rpcrt4: Free the memory for a registered interface that is in use and when WaitForCal...
[wine.git] / dlls / d3dx8 / math.c
blob3bc171f013ccf17d50990a1b3adf528786958b15
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_private.h"
31 #include "wine/debug.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3dx8);
35 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl;
37 /*_________________D3DXColor____________________*/
39 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
41 pout->r = 0.5f + s * (pc->r - 0.5f);
42 pout->g = 0.5f + s * (pc->g - 0.5f);
43 pout->b = 0.5f + s * (pc->b - 0.5f);
44 pout->a = pc->a;
45 return pout;
48 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
50 FLOAT grey;
52 grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f;
53 pout->r = grey + s * (pc->r - grey);
54 pout->g = grey + s * (pc->g - grey);
55 pout->b = grey + s * (pc->b - grey);
56 pout->a = pc->a;
57 return pout;
60 /*_________________D3DXMatrix____________________*/
62 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation)
64 D3DXMATRIX m1, m2, m3, m4, m5;
66 D3DXMatrixScaling(&m1, scaling, scaling, scaling);
67 if ( !rotationcenter )
69 D3DXMatrixIdentity(&m2);
70 D3DXMatrixIdentity(&m4);
72 else
74 D3DXMatrixTranslation(&m2, -rotationcenter->x, -rotationcenter->y, -rotationcenter->z);
75 D3DXMatrixTranslation(&m4, rotationcenter->x, rotationcenter->y, rotationcenter->z);
77 if ( !rotation )
79 D3DXMatrixIdentity(&m3);
81 else
83 D3DXMatrixRotationQuaternion(&m3, rotation);
85 if ( !translation )
87 D3DXMatrixIdentity(&m5);
89 else
91 D3DXMatrixTranslation(&m5, translation->x, translation->y, translation->z);
93 D3DXMatrixMultiply(&m1, &m1, &m2);
94 D3DXMatrixMultiply(&m1, &m1, &m3);
95 D3DXMatrixMultiply(&m1, &m1, &m4);
96 D3DXMatrixMultiply(pout, &m1, &m5);
97 return pout;
100 FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
102 D3DXVECTOR4 minor, v1, v2, v3;
103 FLOAT det;
105 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];
106 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];
107 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];
108 D3DXVec4Cross(&minor, &v1, &v2, &v3);
109 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);
110 return det;
113 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm)
115 int a, i, j;
116 D3DXVECTOR4 v, vec[3];
117 FLOAT det;
119 det = D3DXMatrixfDeterminant(pm);
120 if ( !det ) return NULL;
121 if ( pdeterminant ) *pdeterminant = det;
122 for (i=0; i<4; i++)
124 for (j=0; j<4; j++)
126 if (j != i )
128 a = j;
129 if ( j > i ) a = a-1;
130 vec[a].x = pm->u.m[j][0];
131 vec[a].y = pm->u.m[j][1];
132 vec[a].z = pm->u.m[j][2];
133 vec[a].w = pm->u.m[j][3];
136 D3DXVec4Cross(&v, &vec[0], &vec[1], &vec[2]);
137 pout->u.m[0][i] = pow(-1.0f, i) * v.x / det;
138 pout->u.m[1][i] = pow(-1.0f, i) * v.y / det;
139 pout->u.m[2][i] = pow(-1.0f, i) * v.z / det;
140 pout->u.m[3][i] = pow(-1.0f, i) * v.w / det;
142 return pout;
145 D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
147 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
149 D3DXVec3Subtract(&vec2, pat, peye);
150 D3DXVec3Normalize(&vec, &vec2);
151 D3DXVec3Cross(&right, pup, &vec);
152 D3DXVec3Cross(&up, &vec, &right);
153 D3DXVec3Normalize(&rightn, &right);
154 D3DXVec3Normalize(&upn, &up);
155 pout->u.m[0][0] = rightn.x;
156 pout->u.m[1][0] = rightn.y;
157 pout->u.m[2][0] = rightn.z;
158 pout->u.m[3][0] = -D3DXVec3Dot(&rightn,peye);
159 pout->u.m[0][1] = upn.x;
160 pout->u.m[1][1] = upn.y;
161 pout->u.m[2][1] = upn.z;
162 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
163 pout->u.m[0][2] = vec.x;
164 pout->u.m[1][2] = vec.y;
165 pout->u.m[2][2] = vec.z;
166 pout->u.m[3][2] = -D3DXVec3Dot(&vec, peye);
167 pout->u.m[0][3] = 0.0f;
168 pout->u.m[1][3] = 0.0f;
169 pout->u.m[2][3] = 0.0f;
170 pout->u.m[3][3] = 1.0f;
171 return pout;
174 D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
176 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
178 D3DXVec3Subtract(&vec2, pat, peye);
179 D3DXVec3Normalize(&vec, &vec2);
180 D3DXVec3Cross(&right, pup, &vec);
181 D3DXVec3Cross(&up, &vec, &right);
182 D3DXVec3Normalize(&rightn, &right);
183 D3DXVec3Normalize(&upn, &up);
184 pout->u.m[0][0] = -rightn.x;
185 pout->u.m[1][0] = -rightn.y;
186 pout->u.m[2][0] = -rightn.z;
187 pout->u.m[3][0] = D3DXVec3Dot(&rightn,peye);
188 pout->u.m[0][1] = upn.x;
189 pout->u.m[1][1] = upn.y;
190 pout->u.m[2][1] = upn.z;
191 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
192 pout->u.m[0][2] = -vec.x;
193 pout->u.m[1][2] = -vec.y;
194 pout->u.m[2][2] = -vec.z;
195 pout->u.m[3][2] = D3DXVec3Dot(&vec, peye);
196 pout->u.m[0][3] = 0.0f;
197 pout->u.m[1][3] = 0.0f;
198 pout->u.m[2][3] = 0.0f;
199 pout->u.m[3][3] = 1.0f;
200 return pout;
203 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
205 D3DXMATRIX out;
206 int i,j;
208 for (i=0; i<4; i++)
210 for (j=0; j<4; j++)
212 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];
215 *pout = out;
216 return pout;
219 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
221 D3DXMatrixMultiply(pout, pm1, pm2);
222 D3DXMatrixTranspose(pout, pout);
223 return pout;
226 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
228 D3DXMatrixIdentity(pout);
229 pout->u.m[0][0] = 2.0f / w;
230 pout->u.m[1][1] = 2.0f / h;
231 pout->u.m[2][2] = 1.0f / (zf - zn);
232 pout->u.m[3][2] = zn / (zn - zf);
233 return pout;
236 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
238 D3DXMatrixIdentity(pout);
239 pout->u.m[0][0] = 2.0f / (r - l);
240 pout->u.m[1][1] = 2.0f / (t - b);
241 pout->u.m[2][2] = 1.0f / (zf -zn);
242 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
243 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
244 pout->u.m[3][2] = zn / (zn -zf);
245 return pout;
248 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
250 D3DXMatrixIdentity(pout);
251 pout->u.m[0][0] = 2.0f / (r - l);
252 pout->u.m[1][1] = 2.0f / (t - b);
253 pout->u.m[2][2] = 1.0f / (zn -zf);
254 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
255 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
256 pout->u.m[3][2] = zn / (zn -zf);
257 return pout;
260 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
262 D3DXMatrixIdentity(pout);
263 pout->u.m[0][0] = 2.0f / w;
264 pout->u.m[1][1] = 2.0f / h;
265 pout->u.m[2][2] = 1.0f / (zn - zf);
266 pout->u.m[3][2] = zn / (zn - zf);
267 return pout;
270 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
272 D3DXMatrixIdentity(pout);
273 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
274 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
275 pout->u.m[2][2] = zf / (zf - zn);
276 pout->u.m[2][3] = 1.0f;
277 pout->u.m[3][2] = (zf * zn) / (zn - zf);
278 pout->u.m[3][3] = 0.0f;
279 return pout;
282 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
284 D3DXMatrixIdentity(pout);
285 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
286 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
287 pout->u.m[2][2] = zf / (zn - zf);
288 pout->u.m[2][3] = -1.0f;
289 pout->u.m[3][2] = (zf * zn) / (zn - zf);
290 pout->u.m[3][3] = 0.0f;
291 return pout;
294 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
296 D3DXMatrixIdentity(pout);
297 pout->u.m[0][0] = 2.0f * zn / w;
298 pout->u.m[1][1] = 2.0f * zn / h;
299 pout->u.m[2][2] = zf / (zf - zn);
300 pout->u.m[3][2] = (zn * zf) / (zn - zf);
301 pout->u.m[2][3] = 1.0f;
302 pout->u.m[3][3] = 0.0f;
303 return pout;
306 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
308 D3DXMatrixIdentity(pout);
309 pout->u.m[0][0] = 2.0f * zn / (r - l);
310 pout->u.m[1][1] = -2.0f * zn / (b - t);
311 pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l);
312 pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t);
313 pout->u.m[2][2] = - zf / (zn - zf);
314 pout->u.m[3][2] = (zn * zf) / (zn -zf);
315 pout->u.m[2][3] = 1.0f;
316 pout->u.m[3][3] = 0.0f;
317 return pout;
320 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
322 D3DXMatrixIdentity(pout);
323 pout->u.m[0][0] = 2.0f * zn / (r - l);
324 pout->u.m[1][1] = -2.0f * zn / (b - t);
325 pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l);
326 pout->u.m[2][1] = -1.0f -2.0f * t / (b - t);
327 pout->u.m[2][2] = zf / (zn - zf);
328 pout->u.m[3][2] = (zn * zf) / (zn -zf);
329 pout->u.m[2][3] = -1.0f;
330 pout->u.m[3][3] = 0.0f;
331 return pout;
334 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
336 D3DXMatrixIdentity(pout);
337 pout->u.m[0][0] = 2.0f * zn / w;
338 pout->u.m[1][1] = 2.0f * zn / h;
339 pout->u.m[2][2] = zf / (zn - zf);
340 pout->u.m[3][2] = (zn * zf) / (zn - zf);
341 pout->u.m[2][3] = -1.0f;
342 pout->u.m[3][3] = 0.0f;
343 return pout;
346 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
348 D3DXPLANE Nplane;
350 D3DXPlaneNormalize(&Nplane, pplane);
351 D3DXMatrixIdentity(pout);
352 pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
353 pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b;
354 pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c;
355 pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b;
356 pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b;
357 pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c;
358 pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a;
359 pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b;
360 pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c;
361 pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a;
362 pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b;
363 pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c;
364 return pout;
367 D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
369 D3DXVECTOR3 v;
371 D3DXVec3Normalize(&v,pv);
372 D3DXMatrixIdentity(pout);
373 pout->u.m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
374 pout->u.m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
375 pout->u.m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
376 pout->u.m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
377 pout->u.m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
378 pout->u.m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
379 pout->u.m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
380 pout->u.m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
381 pout->u.m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
382 return pout;
385 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
387 D3DXMatrixIdentity(pout);
388 pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
389 pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
390 pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
391 pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
392 pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
393 pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
394 pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
395 pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
396 pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
397 return pout;
400 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
402 D3DXMatrixIdentity(pout);
403 pout->u.m[1][1] = cos(angle);
404 pout->u.m[2][2] = cos(angle);
405 pout->u.m[1][2] = sin(angle);
406 pout->u.m[2][1] = -sin(angle);
407 return pout;
410 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
412 D3DXMatrixIdentity(pout);
413 pout->u.m[0][0] = cos(angle);
414 pout->u.m[2][2] = cos(angle);
415 pout->u.m[0][2] = -sin(angle);
416 pout->u.m[2][0] = sin(angle);
417 return pout;
420 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
422 D3DXMATRIX m;
424 D3DXMatrixIdentity(pout);
425 D3DXMatrixRotationZ(&m, roll);
426 D3DXMatrixMultiply(pout, pout, &m);
427 D3DXMatrixRotationX(&m, pitch);
428 D3DXMatrixMultiply(pout, pout, &m);
429 D3DXMatrixRotationY(&m, yaw);
430 D3DXMatrixMultiply(pout, pout, &m);
431 return pout;
433 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
435 D3DXMatrixIdentity(pout);
436 pout->u.m[0][0] = cos(angle);
437 pout->u.m[1][1] = cos(angle);
438 pout->u.m[0][1] = sin(angle);
439 pout->u.m[1][0] = -sin(angle);
440 return pout;
443 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
445 D3DXMatrixIdentity(pout);
446 pout->u.m[0][0] = sx;
447 pout->u.m[1][1] = sy;
448 pout->u.m[2][2] = sz;
449 return pout;
452 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane)
454 D3DXPLANE Nplane;
455 FLOAT dot;
457 D3DXPlaneNormalize(&Nplane, pplane);
458 dot = D3DXPlaneDot(&Nplane, plight);
459 pout->u.m[0][0] = dot - Nplane.a * plight->x;
460 pout->u.m[0][1] = -Nplane.a * plight->y;
461 pout->u.m[0][2] = -Nplane.a * plight->z;
462 pout->u.m[0][3] = -Nplane.a * plight->w;
463 pout->u.m[1][0] = -Nplane.b * plight->x;
464 pout->u.m[1][1] = dot - Nplane.b * plight->y;
465 pout->u.m[1][2] = -Nplane.b * plight->z;
466 pout->u.m[1][3] = -Nplane.b * plight->w;
467 pout->u.m[2][0] = -Nplane.c * plight->x;
468 pout->u.m[2][1] = -Nplane.c * plight->y;
469 pout->u.m[2][2] = dot - Nplane.c * plight->z;
470 pout->u.m[2][3] = -Nplane.c * plight->w;
471 pout->u.m[3][0] = -Nplane.d * plight->x;
472 pout->u.m[3][1] = -Nplane.d * plight->y;
473 pout->u.m[3][2] = -Nplane.d * plight->z;
474 pout->u.m[3][3] = dot - Nplane.d * plight->w;
475 return pout;
478 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation)
480 D3DXMATRIX m1, m2, m3, m4, m5, m6, m7;
481 D3DXQUATERNION prc;
482 D3DXVECTOR3 psc, pt;
484 if ( !pscalingcenter )
486 psc.x = 0.0f;
487 psc.y = 0.0f;
488 psc.z = 0.0f;
490 else
492 psc.x = pscalingcenter->x;
493 psc.y = pscalingcenter->y;
494 psc.z = pscalingcenter->z;
496 if ( !protationcenter )
498 prc.x = 0.0f;
499 prc.y = 0.0f;
500 prc.z = 0.0f;
502 else
504 prc.x = protationcenter->x;
505 prc.y = protationcenter->y;
506 prc.z = protationcenter->z;
508 if ( !ptranslation )
510 pt.x = 0.0f;
511 pt.y = 0.0f;
512 pt.z = 0.0f;
514 else
516 pt.x = ptranslation->x;
517 pt.y = ptranslation->y;
518 pt.z = ptranslation->z;
520 D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z);
521 if ( !pscalingrotation )
523 D3DXMatrixIdentity(&m2);
524 D3DXMatrixIdentity(&m4);
526 else
528 D3DXMatrixRotationQuaternion(&m4, pscalingrotation);
529 D3DXMatrixInverse(&m2, NULL, &m4);
531 if ( !pscaling )
533 D3DXMatrixIdentity(&m3);
535 else
537 D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z);
539 if ( !protation )
541 D3DXMatrixIdentity(&m6);
543 else
545 D3DXMatrixRotationQuaternion(&m6, protation);
547 D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z);
548 D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z);
549 D3DXMatrixMultiply(&m1, &m1, &m2);
550 D3DXMatrixMultiply(&m1, &m1, &m3);
551 D3DXMatrixMultiply(&m1, &m1, &m4);
552 D3DXMatrixMultiply(&m1, &m1, &m5);
553 D3DXMatrixMultiply(&m1, &m1, &m6);
554 D3DXMatrixMultiply(pout, &m1, &m7);
555 return pout;
558 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
560 D3DXMatrixIdentity(pout);
561 pout->u.m[3][0] = x;
562 pout->u.m[3][1] = y;
563 pout->u.m[3][2] = z;
564 return pout;
567 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
569 CONST D3DXMATRIX m = *pm;
570 int i,j;
572 for (i=0; i<4; i++)
574 for (j=0; j<4; j++)
576 pout->u.m[i][j] = m.u.m[j][i];
579 return pout;
582 /*_________________D3DXMatrixStack____________________*/
584 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack)
586 ID3DXMatrixStackImpl* object;
588 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXMatrixStackImpl));
589 if ( object == NULL )
591 *ppstack = NULL;
592 return E_OUTOFMEMORY;
594 object->lpVtbl = &ID3DXMatrixStack_Vtbl;
595 object->ref = 1;
596 object->current = 0;
597 *ppstack = (LPD3DXMATRIXSTACK)object;
598 return D3D_OK;
601 static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **ppobj)
603 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
604 if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXMatrixStack))
606 ID3DXMatrixStack_AddRef(iface);
607 *ppobj = This;
608 return S_OK;
610 *ppobj = NULL;
611 ERR("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
612 return E_NOINTERFACE;
615 static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface)
617 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
618 ULONG ref = InterlockedIncrement(&This->ref);
619 TRACE("(%p) : AddRef from %d\n", This, ref - 1);
620 return ref;
623 static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack* iface)
625 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
626 ULONG ref = InterlockedDecrement(&This->ref);
627 if ( !ref ) HeapFree(GetProcessHeap(), 0, This);
628 TRACE("(%p) : ReleaseRef to %d\n", This, ref);
629 return ref;
632 static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
634 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
635 FIXME("(%p) : stub\n",This);
636 return NULL;
639 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
641 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
642 FIXME("(%p) : stub\n",This);
643 return D3D_OK;
646 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, LPD3DXMATRIX pm)
648 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
649 FIXME("(%p) : stub\n",This);
650 return D3D_OK;
653 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, LPD3DXMATRIX pm)
655 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
656 FIXME("(%p) : stub\n",This);
657 return D3D_OK;
660 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, LPD3DXMATRIX pm)
662 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
663 FIXME("(%p) : stub\n",This);
664 return D3D_OK;
667 static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
669 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
670 FIXME("(%p) : stub\n",This);
671 return D3D_OK;
674 static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
676 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
677 FIXME("(%p) : stub\n",This);
678 return D3D_OK;
681 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, LPD3DXVECTOR3 pv, FLOAT angle)
683 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
684 FIXME("(%p) : stub\n",This);
685 return D3D_OK;
688 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, LPD3DXVECTOR3 pv, FLOAT angle)
690 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
691 FIXME("(%p) : stub\n",This);
692 return D3D_OK;
695 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
697 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
698 FIXME("(%p) : stub\n",This);
699 return D3D_OK;
702 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
704 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
705 FIXME("(%p) : stub\n",This);
706 return D3D_OK;
709 static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
711 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
712 FIXME("(%p) : stub\n",This);
713 return D3D_OK;
716 static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
718 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
719 FIXME("(%p) : stub\n",This);
720 return D3D_OK;
723 static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
725 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
726 FIXME("(%p) : stub\n",This);
727 return D3D_OK;
730 static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
732 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
733 FIXME("(%p) : stub\n",This);
734 return D3D_OK;
737 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
739 ID3DXMatrixStackImpl_QueryInterface,
740 ID3DXMatrixStackImpl_AddRef,
741 ID3DXMatrixStackImpl_Release,
742 ID3DXMatrixStackImpl_Pop,
743 ID3DXMatrixStackImpl_Push,
744 ID3DXMatrixStackImpl_LoadIdentity,
745 ID3DXMatrixStackImpl_LoadMatrix,
746 ID3DXMatrixStackImpl_MultMatrix,
747 ID3DXMatrixStackImpl_MultMatrixLocal,
748 ID3DXMatrixStackImpl_RotateAxis,
749 ID3DXMatrixStackImpl_RotateAxisLocal,
750 ID3DXMatrixStackImpl_RotateYawPitchRoll,
751 ID3DXMatrixStackImpl_RotateYawPitchRollLocal,
752 ID3DXMatrixStackImpl_Scale,
753 ID3DXMatrixStackImpl_ScaleLocal,
754 ID3DXMatrixStackImpl_Translate,
755 ID3DXMatrixStackImpl_TranslateLocal,
756 ID3DXMatrixStackImpl_GetTop
759 /*_________________D3DXPLANE________________*/
761 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal)
763 pout->a = pvnormal->x;
764 pout->b = pvnormal->y;
765 pout->c = pvnormal->z;
766 pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
767 return pout;
770 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3)
772 D3DXVECTOR3 edge1, edge2, normal, Nnormal;
774 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
775 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
776 D3DXVec3Subtract(&edge1, pv2, pv1);
777 D3DXVec3Subtract(&edge2, pv3, pv1);
778 D3DXVec3Cross(&normal, &edge1, &edge2);
779 D3DXVec3Normalize(&Nnormal, &normal);
780 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
781 return pout;
784 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
786 D3DXVECTOR3 direction, normal;
787 FLOAT dot, temp;
789 normal.x = pp->a;
790 normal.y = pp->b;
791 normal.z = pp->c;
792 direction.x = pv2->x - pv1->x;
793 direction.y = pv2->y - pv1->y;
794 direction.z = pv2->z - pv1->z;
795 dot = D3DXVec3Dot(&normal, &direction);
796 if ( !dot ) return NULL;
797 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
798 pout->x = pv1->x - temp * direction.x;
799 pout->y = pv1->y - temp * direction.y;
800 pout->z = pv1->z - temp * direction.z;
801 return pout;
804 D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
806 FLOAT norm;
808 norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c);
809 if ( norm )
811 pout->a = pp->a / norm;
812 pout->b = pp->b / norm;
813 pout->c = pp->c / norm;
814 pout->d = pp->d / norm;
816 else
818 pout->a = 0.0f;
819 pout->b = 0.0f;
820 pout->c = 0.0f;
821 pout->d = 0.0f;
823 return pout;
826 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
828 CONST D3DXPLANE plane = *pplane;
829 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;
830 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;
831 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;
832 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;
833 return pout;
836 /*_________________D3DXQUATERNION________________*/
838 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
840 D3DXQUATERNION temp1, temp2;
841 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
842 return pout;
845 D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
847 FLOAT norm;
849 norm = sqrt(pq->x * pq->x + pq->y * pq->y + pq->z * pq->z);
850 if (norm )
852 pout->x = sin(norm) * pq->x / norm;
853 pout->y = sin(norm) * pq->y / norm;
854 pout->z = sin(norm) * pq->z / norm;
855 pout->w = cos(norm);
857 else
859 pout->x = 0.0f;
860 pout->y = 0.0f;
861 pout->z = 0.0f;
862 pout->w = 1.0f;
864 return pout;
867 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
869 D3DXQUATERNION temp;
870 FLOAT norm;
872 temp.x = 0.0f;
873 temp.y = 0.0f;
874 temp.z = 0.0f;
875 temp.w = 0.0f;
877 norm = D3DXQuaternionLengthSq(pq);
878 if ( !norm )
880 pout->x = 0.0f;
881 pout->y = 0.0f;
882 pout->z = 0.0f;
883 pout->w = 0.0f;
885 else
887 D3DXQuaternionConjugate(&temp, pq);
888 pout->x = temp.x / norm;
889 pout->y = temp.y / norm;
890 pout->z = temp.z / norm;
891 pout->w = temp.w / norm;
893 return pout;
896 D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
898 FLOAT norm, normvec, theta;
900 norm = D3DXQuaternionLengthSq(pq);
901 if ( norm > 1.0001f )
903 pout->x = pq->x;
904 pout->y = pq->y;
905 pout->z = pq->z;
906 pout->w = 0.0f;
908 else if( norm > 0.99999f)
910 normvec = sqrt( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z );
911 theta = atan2(normvec, pq->w) / normvec;
912 pout->x = theta * pq->x;
913 pout->y = theta * pq->y;
914 pout->z = theta * pq->z;
915 pout->w = 0.0f;
917 else
919 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);
921 return pout;
924 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
926 D3DXQUATERNION out;
927 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
928 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
929 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
930 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
931 *pout = out;
932 return pout;
935 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
937 FLOAT norm;
939 norm = D3DXQuaternionLength(pq);
940 if ( !norm )
942 pout->x = 0.0f;
943 pout->y = 0.0f;
944 pout->z = 0.0f;
945 pout->w = 0.0f;
947 else
949 pout->x = pq->x / norm;
950 pout->y = pq->y / norm;
951 pout->z = pq->z / norm;
952 pout->w = pq->w / norm;
954 return pout;
957 D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
959 D3DXVECTOR3 temp;
961 D3DXVec3Normalize(&temp, pv);
962 pout->x = sin( angle / 2.0f ) * temp.x;
963 pout->y = sin( angle / 2.0f ) * temp.y;
964 pout->z = sin( angle / 2.0f ) * temp.z;
965 pout->w = cos( angle / 2.0f );
966 return pout;
969 D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm)
971 int i, maxi;
972 FLOAT maxdiag, S, trace;
974 trace = pm->u.m[0][0] + pm->u.m[1][1] + pm->u.m[2][2] + 1.0f;
975 if ( trace > 1.0f)
977 pout->x = ( pm->u.m[1][2] - pm->u.m[2][1] ) / ( 2.0f * sqrt(trace) );
978 pout->y = ( pm->u.m[2][0] - pm->u.m[0][2] ) / ( 2.0f * sqrt(trace) );
979 pout->z = ( pm->u.m[0][1] - pm->u.m[1][0] ) / ( 2.0f * sqrt(trace) );
980 pout->w = sqrt(trace) / 2.0f;
981 return pout;
983 maxi = 0;
984 maxdiag = pm->u.m[0][0];
985 for (i=1; i<3; i++)
987 if ( pm->u.m[i][i] > maxdiag )
989 maxi = i;
990 maxdiag = pm->u.m[i][i];
993 switch( maxi )
995 case 0:
996 S = 2.0f * sqrt(1.0f + pm->u.m[0][0] - pm->u.m[1][1] - pm->u.m[2][2]);
997 pout->x = 0.25f * S;
998 pout->y = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
999 pout->z = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
1000 pout->w = ( pm->u.m[1][2] - pm->u.m[2][1] ) / S;
1001 break;
1002 case 1:
1003 S = 2.0f * sqrt(1.0f + pm->u.m[1][1] - pm->u.m[0][0] - pm->u.m[2][2]);
1004 pout->x = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
1005 pout->y = 0.25f * S;
1006 pout->z = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
1007 pout->w = ( pm->u.m[2][0] - pm->u.m[0][2] ) / S;
1008 break;
1009 case 2:
1010 S = 2.0f * sqrt(1.0f + pm->u.m[2][2] - pm->u.m[0][0] - pm->u.m[1][1]);
1011 pout->x = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
1012 pout->y = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
1013 pout->z = 0.25f * S;
1014 pout->w = ( pm->u.m[0][1] - pm->u.m[1][0] ) / S;
1015 break;
1017 return pout;
1020 D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
1022 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);
1023 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);
1024 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);
1025 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);
1026 return pout;
1029 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
1031 FLOAT dot, epsilon;
1033 epsilon = 1.0f;
1034 dot = D3DXQuaternionDot(pq1, pq2);
1035 if ( dot < 0.0f) epsilon = -1.0f;
1036 pout->x = (1.0f - t) * pq1->x + epsilon * t * pq2->x;
1037 pout->y = (1.0f - t) * pq1->y + epsilon * t * pq2->y;
1038 pout->z = (1.0f - t) * pq1->z + epsilon * t * pq2->z;
1039 pout->w = (1.0f - t) * pq1->w + epsilon * t * pq2->w;
1040 return pout;
1043 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t)
1045 D3DXQUATERNION temp1, temp2;
1047 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
1048 return pout;
1051 void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
1053 FLOAT norm;
1055 *pangle = 0.0f;
1056 norm = D3DXQuaternionLength(pq);
1057 if ( norm )
1059 paxis->x = pq->x / norm;
1060 paxis->y = pq->y / norm;
1061 paxis->z = pq->z / norm;
1062 if ( fabs( pq->w ) <= 1.0f ) *pangle = 2.0f * acos(pq->w);
1064 else
1066 paxis->x = 1.0f;
1067 paxis->y = 0.0f;
1068 paxis->z = 0.0f;
1072 /*_________________D3DXVec2_____________________*/
1074 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
1076 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1077 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1078 return pout;
1081 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
1083 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);
1084 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);
1085 return pout;
1088 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
1090 FLOAT h1, h2, h3, h4;
1092 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1093 h2 = s * s * s - 2.0f * s * s + s;
1094 h3 = -2.0f * s * s * s + 3.0f * s * s;
1095 h4 = s * s * s - s * s;
1097 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1098 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1099 return pout;
1102 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
1104 FLOAT norm;
1106 norm = D3DXVec2Length(pv);
1107 if ( !norm )
1109 pout->x = 0.0f;
1110 pout->y = 0.0f;
1112 else
1114 pout->x = pv->x / norm;
1115 pout->y = pv->y / norm;
1117 return pout;
1120 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1122 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
1123 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
1124 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
1125 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1126 return pout;
1129 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1131 FLOAT norm;
1133 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1134 if ( norm )
1136 CONST D3DXVECTOR2 v = *pv;
1137 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm;
1138 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm;
1140 else
1142 pout->x = 0.0f;
1143 pout->y = 0.0f;
1145 return pout;
1148 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1150 CONST D3DXVECTOR2 v = *pv;
1151 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y;
1152 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y;
1153 return pout;
1156 /*_________________D3DXVec3_____________________*/
1158 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
1160 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1161 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1162 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1163 return pout;
1166 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
1168 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);
1169 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);
1170 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);
1171 return pout;
1174 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
1176 FLOAT h1, h2, h3, h4;
1178 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1179 h2 = s * s * s - 2.0f * s * s + s;
1180 h3 = -2.0f * s * s * s + 3.0f * s * s;
1181 h4 = s * s * s - s * s;
1183 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1184 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1185 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1186 return pout;
1189 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
1191 FLOAT norm;
1193 norm = D3DXVec3Length(pv);
1194 if ( !norm )
1196 pout->x = 0.0f;
1197 pout->y = 0.0f;
1198 pout->z = 0.0f;
1200 else
1202 pout->x = pv->x / norm;
1203 pout->y = pv->y / norm;
1204 pout->z = pv->z / norm;
1206 return pout;
1209 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1211 D3DXMATRIX m1, m2;
1212 D3DXVECTOR3 vec;
1214 D3DXMatrixMultiply(&m1, pworld, pview);
1215 D3DXMatrixMultiply(&m2, &m1, pprojection);
1216 D3DXVec3TransformCoord(&vec, pv, &m2);
1217 pout->x = pviewport->X + ( 1.0f + vec.x ) * pviewport->Width / 2.0f;
1218 pout->y = pviewport->Y + ( 1.0f - vec.y ) * pviewport->Height / 2.0f;
1219 pout->z = pviewport->MinZ + vec.z * ( pviewport->MaxZ - pviewport->MinZ );
1220 return pout;
1223 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1225 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];
1226 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];
1227 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];
1228 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];
1229 return pout;
1232 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1234 FLOAT norm;
1236 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];
1238 if ( norm )
1240 CONST D3DXVECTOR3 v = *pv;
1241 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z + pm->u.m[3][0]) / norm;
1242 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z + pm->u.m[3][1]) / norm;
1243 pout->z = (pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z + pm->u.m[3][2]) / norm;
1245 else
1247 pout->x = 0.0f;
1248 pout->y = 0.0f;
1249 pout->z = 0.0f;
1251 return pout;
1254 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1256 CONST D3DXVECTOR3 v = *pv;
1257 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z;
1258 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z;
1259 pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z;
1260 return pout;
1264 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1266 D3DXMATRIX m1, m2, m3;
1267 D3DXVECTOR3 vec;
1269 D3DXMatrixMultiply(&m1, pworld, pview);
1270 D3DXMatrixMultiply(&m2, &m1, pprojection);
1271 D3DXMatrixInverse(&m3, NULL, &m2);
1272 vec.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f;
1273 vec.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height;
1274 vec.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
1275 D3DXVec3TransformCoord(pout, &vec, &m3);
1276 return pout;
1279 /*_________________D3DXVec4_____________________*/
1281 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
1283 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1284 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1285 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1286 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
1287 return pout;
1290 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
1292 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);
1293 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);
1294 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);
1295 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);
1296 return pout;
1299 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
1301 D3DXVECTOR4 out;
1302 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);
1303 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));
1304 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);
1305 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));
1306 *pout = out;
1307 return pout;
1310 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
1312 FLOAT h1, h2, h3, h4;
1314 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1315 h2 = s * s * s - 2.0f * s * s + s;
1316 h3 = -2.0f * s * s * s + 3.0f * s * s;
1317 h4 = s * s * s - s * s;
1319 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1320 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1321 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1322 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
1323 return pout;
1326 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
1328 FLOAT norm;
1330 norm = D3DXVec4Length(pv);
1331 if ( !norm )
1333 pout->x = 0.0f;
1334 pout->y = 0.0f;
1335 pout->z = 0.0f;
1336 pout->w = 0.0f;
1338 else
1340 pout->x = pv->x / norm;
1341 pout->y = pv->y / norm;
1342 pout->z = pv->z / norm;
1343 pout->w = pv->w / norm;
1345 return pout;
1348 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
1350 D3DXVECTOR4 out;
1351 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;
1352 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;
1353 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;
1354 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;
1355 *pout = out;
1356 return pout;