TransformCoord(
1627 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1628 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1634 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormal(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1636 CONST D3DXVECTOR3 v
= *pv
;
1637 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[2][0] * v
.z
;
1638 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[2][1] * v
.z
;
1639 pout
->z
= pm
->u
.m
[0][2] * v
.x
+ pm
->u
.m
[1][2] * v
.y
+ pm
->u
.m
[2][2] * v
.z
;
1644 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormalArray(D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1648 for (i
= 0; i
< elements
; ++i
) {
1649 D3DXVec3TransformNormal(
1650 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1651 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1657 D3DXVECTOR3
* WINAPI
D3DXVec3Unproject(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT9
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
)
1662 D3DXMatrixMultiply(&m
, pworld
, pview
);
1663 D3DXMatrixMultiply(&m
, &m
, pprojection
);
1664 D3DXMatrixInverse(&m
, NULL
, &m
);
1665 out
.x
= 2.0f
* ( pv
->x
- pviewport
->X
) / pviewport
->Width
- 1.0f
;
1666 out
.y
= 1.0f
- 2.0f
* ( pv
->y
- pviewport
->Y
) / pviewport
->Height
;
1667 out
.z
= ( pv
->z
- pviewport
->MinZ
) / ( pviewport
->MaxZ
- pviewport
->MinZ
);
1668 D3DXVec3TransformCoord(&out
, &out
, &m
);
1673 D3DXVECTOR3
* WINAPI
D3DXVec3UnprojectArray(D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DVIEWPORT9
* viewport
, CONST D3DXMATRIX
* projection
, CONST D3DXMATRIX
* view
, CONST D3DXMATRIX
* world
, UINT elements
)
1677 for (i
= 0; i
< elements
; ++i
) {
1679 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1680 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1681 viewport
, projection
, view
, world
);
1686 /*_________________D3DXVec4_____________________*/
1688 D3DXVECTOR4
* WINAPI
D3DXVec4BaryCentric(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT f
, FLOAT g
)
1690 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1691 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1692 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1693 pout
->w
= (1.0f
-f
-g
) * (pv1
->w
) + f
* (pv2
->w
) + g
* (pv3
->w
);
1697 D3DXVECTOR4
* WINAPI
D3DXVec4CatmullRom(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv0
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT s
)
1699 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
);
1700 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
);
1701 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
);
1702 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
);
1706 D3DXVECTOR4
* WINAPI
D3DXVec4Cross(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
)
1709 out
.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
);
1710 out
.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
));
1711 out
.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
);
1712 out
.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
));
1717 D3DXVECTOR4
* WINAPI
D3DXVec4Hermite(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pt1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pt2
, FLOAT s
)
1719 FLOAT h1
, h2
, h3
, h4
;
1721 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1722 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1723 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1724 h4
= s
* s
* s
- s
* s
;
1726 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1727 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1728 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1729 pout
->w
= h1
* (pv1
->w
) + h2
* (pt1
->w
) + h3
* (pv2
->w
) + h4
* (pt2
->w
);
1733 D3DXVECTOR4
* WINAPI
D3DXVec4Normalize(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
)
1738 norm
= D3DXVec4Length(pv
);
1740 out
.x
= pv
->x
/ norm
;
1741 out
.y
= pv
->y
/ norm
;
1742 out
.z
= pv
->z
/ norm
;
1743 out
.w
= pv
->w
/ norm
;
1749 D3DXVECTOR4
* WINAPI
D3DXVec4Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
, CONST D3DXMATRIX
*pm
)
1752 out
.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
;
1753 out
.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
;
1754 out
.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
;
1755 out
.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
;
1760 D3DXVECTOR4
* WINAPI
D3DXVec4TransformArray(D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR4
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1764 for (i
= 0; i
< elements
; ++i
) {
1766 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1767 (CONST D3DXVECTOR4
*)((const char*)in
+ instride
* i
),