d3dx8: Implement D3DXMatrixPerspectiveFovLH.
[wine/gsoc_dplay.git] / dlls / d3dx8 / math.c
blob8a1866b697dc5383c74dc448970a9db3e7e9e3d6
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>
23 #include "windef.h"
24 #include "winbase.h"
25 #include "wingdi.h"
26 #include "d3dx8.h"
28 #include "wine/debug.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3dx8);
32 /*_________________D3DXMatrix____________________*/
34 FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
36 D3DXVECTOR4 minor, v1, v2, v3;
37 FLOAT det;
39 v1.x = pm->m[0][0]; v1.y = pm->m[1][0]; v1.z = pm->m[2][0]; v1.w = pm->m[3][0];
40 v2.x = pm->m[0][1]; v2.y = pm->m[1][1]; v2.z = pm->m[2][1]; v2.w = pm->m[3][1];
41 v3.x = pm->m[0][2]; v3.y = pm->m[1][2]; v3.z = pm->m[2][2]; v3.w = pm->m[3][2];
42 D3DXVec4Cross(&minor,&v1,&v2,&v3);
43 det = - (pm->m[0][3] * minor.x + pm->m[1][3] * minor.y + pm->m[2][3] * minor.z + pm->m[3][3] * minor.w);
44 return det;
47 D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
49 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
51 D3DXVec3Subtract(&vec2, pat, peye);
52 D3DXVec3Normalize(&vec, &vec2);
53 D3DXVec3Cross(&right, pup, &vec);
54 D3DXVec3Cross(&up, &vec, &right);
55 D3DXVec3Normalize(&rightn, &right);
56 D3DXVec3Normalize(&upn, &up);
57 pout->m[0][0] = rightn.x;
58 pout->m[1][0] = rightn.y;
59 pout->m[2][0] = rightn.z;
60 pout->m[3][0] = -D3DXVec3Dot(&rightn,peye);
61 pout->m[0][1] = upn.x;
62 pout->m[1][1] = upn.y;
63 pout->m[2][1] = upn.z;
64 pout->m[3][1] = -D3DXVec3Dot(&upn, peye);
65 pout->m[0][2] = vec.x;
66 pout->m[1][2] = vec.y;
67 pout->m[2][2] = vec.z;
68 pout->m[3][2] = -D3DXVec3Dot(&vec, peye);
69 pout->m[0][3] = 0.0f;
70 pout->m[1][3] = 0.0f;
71 pout->m[2][3] = 0.0f;
72 pout->m[3][3] = 1.0f;
73 return pout;
76 D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
78 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
80 D3DXVec3Subtract(&vec2, pat, peye);
81 D3DXVec3Normalize(&vec, &vec2);
82 D3DXVec3Cross(&right, pup, &vec);
83 D3DXVec3Cross(&up, &vec, &right);
84 D3DXVec3Normalize(&rightn, &right);
85 D3DXVec3Normalize(&upn, &up);
86 pout->m[0][0] = -rightn.x;
87 pout->m[1][0] = -rightn.y;
88 pout->m[2][0] = -rightn.z;
89 pout->m[3][0] = D3DXVec3Dot(&rightn,peye);
90 pout->m[0][1] = upn.x;
91 pout->m[1][1] = upn.y;
92 pout->m[2][1] = upn.z;
93 pout->m[3][1] = -D3DXVec3Dot(&upn, peye);
94 pout->m[0][2] = -vec.x;
95 pout->m[1][2] = -vec.y;
96 pout->m[2][2] = -vec.z;
97 pout->m[3][2] = D3DXVec3Dot(&vec, peye);
98 pout->m[0][3] = 0.0f;
99 pout->m[1][3] = 0.0f;
100 pout->m[2][3] = 0.0f;
101 pout->m[3][3] = 1.0f;
102 return pout;
105 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
107 int i,j;
109 for (i=0; i<4; i++)
111 for (j=0; j<4; j++)
113 pout->m[i][j] = pm1->m[i][0] * pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] + pm1->m[i][2] * pm2->m[2][j] + pm1->m[i][3] * pm2->m[3][j];
116 return pout;
119 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
121 D3DXMatrixIdentity(pout);
122 pout->m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
123 pout->m[1][1] = 1.0f / tan(fovy/2.0f);
124 pout->m[2][2] = zf / (zf - zn);
125 pout->m[2][3] = 1.0f;
126 pout->m[3][2] = (zf * zn) / (zn - zf);
127 pout->m[3][3] = 0.0f;
128 return pout;
131 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
133 D3DXMatrixIdentity(pout);
134 pout->m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
135 pout->m[1][1] = 1.0f / tan(fovy/2.0f);
136 pout->m[2][2] = zf / (zn - zf);
137 pout->m[2][3] = -1.0f;
138 pout->m[3][2] = (zf * zn) / (zn - zf);
139 pout->m[3][3] = 0.0f;
140 return pout;
143 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
145 D3DXMatrixIdentity(pout);
146 pout->m[0][0] = 2.0f * zn / w;
147 pout->m[1][1] = 2.0f * zn / h;
148 pout->m[2][2] = zf / (zf - zn);
149 pout->m[3][2] = (zn * zf) / (zn - zf);
150 pout->m[2][3] = 1.0f;
151 pout->m[3][3] = 0.0f;
152 return pout;
155 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
157 D3DXMatrixIdentity(pout);
158 pout->m[0][0] = 2.0f * zn / w;
159 pout->m[1][1] = 2.0f * zn / h;
160 pout->m[2][2] = zf / (zn - zf);
161 pout->m[3][2] = (zn * zf) / (zn - zf);
162 pout->m[2][3] = -1.0f;
163 pout->m[3][3] = 0.0f;
164 return pout;
167 D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
169 D3DXVECTOR3 v;
171 D3DXVec3Normalize(&v,pv);
172 D3DXMatrixIdentity(pout);
173 pout->m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
174 pout->m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
175 pout->m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
176 pout->m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
177 pout->m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
178 pout->m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
179 pout->m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
180 pout->m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
181 pout->m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
182 return pout;
185 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
187 D3DXMatrixIdentity(pout);
188 pout->m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
189 pout->m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
190 pout->m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
191 pout->m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
192 pout->m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
193 pout->m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
194 pout->m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
195 pout->m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
196 pout->m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
197 return pout;
200 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
202 D3DXMatrixIdentity(pout);
203 pout->m[1][1] = cos(angle);
204 pout->m[2][2] = cos(angle);
205 pout->m[1][2] = sin(angle);
206 pout->m[2][1] = -sin(angle);
207 return pout;
210 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
212 D3DXMatrixIdentity(pout);
213 pout->m[0][0] = cos(angle);
214 pout->m[2][2] = cos(angle);
215 pout->m[0][2] = -sin(angle);
216 pout->m[2][0] = sin(angle);
217 return pout;
220 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
222 D3DXMATRIX m, pout1, pout2, pout3;
224 D3DXMatrixIdentity(&pout3);
225 D3DXMatrixRotationZ(&m,roll);
226 D3DXMatrixMultiply(&pout2,&pout3,&m);
227 D3DXMatrixRotationX(&m,pitch);
228 D3DXMatrixMultiply(&pout1,&pout2,&m);
229 D3DXMatrixRotationY(&m,yaw);
230 D3DXMatrixMultiply(pout,&pout1,&m);
231 return pout;
233 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
235 D3DXMatrixIdentity(pout);
236 pout->m[0][0] = cos(angle);
237 pout->m[1][1] = cos(angle);
238 pout->m[0][1] = sin(angle);
239 pout->m[1][0] = -sin(angle);
240 return pout;
243 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
245 D3DXMatrixIdentity(pout);
246 pout->m[0][0] = sx;
247 pout->m[1][1] = sy;
248 pout->m[2][2] = sz;
249 return pout;
252 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
254 D3DXMatrixIdentity(pout);
255 pout->m[3][0] = x;
256 pout->m[3][1] = y;
257 pout->m[3][2] = z;
258 return pout;
261 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
263 int i,j;
265 for (i=0; i<4; i++)
267 for (j=0; j<4; j++)
269 pout->m[i][j] = pm->m[j][i];
272 return pout;
275 /*_________________D3DXQUATERNION________________*/
277 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
279 FLOAT norm;
281 norm = D3DXQuaternionLength(pq);
282 if ( !norm )
284 pout->x = 0.0f;
285 pout->y = 0.0f;
286 pout->z = 0.0f;
287 pout->w = 0.0f;
289 else
291 pout->x = pq->x / norm;
292 pout->y = pq->y / norm;
293 pout->z = pq->z / norm;
294 pout->w = pq->w / norm;
296 return pout;
298 /*_________________D3DXVec2_____________________*/
300 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
302 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
303 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
304 return pout;
307 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
309 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);
310 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);
311 return pout;
314 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
316 FLOAT h1, h2, h3, h4;
318 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
319 h2 = s * s * s - 2.0f * s * s + s;
320 h3 = -2.0f * s * s * s + 3.0f * s * s;
321 h4 = s * s * s - s * s;
323 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
324 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
325 return pout;
328 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
330 FLOAT norm;
332 norm = D3DXVec2Length(pv);
333 if ( !norm )
335 pout->x = 0.0f;
336 pout->y = 0.0f;
338 else
340 pout->x = pv->x / norm;
341 pout->y = pv->y / norm;
343 return pout;
346 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
348 pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[3][0];
349 pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[3][1];
350 pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[3][2];
351 pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3];
352 return pout;
355 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
357 FLOAT norm;
359 norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3];
360 if ( norm )
362 pout->x = (pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[3][0]) / norm;
363 pout->y = (pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[3][1]) / norm;
365 else
367 pout->x = 0.0f;
368 pout->y = 0.0f;
370 return pout;
373 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
375 pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y;
376 pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y;
377 return pout;
380 /*_________________D3DXVec3_____________________*/
382 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
384 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
385 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
386 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
387 return pout;
390 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
392 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);
393 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);
394 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);
395 return pout;
398 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
400 FLOAT h1, h2, h3, h4;
402 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
403 h2 = s * s * s - 2.0f * s * s + s;
404 h3 = -2.0f * s * s * s + 3.0f * s * s;
405 h4 = s * s * s - s * s;
407 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
408 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
409 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
410 return pout;
413 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
415 FLOAT norm;
417 norm = D3DXVec3Length(pv);
418 if ( !norm )
420 pout->x = 0.0f;
421 pout->y = 0.0f;
422 pout->z = 0.0f;
424 else
426 pout->x = pv->x / norm;
427 pout->y = pv->y / norm;
428 pout->z = pv->z / norm;
430 return pout;
433 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
435 pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0];
436 pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1];
437 pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2];
438 pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3];
439 return pout;
442 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
444 FLOAT norm;
446 norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] *pv->z + pm->m[3][3];
448 if ( norm )
450 pout->x = (pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0]) / norm;
451 pout->y = (pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1]) / norm;
452 pout->z = (pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2]) / norm;
454 else
456 pout->x = 0.0f;
457 pout->y = 0.0f;
458 pout->z = 0.0f;
460 return pout;
463 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
465 pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z;
466 pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z;
467 pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z;
468 return pout;
472 /*_________________D3DXVec4_____________________*/
474 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
476 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
477 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
478 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
479 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
480 return pout;
483 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
485 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);
486 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);
487 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);
488 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);
489 return pout;
492 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
494 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);
495 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));
496 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);
497 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));
498 return pout;
501 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
503 FLOAT h1, h2, h3, h4;
505 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
506 h2 = s * s * s - 2.0f * s * s + s;
507 h3 = -2.0f * s * s * s + 3.0f * s * s;
508 h4 = s * s * s - s * s;
510 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
511 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
512 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
513 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
514 return pout;
517 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
519 FLOAT norm;
521 norm = D3DXVec4Length(pv);
522 if ( !norm )
524 pout->x = 0.0f;
525 pout->y = 0.0f;
526 pout->z = 0.0f;
527 pout->w = 0.0f;
529 else
531 pout->x = pv->x / norm;
532 pout->y = pv->y / norm;
533 pout->z = pv->z / norm;
534 pout->w = pv->w / norm;
536 return pout;
539 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
541 pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0] * pv->w;
542 pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1] * pv->w;
543 pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2] * pv->w;
544 pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3] * pv->w;
545 return pout;