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
, CONST D3DXVECTOR3
*rotationcenter
, CONST D3DXQUATERNION
*rotation
, CONST 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]);
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
;
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
;
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
;
203 D3DXMATRIX
* WINAPI
D3DXMatrixMultiply(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
)
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
];
219 D3DXMATRIX
* WINAPI
D3DXMatrixMultiplyTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
)
223 D3DXMatrixMultiply(&temp
, pm1
, pm2
);
224 D3DXMatrixTranspose(pout
, &temp
);
228 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
230 D3DXMatrixIdentity(pout
);
231 pout
->u
.m
[0][0] = 2.0f
/ w
;
232 pout
->u
.m
[1][1] = 2.0f
/ h
;
233 pout
->u
.m
[2][2] = 1.0f
/ (zf
- zn
);
234 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
238 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
240 D3DXMatrixIdentity(pout
);
241 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
242 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
243 pout
->u
.m
[2][2] = 1.0f
/ (zf
-zn
);
244 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
245 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
246 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
250 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
252 D3DXMatrixIdentity(pout
);
253 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
254 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
255 pout
->u
.m
[2][2] = 1.0f
/ (zn
-zf
);
256 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
257 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
258 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
262 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
264 D3DXMatrixIdentity(pout
);
265 pout
->u
.m
[0][0] = 2.0f
/ w
;
266 pout
->u
.m
[1][1] = 2.0f
/ h
;
267 pout
->u
.m
[2][2] = 1.0f
/ (zn
- zf
);
268 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
272 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovLH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
274 D3DXMatrixIdentity(pout
);
275 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
276 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
277 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
278 pout
->u
.m
[2][3] = 1.0f
;
279 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
280 pout
->u
.m
[3][3] = 0.0f
;
284 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovRH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
286 D3DXMatrixIdentity(pout
);
287 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
288 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
289 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
290 pout
->u
.m
[2][3] = -1.0f
;
291 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
292 pout
->u
.m
[3][3] = 0.0f
;
296 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
298 D3DXMatrixIdentity(pout
);
299 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
300 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
301 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
302 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
303 pout
->u
.m
[2][3] = 1.0f
;
304 pout
->u
.m
[3][3] = 0.0f
;
308 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
310 D3DXMatrixIdentity(pout
);
311 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
312 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
313 pout
->u
.m
[2][0] = -1.0f
- 2.0f
* l
/ (r
- l
);
314 pout
->u
.m
[2][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
315 pout
->u
.m
[2][2] = - zf
/ (zn
- zf
);
316 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
317 pout
->u
.m
[2][3] = 1.0f
;
318 pout
->u
.m
[3][3] = 0.0f
;
322 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
324 D3DXMatrixIdentity(pout
);
325 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
326 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
327 pout
->u
.m
[2][0] = 1.0f
+ 2.0f
* l
/ (r
- l
);
328 pout
->u
.m
[2][1] = -1.0f
-2.0f
* t
/ (b
- t
);
329 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
330 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
331 pout
->u
.m
[2][3] = -1.0f
;
332 pout
->u
.m
[3][3] = 0.0f
;
336 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
338 D3DXMatrixIdentity(pout
);
339 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
340 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
341 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
342 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
343 pout
->u
.m
[2][3] = -1.0f
;
344 pout
->u
.m
[3][3] = 0.0f
;
348 D3DXMATRIX
* WINAPI
D3DXMatrixReflect(D3DXMATRIX
*pout
, CONST D3DXPLANE
*pplane
)
352 D3DXPlaneNormalize(&Nplane
, pplane
);
353 D3DXMatrixIdentity(pout
);
354 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* Nplane
.a
* Nplane
.a
;
355 pout
->u
.m
[0][1] = -2.0f
* Nplane
.a
* Nplane
.b
;
356 pout
->u
.m
[0][2] = -2.0f
* Nplane
.a
* Nplane
.c
;
357 pout
->u
.m
[1][0] = -2.0f
* Nplane
.a
* Nplane
.b
;
358 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* Nplane
.b
* Nplane
.b
;
359 pout
->u
.m
[1][2] = -2.0f
* Nplane
.b
* Nplane
.c
;
360 pout
->u
.m
[2][0] = -2.0f
* Nplane
.c
* Nplane
.a
;
361 pout
->u
.m
[2][1] = -2.0f
* Nplane
.c
* Nplane
.b
;
362 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* Nplane
.c
* Nplane
.c
;
363 pout
->u
.m
[3][0] = -2.0f
* Nplane
.d
* Nplane
.a
;
364 pout
->u
.m
[3][1] = -2.0f
* Nplane
.d
* Nplane
.b
;
365 pout
->u
.m
[3][2] = -2.0f
* Nplane
.d
* Nplane
.c
;
369 D3DXMATRIX
* WINAPI
D3DXMatrixRotationAxis(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
373 D3DXVec3Normalize(&v
,pv
);
374 D3DXMatrixIdentity(pout
);
375 pout
->u
.m
[0][0] = (1.0f
- cos(angle
)) * v
.x
* v
.x
+ cos(angle
);
376 pout
->u
.m
[1][0] = (1.0f
- cos(angle
)) * v
.x
* v
.y
- sin(angle
) * v
.z
;
377 pout
->u
.m
[2][0] = (1.0f
- cos(angle
)) * v
.x
* v
.z
+ sin(angle
) * v
.y
;
378 pout
->u
.m
[0][1] = (1.0f
- cos(angle
)) * v
.y
* v
.x
+ sin(angle
) * v
.z
;
379 pout
->u
.m
[1][1] = (1.0f
- cos(angle
)) * v
.y
* v
.y
+ cos(angle
);
380 pout
->u
.m
[2][1] = (1.0f
- cos(angle
)) * v
.y
* v
.z
- sin(angle
) * v
.x
;
381 pout
->u
.m
[0][2] = (1.0f
- cos(angle
)) * v
.z
* v
.x
- sin(angle
) * v
.y
;
382 pout
->u
.m
[1][2] = (1.0f
- cos(angle
)) * v
.z
* v
.y
+ sin(angle
) * v
.x
;
383 pout
->u
.m
[2][2] = (1.0f
- cos(angle
)) * v
.z
* v
.z
+ cos(angle
);
387 D3DXMATRIX
* WINAPI
D3DXMatrixRotationQuaternion(D3DXMATRIX
*pout
, CONST D3DXQUATERNION
*pq
)
389 D3DXMatrixIdentity(pout
);
390 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* (pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
391 pout
->u
.m
[0][1] = 2.0f
* (pq
->x
*pq
->y
+ pq
->z
* pq
->w
);
392 pout
->u
.m
[0][2] = 2.0f
* (pq
->x
* pq
->z
- pq
->y
* pq
->w
);
393 pout
->u
.m
[1][0] = 2.0f
* (pq
->x
* pq
->y
- pq
->z
* pq
->w
);
394 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->z
* pq
->z
);
395 pout
->u
.m
[1][2] = 2.0f
* (pq
->y
*pq
->z
+ pq
->x
*pq
->w
);
396 pout
->u
.m
[2][0] = 2.0f
* (pq
->x
* pq
->z
+ pq
->y
* pq
->w
);
397 pout
->u
.m
[2][1] = 2.0f
* (pq
->y
*pq
->z
- pq
->x
*pq
->w
);
398 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->y
* pq
->y
);
402 D3DXMATRIX
* WINAPI
D3DXMatrixRotationX(D3DXMATRIX
*pout
, FLOAT angle
)
404 D3DXMatrixIdentity(pout
);
405 pout
->u
.m
[1][1] = cos(angle
);
406 pout
->u
.m
[2][2] = cos(angle
);
407 pout
->u
.m
[1][2] = sin(angle
);
408 pout
->u
.m
[2][1] = -sin(angle
);
412 D3DXMATRIX
* WINAPI
D3DXMatrixRotationY(D3DXMATRIX
*pout
, FLOAT angle
)
414 D3DXMatrixIdentity(pout
);
415 pout
->u
.m
[0][0] = cos(angle
);
416 pout
->u
.m
[2][2] = cos(angle
);
417 pout
->u
.m
[0][2] = -sin(angle
);
418 pout
->u
.m
[2][0] = sin(angle
);
422 D3DXMATRIX
* WINAPI
D3DXMatrixRotationYawPitchRoll(D3DXMATRIX
*pout
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
424 D3DXMATRIX m
, pout1
, pout2
, pout3
;
426 D3DXMatrixIdentity(&pout3
);
427 D3DXMatrixRotationZ(&m
,roll
);
428 D3DXMatrixMultiply(&pout2
,&pout3
,&m
);
429 D3DXMatrixRotationX(&m
,pitch
);
430 D3DXMatrixMultiply(&pout1
,&pout2
,&m
);
431 D3DXMatrixRotationY(&m
,yaw
);
432 D3DXMatrixMultiply(pout
,&pout1
,&m
);
435 D3DXMATRIX
* WINAPI
D3DXMatrixRotationZ(D3DXMATRIX
*pout
, FLOAT angle
)
437 D3DXMatrixIdentity(pout
);
438 pout
->u
.m
[0][0] = cos(angle
);
439 pout
->u
.m
[1][1] = cos(angle
);
440 pout
->u
.m
[0][1] = sin(angle
);
441 pout
->u
.m
[1][0] = -sin(angle
);
445 D3DXMATRIX
* WINAPI
D3DXMatrixScaling(D3DXMATRIX
*pout
, FLOAT sx
, FLOAT sy
, FLOAT sz
)
447 D3DXMatrixIdentity(pout
);
448 pout
->u
.m
[0][0] = sx
;
449 pout
->u
.m
[1][1] = sy
;
450 pout
->u
.m
[2][2] = sz
;
454 D3DXMATRIX
* WINAPI
D3DXMatrixShadow(D3DXMATRIX
*pout
, CONST D3DXVECTOR4
*plight
, CONST D3DXPLANE
*pplane
)
459 D3DXPlaneNormalize(&Nplane
, pplane
);
460 dot
= D3DXPlaneDot(&Nplane
, plight
);
461 pout
->u
.m
[0][0] = dot
- Nplane
.a
* plight
->x
;
462 pout
->u
.m
[0][1] = -Nplane
.a
* plight
->y
;
463 pout
->u
.m
[0][2] = -Nplane
.a
* plight
->z
;
464 pout
->u
.m
[0][3] = -Nplane
.a
* plight
->w
;
465 pout
->u
.m
[1][0] = -Nplane
.b
* plight
->x
;
466 pout
->u
.m
[1][1] = dot
- Nplane
.b
* plight
->y
;
467 pout
->u
.m
[1][2] = -Nplane
.b
* plight
->z
;
468 pout
->u
.m
[1][3] = -Nplane
.b
* plight
->w
;
469 pout
->u
.m
[2][0] = -Nplane
.c
* plight
->x
;
470 pout
->u
.m
[2][1] = -Nplane
.c
* plight
->y
;
471 pout
->u
.m
[2][2] = dot
- Nplane
.c
* plight
->z
;
472 pout
->u
.m
[2][3] = -Nplane
.c
* plight
->w
;
473 pout
->u
.m
[3][0] = -Nplane
.d
* plight
->x
;
474 pout
->u
.m
[3][1] = -Nplane
.d
* plight
->y
;
475 pout
->u
.m
[3][2] = -Nplane
.d
* plight
->z
;
476 pout
->u
.m
[3][3] = dot
- Nplane
.d
* plight
->w
;
480 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*pscalingcenter
, CONST D3DXQUATERNION
*pscalingrotation
, CONST D3DXVECTOR3
*pscaling
, CONST D3DXVECTOR3
*protationcenter
, CONST D3DXQUATERNION
*protation
, CONST D3DXVECTOR3
*ptranslation
)
482 D3DXMATRIX m1
, m2
, m3
, m4
, m5
, m6
, m7
, p1
, p2
, p3
, p4
, p5
;
486 if ( !pscalingcenter
)
494 psc
.x
= pscalingcenter
->x
;
495 psc
.y
= pscalingcenter
->y
;
496 psc
.z
= pscalingcenter
->z
;
498 if ( !protationcenter
)
506 prc
.x
= protationcenter
->x
;
507 prc
.y
= protationcenter
->y
;
508 prc
.z
= protationcenter
->z
;
518 pt
.x
= ptranslation
->x
;
519 pt
.y
= ptranslation
->y
;
520 pt
.z
= ptranslation
->z
;
522 D3DXMatrixTranslation(&m1
, -psc
.x
, -psc
.y
, -psc
.z
);
523 if ( !pscalingrotation
)
525 D3DXMatrixIdentity(&m2
);
526 D3DXMatrixIdentity(&m4
);
530 D3DXMatrixRotationQuaternion(&m4
, pscalingrotation
);
531 D3DXMatrixInverse(&m2
, NULL
, &m4
);
535 D3DXMatrixIdentity(&m3
);
539 D3DXMatrixScaling(&m3
, pscaling
->x
, pscaling
->y
, pscaling
->z
);
543 D3DXMatrixIdentity(&m6
);
547 D3DXMatrixRotationQuaternion(&m6
, protation
);
549 D3DXMatrixTranslation(&m5
, psc
.x
- prc
.x
, psc
.y
- prc
.y
, psc
.z
- prc
.z
);
550 D3DXMatrixTranslation(&m7
, prc
.x
+ pt
.x
, prc
.y
+ pt
.y
, prc
.z
+ pt
.z
);
551 D3DXMatrixMultiply(&p1
, &m1
, &m2
);
552 D3DXMatrixMultiply(&p2
, &p1
, &m3
);
553 D3DXMatrixMultiply(&p3
, &p2
, &m4
);
554 D3DXMatrixMultiply(&p4
, &p3
, &m5
);
555 D3DXMatrixMultiply(&p5
, &p4
, &m6
);
556 D3DXMatrixMultiply(pout
, &p5
, &m7
);
560 D3DXMATRIX
* WINAPI
D3DXMatrixTranslation(D3DXMATRIX
*pout
, FLOAT x
, FLOAT y
, FLOAT z
)
562 D3DXMatrixIdentity(pout
);
569 D3DXMATRIX
* WINAPI
D3DXMatrixTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm
)
571 CONST D3DXMATRIX m
= *pm
;
578 pout
->u
.m
[i
][j
] = m
.u
.m
[j
][i
];
584 /*_________________D3DXMatrixStack____________________*/
586 HRESULT WINAPI
D3DXCreateMatrixStack(DWORD flags
, LPD3DXMATRIXSTACK
* ppstack
)
588 ID3DXMatrixStackImpl
* object
;
590 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(ID3DXMatrixStackImpl
));
591 if ( object
== NULL
)
594 return E_OUTOFMEMORY
;
596 object
->lpVtbl
= &ID3DXMatrixStack_Vtbl
;
599 *ppstack
= (LPD3DXMATRIXSTACK
)object
;
603 static HRESULT WINAPI
ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack
*iface
, REFIID riid
, void **ppobj
)
605 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
606 if (IsEqualGUID(riid
, &IID_IUnknown
) || IsEqualGUID(riid
, &IID_ID3DXMatrixStack
))
608 ID3DXMatrixStack_AddRef(iface
);
613 ERR("(%p)->(%s,%p),not found\n",This
,debugstr_guid(riid
),ppobj
);
614 return E_NOINTERFACE
;
617 static ULONG WINAPI
ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack
*iface
)
619 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
620 ULONG ref
= InterlockedIncrement(&This
->ref
);
621 TRACE("(%p) : AddRef from %d\n", This
, ref
- 1);
625 static ULONG WINAPI
ID3DXMatrixStackImpl_Release(ID3DXMatrixStack
* iface
)
627 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
628 ULONG ref
= InterlockedDecrement(&This
->ref
);
629 if ( !ref
) HeapFree(GetProcessHeap(), 0, This
);
630 TRACE("(%p) : ReleaseRef to %d\n", This
, ref
);
634 static D3DXMATRIX
* WINAPI
ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack
*iface
)
636 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
637 FIXME("(%p) : stub\n",This
);
641 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack
*iface
)
643 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
644 FIXME("(%p) : stub\n",This
);
648 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack
*iface
, LPD3DXMATRIX pm
)
650 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
651 FIXME("(%p) : stub\n",This
);
655 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack
*iface
, LPD3DXMATRIX pm
)
657 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
658 FIXME("(%p) : stub\n",This
);
662 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack
*iface
, LPD3DXMATRIX pm
)
664 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
665 FIXME("(%p) : stub\n",This
);
669 static HRESULT WINAPI
ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack
*iface
)
671 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
672 FIXME("(%p) : stub\n",This
);
676 static HRESULT WINAPI
ID3DXMatrixStackImpl_Push(ID3DXMatrixStack
*iface
)
678 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
679 FIXME("(%p) : stub\n",This
);
683 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack
*iface
, LPD3DXVECTOR3 pv
, FLOAT angle
)
685 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
686 FIXME("(%p) : stub\n",This
);
690 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack
*iface
, LPD3DXVECTOR3 pv
, FLOAT angle
)
692 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
693 FIXME("(%p) : stub\n",This
);
697 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
699 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
700 FIXME("(%p) : stub\n",This
);
704 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
706 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
707 FIXME("(%p) : stub\n",This
);
711 static HRESULT WINAPI
ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
713 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
714 FIXME("(%p) : stub\n",This
);
718 static HRESULT WINAPI
ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
720 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
721 FIXME("(%p) : stub\n",This
);
725 static HRESULT WINAPI
ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
727 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
728 FIXME("(%p) : stub\n",This
);
732 static HRESULT WINAPI
ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
734 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
735 FIXME("(%p) : stub\n",This
);
739 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
=
741 ID3DXMatrixStackImpl_QueryInterface
,
742 ID3DXMatrixStackImpl_AddRef
,
743 ID3DXMatrixStackImpl_Release
,
744 ID3DXMatrixStackImpl_Pop
,
745 ID3DXMatrixStackImpl_Push
,
746 ID3DXMatrixStackImpl_LoadIdentity
,
747 ID3DXMatrixStackImpl_LoadMatrix
,
748 ID3DXMatrixStackImpl_MultMatrix
,
749 ID3DXMatrixStackImpl_MultMatrixLocal
,
750 ID3DXMatrixStackImpl_RotateAxis
,
751 ID3DXMatrixStackImpl_RotateAxisLocal
,
752 ID3DXMatrixStackImpl_RotateYawPitchRoll
,
753 ID3DXMatrixStackImpl_RotateYawPitchRollLocal
,
754 ID3DXMatrixStackImpl_Scale
,
755 ID3DXMatrixStackImpl_ScaleLocal
,
756 ID3DXMatrixStackImpl_Translate
,
757 ID3DXMatrixStackImpl_TranslateLocal
,
758 ID3DXMatrixStackImpl_GetTop
761 /*_________________D3DXPLANE________________*/
763 D3DXPLANE
* WINAPI
D3DXPlaneFromPointNormal(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pvpoint
, CONST D3DXVECTOR3
*pvnormal
)
765 pout
->a
= pvnormal
->x
;
766 pout
->b
= pvnormal
->y
;
767 pout
->c
= pvnormal
->z
;
768 pout
->d
= -D3DXVec3Dot(pvpoint
, pvnormal
);
772 D3DXPLANE
* WINAPI
D3DXPlaneFromPoints(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
)
774 D3DXVECTOR3 edge1
, edge2
, normal
, Nnormal
;
776 edge1
.x
= 0.0f
; edge1
.y
= 0.0f
; edge1
.z
= 0.0f
;
777 edge2
.x
= 0.0f
; edge2
.y
= 0.0f
; edge2
.z
= 0.0f
;
778 D3DXVec3Subtract(&edge1
, pv2
, pv1
);
779 D3DXVec3Subtract(&edge2
, pv3
, pv1
);
780 D3DXVec3Cross(&normal
, &edge1
, &edge2
);
781 D3DXVec3Normalize(&Nnormal
, &normal
);
782 D3DXPlaneFromPointNormal(pout
, pv1
, &Nnormal
);
786 D3DXVECTOR3
* WINAPI
D3DXPlaneIntersectLine(D3DXVECTOR3
*pout
, CONST D3DXPLANE
*pp
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
)
788 D3DXVECTOR3 direction
, normal
;
794 direction
.x
= pv2
->x
- pv1
->x
;
795 direction
.y
= pv2
->y
- pv1
->y
;
796 direction
.z
= pv2
->z
- pv1
->z
;
797 dot
= D3DXVec3Dot(&normal
, &direction
);
798 if ( !dot
) return NULL
;
799 temp
= ( pp
->d
+ D3DXVec3Dot(&normal
, pv1
) ) / dot
;
800 pout
->x
= pv1
->x
- temp
* direction
.x
;
801 pout
->y
= pv1
->y
- temp
* direction
.y
;
802 pout
->z
= pv1
->z
- temp
* direction
.z
;
806 D3DXPLANE
* WINAPI
D3DXPlaneNormalize(D3DXPLANE
*pout
, CONST D3DXPLANE
*pp
)
810 norm
= sqrt(pp
->a
* pp
->a
+ pp
->b
* pp
->b
+ pp
->c
* pp
->c
);
813 pout
->a
= pp
->a
/ norm
;
814 pout
->b
= pp
->b
/ norm
;
815 pout
->c
= pp
->c
/ norm
;
816 pout
->d
= pp
->d
/ norm
;
828 D3DXPLANE
* WINAPI
D3DXPlaneTransform(D3DXPLANE
*pout
, CONST D3DXPLANE
*pplane
, CONST D3DXMATRIX
*pm
)
830 CONST D3DXPLANE plane
= *pplane
;
831 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
;
832 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
;
833 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
;
834 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
;
838 /*_________________D3DXQUATERNION________________*/
840 D3DXQUATERNION
* WINAPI
D3DXQuaternionBaryCentric(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, FLOAT f
, FLOAT g
)
842 D3DXQUATERNION temp1
, temp2
;
843 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq2
, f
+ g
), D3DXQuaternionSlerp(&temp2
, pq1
, pq3
, f
+g
), g
/ (f
+ g
));
847 D3DXQUATERNION
* WINAPI
D3DXQuaternionExp(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
851 norm
= sqrt(pq
->x
* pq
->x
+ pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
854 pout
->x
= sin(norm
) * pq
->x
/ norm
;
855 pout
->y
= sin(norm
) * pq
->y
/ norm
;
856 pout
->z
= sin(norm
) * pq
->z
/ norm
;
869 D3DXQUATERNION
* WINAPI
D3DXQuaternionInverse(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
879 norm
= D3DXQuaternionLengthSq(pq
);
889 D3DXQuaternionConjugate(&temp
, pq
);
890 pout
->x
= temp
.x
/ norm
;
891 pout
->y
= temp
.y
/ norm
;
892 pout
->z
= temp
.z
/ norm
;
893 pout
->w
= temp
.w
/ norm
;
898 D3DXQUATERNION
* WINAPI
D3DXQuaternionLn(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
900 FLOAT norm
, normvec
, theta
;
902 norm
= D3DXQuaternionLengthSq(pq
);
903 if ( norm
> 1.0001f
)
910 else if( norm
> 0.99999f
)
912 normvec
= sqrt( pq
->x
* pq
->x
+ pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
913 theta
= atan2(normvec
, pq
->w
) / normvec
;
914 pout
->x
= theta
* pq
->x
;
915 pout
->y
= theta
* pq
->y
;
916 pout
->z
= theta
* pq
->z
;
921 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
);
926 D3DXQUATERNION
* WINAPI
D3DXQuaternionMultiply(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
)
929 out
.x
= pq2
->w
* pq1
->x
+ pq2
->x
* pq1
->w
+ pq2
->y
* pq1
->z
- pq2
->z
* pq1
->y
;
930 out
.y
= pq2
->w
* pq1
->y
- pq2
->x
* pq1
->z
+ pq2
->y
* pq1
->w
+ pq2
->z
* pq1
->x
;
931 out
.z
= pq2
->w
* pq1
->z
+ pq2
->x
* pq1
->y
- pq2
->y
* pq1
->x
+ pq2
->z
* pq1
->w
;
932 out
.w
= pq2
->w
* pq1
->w
- pq2
->x
* pq1
->x
- pq2
->y
* pq1
->y
- pq2
->z
* pq1
->z
;
937 D3DXQUATERNION
* WINAPI
D3DXQuaternionNormalize(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
941 norm
= D3DXQuaternionLength(pq
);
951 pout
->x
= pq
->x
/ norm
;
952 pout
->y
= pq
->y
/ norm
;
953 pout
->z
= pq
->z
/ norm
;
954 pout
->w
= pq
->w
/ norm
;
959 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationAxis(D3DXQUATERNION
*pout
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
963 D3DXVec3Normalize(&temp
, pv
);
964 pout
->x
= sin( angle
/ 2.0f
) * temp
.x
;
965 pout
->y
= sin( angle
/ 2.0f
) * temp
.y
;
966 pout
->z
= sin( angle
/ 2.0f
) * temp
.z
;
967 pout
->w
= cos( angle
/ 2.0f
);
971 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationMatrix(D3DXQUATERNION
*pout
, CONST D3DXMATRIX
*pm
)
974 FLOAT maxdiag
, S
, trace
;
976 trace
= pm
->u
.m
[0][0] + pm
->u
.m
[1][1] + pm
->u
.m
[2][2] + 1.0f
;
979 pout
->x
= ( pm
->u
.m
[1][2] - pm
->u
.m
[2][1] ) / ( 2.0f
* sqrt(trace
) );
980 pout
->y
= ( pm
->u
.m
[2][0] - pm
->u
.m
[0][2] ) / ( 2.0f
* sqrt(trace
) );
981 pout
->z
= ( pm
->u
.m
[0][1] - pm
->u
.m
[1][0] ) / ( 2.0f
* sqrt(trace
) );
982 pout
->w
= sqrt(trace
) / 2.0f
;
986 maxdiag
= pm
->u
.m
[0][0];
989 if ( pm
->u
.m
[i
][i
] > maxdiag
)
992 maxdiag
= pm
->u
.m
[i
][i
];
998 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[0][0] - pm
->u
.m
[1][1] - pm
->u
.m
[2][2]);
1000 pout
->y
= ( pm
->u
.m
[0][1] + pm
->u
.m
[1][0] ) / S
;
1001 pout
->z
= ( pm
->u
.m
[0][2] + pm
->u
.m
[2][0] ) / S
;
1002 pout
->w
= ( pm
->u
.m
[1][2] - pm
->u
.m
[2][1] ) / S
;
1005 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[1][1] - pm
->u
.m
[0][0] - pm
->u
.m
[2][2]);
1006 pout
->x
= ( pm
->u
.m
[0][1] + pm
->u
.m
[1][0] ) / S
;
1007 pout
->y
= 0.25f
* S
;
1008 pout
->z
= ( pm
->u
.m
[1][2] + pm
->u
.m
[2][1] ) / S
;
1009 pout
->w
= ( pm
->u
.m
[2][0] - pm
->u
.m
[0][2] ) / S
;
1012 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[2][2] - pm
->u
.m
[0][0] - pm
->u
.m
[1][1]);
1013 pout
->x
= ( pm
->u
.m
[0][2] + pm
->u
.m
[2][0] ) / S
;
1014 pout
->y
= ( pm
->u
.m
[1][2] + pm
->u
.m
[2][1] ) / S
;
1015 pout
->z
= 0.25f
* S
;
1016 pout
->w
= ( pm
->u
.m
[0][1] - pm
->u
.m
[1][0] ) / S
;
1022 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION
*pout
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
1024 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
);
1025 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
);
1026 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
);
1027 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
);
1031 D3DXQUATERNION
* WINAPI
D3DXQuaternionSlerp(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, FLOAT t
)
1036 dot
= D3DXQuaternionDot(pq1
, pq2
);
1037 if ( dot
< 0.0f
) epsilon
= -1.0f
;
1038 pout
->x
= (1.0f
- t
) * pq1
->x
+ epsilon
* t
* pq2
->x
;
1039 pout
->y
= (1.0f
- t
) * pq1
->y
+ epsilon
* t
* pq2
->y
;
1040 pout
->z
= (1.0f
- t
) * pq1
->z
+ epsilon
* t
* pq2
->z
;
1041 pout
->w
= (1.0f
- t
) * pq1
->w
+ epsilon
* t
* pq2
->w
;
1045 D3DXQUATERNION
* WINAPI
D3DXQuaternionSquad(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, CONST D3DXQUATERNION
*pq4
, FLOAT t
)
1047 D3DXQUATERNION temp1
, temp2
;
1049 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq4
, t
), D3DXQuaternionSlerp(&temp2
, pq2
, pq3
, t
), 2.0f
* t
* (1.0f
- t
));
1053 void WINAPI
D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION
*pq
, D3DXVECTOR3
*paxis
, FLOAT
*pangle
)
1058 norm
= D3DXQuaternionLength(pq
);
1061 paxis
->x
= pq
->x
/ norm
;
1062 paxis
->y
= pq
->y
/ norm
;
1063 paxis
->z
= pq
->z
/ norm
;
1064 if ( fabs( pq
->w
) <= 1.0f
) *pangle
= 2.0f
* acos(pq
->w
);
1074 /*_________________D3DXVec2_____________________*/
1076 D3DXVECTOR2
* WINAPI
D3DXVec2BaryCentric(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT f
, FLOAT g
)
1078 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1079 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1083 D3DXVECTOR2
* WINAPI
D3DXVec2CatmullRom(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv0
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT s
)
1085 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
);
1086 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
);
1090 D3DXVECTOR2
* WINAPI
D3DXVec2Hermite(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pt1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pt2
, FLOAT s
)
1092 FLOAT h1
, h2
, h3
, h4
;
1094 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1095 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1096 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1097 h4
= s
* s
* s
- s
* s
;
1099 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1100 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1104 D3DXVECTOR2
* WINAPI
D3DXVec2Normalize(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
)
1108 norm
= D3DXVec2Length(pv
);
1116 pout
->x
= pv
->x
/ norm
;
1117 pout
->y
= pv
->y
/ norm
;
1122 D3DXVECTOR4
* WINAPI
D3DXVec2Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1124 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[3][0];
1125 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[3][1];
1126 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[3][2];
1127 pout
->w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1131 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoord(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1135 norm
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1138 CONST D3DXVECTOR2 v
= *pv
;
1139 pout
->x
= (pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[3][0]) / norm
;
1140 pout
->y
= (pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[3][1]) / norm
;
1150 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormal(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1152 CONST D3DXVECTOR2 v
= *pv
;
1153 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
;
1154 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
;
1158 /*_________________D3DXVec3_____________________*/
1160 D3DXVECTOR3
* WINAPI
D3DXVec3BaryCentric(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT f
, FLOAT g
)
1162 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1163 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1164 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1168 D3DXVECTOR3
* WINAPI
D3DXVec3CatmullRom( D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv0
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT s
)
1170 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
);
1171 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
);
1172 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
);
1176 D3DXVECTOR3
* WINAPI
D3DXVec3Hermite(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pt1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pt2
, FLOAT s
)
1178 FLOAT h1
, h2
, h3
, h4
;
1180 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1181 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1182 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1183 h4
= s
* s
* s
- s
* s
;
1185 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1186 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1187 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1191 D3DXVECTOR3
* WINAPI
D3DXVec3Normalize(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
)
1195 norm
= D3DXVec3Length(pv
);
1204 pout
->x
= pv
->x
/ norm
;
1205 pout
->y
= pv
->y
/ norm
;
1206 pout
->z
= pv
->z
/ norm
;
1211 D3DXVECTOR3
* WINAPI
D3DXVec3Project(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT8
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
)
1216 D3DXMatrixMultiply(&m1
, pworld
, pview
);
1217 D3DXMatrixMultiply(&m2
, &m1
, pprojection
);
1218 D3DXVec3TransformCoord(&vec
, pv
, &m2
);
1219 pout
->x
= pviewport
->X
+ ( 1.0f
+ vec
.x
) * pviewport
->Width
/ 2.0f
;
1220 pout
->y
= pviewport
->Y
+ ( 1.0f
- vec
.y
) * pviewport
->Height
/ 2.0f
;
1221 pout
->z
= pviewport
->MinZ
+ vec
.z
* ( pviewport
->MaxZ
- pviewport
->MinZ
);
1225 D3DXVECTOR4
* WINAPI
D3DXVec3Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1227 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];
1228 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];
1229 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];
1230 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];
1234 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoord(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1238 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];
1242 CONST D3DXVECTOR3 v
= *pv
;
1243 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
;
1244 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
;
1245 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
;
1256 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormal(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1258 CONST D3DXVECTOR3 v
= *pv
;
1259 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[2][0] * v
.z
;
1260 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[2][1] * v
.z
;
1261 pout
->z
= pm
->u
.m
[0][2] * v
.x
+ pm
->u
.m
[1][2] * v
.y
+ pm
->u
.m
[2][2] * v
.z
;
1266 D3DXVECTOR3
* WINAPI
D3DXVec3Unproject(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT8
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
)
1268 D3DXMATRIX m1
, m2
, m3
;
1271 D3DXMatrixMultiply(&m1
, pworld
, pview
);
1272 D3DXMatrixMultiply(&m2
, &m1
, pprojection
);
1273 D3DXMatrixInverse(&m3
, NULL
, &m2
);
1274 vec
.x
= 2.0f
* ( pv
->x
- pviewport
->X
) / pviewport
->Width
- 1.0f
;
1275 vec
.y
= 1.0f
- 2.0f
* ( pv
->y
- pviewport
->Y
) / pviewport
->Height
;
1276 vec
.z
= ( pv
->z
- pviewport
->MinZ
) / ( pviewport
->MaxZ
- pviewport
->MinZ
);
1277 D3DXVec3TransformCoord(pout
, &vec
, &m3
);
1281 /*_________________D3DXVec4_____________________*/
1283 D3DXVECTOR4
* WINAPI
D3DXVec4BaryCentric(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT f
, FLOAT g
)
1285 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1286 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1287 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1288 pout
->w
= (1.0f
-f
-g
) * (pv1
->w
) + f
* (pv2
->w
) + g
* (pv3
->w
);
1292 D3DXVECTOR4
* WINAPI
D3DXVec4CatmullRom(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv0
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT s
)
1294 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
);
1295 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
);
1296 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
);
1297 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
);
1301 D3DXVECTOR4
* WINAPI
D3DXVec4Cross(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
)
1304 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
);
1305 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
));
1306 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
);
1307 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
));
1312 D3DXVECTOR4
* WINAPI
D3DXVec4Hermite(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pt1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pt2
, FLOAT s
)
1314 FLOAT h1
, h2
, h3
, h4
;
1316 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1317 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1318 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1319 h4
= s
* s
* s
- s
* s
;
1321 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1322 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1323 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1324 pout
->w
= h1
* (pv1
->w
) + h2
* (pt1
->w
) + h3
* (pv2
->w
) + h4
* (pt2
->w
);
1328 D3DXVECTOR4
* WINAPI
D3DXVec4Normalize(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
)
1332 norm
= D3DXVec4Length(pv
);
1342 pout
->x
= pv
->x
/ norm
;
1343 pout
->y
= pv
->y
/ norm
;
1344 pout
->z
= pv
->z
/ norm
;
1345 pout
->w
= pv
->w
/ norm
;
1350 D3DXVECTOR4
* WINAPI
D3DXVec4Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
, CONST D3DXMATRIX
*pm
)
1353 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
;
1354 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
;
1355 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
;
1356 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
;