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
24 #define NONAMELESSUNION
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
);
48 D3DXCOLOR
* WINAPI
D3DXColorAdjustSaturation(D3DXCOLOR
*pout
, CONST D3DXCOLOR
*pc
, FLOAT s
)
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
);
60 /*_________________D3DXMatrix____________________*/
62 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation(D3DXMATRIX
*pout
, float scaling
, D3DXVECTOR3
*rotationcenter
, D3DXQUATERNION
*rotation
, D3DXVECTOR3
*translation
)
64 D3DXMATRIX m1
, m2
, m3
, m4
, m5
, p1
, p2
, p3
;
66 D3DXMatrixScaling(&m1
, scaling
, scaling
, scaling
);
67 if ( !rotationcenter
)
69 D3DXMatrixIdentity(&m2
);
70 D3DXMatrixIdentity(&m4
);
74 D3DXMatrixTranslation(&m2
, -rotationcenter
->x
, -rotationcenter
->y
, -rotationcenter
->z
);
75 D3DXMatrixTranslation(&m4
, rotationcenter
->x
, rotationcenter
->y
, rotationcenter
->z
);
79 D3DXMatrixIdentity(&m3
);
83 D3DXMatrixRotationQuaternion(&m3
, rotation
);
87 D3DXMatrixIdentity(&m5
);
91 D3DXMatrixTranslation(&m5
, translation
->x
, translation
->y
, translation
->z
);
93 D3DXMatrixMultiply(&p1
, &m1
, &m2
);
94 D3DXMatrixMultiply(&p2
, &p1
, &m3
);
95 D3DXMatrixMultiply(&p3
, &p2
, &m4
);
96 D3DXMatrixMultiply(pout
, &p3
, &m5
);
100 FLOAT WINAPI
D3DXMatrixfDeterminant(CONST D3DXMATRIX
*pm
)
102 D3DXVECTOR4 minor
, v1
, v2
, v3
;
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
);
113 D3DXMATRIX
* WINAPI
D3DXMatrixInverse(D3DXMATRIX
*pout
, FLOAT
*pdeterminant
, CONST D3DXMATRIX
*pm
)
116 D3DXVECTOR4 v
, vec
[3];
119 det
= D3DXMatrixfDeterminant(pm
);
120 if ( !det
) return NULL
;
121 if ( pdeterminant
) *pdeterminant
= det
;
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]);
141 case 0: cofactor
= v
.x
; break;
142 case 1: cofactor
= v
.y
; break;
143 case 2: cofactor
= v
.z
; break;
144 case 3: cofactor
= v
.w
; break;
146 pout
->u
.m
[j
][i
] = pow(-1.0f
, i
) * cofactor
/ det
;
152 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtLH(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*peye
, CONST D3DXVECTOR3
*pat
, CONST D3DXVECTOR3
*pup
)
154 D3DXVECTOR3 right
, rightn
, up
, upn
, vec
, vec2
;
156 D3DXVec3Subtract(&vec2
, pat
, peye
);
157 D3DXVec3Normalize(&vec
, &vec2
);
158 D3DXVec3Cross(&right
, pup
, &vec
);
159 D3DXVec3Cross(&up
, &vec
, &right
);
160 D3DXVec3Normalize(&rightn
, &right
);
161 D3DXVec3Normalize(&upn
, &up
);
162 pout
->u
.m
[0][0] = rightn
.x
;
163 pout
->u
.m
[1][0] = rightn
.y
;
164 pout
->u
.m
[2][0] = rightn
.z
;
165 pout
->u
.m
[3][0] = -D3DXVec3Dot(&rightn
,peye
);
166 pout
->u
.m
[0][1] = upn
.x
;
167 pout
->u
.m
[1][1] = upn
.y
;
168 pout
->u
.m
[2][1] = upn
.z
;
169 pout
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, peye
);
170 pout
->u
.m
[0][2] = vec
.x
;
171 pout
->u
.m
[1][2] = vec
.y
;
172 pout
->u
.m
[2][2] = vec
.z
;
173 pout
->u
.m
[3][2] = -D3DXVec3Dot(&vec
, peye
);
174 pout
->u
.m
[0][3] = 0.0f
;
175 pout
->u
.m
[1][3] = 0.0f
;
176 pout
->u
.m
[2][3] = 0.0f
;
177 pout
->u
.m
[3][3] = 1.0f
;
181 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtRH(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*peye
, CONST D3DXVECTOR3
*pat
, CONST D3DXVECTOR3
*pup
)
183 D3DXVECTOR3 right
, rightn
, up
, upn
, vec
, vec2
;
185 D3DXVec3Subtract(&vec2
, pat
, peye
);
186 D3DXVec3Normalize(&vec
, &vec2
);
187 D3DXVec3Cross(&right
, pup
, &vec
);
188 D3DXVec3Cross(&up
, &vec
, &right
);
189 D3DXVec3Normalize(&rightn
, &right
);
190 D3DXVec3Normalize(&upn
, &up
);
191 pout
->u
.m
[0][0] = -rightn
.x
;
192 pout
->u
.m
[1][0] = -rightn
.y
;
193 pout
->u
.m
[2][0] = -rightn
.z
;
194 pout
->u
.m
[3][0] = D3DXVec3Dot(&rightn
,peye
);
195 pout
->u
.m
[0][1] = upn
.x
;
196 pout
->u
.m
[1][1] = upn
.y
;
197 pout
->u
.m
[2][1] = upn
.z
;
198 pout
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, peye
);
199 pout
->u
.m
[0][2] = -vec
.x
;
200 pout
->u
.m
[1][2] = -vec
.y
;
201 pout
->u
.m
[2][2] = -vec
.z
;
202 pout
->u
.m
[3][2] = D3DXVec3Dot(&vec
, peye
);
203 pout
->u
.m
[0][3] = 0.0f
;
204 pout
->u
.m
[1][3] = 0.0f
;
205 pout
->u
.m
[2][3] = 0.0f
;
206 pout
->u
.m
[3][3] = 1.0f
;
210 D3DXMATRIX
* WINAPI
D3DXMatrixMultiply(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
)
218 pout
->u
.m
[i
][j
] = pm1
->u
.m
[i
][0] * pm2
->u
.m
[0][j
] + pm1
->u
.m
[i
][1] * pm2
->u
.m
[1][j
] + pm1
->u
.m
[i
][2] * pm2
->u
.m
[2][j
] + pm1
->u
.m
[i
][3] * pm2
->u
.m
[3][j
];
224 D3DXMATRIX
* WINAPI
D3DXMatrixMultiplyTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
)
228 D3DXMatrixMultiply(&temp
, pm1
, pm2
);
229 D3DXMatrixTranspose(pout
, &temp
);
233 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
235 D3DXMatrixIdentity(pout
);
236 pout
->u
.m
[0][0] = 2.0f
/ w
;
237 pout
->u
.m
[1][1] = 2.0f
/ h
;
238 pout
->u
.m
[2][2] = 1.0f
/ (zf
- zn
);
239 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
243 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
245 D3DXMatrixIdentity(pout
);
246 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
247 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
248 pout
->u
.m
[2][2] = 1.0f
/ (zf
-zn
);
249 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
250 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
251 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
255 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
257 D3DXMatrixIdentity(pout
);
258 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
259 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
260 pout
->u
.m
[2][2] = 1.0f
/ (zn
-zf
);
261 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
262 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
263 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
267 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
269 D3DXMatrixIdentity(pout
);
270 pout
->u
.m
[0][0] = 2.0f
/ w
;
271 pout
->u
.m
[1][1] = 2.0f
/ h
;
272 pout
->u
.m
[2][2] = 1.0f
/ (zn
- zf
);
273 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
277 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovLH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
279 D3DXMatrixIdentity(pout
);
280 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
281 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
282 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
283 pout
->u
.m
[2][3] = 1.0f
;
284 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
285 pout
->u
.m
[3][3] = 0.0f
;
289 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovRH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
291 D3DXMatrixIdentity(pout
);
292 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
293 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
294 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
295 pout
->u
.m
[2][3] = -1.0f
;
296 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
297 pout
->u
.m
[3][3] = 0.0f
;
301 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
303 D3DXMatrixIdentity(pout
);
304 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
305 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
306 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
307 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
308 pout
->u
.m
[2][3] = 1.0f
;
309 pout
->u
.m
[3][3] = 0.0f
;
313 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
315 D3DXMatrixIdentity(pout
);
316 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
317 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
318 pout
->u
.m
[2][0] = -1.0f
- 2.0f
* l
/ (r
- l
);
319 pout
->u
.m
[2][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
320 pout
->u
.m
[2][2] = - zf
/ (zn
- zf
);
321 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
322 pout
->u
.m
[2][3] = 1.0f
;
323 pout
->u
.m
[3][3] = 0.0f
;
327 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
329 D3DXMatrixIdentity(pout
);
330 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
331 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
332 pout
->u
.m
[2][0] = 1.0f
+ 2.0f
* l
/ (r
- l
);
333 pout
->u
.m
[2][1] = -1.0f
-2.0f
* t
/ (b
- t
);
334 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
335 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
336 pout
->u
.m
[2][3] = -1.0f
;
337 pout
->u
.m
[3][3] = 0.0f
;
341 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
343 D3DXMatrixIdentity(pout
);
344 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
345 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
346 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
347 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
348 pout
->u
.m
[2][3] = -1.0f
;
349 pout
->u
.m
[3][3] = 0.0f
;
353 D3DXMATRIX
* WINAPI
D3DXMatrixReflect(D3DXMATRIX
*pout
, CONST D3DXPLANE
*pplane
)
357 D3DXPlaneNormalize(&Nplane
, pplane
);
358 D3DXMatrixIdentity(pout
);
359 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* Nplane
.a
* Nplane
.a
;
360 pout
->u
.m
[0][1] = -2.0f
* Nplane
.a
* Nplane
.b
;
361 pout
->u
.m
[0][2] = -2.0f
* Nplane
.a
* Nplane
.c
;
362 pout
->u
.m
[1][0] = -2.0f
* Nplane
.a
* Nplane
.b
;
363 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* Nplane
.b
* Nplane
.b
;
364 pout
->u
.m
[1][2] = -2.0f
* Nplane
.b
* Nplane
.c
;
365 pout
->u
.m
[2][0] = -2.0f
* Nplane
.c
* Nplane
.a
;
366 pout
->u
.m
[2][1] = -2.0f
* Nplane
.c
* Nplane
.b
;
367 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* Nplane
.c
* Nplane
.c
;
368 pout
->u
.m
[3][0] = -2.0f
* Nplane
.d
* Nplane
.a
;
369 pout
->u
.m
[3][1] = -2.0f
* Nplane
.d
* Nplane
.b
;
370 pout
->u
.m
[3][2] = -2.0f
* Nplane
.d
* Nplane
.c
;
374 D3DXMATRIX
* WINAPI
D3DXMatrixRotationAxis(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
378 D3DXVec3Normalize(&v
,pv
);
379 D3DXMatrixIdentity(pout
);
380 pout
->u
.m
[0][0] = (1.0f
- cos(angle
)) * v
.x
* v
.x
+ cos(angle
);
381 pout
->u
.m
[1][0] = (1.0f
- cos(angle
)) * v
.x
* v
.y
- sin(angle
) * v
.z
;
382 pout
->u
.m
[2][0] = (1.0f
- cos(angle
)) * v
.x
* v
.z
+ sin(angle
) * v
.y
;
383 pout
->u
.m
[0][1] = (1.0f
- cos(angle
)) * v
.y
* v
.x
+ sin(angle
) * v
.z
;
384 pout
->u
.m
[1][1] = (1.0f
- cos(angle
)) * v
.y
* v
.y
+ cos(angle
);
385 pout
->u
.m
[2][1] = (1.0f
- cos(angle
)) * v
.y
* v
.z
- sin(angle
) * v
.x
;
386 pout
->u
.m
[0][2] = (1.0f
- cos(angle
)) * v
.z
* v
.x
- sin(angle
) * v
.y
;
387 pout
->u
.m
[1][2] = (1.0f
- cos(angle
)) * v
.z
* v
.y
+ sin(angle
) * v
.x
;
388 pout
->u
.m
[2][2] = (1.0f
- cos(angle
)) * v
.z
* v
.z
+ cos(angle
);
392 D3DXMATRIX
* WINAPI
D3DXMatrixRotationQuaternion(D3DXMATRIX
*pout
, CONST D3DXQUATERNION
*pq
)
394 D3DXMatrixIdentity(pout
);
395 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* (pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
396 pout
->u
.m
[0][1] = 2.0f
* (pq
->x
*pq
->y
+ pq
->z
* pq
->w
);
397 pout
->u
.m
[0][2] = 2.0f
* (pq
->x
* pq
->z
- pq
->y
* pq
->w
);
398 pout
->u
.m
[1][0] = 2.0f
* (pq
->x
* pq
->y
- pq
->z
* pq
->w
);
399 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->z
* pq
->z
);
400 pout
->u
.m
[1][2] = 2.0f
* (pq
->y
*pq
->z
+ pq
->x
*pq
->w
);
401 pout
->u
.m
[2][0] = 2.0f
* (pq
->x
* pq
->z
+ pq
->y
* pq
->w
);
402 pout
->u
.m
[2][1] = 2.0f
* (pq
->y
*pq
->z
- pq
->x
*pq
->w
);
403 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->y
* pq
->y
);
407 D3DXMATRIX
* WINAPI
D3DXMatrixRotationX(D3DXMATRIX
*pout
, FLOAT angle
)
409 D3DXMatrixIdentity(pout
);
410 pout
->u
.m
[1][1] = cos(angle
);
411 pout
->u
.m
[2][2] = cos(angle
);
412 pout
->u
.m
[1][2] = sin(angle
);
413 pout
->u
.m
[2][1] = -sin(angle
);
417 D3DXMATRIX
* WINAPI
D3DXMatrixRotationY(D3DXMATRIX
*pout
, FLOAT angle
)
419 D3DXMatrixIdentity(pout
);
420 pout
->u
.m
[0][0] = cos(angle
);
421 pout
->u
.m
[2][2] = cos(angle
);
422 pout
->u
.m
[0][2] = -sin(angle
);
423 pout
->u
.m
[2][0] = sin(angle
);
427 D3DXMATRIX
* WINAPI
D3DXMatrixRotationYawPitchRoll(D3DXMATRIX
*pout
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
429 D3DXMATRIX m
, pout1
, pout2
, pout3
;
431 D3DXMatrixIdentity(&pout3
);
432 D3DXMatrixRotationZ(&m
,roll
);
433 D3DXMatrixMultiply(&pout2
,&pout3
,&m
);
434 D3DXMatrixRotationX(&m
,pitch
);
435 D3DXMatrixMultiply(&pout1
,&pout2
,&m
);
436 D3DXMatrixRotationY(&m
,yaw
);
437 D3DXMatrixMultiply(pout
,&pout1
,&m
);
440 D3DXMATRIX
* WINAPI
D3DXMatrixRotationZ(D3DXMATRIX
*pout
, FLOAT angle
)
442 D3DXMatrixIdentity(pout
);
443 pout
->u
.m
[0][0] = cos(angle
);
444 pout
->u
.m
[1][1] = cos(angle
);
445 pout
->u
.m
[0][1] = sin(angle
);
446 pout
->u
.m
[1][0] = -sin(angle
);
450 D3DXMATRIX
* WINAPI
D3DXMatrixScaling(D3DXMATRIX
*pout
, FLOAT sx
, FLOAT sy
, FLOAT sz
)
452 D3DXMatrixIdentity(pout
);
453 pout
->u
.m
[0][0] = sx
;
454 pout
->u
.m
[1][1] = sy
;
455 pout
->u
.m
[2][2] = sz
;
459 D3DXMATRIX
* WINAPI
D3DXMatrixShadow(D3DXMATRIX
*pout
, CONST D3DXVECTOR4
*plight
, CONST D3DXPLANE
*pplane
)
464 D3DXPlaneNormalize(&Nplane
, pplane
);
465 dot
= D3DXPlaneDot(&Nplane
, plight
);
466 pout
->u
.m
[0][0] = dot
- Nplane
.a
* plight
->x
;
467 pout
->u
.m
[0][1] = -Nplane
.a
* plight
->y
;
468 pout
->u
.m
[0][2] = -Nplane
.a
* plight
->z
;
469 pout
->u
.m
[0][3] = -Nplane
.a
* plight
->w
;
470 pout
->u
.m
[1][0] = -Nplane
.b
* plight
->x
;
471 pout
->u
.m
[1][1] = dot
- Nplane
.b
* plight
->y
;
472 pout
->u
.m
[1][2] = -Nplane
.b
* plight
->z
;
473 pout
->u
.m
[1][3] = -Nplane
.b
* plight
->w
;
474 pout
->u
.m
[2][0] = -Nplane
.c
* plight
->x
;
475 pout
->u
.m
[2][1] = -Nplane
.c
* plight
->y
;
476 pout
->u
.m
[2][2] = dot
- Nplane
.c
* plight
->z
;
477 pout
->u
.m
[2][3] = -Nplane
.c
* plight
->w
;
478 pout
->u
.m
[3][0] = -Nplane
.d
* plight
->x
;
479 pout
->u
.m
[3][1] = -Nplane
.d
* plight
->y
;
480 pout
->u
.m
[3][2] = -Nplane
.d
* plight
->z
;
481 pout
->u
.m
[3][3] = dot
- Nplane
.d
* plight
->w
;
485 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*pscalingcenter
, CONST D3DXQUATERNION
*pscalingrotation
, CONST D3DXVECTOR3
*pscaling
, CONST D3DXVECTOR3
*protationcenter
, CONST D3DXQUATERNION
*protation
, CONST D3DXVECTOR3
*ptranslation
)
487 D3DXMATRIX m1
, m2
, m3
, m4
, m5
, m6
, m7
, p1
, p2
, p3
, p4
, p5
;
491 if ( !pscalingcenter
)
499 psc
.x
= pscalingcenter
->x
;
500 psc
.y
= pscalingcenter
->y
;
501 psc
.z
= pscalingcenter
->z
;
503 if ( !protationcenter
)
511 prc
.x
= protationcenter
->x
;
512 prc
.y
= protationcenter
->y
;
513 prc
.z
= protationcenter
->z
;
523 pt
.x
= ptranslation
->x
;
524 pt
.y
= ptranslation
->y
;
525 pt
.z
= ptranslation
->z
;
527 D3DXMatrixTranslation(&m1
, -psc
.x
, -psc
.y
, -psc
.z
);
528 if ( !pscalingrotation
)
530 D3DXMatrixIdentity(&m2
);
531 D3DXMatrixIdentity(&m4
);
535 D3DXMatrixRotationQuaternion(&m4
, pscalingrotation
);
536 D3DXMatrixInverse(&m2
, NULL
, &m4
);
540 D3DXMatrixIdentity(&m3
);
544 D3DXMatrixScaling(&m3
, pscaling
->x
, pscaling
->y
, pscaling
->z
);
548 D3DXMatrixIdentity(&m6
);
552 D3DXMatrixRotationQuaternion(&m6
, protation
);
554 D3DXMatrixTranslation(&m5
, psc
.x
- prc
.x
, psc
.y
- prc
.y
, psc
.z
- prc
.z
);
555 D3DXMatrixTranslation(&m7
, prc
.x
+ pt
.x
, prc
.y
+ pt
.y
, prc
.z
+ pt
.z
);
556 D3DXMatrixMultiply(&p1
, &m1
, &m2
);
557 D3DXMatrixMultiply(&p2
, &p1
, &m3
);
558 D3DXMatrixMultiply(&p3
, &p2
, &m4
);
559 D3DXMatrixMultiply(&p4
, &p3
, &m5
);
560 D3DXMatrixMultiply(&p5
, &p4
, &m6
);
561 D3DXMatrixMultiply(pout
, &p5
, &m7
);
565 D3DXMATRIX
* WINAPI
D3DXMatrixTranslation(D3DXMATRIX
*pout
, FLOAT x
, FLOAT y
, FLOAT z
)
567 D3DXMatrixIdentity(pout
);
574 D3DXMATRIX
* WINAPI
D3DXMatrixTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm
)
582 pout
->u
.m
[i
][j
] = pm
->u
.m
[j
][i
];
588 /*_________________D3DXMatrixStack____________________*/
590 HRESULT WINAPI
D3DXCreateMatrixStack(DWORD flags
, LPD3DXMATRIXSTACK
* ppstack
)
592 ID3DXMatrixStackImpl
* object
;
594 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(ID3DXMatrixStackImpl
));
595 if ( object
== NULL
)
598 return E_OUTOFMEMORY
;
600 object
->lpVtbl
= &ID3DXMatrixStack_Vtbl
;
603 *ppstack
= (LPD3DXMATRIXSTACK
)object
;
607 static HRESULT WINAPI
ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack
*iface
, REFIID riid
, void **ppobj
)
609 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
610 if (IsEqualGUID(riid
, &IID_IUnknown
) || IsEqualGUID(riid
, &IID_ID3DXMatrixStack
))
612 ID3DXMatrixStack_AddRef(iface
);
617 ERR("(%p)->(%s,%p),not found\n",This
,debugstr_guid(riid
),ppobj
);
618 return E_NOINTERFACE
;
621 static ULONG WINAPI
ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack
*iface
)
623 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
624 ULONG ref
= InterlockedIncrement(&This
->ref
);
625 TRACE("(%p) : AddRef from %d\n", This
, ref
- 1);
629 static ULONG WINAPI
ID3DXMatrixStackImpl_Release(ID3DXMatrixStack
* iface
)
631 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
632 ULONG ref
= InterlockedDecrement(&This
->ref
);
633 if ( !ref
) HeapFree(GetProcessHeap(), 0, This
);
634 TRACE("(%p) : ReleaseRef to %d\n", This
, ref
);
638 static D3DXMATRIX
* WINAPI
ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack
*iface
)
640 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
641 FIXME("(%p) : stub\n",This
);
645 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack
*iface
)
647 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
648 FIXME("(%p) : stub\n",This
);
652 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack
*iface
, LPD3DXMATRIX pm
)
654 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
655 FIXME("(%p) : stub\n",This
);
659 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack
*iface
, LPD3DXMATRIX pm
)
661 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
662 FIXME("(%p) : stub\n",This
);
666 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack
*iface
, LPD3DXMATRIX pm
)
668 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
669 FIXME("(%p) : stub\n",This
);
673 static HRESULT WINAPI
ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack
*iface
)
675 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
676 FIXME("(%p) : stub\n",This
);
680 static HRESULT WINAPI
ID3DXMatrixStackImpl_Push(ID3DXMatrixStack
*iface
)
682 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
683 FIXME("(%p) : stub\n",This
);
687 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack
*iface
, LPD3DXVECTOR3 pv
, FLOAT angle
)
689 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
690 FIXME("(%p) : stub\n",This
);
694 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack
*iface
, LPD3DXVECTOR3 pv
, FLOAT angle
)
696 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
697 FIXME("(%p) : stub\n",This
);
701 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
703 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
704 FIXME("(%p) : stub\n",This
);
708 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
710 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
711 FIXME("(%p) : stub\n",This
);
715 static HRESULT WINAPI
ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
717 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
718 FIXME("(%p) : stub\n",This
);
722 static HRESULT WINAPI
ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
724 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
725 FIXME("(%p) : stub\n",This
);
729 static HRESULT WINAPI
ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
731 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
732 FIXME("(%p) : stub\n",This
);
736 static HRESULT WINAPI
ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
738 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
739 FIXME("(%p) : stub\n",This
);
743 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
=
745 ID3DXMatrixStackImpl_QueryInterface
,
746 ID3DXMatrixStackImpl_AddRef
,
747 ID3DXMatrixStackImpl_Release
,
748 ID3DXMatrixStackImpl_Pop
,
749 ID3DXMatrixStackImpl_Push
,
750 ID3DXMatrixStackImpl_LoadIdentity
,
751 ID3DXMatrixStackImpl_LoadMatrix
,
752 ID3DXMatrixStackImpl_MultMatrix
,
753 ID3DXMatrixStackImpl_MultMatrixLocal
,
754 ID3DXMatrixStackImpl_RotateAxis
,
755 ID3DXMatrixStackImpl_RotateAxisLocal
,
756 ID3DXMatrixStackImpl_RotateYawPitchRoll
,
757 ID3DXMatrixStackImpl_RotateYawPitchRollLocal
,
758 ID3DXMatrixStackImpl_Scale
,
759 ID3DXMatrixStackImpl_ScaleLocal
,
760 ID3DXMatrixStackImpl_Translate
,
761 ID3DXMatrixStackImpl_TranslateLocal
,
762 ID3DXMatrixStackImpl_GetTop
765 /*_________________D3DXPLANE________________*/
767 D3DXPLANE
* WINAPI
D3DXPlaneFromPointNormal(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pvpoint
, CONST D3DXVECTOR3
*pvnormal
)
769 pout
->a
= pvnormal
->x
;
770 pout
->b
= pvnormal
->y
;
771 pout
->c
= pvnormal
->z
;
772 pout
->d
= -D3DXVec3Dot(pvpoint
, pvnormal
);
776 D3DXPLANE
* WINAPI
D3DXPlaneFromPoints(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
)
778 D3DXVECTOR3 edge1
, edge2
, normal
, Nnormal
;
780 edge1
.x
= 0.0f
; edge1
.y
= 0.0f
; edge1
.z
= 0.0f
;
781 edge2
.x
= 0.0f
; edge2
.y
= 0.0f
; edge2
.z
= 0.0f
;
782 D3DXVec3Subtract(&edge1
, pv2
, pv1
);
783 D3DXVec3Subtract(&edge2
, pv3
, pv1
);
784 D3DXVec3Cross(&normal
, &edge1
, &edge2
);
785 D3DXVec3Normalize(&Nnormal
, &normal
);
786 D3DXPlaneFromPointNormal(pout
, pv1
, &Nnormal
);
790 D3DXVECTOR3
* WINAPI
D3DXPlaneIntersectLine(D3DXVECTOR3
*pout
, CONST D3DXPLANE
*pp
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
)
792 D3DXVECTOR3 direction
, normal
;
798 direction
.x
= pv2
->x
- pv1
->x
;
799 direction
.y
= pv2
->y
- pv1
->y
;
800 direction
.z
= pv2
->z
- pv1
->z
;
801 dot
= D3DXVec3Dot(&normal
, &direction
);
802 if ( !dot
) return NULL
;
803 temp
= ( pp
->d
+ D3DXVec3Dot(&normal
, pv1
) ) / dot
;
804 pout
->x
= pv1
->x
- temp
* direction
.x
;
805 pout
->y
= pv1
->y
- temp
* direction
.y
;
806 pout
->z
= pv1
->z
- temp
* direction
.z
;
810 D3DXPLANE
* WINAPI
D3DXPlaneNormalize(D3DXPLANE
*pout
, CONST D3DXPLANE
*pp
)
814 norm
= sqrt(pp
->a
* pp
->a
+ pp
->b
* pp
->b
+ pp
->c
* pp
->c
);
817 pout
->a
= pp
->a
/ norm
;
818 pout
->b
= pp
->b
/ norm
;
819 pout
->c
= pp
->c
/ norm
;
820 pout
->d
= pp
->d
/ norm
;
832 D3DXPLANE
* WINAPI
D3DXPlaneTransform(D3DXPLANE
*pout
, CONST D3DXPLANE
*pplane
, CONST D3DXMATRIX
*pm
)
834 pout
->a
= pm
->u
.m
[0][0] * pplane
->a
+ pm
->u
.m
[1][0] * pplane
->b
+ pm
->u
.m
[2][0] * pplane
->c
+ pm
->u
.m
[3][0] * pplane
->d
;
835 pout
->b
= pm
->u
.m
[0][1] * pplane
->a
+ pm
->u
.m
[1][1] * pplane
->b
+ pm
->u
.m
[2][1] * pplane
->c
+ pm
->u
.m
[3][1] * pplane
->d
;
836 pout
->c
= pm
->u
.m
[0][2] * pplane
->a
+ pm
->u
.m
[1][2] * pplane
->b
+ pm
->u
.m
[2][2] * pplane
->c
+ pm
->u
.m
[3][2] * pplane
->d
;
837 pout
->d
= pm
->u
.m
[0][3] * pplane
->a
+ pm
->u
.m
[1][3] * pplane
->b
+ pm
->u
.m
[2][3] * pplane
->c
+ pm
->u
.m
[3][3] * pplane
->d
;
841 /*_________________D3DXQUATERNION________________*/
843 D3DXQUATERNION
* WINAPI
D3DXQuaternionBaryCentric(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, FLOAT f
, FLOAT g
)
845 D3DXQUATERNION temp1
, temp2
;
846 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq2
, f
+ g
), D3DXQuaternionSlerp(&temp2
, pq1
, pq3
, f
+g
), g
/ (f
+ g
));
850 D3DXQUATERNION
* WINAPI
D3DXQuaternionExp(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
854 norm
= sqrt(pq
->x
* pq
->x
+ pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
857 pout
->x
= sin(norm
) * pq
->x
/ norm
;
858 pout
->y
= sin(norm
) * pq
->y
/ norm
;
859 pout
->z
= sin(norm
) * pq
->z
/ norm
;
872 D3DXQUATERNION
* WINAPI
D3DXQuaternionInverse(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
882 norm
= D3DXQuaternionLengthSq(pq
);
892 D3DXQuaternionConjugate(&temp
, pq
);
893 pout
->x
= temp
.x
/ norm
;
894 pout
->y
= temp
.y
/ norm
;
895 pout
->z
= temp
.z
/ norm
;
896 pout
->w
= temp
.w
/ norm
;
901 D3DXQUATERNION
* WINAPI
D3DXQuaternionLn(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
903 FLOAT norm
, normvec
, theta
;
905 norm
= D3DXQuaternionLengthSq(pq
);
906 if ( norm
> 1.0001f
)
913 else if( norm
> 0.99999f
)
915 normvec
= sqrt( pq
->x
* pq
->x
+ pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
916 theta
= atan2(normvec
, pq
->w
) / normvec
;
917 pout
->x
= theta
* pq
->x
;
918 pout
->y
= theta
* pq
->y
;
919 pout
->z
= theta
* pq
->z
;
924 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
);
929 D3DXQUATERNION
* WINAPI
D3DXQuaternionMultiply(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
)
931 pout
->x
= pq2
->w
* pq1
->x
+ pq2
->x
* pq1
->w
+ pq2
->y
* pq1
->z
- pq2
->z
* pq1
->y
;
932 pout
->y
= pq2
->w
* pq1
->y
- pq2
->x
* pq1
->z
+ pq2
->y
* pq1
->w
+ pq2
->z
* pq1
->x
;
933 pout
->z
= pq2
->w
* pq1
->z
+ pq2
->x
* pq1
->y
- pq2
->y
* pq1
->x
+ pq2
->z
* pq1
->w
;
934 pout
->w
= pq2
->w
* pq1
->w
- pq2
->x
* pq1
->x
- pq2
->y
* pq1
->y
- pq2
->z
* pq1
->z
;
938 D3DXQUATERNION
* WINAPI
D3DXQuaternionNormalize(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
942 norm
= D3DXQuaternionLength(pq
);
952 pout
->x
= pq
->x
/ norm
;
953 pout
->y
= pq
->y
/ norm
;
954 pout
->z
= pq
->z
/ norm
;
955 pout
->w
= pq
->w
/ norm
;
960 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationAxis(D3DXQUATERNION
*pout
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
964 D3DXVec3Normalize(&temp
, pv
);
965 pout
->x
= sin( angle
/ 2.0f
) * temp
.x
;
966 pout
->y
= sin( angle
/ 2.0f
) * temp
.y
;
967 pout
->z
= sin( angle
/ 2.0f
) * temp
.z
;
968 pout
->w
= cos( angle
/ 2.0f
);
972 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationMatrix(D3DXQUATERNION
*pout
, CONST D3DXMATRIX
*pm
)
975 FLOAT maxdiag
, S
, trace
;
977 trace
= pm
->u
.m
[0][0] + pm
->u
.m
[1][1] + pm
->u
.m
[2][2] + 1.0f
;
980 pout
->x
= ( pm
->u
.m
[1][2] - pm
->u
.m
[2][1] ) / ( 2.0f
* sqrt(trace
) );
981 pout
->y
= ( pm
->u
.m
[2][0] - pm
->u
.m
[0][2] ) / ( 2.0f
* sqrt(trace
) );
982 pout
->z
= ( pm
->u
.m
[0][1] - pm
->u
.m
[1][0] ) / ( 2.0f
* sqrt(trace
) );
983 pout
->w
= sqrt(trace
) / 2.0f
;
987 maxdiag
= pm
->u
.m
[0][0];
990 if ( pm
->u
.m
[i
][i
] > maxdiag
)
993 maxdiag
= pm
->u
.m
[i
][i
];
999 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[0][0] - pm
->u
.m
[1][1] - pm
->u
.m
[2][2]);
1000 pout
->x
= 0.25f
* S
;
1001 pout
->y
= ( pm
->u
.m
[0][1] + pm
->u
.m
[1][0] ) / S
;
1002 pout
->z
= ( pm
->u
.m
[0][2] + pm
->u
.m
[2][0] ) / S
;
1003 pout
->w
= ( pm
->u
.m
[1][2] - pm
->u
.m
[2][1] ) / S
;
1006 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[1][1] - pm
->u
.m
[0][0] - pm
->u
.m
[2][2]);
1007 pout
->x
= ( pm
->u
.m
[0][1] + pm
->u
.m
[1][0] ) / S
;
1008 pout
->y
= 0.25f
* S
;
1009 pout
->z
= ( pm
->u
.m
[1][2] + pm
->u
.m
[2][1] ) / S
;
1010 pout
->w
= ( pm
->u
.m
[2][0] - pm
->u
.m
[0][2] ) / S
;
1013 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[2][2] - pm
->u
.m
[0][0] - pm
->u
.m
[1][1]);
1014 pout
->x
= ( pm
->u
.m
[0][2] + pm
->u
.m
[2][0] ) / S
;
1015 pout
->y
= ( pm
->u
.m
[1][2] + pm
->u
.m
[2][1] ) / S
;
1016 pout
->z
= 0.25f
* S
;
1017 pout
->w
= ( pm
->u
.m
[0][1] - pm
->u
.m
[1][0] ) / S
;
1023 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION
*pout
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
1025 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
);
1026 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
);
1027 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
);
1028 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
);
1032 D3DXQUATERNION
* WINAPI
D3DXQuaternionSlerp(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, FLOAT t
)
1037 dot
= D3DXQuaternionDot(pq1
, pq2
);
1038 if ( dot
< 0.0f
) epsilon
= -1.0f
;
1039 pout
->x
= (1.0f
- t
) * pq1
->x
+ epsilon
* t
* pq2
->x
;
1040 pout
->y
= (1.0f
- t
) * pq1
->y
+ epsilon
* t
* pq2
->y
;
1041 pout
->z
= (1.0f
- t
) * pq1
->z
+ epsilon
* t
* pq2
->z
;
1042 pout
->w
= (1.0f
- t
) * pq1
->w
+ epsilon
* t
* pq2
->w
;
1046 D3DXQUATERNION
* WINAPI
D3DXQuaternionSquad(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, CONST D3DXQUATERNION
*pq4
, FLOAT t
)
1048 D3DXQUATERNION temp1
, temp2
;
1050 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq4
, t
), D3DXQuaternionSlerp(&temp2
, pq2
, pq3
, t
), 2.0f
* t
* (1.0f
- t
));
1054 void WINAPI
D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION
*pq
, D3DXVECTOR3
*paxis
, FLOAT
*pangle
)
1059 norm
= D3DXQuaternionLength(pq
);
1062 paxis
->x
= pq
->x
/ norm
;
1063 paxis
->y
= pq
->y
/ norm
;
1064 paxis
->z
= pq
->z
/ norm
;
1065 if ( fabs( pq
->w
) <= 1.0f
) *pangle
= 2.0f
* acos(pq
->w
);
1075 /*_________________D3DXVec2_____________________*/
1077 D3DXVECTOR2
* WINAPI
D3DXVec2BaryCentric(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT f
, FLOAT g
)
1079 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1080 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1084 D3DXVECTOR2
* WINAPI
D3DXVec2CatmullRom(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv0
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT s
)
1086 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
);
1087 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
);
1091 D3DXVECTOR2
* WINAPI
D3DXVec2Hermite(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pt1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pt2
, FLOAT s
)
1093 FLOAT h1
, h2
, h3
, h4
;
1095 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1096 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1097 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1098 h4
= s
* s
* s
- s
* s
;
1100 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1101 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1105 D3DXVECTOR2
* WINAPI
D3DXVec2Normalize(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
)
1109 norm
= D3DXVec2Length(pv
);
1117 pout
->x
= pv
->x
/ norm
;
1118 pout
->y
= pv
->y
/ norm
;
1123 D3DXVECTOR4
* WINAPI
D3DXVec2Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1125 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[3][0];
1126 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[3][1];
1127 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[3][2];
1128 pout
->w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1132 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoord(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1136 norm
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1139 pout
->x
= (pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[3][0]) / norm
;
1140 pout
->y
= (pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[3][1]) / norm
;
1150 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormal(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1152 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
;
1153 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
;
1157 /*_________________D3DXVec3_____________________*/
1159 D3DXVECTOR3
* WINAPI
D3DXVec3BaryCentric(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT f
, FLOAT g
)
1161 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1162 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1163 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1167 D3DXVECTOR3
* WINAPI
D3DXVec3CatmullRom( D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv0
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT s
)
1169 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
);
1170 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
);
1171 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
);
1175 D3DXVECTOR3
* WINAPI
D3DXVec3Hermite(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pt1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pt2
, FLOAT s
)
1177 FLOAT h1
, h2
, h3
, h4
;
1179 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1180 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1181 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1182 h4
= s
* s
* s
- s
* s
;
1184 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1185 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1186 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1190 D3DXVECTOR3
* WINAPI
D3DXVec3Normalize(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
)
1194 norm
= D3DXVec3Length(pv
);
1203 pout
->x
= pv
->x
/ norm
;
1204 pout
->y
= pv
->y
/ norm
;
1205 pout
->z
= pv
->z
/ norm
;
1210 D3DXVECTOR3
* WINAPI
D3DXVec3Project(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT8
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
)
1215 D3DXMatrixMultiply(&m1
, pworld
, pview
);
1216 D3DXMatrixMultiply(&m2
, &m1
, pprojection
);
1217 D3DXVec3TransformCoord(&vec
, pv
, &m2
);
1218 pout
->x
= pviewport
->X
+ ( 1.0f
+ vec
.x
) * pviewport
->Width
/ 2.0f
;
1219 pout
->y
= pviewport
->Y
+ ( 1.0f
- vec
.y
) * pviewport
->Height
/ 2.0f
;
1220 pout
->z
= pviewport
->MinZ
+ vec
.z
* ( pviewport
->MaxZ
- pviewport
->MinZ
);
1224 D3DXVECTOR4
* WINAPI
D3DXVec3Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1226 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];
1227 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];
1228 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];
1229 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];
1233 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoord(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1237 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];
1241 pout
->x
= (pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[2][0] * pv
->z
+ pm
->u
.m
[3][0]) / norm
;
1242 pout
->y
= (pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[2][1] * pv
->z
+ pm
->u
.m
[3][1]) / norm
;
1243 pout
->z
= (pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[2][2] * pv
->z
+ pm
->u
.m
[3][2]) / norm
;
1254 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormal(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1256 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[2][0] * pv
->z
;
1257 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[2][1] * pv
->z
;
1258 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[2][2] * pv
->z
;
1263 D3DXVECTOR3
* WINAPI
D3DXVec3Unproject(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT8
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
)
1265 D3DXMATRIX m1
, m2
, m3
;
1268 D3DXMatrixMultiply(&m1
, pworld
, pview
);
1269 D3DXMatrixMultiply(&m2
, &m1
, pprojection
);
1270 D3DXMatrixInverse(&m3
, NULL
, &m2
);
1271 vec
.x
= 2.0f
* ( pv
->x
- pviewport
->X
) / pviewport
->Width
- 1.0f
;
1272 vec
.y
= 1.0f
- 2.0f
* ( pv
->y
- pviewport
->Y
) / pviewport
->Height
;
1273 vec
.z
= ( pv
->z
- pviewport
->MinZ
) / ( pviewport
->MaxZ
- pviewport
->MinZ
);
1274 D3DXVec3TransformCoord(pout
, &vec
, &m3
);
1278 /*_________________D3DXVec4_____________________*/
1280 D3DXVECTOR4
* WINAPI
D3DXVec4BaryCentric(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT f
, FLOAT g
)
1282 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1283 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1284 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1285 pout
->w
= (1.0f
-f
-g
) * (pv1
->w
) + f
* (pv2
->w
) + g
* (pv3
->w
);
1289 D3DXVECTOR4
* WINAPI
D3DXVec4CatmullRom(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv0
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT s
)
1291 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
);
1292 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
);
1293 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
);
1294 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
);
1298 D3DXVECTOR4
* WINAPI
D3DXVec4Cross(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
)
1300 pout
->x
= pv1
->y
* (pv2
->z
* pv3
->w
- pv3
->z
* pv2
->w
) - pv1
->z
* (pv2
->y
* pv3
->w
- pv3
->y
* pv2
->w
) + pv1
->w
* (pv2
->y
* pv3
->z
- pv2
->z
*pv3
->y
);
1301 pout
->y
= -(pv1
->x
* (pv2
->z
* pv3
->w
- pv3
->z
* pv2
->w
) - pv1
->z
* (pv2
->x
* pv3
->w
- pv3
->x
* pv2
->w
) + pv1
->w
* (pv2
->x
* pv3
->z
- pv3
->x
* pv2
->z
));
1302 pout
->z
= pv1
->x
* (pv2
->y
* pv3
->w
- pv3
->y
* pv2
->w
) - pv1
->y
* (pv2
->x
*pv3
->w
- pv3
->x
* pv2
->w
) + pv1
->w
* (pv2
->x
* pv3
->y
- pv3
->x
* pv2
->y
);
1303 pout
->w
= -(pv1
->x
* (pv2
->y
* pv3
->z
- pv3
->y
* pv2
->z
) - pv1
->y
* (pv2
->x
* pv3
->z
- pv3
->x
*pv2
->z
) + pv1
->z
* (pv2
->x
* pv3
->y
- pv3
->x
* pv2
->y
));
1307 D3DXVECTOR4
* WINAPI
D3DXVec4Hermite(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pt1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pt2
, FLOAT s
)
1309 FLOAT h1
, h2
, h3
, h4
;
1311 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1312 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1313 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1314 h4
= s
* s
* s
- s
* s
;
1316 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1317 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1318 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1319 pout
->w
= h1
* (pv1
->w
) + h2
* (pt1
->w
) + h3
* (pv2
->w
) + h4
* (pt2
->w
);
1323 D3DXVECTOR4
* WINAPI
D3DXVec4Normalize(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
)
1327 norm
= D3DXVec4Length(pv
);
1337 pout
->x
= pv
->x
/ norm
;
1338 pout
->y
= pv
->y
/ norm
;
1339 pout
->z
= pv
->z
/ norm
;
1340 pout
->w
= pv
->w
/ norm
;
1345 D3DXVECTOR4
* WINAPI
D3DXVec4Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
, CONST D3DXMATRIX
*pm
)
1347 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[2][0] * pv
->z
+ pm
->u
.m
[3][0] * pv
->w
;
1348 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[2][1] * pv
->z
+ pm
->u
.m
[3][1] * pv
->w
;
1349 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[2][2] * pv
->z
+ pm
->u
.m
[3][2] * pv
->w
;
1350 pout
->w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[2][3] * pv
->z
+ pm
->u
.m
[3][3] * pv
->w
;