2 * Mathematical operations specific to D3DX9.
4 * Copyright (C) 2008 David Adam
5 * Copyright (C) 2008 Luis Busquets
6 * Copyright (C) 2008 Jérôme Gardou
7 * Copyright (C) 2008 Philip Nilsson
8 * Copyright (C) 2008 Henri Verbeet
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #define NONAMELESSUNION
30 #include "d3dx9_36_private.h"
32 #include "wine/debug.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3dx
);
36 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
;
38 /*_________________D3DXColor____________________*/
40 D3DXCOLOR
* WINAPI
D3DXColorAdjustContrast(D3DXCOLOR
*pout
, CONST D3DXCOLOR
*pc
, FLOAT s
)
42 pout
->r
= 0.5f
+ s
* (pc
->r
- 0.5f
);
43 pout
->g
= 0.5f
+ s
* (pc
->g
- 0.5f
);
44 pout
->b
= 0.5f
+ s
* (pc
->b
- 0.5f
);
49 D3DXCOLOR
* WINAPI
D3DXColorAdjustSaturation(D3DXCOLOR
*pout
, CONST D3DXCOLOR
*pc
, FLOAT s
)
53 grey
= pc
->r
* 0.2125f
+ pc
->g
* 0.7154f
+ pc
->b
* 0.0721f
;
54 pout
->r
= grey
+ s
* (pc
->r
- grey
);
55 pout
->g
= grey
+ s
* (pc
->g
- grey
);
56 pout
->b
= grey
+ s
* (pc
->b
- grey
);
61 /*_________________Misc__________________________*/
63 FLOAT WINAPI
D3DXFresnelTerm(FLOAT costheta
, FLOAT refractionindex
)
65 FLOAT a
, d
, g
, result
;
67 g
= sqrt(refractionindex
* refractionindex
+ costheta
* costheta
- 1.0f
);
70 result
= ( costheta
* a
- 1.0f
) * ( costheta
* a
- 1.0f
) / ( ( costheta
* d
+ 1.0f
) * ( costheta
* d
+ 1.0f
) ) + 1.0f
;
71 result
= result
* 0.5f
* d
* d
/ ( a
* a
);
75 /*_________________D3DXMatrix____________________*/
77 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation(D3DXMATRIX
*pout
, FLOAT scaling
, CONST D3DXVECTOR3
*rotationcenter
, CONST D3DXQUATERNION
*rotation
, CONST D3DXVECTOR3
*translation
)
79 D3DXMATRIX m1
, m2
, m3
, m4
, m5
;
81 D3DXMatrixScaling(&m1
, scaling
, scaling
, scaling
);
83 if ( !rotationcenter
)
85 D3DXMatrixIdentity(&m2
);
86 D3DXMatrixIdentity(&m4
);
90 D3DXMatrixTranslation(&m2
, -rotationcenter
->x
, -rotationcenter
->y
, -rotationcenter
->z
);
91 D3DXMatrixTranslation(&m4
, rotationcenter
->x
, rotationcenter
->y
, rotationcenter
->z
);
94 if ( !rotation
) D3DXMatrixIdentity(&m3
);
95 else D3DXMatrixRotationQuaternion(&m3
, rotation
);
97 if ( !translation
) D3DXMatrixIdentity(&m5
);
98 else D3DXMatrixTranslation(&m5
, translation
->x
, translation
->y
, translation
->z
);
100 D3DXMatrixMultiply(&m1
, &m1
, &m2
);
101 D3DXMatrixMultiply(&m1
, &m1
, &m3
);
102 D3DXMatrixMultiply(&m1
, &m1
, &m4
);
103 D3DXMatrixMultiply(pout
, &m1
, &m5
);
107 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation2D(D3DXMATRIX
*pout
, FLOAT scaling
, CONST D3DXVECTOR2
*protationcenter
, FLOAT rotation
, CONST D3DXVECTOR2
*ptranslation
)
109 D3DXMATRIX m1
, m2
, m3
, m4
, m5
;
111 D3DXVECTOR3 rot_center
, trans
;
113 rot
.w
=cos(rotation
/2.0f
);
116 rot
.z
=sin(rotation
/2.0f
);
118 if ( protationcenter
)
120 rot_center
.x
=protationcenter
->x
;
121 rot_center
.y
=protationcenter
->y
;
133 trans
.x
=ptranslation
->x
;
134 trans
.y
=ptranslation
->y
;
144 D3DXMatrixScaling(&m1
, scaling
, scaling
, 1.0f
);
145 D3DXMatrixTranslation(&m2
, -rot_center
.x
, -rot_center
.y
, -rot_center
.z
);
146 D3DXMatrixTranslation(&m4
, rot_center
.x
, rot_center
.y
, rot_center
.z
);
147 D3DXMatrixRotationQuaternion(&m3
, &rot
);
148 D3DXMatrixTranslation(&m5
, trans
.x
, trans
.y
, trans
.z
);
150 D3DXMatrixMultiply(&m1
, &m1
, &m2
);
151 D3DXMatrixMultiply(&m1
, &m1
, &m3
);
152 D3DXMatrixMultiply(&m1
, &m1
, &m4
);
153 D3DXMatrixMultiply(pout
, &m1
, &m5
);
158 HRESULT WINAPI
D3DXMatrixDecompose(D3DXVECTOR3
*poutscale
, D3DXQUATERNION
*poutrotation
, D3DXVECTOR3
*pouttranslation
, CONST D3DXMATRIX
*pm
)
160 D3DXMATRIX normalized
;
163 /*Compute the scaling part.*/
167 poutscale
->x
=D3DXVec3Length(&vec
);
172 poutscale
->y
=D3DXVec3Length(&vec
);
177 poutscale
->z
=D3DXVec3Length(&vec
);
179 /*Compute the translation part.*/
180 pouttranslation
->x
=pm
->u
.m
[3][0];
181 pouttranslation
->y
=pm
->u
.m
[3][1];
182 pouttranslation
->z
=pm
->u
.m
[3][2];
184 /*Let's calculate the rotation now*/
185 if ( (poutscale
->x
== 0.0f
) || (poutscale
->y
== 0.0f
) || (poutscale
->z
== 0.0f
) ) return D3DERR_INVALIDCALL
;
187 normalized
.u
.m
[0][0]=pm
->u
.m
[0][0]/poutscale
->x
;
188 normalized
.u
.m
[0][1]=pm
->u
.m
[0][1]/poutscale
->x
;
189 normalized
.u
.m
[0][2]=pm
->u
.m
[0][2]/poutscale
->x
;
190 normalized
.u
.m
[1][0]=pm
->u
.m
[1][0]/poutscale
->y
;
191 normalized
.u
.m
[1][1]=pm
->u
.m
[1][1]/poutscale
->y
;
192 normalized
.u
.m
[1][2]=pm
->u
.m
[1][2]/poutscale
->y
;
193 normalized
.u
.m
[2][0]=pm
->u
.m
[2][0]/poutscale
->z
;
194 normalized
.u
.m
[2][1]=pm
->u
.m
[2][1]/poutscale
->z
;
195 normalized
.u
.m
[2][2]=pm
->u
.m
[2][2]/poutscale
->z
;
197 D3DXQuaternionRotationMatrix(poutrotation
,&normalized
);
201 FLOAT WINAPI
D3DXMatrixDeterminant(CONST D3DXMATRIX
*pm
)
203 D3DXVECTOR4 minor
, v1
, v2
, v3
;
206 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];
207 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];
208 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];
209 D3DXVec4Cross(&minor
, &v1
, &v2
, &v3
);
210 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
);
214 D3DXMATRIX
* WINAPI
D3DXMatrixInverse(D3DXMATRIX
*pout
, FLOAT
*pdeterminant
, CONST D3DXMATRIX
*pm
)
218 D3DXVECTOR4 v
, vec
[3];
221 det
= D3DXMatrixDeterminant(pm
);
222 if ( !det
) return NULL
;
223 if ( pdeterminant
) *pdeterminant
= det
;
231 if ( j
> i
) a
= a
-1;
232 vec
[a
].x
= pm
->u
.m
[j
][0];
233 vec
[a
].y
= pm
->u
.m
[j
][1];
234 vec
[a
].z
= pm
->u
.m
[j
][2];
235 vec
[a
].w
= pm
->u
.m
[j
][3];
238 D3DXVec4Cross(&v
, &vec
[0], &vec
[1], &vec
[2]);
239 out
.u
.m
[0][i
] = pow(-1.0f
, i
) * v
.x
/ det
;
240 out
.u
.m
[1][i
] = pow(-1.0f
, i
) * v
.y
/ det
;
241 out
.u
.m
[2][i
] = pow(-1.0f
, i
) * v
.z
/ det
;
242 out
.u
.m
[3][i
] = pow(-1.0f
, i
) * v
.w
/ det
;
249 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtLH(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*peye
, CONST D3DXVECTOR3
*pat
, CONST D3DXVECTOR3
*pup
)
251 D3DXVECTOR3 right
, rightn
, up
, upn
, vec
, vec2
;
253 D3DXVec3Subtract(&vec2
, pat
, peye
);
254 D3DXVec3Normalize(&vec
, &vec2
);
255 D3DXVec3Cross(&right
, pup
, &vec
);
256 D3DXVec3Cross(&up
, &vec
, &right
);
257 D3DXVec3Normalize(&rightn
, &right
);
258 D3DXVec3Normalize(&upn
, &up
);
259 pout
->u
.m
[0][0] = rightn
.x
;
260 pout
->u
.m
[1][0] = rightn
.y
;
261 pout
->u
.m
[2][0] = rightn
.z
;
262 pout
->u
.m
[3][0] = -D3DXVec3Dot(&rightn
,peye
);
263 pout
->u
.m
[0][1] = upn
.x
;
264 pout
->u
.m
[1][1] = upn
.y
;
265 pout
->u
.m
[2][1] = upn
.z
;
266 pout
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, peye
);
267 pout
->u
.m
[0][2] = vec
.x
;
268 pout
->u
.m
[1][2] = vec
.y
;
269 pout
->u
.m
[2][2] = vec
.z
;
270 pout
->u
.m
[3][2] = -D3DXVec3Dot(&vec
, peye
);
271 pout
->u
.m
[0][3] = 0.0f
;
272 pout
->u
.m
[1][3] = 0.0f
;
273 pout
->u
.m
[2][3] = 0.0f
;
274 pout
->u
.m
[3][3] = 1.0f
;
278 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtRH(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*peye
, CONST D3DXVECTOR3
*pat
, CONST D3DXVECTOR3
*pup
)
280 D3DXVECTOR3 right
, rightn
, up
, upn
, vec
, vec2
;
282 D3DXVec3Subtract(&vec2
, pat
, peye
);
283 D3DXVec3Normalize(&vec
, &vec2
);
284 D3DXVec3Cross(&right
, pup
, &vec
);
285 D3DXVec3Cross(&up
, &vec
, &right
);
286 D3DXVec3Normalize(&rightn
, &right
);
287 D3DXVec3Normalize(&upn
, &up
);
288 pout
->u
.m
[0][0] = -rightn
.x
;
289 pout
->u
.m
[1][0] = -rightn
.y
;
290 pout
->u
.m
[2][0] = -rightn
.z
;
291 pout
->u
.m
[3][0] = D3DXVec3Dot(&rightn
,peye
);
292 pout
->u
.m
[0][1] = upn
.x
;
293 pout
->u
.m
[1][1] = upn
.y
;
294 pout
->u
.m
[2][1] = upn
.z
;
295 pout
->u
.m
[3][1] = -D3DXVec3Dot(&upn
, peye
);
296 pout
->u
.m
[0][2] = -vec
.x
;
297 pout
->u
.m
[1][2] = -vec
.y
;
298 pout
->u
.m
[2][2] = -vec
.z
;
299 pout
->u
.m
[3][2] = D3DXVec3Dot(&vec
, peye
);
300 pout
->u
.m
[0][3] = 0.0f
;
301 pout
->u
.m
[1][3] = 0.0f
;
302 pout
->u
.m
[2][3] = 0.0f
;
303 pout
->u
.m
[3][3] = 1.0f
;
307 D3DXMATRIX
* WINAPI
D3DXMatrixMultiply(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
)
316 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
];
324 D3DXMATRIX
* WINAPI
D3DXMatrixMultiplyTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
)
326 D3DXMatrixMultiply(pout
, pm1
, pm2
);
327 D3DXMatrixTranspose(pout
, pout
);
331 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
333 D3DXMatrixIdentity(pout
);
334 pout
->u
.m
[0][0] = 2.0f
/ w
;
335 pout
->u
.m
[1][1] = 2.0f
/ h
;
336 pout
->u
.m
[2][2] = 1.0f
/ (zf
- zn
);
337 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
341 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
343 D3DXMatrixIdentity(pout
);
344 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
345 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
346 pout
->u
.m
[2][2] = 1.0f
/ (zf
-zn
);
347 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
348 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
349 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
353 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
355 D3DXMatrixIdentity(pout
);
356 pout
->u
.m
[0][0] = 2.0f
/ (r
- l
);
357 pout
->u
.m
[1][1] = 2.0f
/ (t
- b
);
358 pout
->u
.m
[2][2] = 1.0f
/ (zn
-zf
);
359 pout
->u
.m
[3][0] = -1.0f
-2.0f
*l
/ (r
- l
);
360 pout
->u
.m
[3][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
361 pout
->u
.m
[3][2] = zn
/ (zn
-zf
);
365 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
367 D3DXMatrixIdentity(pout
);
368 pout
->u
.m
[0][0] = 2.0f
/ w
;
369 pout
->u
.m
[1][1] = 2.0f
/ h
;
370 pout
->u
.m
[2][2] = 1.0f
/ (zn
- zf
);
371 pout
->u
.m
[3][2] = zn
/ (zn
- zf
);
375 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovLH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
377 D3DXMatrixIdentity(pout
);
378 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
379 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
380 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
381 pout
->u
.m
[2][3] = 1.0f
;
382 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
383 pout
->u
.m
[3][3] = 0.0f
;
387 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovRH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
)
389 D3DXMatrixIdentity(pout
);
390 pout
->u
.m
[0][0] = 1.0f
/ (aspect
* tan(fovy
/2.0f
));
391 pout
->u
.m
[1][1] = 1.0f
/ tan(fovy
/2.0f
);
392 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
393 pout
->u
.m
[2][3] = -1.0f
;
394 pout
->u
.m
[3][2] = (zf
* zn
) / (zn
- zf
);
395 pout
->u
.m
[3][3] = 0.0f
;
399 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
401 D3DXMatrixIdentity(pout
);
402 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
403 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
404 pout
->u
.m
[2][2] = zf
/ (zf
- zn
);
405 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
406 pout
->u
.m
[2][3] = 1.0f
;
407 pout
->u
.m
[3][3] = 0.0f
;
411 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
413 D3DXMatrixIdentity(pout
);
414 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
415 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
416 pout
->u
.m
[2][0] = -1.0f
- 2.0f
* l
/ (r
- l
);
417 pout
->u
.m
[2][1] = 1.0f
+ 2.0f
* t
/ (b
- t
);
418 pout
->u
.m
[2][2] = - zf
/ (zn
- zf
);
419 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
420 pout
->u
.m
[2][3] = 1.0f
;
421 pout
->u
.m
[3][3] = 0.0f
;
425 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
)
427 D3DXMatrixIdentity(pout
);
428 pout
->u
.m
[0][0] = 2.0f
* zn
/ (r
- l
);
429 pout
->u
.m
[1][1] = -2.0f
* zn
/ (b
- t
);
430 pout
->u
.m
[2][0] = 1.0f
+ 2.0f
* l
/ (r
- l
);
431 pout
->u
.m
[2][1] = -1.0f
-2.0f
* t
/ (b
- t
);
432 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
433 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
-zf
);
434 pout
->u
.m
[2][3] = -1.0f
;
435 pout
->u
.m
[3][3] = 0.0f
;
439 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
)
441 D3DXMatrixIdentity(pout
);
442 pout
->u
.m
[0][0] = 2.0f
* zn
/ w
;
443 pout
->u
.m
[1][1] = 2.0f
* zn
/ h
;
444 pout
->u
.m
[2][2] = zf
/ (zn
- zf
);
445 pout
->u
.m
[3][2] = (zn
* zf
) / (zn
- zf
);
446 pout
->u
.m
[2][3] = -1.0f
;
447 pout
->u
.m
[3][3] = 0.0f
;
451 D3DXMATRIX
* WINAPI
D3DXMatrixReflect(D3DXMATRIX
*pout
, CONST D3DXPLANE
*pplane
)
455 D3DXPlaneNormalize(&Nplane
, pplane
);
456 D3DXMatrixIdentity(pout
);
457 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* Nplane
.a
* Nplane
.a
;
458 pout
->u
.m
[0][1] = -2.0f
* Nplane
.a
* Nplane
.b
;
459 pout
->u
.m
[0][2] = -2.0f
* Nplane
.a
* Nplane
.c
;
460 pout
->u
.m
[1][0] = -2.0f
* Nplane
.a
* Nplane
.b
;
461 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* Nplane
.b
* Nplane
.b
;
462 pout
->u
.m
[1][2] = -2.0f
* Nplane
.b
* Nplane
.c
;
463 pout
->u
.m
[2][0] = -2.0f
* Nplane
.c
* Nplane
.a
;
464 pout
->u
.m
[2][1] = -2.0f
* Nplane
.c
* Nplane
.b
;
465 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* Nplane
.c
* Nplane
.c
;
466 pout
->u
.m
[3][0] = -2.0f
* Nplane
.d
* Nplane
.a
;
467 pout
->u
.m
[3][1] = -2.0f
* Nplane
.d
* Nplane
.b
;
468 pout
->u
.m
[3][2] = -2.0f
* Nplane
.d
* Nplane
.c
;
472 D3DXMATRIX
* WINAPI
D3DXMatrixRotationAxis(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
476 D3DXVec3Normalize(&v
,pv
);
477 D3DXMatrixIdentity(pout
);
478 pout
->u
.m
[0][0] = (1.0f
- cos(angle
)) * v
.x
* v
.x
+ cos(angle
);
479 pout
->u
.m
[1][0] = (1.0f
- cos(angle
)) * v
.x
* v
.y
- sin(angle
) * v
.z
;
480 pout
->u
.m
[2][0] = (1.0f
- cos(angle
)) * v
.x
* v
.z
+ sin(angle
) * v
.y
;
481 pout
->u
.m
[0][1] = (1.0f
- cos(angle
)) * v
.y
* v
.x
+ sin(angle
) * v
.z
;
482 pout
->u
.m
[1][1] = (1.0f
- cos(angle
)) * v
.y
* v
.y
+ cos(angle
);
483 pout
->u
.m
[2][1] = (1.0f
- cos(angle
)) * v
.y
* v
.z
- sin(angle
) * v
.x
;
484 pout
->u
.m
[0][2] = (1.0f
- cos(angle
)) * v
.z
* v
.x
- sin(angle
) * v
.y
;
485 pout
->u
.m
[1][2] = (1.0f
- cos(angle
)) * v
.z
* v
.y
+ sin(angle
) * v
.x
;
486 pout
->u
.m
[2][2] = (1.0f
- cos(angle
)) * v
.z
* v
.z
+ cos(angle
);
490 D3DXMATRIX
* WINAPI
D3DXMatrixRotationQuaternion(D3DXMATRIX
*pout
, CONST D3DXQUATERNION
*pq
)
492 D3DXMatrixIdentity(pout
);
493 pout
->u
.m
[0][0] = 1.0f
- 2.0f
* (pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
494 pout
->u
.m
[0][1] = 2.0f
* (pq
->x
*pq
->y
+ pq
->z
* pq
->w
);
495 pout
->u
.m
[0][2] = 2.0f
* (pq
->x
* pq
->z
- pq
->y
* pq
->w
);
496 pout
->u
.m
[1][0] = 2.0f
* (pq
->x
* pq
->y
- pq
->z
* pq
->w
);
497 pout
->u
.m
[1][1] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->z
* pq
->z
);
498 pout
->u
.m
[1][2] = 2.0f
* (pq
->y
*pq
->z
+ pq
->x
*pq
->w
);
499 pout
->u
.m
[2][0] = 2.0f
* (pq
->x
* pq
->z
+ pq
->y
* pq
->w
);
500 pout
->u
.m
[2][1] = 2.0f
* (pq
->y
*pq
->z
- pq
->x
*pq
->w
);
501 pout
->u
.m
[2][2] = 1.0f
- 2.0f
* (pq
->x
* pq
->x
+ pq
->y
* pq
->y
);
505 D3DXMATRIX
* WINAPI
D3DXMatrixRotationX(D3DXMATRIX
*pout
, FLOAT angle
)
507 D3DXMatrixIdentity(pout
);
508 pout
->u
.m
[1][1] = cos(angle
);
509 pout
->u
.m
[2][2] = cos(angle
);
510 pout
->u
.m
[1][2] = sin(angle
);
511 pout
->u
.m
[2][1] = -sin(angle
);
515 D3DXMATRIX
* WINAPI
D3DXMatrixRotationY(D3DXMATRIX
*pout
, FLOAT angle
)
517 D3DXMatrixIdentity(pout
);
518 pout
->u
.m
[0][0] = cos(angle
);
519 pout
->u
.m
[2][2] = cos(angle
);
520 pout
->u
.m
[0][2] = -sin(angle
);
521 pout
->u
.m
[2][0] = sin(angle
);
525 D3DXMATRIX
* WINAPI
D3DXMatrixRotationYawPitchRoll(D3DXMATRIX
*pout
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
529 D3DXMatrixIdentity(pout
);
530 D3DXMatrixRotationZ(&m
, roll
);
531 D3DXMatrixMultiply(pout
, pout
, &m
);
532 D3DXMatrixRotationX(&m
, pitch
);
533 D3DXMatrixMultiply(pout
, pout
, &m
);
534 D3DXMatrixRotationY(&m
, yaw
);
535 D3DXMatrixMultiply(pout
, pout
, &m
);
538 D3DXMATRIX
* WINAPI
D3DXMatrixRotationZ(D3DXMATRIX
*pout
, FLOAT angle
)
540 D3DXMatrixIdentity(pout
);
541 pout
->u
.m
[0][0] = cos(angle
);
542 pout
->u
.m
[1][1] = cos(angle
);
543 pout
->u
.m
[0][1] = sin(angle
);
544 pout
->u
.m
[1][0] = -sin(angle
);
548 D3DXMATRIX
* WINAPI
D3DXMatrixScaling(D3DXMATRIX
*pout
, FLOAT sx
, FLOAT sy
, FLOAT sz
)
550 D3DXMatrixIdentity(pout
);
551 pout
->u
.m
[0][0] = sx
;
552 pout
->u
.m
[1][1] = sy
;
553 pout
->u
.m
[2][2] = sz
;
557 D3DXMATRIX
* WINAPI
D3DXMatrixShadow(D3DXMATRIX
*pout
, CONST D3DXVECTOR4
*plight
, CONST D3DXPLANE
*pplane
)
562 D3DXPlaneNormalize(&Nplane
, pplane
);
563 dot
= D3DXPlaneDot(&Nplane
, plight
);
564 pout
->u
.m
[0][0] = dot
- Nplane
.a
* plight
->x
;
565 pout
->u
.m
[0][1] = -Nplane
.a
* plight
->y
;
566 pout
->u
.m
[0][2] = -Nplane
.a
* plight
->z
;
567 pout
->u
.m
[0][3] = -Nplane
.a
* plight
->w
;
568 pout
->u
.m
[1][0] = -Nplane
.b
* plight
->x
;
569 pout
->u
.m
[1][1] = dot
- Nplane
.b
* plight
->y
;
570 pout
->u
.m
[1][2] = -Nplane
.b
* plight
->z
;
571 pout
->u
.m
[1][3] = -Nplane
.b
* plight
->w
;
572 pout
->u
.m
[2][0] = -Nplane
.c
* plight
->x
;
573 pout
->u
.m
[2][1] = -Nplane
.c
* plight
->y
;
574 pout
->u
.m
[2][2] = dot
- Nplane
.c
* plight
->z
;
575 pout
->u
.m
[2][3] = -Nplane
.c
* plight
->w
;
576 pout
->u
.m
[3][0] = -Nplane
.d
* plight
->x
;
577 pout
->u
.m
[3][1] = -Nplane
.d
* plight
->y
;
578 pout
->u
.m
[3][2] = -Nplane
.d
* plight
->z
;
579 pout
->u
.m
[3][3] = dot
- Nplane
.d
* plight
->w
;
583 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*pscalingcenter
, CONST D3DXQUATERNION
*pscalingrotation
, CONST D3DXVECTOR3
*pscaling
, CONST D3DXVECTOR3
*protationcenter
, CONST D3DXQUATERNION
*protation
, CONST D3DXVECTOR3
*ptranslation
)
585 D3DXMATRIX m1
, m2
, m3
, m4
, m5
, m6
, m7
;
589 if ( !pscalingcenter
)
597 psc
.x
= pscalingcenter
->x
;
598 psc
.y
= pscalingcenter
->y
;
599 psc
.z
= pscalingcenter
->z
;
602 if ( !protationcenter
)
610 prc
.x
= protationcenter
->x
;
611 prc
.y
= protationcenter
->y
;
612 prc
.z
= protationcenter
->z
;
623 pt
.x
= ptranslation
->x
;
624 pt
.y
= ptranslation
->y
;
625 pt
.z
= ptranslation
->z
;
628 D3DXMatrixTranslation(&m1
, -psc
.x
, -psc
.y
, -psc
.z
);
630 if ( !pscalingrotation
)
632 D3DXMatrixIdentity(&m2
);
633 D3DXMatrixIdentity(&m4
);
637 D3DXMatrixRotationQuaternion(&m4
, pscalingrotation
);
638 D3DXMatrixInverse(&m2
, NULL
, &m4
);
641 if ( !pscaling
) D3DXMatrixIdentity(&m3
);
642 else D3DXMatrixScaling(&m3
, pscaling
->x
, pscaling
->y
, pscaling
->z
);
644 if ( !protation
) D3DXMatrixIdentity(&m6
);
645 else D3DXMatrixRotationQuaternion(&m6
, protation
);
647 D3DXMatrixTranslation(&m5
, psc
.x
- prc
.x
, psc
.y
- prc
.y
, psc
.z
- prc
.z
);
648 D3DXMatrixTranslation(&m7
, prc
.x
+ pt
.x
, prc
.y
+ pt
.y
, prc
.z
+ pt
.z
);
649 D3DXMatrixMultiply(&m1
, &m1
, &m2
);
650 D3DXMatrixMultiply(&m1
, &m1
, &m3
);
651 D3DXMatrixMultiply(&m1
, &m1
, &m4
);
652 D3DXMatrixMultiply(&m1
, &m1
, &m5
);
653 D3DXMatrixMultiply(&m1
, &m1
, &m6
);
654 D3DXMatrixMultiply(pout
, &m1
, &m7
);
657 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation2D(D3DXMATRIX
*pout
, CONST D3DXVECTOR2
*pscalingcenter
, FLOAT scalingrotation
, CONST D3DXVECTOR2
*pscaling
, CONST D3DXVECTOR2
*protationcenter
, FLOAT rotation
, CONST D3DXVECTOR2
*ptranslation
)
659 D3DXQUATERNION rot
, sca_rot
;
660 D3DXVECTOR3 rot_center
, sca
, sca_center
, trans
;
662 if ( pscalingcenter
)
664 sca_center
.x
=pscalingcenter
->x
;
665 sca_center
.y
=pscalingcenter
->y
;
688 if ( protationcenter
)
690 rot_center
.x
=protationcenter
->x
;
691 rot_center
.y
=protationcenter
->y
;
703 trans
.x
=ptranslation
->x
;
704 trans
.y
=ptranslation
->y
;
714 rot
.w
=cos(rotation
/2.0f
);
717 rot
.z
=sin(rotation
/2.0f
);
719 sca_rot
.w
=cos(scalingrotation
/2.0f
);
722 sca_rot
.z
=sin(scalingrotation
/2.0f
);
724 D3DXMatrixTransformation(pout
, &sca_center
, &sca_rot
, &sca
, &rot_center
, &rot
, &trans
);
729 D3DXMATRIX
* WINAPI
D3DXMatrixTranslation(D3DXMATRIX
*pout
, FLOAT x
, FLOAT y
, FLOAT z
)
731 D3DXMatrixIdentity(pout
);
738 D3DXMATRIX
* WINAPI
D3DXMatrixTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm
)
740 CONST D3DXMATRIX m
= *pm
;
744 for (j
=0; j
<4; j
++) pout
->u
.m
[i
][j
] = m
.u
.m
[j
][i
];
749 /*_________________D3DXMatrixStack____________________*/
751 static const unsigned int INITIAL_STACK_SIZE
= 32;
753 HRESULT WINAPI
D3DXCreateMatrixStack(DWORD flags
, LPD3DXMATRIXSTACK
* ppstack
)
755 ID3DXMatrixStackImpl
* object
;
757 TRACE("flags %#x, ppstack %p\n", flags
, ppstack
);
759 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(ID3DXMatrixStackImpl
));
760 if ( object
== NULL
)
763 return E_OUTOFMEMORY
;
765 object
->lpVtbl
= &ID3DXMatrixStack_Vtbl
;
768 object
->stack
= HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE
* sizeof(D3DXMATRIX
));
771 HeapFree(GetProcessHeap(), 0, object
);
773 return E_OUTOFMEMORY
;
777 object
->stack_size
= INITIAL_STACK_SIZE
;
778 D3DXMatrixIdentity(&object
->stack
[0]);
780 TRACE("Created matrix stack %p\n", object
);
782 *ppstack
= (LPD3DXMATRIXSTACK
)object
;
786 static HRESULT WINAPI
ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack
*iface
, REFIID riid
, void **ppobj
)
788 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
789 if (IsEqualGUID(riid
, &IID_IUnknown
) || IsEqualGUID(riid
, &IID_ID3DXMatrixStack
))
791 ID3DXMatrixStack_AddRef(iface
);
796 ERR("(%p)->(%s,%p),not found\n",This
,debugstr_guid(riid
),ppobj
);
797 return E_NOINTERFACE
;
800 static ULONG WINAPI
ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack
*iface
)
802 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
803 ULONG ref
= InterlockedIncrement(&This
->ref
);
804 TRACE("(%p) : AddRef from %d\n", This
, ref
- 1);
808 static ULONG WINAPI
ID3DXMatrixStackImpl_Release(ID3DXMatrixStack
* iface
)
810 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
811 ULONG ref
= InterlockedDecrement(&This
->ref
);
814 HeapFree(GetProcessHeap(), 0, This
->stack
);
815 HeapFree(GetProcessHeap(), 0, This
);
817 TRACE("(%p) : ReleaseRef to %d\n", This
, ref
);
821 static D3DXMATRIX
* WINAPI
ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack
*iface
)
823 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
825 TRACE("iface %p\n", iface
);
827 return &This
->stack
[This
->current
];
830 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack
*iface
)
832 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
834 TRACE("iface %p\n", iface
);
836 D3DXMatrixIdentity(&This
->stack
[This
->current
]);
841 static HRESULT WINAPI
ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack
*iface
, CONST D3DXMATRIX
*pm
)
843 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
845 TRACE("iface %p\n", iface
);
847 This
->stack
[This
->current
] = *pm
;
852 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack
*iface
, CONST D3DXMATRIX
*pm
)
854 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
856 TRACE("iface %p\n", iface
);
858 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], pm
);
863 static HRESULT WINAPI
ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack
*iface
, CONST D3DXMATRIX
*pm
)
865 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
867 TRACE("iface %p\n", iface
);
869 D3DXMatrixMultiply(&This
->stack
[This
->current
], pm
, &This
->stack
[This
->current
]);
874 static HRESULT WINAPI
ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack
*iface
)
876 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
878 TRACE("iface %p\n", iface
);
880 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
881 if (!This
->current
) return D3D_OK
;
883 if (This
->current
<= This
->stack_size
/ 4 && This
->stack_size
>= INITIAL_STACK_SIZE
* 2)
885 unsigned int new_size
;
886 D3DXMATRIX
*new_stack
;
888 new_size
= This
->stack_size
/ 2;
889 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(D3DXMATRIX
));
892 This
->stack_size
= new_size
;
893 This
->stack
= new_stack
;
902 static HRESULT WINAPI
ID3DXMatrixStackImpl_Push(ID3DXMatrixStack
*iface
)
904 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
906 TRACE("iface %p\n", iface
);
908 if (This
->current
== This
->stack_size
- 1)
910 unsigned int new_size
;
911 D3DXMATRIX
*new_stack
;
913 if (This
->stack_size
> UINT_MAX
/ 2) return E_OUTOFMEMORY
;
915 new_size
= This
->stack_size
* 2;
916 new_stack
= HeapReAlloc(GetProcessHeap(), 0, This
->stack
, new_size
* sizeof(D3DXMATRIX
));
917 if (!new_stack
) return E_OUTOFMEMORY
;
919 This
->stack_size
= new_size
;
920 This
->stack
= new_stack
;
924 This
->stack
[This
->current
] = This
->stack
[This
->current
- 1];
929 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack
*iface
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
932 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
934 TRACE("iface %p\n", iface
);
936 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
937 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
942 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack
*iface
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
945 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
947 TRACE("iface %p\n", iface
);
949 D3DXMatrixRotationAxis(&temp
, pv
, angle
);
950 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
955 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
958 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
960 TRACE("iface %p\n", iface
);
962 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
963 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
968 static HRESULT WINAPI
ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
971 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
973 TRACE("iface %p\n", iface
);
975 D3DXMatrixRotationYawPitchRoll(&temp
, x
, y
, z
);
976 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
981 static HRESULT WINAPI
ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
984 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
986 TRACE("iface %p\n", iface
);
988 D3DXMatrixScaling(&temp
, x
, y
, z
);
989 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
994 static HRESULT WINAPI
ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
997 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
999 TRACE("iface %p\n", iface
);
1001 D3DXMatrixScaling(&temp
, x
, y
, z
);
1002 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
, &This
->stack
[This
->current
]);
1007 static HRESULT WINAPI
ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1010 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
1012 TRACE("iface %p\n", iface
);
1014 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1015 D3DXMatrixMultiply(&This
->stack
[This
->current
], &This
->stack
[This
->current
], &temp
);
1020 static HRESULT WINAPI
ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack
*iface
, FLOAT x
, FLOAT y
, FLOAT z
)
1023 ID3DXMatrixStackImpl
*This
= (ID3DXMatrixStackImpl
*)iface
;
1025 TRACE("iface %p\n", iface
);
1027 D3DXMatrixTranslation(&temp
, x
, y
, z
);
1028 D3DXMatrixMultiply(&This
->stack
[This
->current
], &temp
,&This
->stack
[This
->current
]);
1033 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
=
1035 ID3DXMatrixStackImpl_QueryInterface
,
1036 ID3DXMatrixStackImpl_AddRef
,
1037 ID3DXMatrixStackImpl_Release
,
1038 ID3DXMatrixStackImpl_Pop
,
1039 ID3DXMatrixStackImpl_Push
,
1040 ID3DXMatrixStackImpl_LoadIdentity
,
1041 ID3DXMatrixStackImpl_LoadMatrix
,
1042 ID3DXMatrixStackImpl_MultMatrix
,
1043 ID3DXMatrixStackImpl_MultMatrixLocal
,
1044 ID3DXMatrixStackImpl_RotateAxis
,
1045 ID3DXMatrixStackImpl_RotateAxisLocal
,
1046 ID3DXMatrixStackImpl_RotateYawPitchRoll
,
1047 ID3DXMatrixStackImpl_RotateYawPitchRollLocal
,
1048 ID3DXMatrixStackImpl_Scale
,
1049 ID3DXMatrixStackImpl_ScaleLocal
,
1050 ID3DXMatrixStackImpl_Translate
,
1051 ID3DXMatrixStackImpl_TranslateLocal
,
1052 ID3DXMatrixStackImpl_GetTop
1055 /*_________________D3DXPLANE________________*/
1057 D3DXPLANE
* WINAPI
D3DXPlaneFromPointNormal(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pvpoint
, CONST D3DXVECTOR3
*pvnormal
)
1059 pout
->a
= pvnormal
->x
;
1060 pout
->b
= pvnormal
->y
;
1061 pout
->c
= pvnormal
->z
;
1062 pout
->d
= -D3DXVec3Dot(pvpoint
, pvnormal
);
1066 D3DXPLANE
* WINAPI
D3DXPlaneFromPoints(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
)
1068 D3DXVECTOR3 edge1
, edge2
, normal
, Nnormal
;
1070 edge1
.x
= 0.0f
; edge1
.y
= 0.0f
; edge1
.z
= 0.0f
;
1071 edge2
.x
= 0.0f
; edge2
.y
= 0.0f
; edge2
.z
= 0.0f
;
1072 D3DXVec3Subtract(&edge1
, pv2
, pv1
);
1073 D3DXVec3Subtract(&edge2
, pv3
, pv1
);
1074 D3DXVec3Cross(&normal
, &edge1
, &edge2
);
1075 D3DXVec3Normalize(&Nnormal
, &normal
);
1076 D3DXPlaneFromPointNormal(pout
, pv1
, &Nnormal
);
1080 D3DXVECTOR3
* WINAPI
D3DXPlaneIntersectLine(D3DXVECTOR3
*pout
, CONST D3DXPLANE
*pp
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
)
1082 D3DXVECTOR3 direction
, normal
;
1088 direction
.x
= pv2
->x
- pv1
->x
;
1089 direction
.y
= pv2
->y
- pv1
->y
;
1090 direction
.z
= pv2
->z
- pv1
->z
;
1091 dot
= D3DXVec3Dot(&normal
, &direction
);
1092 if ( !dot
) return NULL
;
1093 temp
= ( pp
->d
+ D3DXVec3Dot(&normal
, pv1
) ) / dot
;
1094 pout
->x
= pv1
->x
- temp
* direction
.x
;
1095 pout
->y
= pv1
->y
- temp
* direction
.y
;
1096 pout
->z
= pv1
->z
- temp
* direction
.z
;
1100 D3DXPLANE
* WINAPI
D3DXPlaneNormalize(D3DXPLANE
*pout
, CONST D3DXPLANE
*pp
)
1105 norm
= sqrt(pp
->a
* pp
->a
+ pp
->b
* pp
->b
+ pp
->c
* pp
->c
);
1108 out
.a
= pp
->a
/ norm
;
1109 out
.b
= pp
->b
/ norm
;
1110 out
.c
= pp
->c
/ norm
;
1111 out
.d
= pp
->d
/ norm
;
1124 D3DXPLANE
* WINAPI
D3DXPlaneTransform(D3DXPLANE
*pout
, CONST D3DXPLANE
*pplane
, CONST D3DXMATRIX
*pm
)
1126 CONST D3DXPLANE plane
= *pplane
;
1127 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
;
1128 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
;
1129 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
;
1130 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
;
1134 D3DXPLANE
* WINAPI
D3DXPlaneTransformArray(D3DXPLANE
* out
, UINT outstride
, CONST D3DXPLANE
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1138 for (i
= 0; i
< elements
; ++i
) {
1140 (D3DXPLANE
*)((char*)out
+ outstride
* i
),
1141 (CONST D3DXPLANE
*)((const char*)in
+ instride
* i
),
1147 /*_________________D3DXQUATERNION________________*/
1149 D3DXQUATERNION
* WINAPI
D3DXQuaternionBaryCentric(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, FLOAT f
, FLOAT g
)
1151 D3DXQUATERNION temp1
, temp2
;
1152 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq2
, f
+ g
), D3DXQuaternionSlerp(&temp2
, pq1
, pq3
, f
+g
), g
/ (f
+ g
));
1156 D3DXQUATERNION
* WINAPI
D3DXQuaternionExp(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
1160 norm
= sqrt(pq
->x
* pq
->x
+ pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
1163 pout
->x
= sin(norm
) * pq
->x
/ norm
;
1164 pout
->y
= sin(norm
) * pq
->y
/ norm
;
1165 pout
->z
= sin(norm
) * pq
->z
/ norm
;
1166 pout
->w
= cos(norm
);
1178 D3DXQUATERNION
* WINAPI
D3DXQuaternionInverse(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
1183 norm
= D3DXQuaternionLengthSq(pq
);
1185 out
.x
= -pq
->x
/ norm
;
1186 out
.y
= -pq
->y
/ norm
;
1187 out
.z
= -pq
->z
/ norm
;
1188 out
.w
= pq
->w
/ norm
;
1194 D3DXQUATERNION
* WINAPI
D3DXQuaternionLn(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
1196 FLOAT norm
, normvec
, theta
;
1198 norm
= D3DXQuaternionLengthSq(pq
);
1199 if ( norm
> 1.0001f
)
1206 else if( norm
> 0.99999f
)
1208 normvec
= sqrt( pq
->x
* pq
->x
+ pq
->y
* pq
->y
+ pq
->z
* pq
->z
);
1209 theta
= atan2(normvec
, pq
->w
) / normvec
;
1210 pout
->x
= theta
* pq
->x
;
1211 pout
->y
= theta
* pq
->y
;
1212 pout
->z
= theta
* pq
->z
;
1217 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
);
1222 D3DXQUATERNION
* WINAPI
D3DXQuaternionMultiply(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
)
1225 out
.x
= pq2
->w
* pq1
->x
+ pq2
->x
* pq1
->w
+ pq2
->y
* pq1
->z
- pq2
->z
* pq1
->y
;
1226 out
.y
= pq2
->w
* pq1
->y
- pq2
->x
* pq1
->z
+ pq2
->y
* pq1
->w
+ pq2
->z
* pq1
->x
;
1227 out
.z
= pq2
->w
* pq1
->z
+ pq2
->x
* pq1
->y
- pq2
->y
* pq1
->x
+ pq2
->z
* pq1
->w
;
1228 out
.w
= pq2
->w
* pq1
->w
- pq2
->x
* pq1
->x
- pq2
->y
* pq1
->y
- pq2
->z
* pq1
->z
;
1233 D3DXQUATERNION
* WINAPI
D3DXQuaternionNormalize(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
)
1238 norm
= D3DXQuaternionLength(pq
);
1240 out
.x
= pq
->x
/ norm
;
1241 out
.y
= pq
->y
/ norm
;
1242 out
.z
= pq
->z
/ norm
;
1243 out
.w
= pq
->w
/ norm
;
1250 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationAxis(D3DXQUATERNION
*pout
, CONST D3DXVECTOR3
*pv
, FLOAT angle
)
1254 D3DXVec3Normalize(&temp
, pv
);
1255 pout
->x
= sin( angle
/ 2.0f
) * temp
.x
;
1256 pout
->y
= sin( angle
/ 2.0f
) * temp
.y
;
1257 pout
->z
= sin( angle
/ 2.0f
) * temp
.z
;
1258 pout
->w
= cos( angle
/ 2.0f
);
1262 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationMatrix(D3DXQUATERNION
*pout
, CONST D3DXMATRIX
*pm
)
1265 FLOAT maxdiag
, S
, trace
;
1267 trace
= pm
->u
.m
[0][0] + pm
->u
.m
[1][1] + pm
->u
.m
[2][2] + 1.0f
;
1270 pout
->x
= ( pm
->u
.m
[1][2] - pm
->u
.m
[2][1] ) / ( 2.0f
* sqrt(trace
) );
1271 pout
->y
= ( pm
->u
.m
[2][0] - pm
->u
.m
[0][2] ) / ( 2.0f
* sqrt(trace
) );
1272 pout
->z
= ( pm
->u
.m
[0][1] - pm
->u
.m
[1][0] ) / ( 2.0f
* sqrt(trace
) );
1273 pout
->w
= sqrt(trace
) / 2.0f
;
1277 maxdiag
= pm
->u
.m
[0][0];
1280 if ( pm
->u
.m
[i
][i
] > maxdiag
)
1283 maxdiag
= pm
->u
.m
[i
][i
];
1289 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[0][0] - pm
->u
.m
[1][1] - pm
->u
.m
[2][2]);
1290 pout
->x
= 0.25f
* S
;
1291 pout
->y
= ( pm
->u
.m
[0][1] + pm
->u
.m
[1][0] ) / S
;
1292 pout
->z
= ( pm
->u
.m
[0][2] + pm
->u
.m
[2][0] ) / S
;
1293 pout
->w
= ( pm
->u
.m
[1][2] - pm
->u
.m
[2][1] ) / S
;
1296 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[1][1] - pm
->u
.m
[0][0] - pm
->u
.m
[2][2]);
1297 pout
->x
= ( pm
->u
.m
[0][1] + pm
->u
.m
[1][0] ) / S
;
1298 pout
->y
= 0.25f
* S
;
1299 pout
->z
= ( pm
->u
.m
[1][2] + pm
->u
.m
[2][1] ) / S
;
1300 pout
->w
= ( pm
->u
.m
[2][0] - pm
->u
.m
[0][2] ) / S
;
1303 S
= 2.0f
* sqrt(1.0f
+ pm
->u
.m
[2][2] - pm
->u
.m
[0][0] - pm
->u
.m
[1][1]);
1304 pout
->x
= ( pm
->u
.m
[0][2] + pm
->u
.m
[2][0] ) / S
;
1305 pout
->y
= ( pm
->u
.m
[1][2] + pm
->u
.m
[2][1] ) / S
;
1306 pout
->z
= 0.25f
* S
;
1307 pout
->w
= ( pm
->u
.m
[0][1] - pm
->u
.m
[1][0] ) / S
;
1313 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION
*pout
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
)
1315 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
);
1316 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
);
1317 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
);
1318 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
);
1322 D3DXQUATERNION
* WINAPI
D3DXQuaternionSlerp(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, FLOAT t
)
1324 FLOAT dot
, epsilon
, temp
, theta
, u
;
1329 dot
= D3DXQuaternionDot(pq1
, pq2
);
1335 if( 1.0f
- dot
> 0.001f
)
1338 temp
= sin(theta
* temp
) / sin(theta
);
1339 u
= sin(theta
* u
) / sin(theta
);
1341 pout
->x
= temp
* pq1
->x
+ epsilon
* u
* pq2
->x
;
1342 pout
->y
= temp
* pq1
->y
+ epsilon
* u
* pq2
->y
;
1343 pout
->z
= temp
* pq1
->z
+ epsilon
* u
* pq2
->z
;
1344 pout
->w
= temp
* pq1
->w
+ epsilon
* u
* pq2
->w
;
1348 D3DXQUATERNION
* WINAPI
D3DXQuaternionSquad(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, CONST D3DXQUATERNION
*pq4
, FLOAT t
)
1350 D3DXQUATERNION temp1
, temp2
;
1352 D3DXQuaternionSlerp(pout
, D3DXQuaternionSlerp(&temp1
, pq1
, pq4
, t
), D3DXQuaternionSlerp(&temp2
, pq2
, pq3
, t
), 2.0f
* t
* (1.0f
- t
));
1356 void WINAPI
D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION
*pq
, D3DXVECTOR3
*paxis
, FLOAT
*pangle
)
1361 *pangle
= 2.0f
* acos(pq
->w
);
1364 /*_________________D3DXVec2_____________________*/
1366 D3DXVECTOR2
* WINAPI
D3DXVec2BaryCentric(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT f
, FLOAT g
)
1368 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1369 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1373 D3DXVECTOR2
* WINAPI
D3DXVec2CatmullRom(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv0
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT s
)
1375 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
);
1376 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
);
1380 D3DXVECTOR2
* WINAPI
D3DXVec2Hermite(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pt1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pt2
, FLOAT s
)
1382 FLOAT h1
, h2
, h3
, h4
;
1384 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1385 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1386 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1387 h4
= s
* s
* s
- s
* s
;
1389 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1390 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1394 D3DXVECTOR2
* WINAPI
D3DXVec2Normalize(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
)
1399 norm
= D3DXVec2Length(pv
);
1407 out
.x
= pv
->x
/ norm
;
1408 out
.y
= pv
->y
/ norm
;
1414 D3DXVECTOR4
* WINAPI
D3DXVec2Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1416 pout
->x
= pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[3][0];
1417 pout
->y
= pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[3][1];
1418 pout
->z
= pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[3][2];
1419 pout
->w
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1423 D3DXVECTOR4
* WINAPI
D3DXVec2TransformArray(D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR2
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1427 for (i
= 0; i
< elements
; ++i
) {
1429 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1430 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1436 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoord(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1442 norm
= pm
->u
.m
[0][3] * pv
->x
+ pm
->u
.m
[1][3] * pv
->y
+ pm
->u
.m
[3][3];
1444 pout
->x
= (pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[3][0]) / norm
;
1445 pout
->y
= (pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[3][1]) / norm
;
1450 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoordArray(D3DXVECTOR2
* out
, UINT outstride
, CONST D3DXVECTOR2
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1454 for (i
= 0; i
< elements
; ++i
) {
1455 D3DXVec2TransformCoord(
1456 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1457 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1463 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormal(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
)
1465 CONST D3DXVECTOR2 v
= *pv
;
1466 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
;
1467 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
;
1471 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormalArray(D3DXVECTOR2
* out
, UINT outstride
, CONST D3DXVECTOR2
*in
, UINT instride
, CONST D3DXMATRIX
*matrix
, UINT elements
)
1475 for (i
= 0; i
< elements
; ++i
) {
1476 D3DXVec2TransformNormal(
1477 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
1478 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
1484 /*_________________D3DXVec3_____________________*/
1486 D3DXVECTOR3
* WINAPI
D3DXVec3BaryCentric(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT f
, FLOAT g
)
1488 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1489 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1490 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1494 D3DXVECTOR3
* WINAPI
D3DXVec3CatmullRom( D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv0
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT s
)
1496 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
);
1497 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
);
1498 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
);
1502 D3DXVECTOR3
* WINAPI
D3DXVec3Hermite(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pt1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pt2
, FLOAT s
)
1504 FLOAT h1
, h2
, h3
, h4
;
1506 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1507 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1508 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1509 h4
= s
* s
* s
- s
* s
;
1511 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1512 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1513 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1517 D3DXVECTOR3
* WINAPI
D3DXVec3Normalize(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
)
1522 norm
= D3DXVec3Length(pv
);
1531 out
.x
= pv
->x
/ norm
;
1532 out
.y
= pv
->y
/ norm
;
1533 out
.z
= pv
->z
/ norm
;
1539 D3DXVECTOR3
* WINAPI
D3DXVec3Project(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT9
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
)
1544 D3DXMatrixMultiply(&m
, pworld
, pview
);
1545 D3DXMatrixMultiply(&m
, &m
, pprojection
);
1546 D3DXVec3TransformCoord(&out
, pv
, &m
);
1547 out
.x
= pviewport
->X
+ ( 1.0f
+ out
.x
) * pviewport
->Width
/ 2.0f
;
1548 out
.y
= pviewport
->Y
+ ( 1.0f
- out
.y
) * pviewport
->Height
/ 2.0f
;
1549 out
.z
= pviewport
->MinZ
+ out
.z
* ( pviewport
->MaxZ
- pviewport
->MinZ
);
1554 D3DXVECTOR3
* WINAPI
D3DXVec3ProjectArray(D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DVIEWPORT9
* viewport
, CONST D3DXMATRIX
* projection
, CONST D3DXMATRIX
* view
, CONST D3DXMATRIX
* world
, UINT elements
)
1558 for (i
= 0; i
< elements
; ++i
) {
1560 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1561 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1562 viewport
, projection
, view
, world
);
1567 D3DXVECTOR4
* WINAPI
D3DXVec3Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1569 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];
1570 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];
1571 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];
1572 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];
1576 D3DXVECTOR4
* WINAPI
D3DXVec3TransformArray(D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1580 for (i
= 0; i
< elements
; ++i
) {
1582 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1583 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1589 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoord(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1594 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];
1596 out
.x
= (pm
->u
.m
[0][0] * pv
->x
+ pm
->u
.m
[1][0] * pv
->y
+ pm
->u
.m
[2][0] * pv
->z
+ pm
->u
.m
[3][0]) / norm
;
1597 out
.y
= (pm
->u
.m
[0][1] * pv
->x
+ pm
->u
.m
[1][1] * pv
->y
+ pm
->u
.m
[2][1] * pv
->z
+ pm
->u
.m
[3][1]) / norm
;
1598 out
.z
= (pm
->u
.m
[0][2] * pv
->x
+ pm
->u
.m
[1][2] * pv
->y
+ pm
->u
.m
[2][2] * pv
->z
+ pm
->u
.m
[3][2]) / norm
;
1605 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoordArray(D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1609 for (i
= 0; i
< elements
; ++i
) {
1610 D3DXVec3TransformCoord(
1611 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1612 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1618 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormal(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
)
1620 CONST D3DXVECTOR3 v
= *pv
;
1621 pout
->x
= pm
->u
.m
[0][0] * v
.x
+ pm
->u
.m
[1][0] * v
.y
+ pm
->u
.m
[2][0] * v
.z
;
1622 pout
->y
= pm
->u
.m
[0][1] * v
.x
+ pm
->u
.m
[1][1] * v
.y
+ pm
->u
.m
[2][1] * v
.z
;
1623 pout
->z
= pm
->u
.m
[0][2] * v
.x
+ pm
->u
.m
[1][2] * v
.y
+ pm
->u
.m
[2][2] * v
.z
;
1628 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormalArray(D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1632 for (i
= 0; i
< elements
; ++i
) {
1633 D3DXVec3TransformNormal(
1634 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1635 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1641 D3DXVECTOR3
* WINAPI
D3DXVec3Unproject(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT9
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
)
1646 D3DXMatrixMultiply(&m
, pworld
, pview
);
1647 D3DXMatrixMultiply(&m
, &m
, pprojection
);
1648 D3DXMatrixInverse(&m
, NULL
, &m
);
1649 out
.x
= 2.0f
* ( pv
->x
- pviewport
->X
) / pviewport
->Width
- 1.0f
;
1650 out
.y
= 1.0f
- 2.0f
* ( pv
->y
- pviewport
->Y
) / pviewport
->Height
;
1651 out
.z
= ( pv
->z
- pviewport
->MinZ
) / ( pviewport
->MaxZ
- pviewport
->MinZ
);
1652 D3DXVec3TransformCoord(&out
, &out
, &m
);
1657 D3DXVECTOR3
* WINAPI
D3DXVec3UnprojectArray(D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
, CONST D3DVIEWPORT9
* viewport
, CONST D3DXMATRIX
* projection
, CONST D3DXMATRIX
* view
, CONST D3DXMATRIX
* world
, UINT elements
)
1661 for (i
= 0; i
< elements
; ++i
) {
1663 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
1664 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
1665 viewport
, projection
, view
, world
);
1670 /*_________________D3DXVec4_____________________*/
1672 D3DXVECTOR4
* WINAPI
D3DXVec4BaryCentric(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT f
, FLOAT g
)
1674 pout
->x
= (1.0f
-f
-g
) * (pv1
->x
) + f
* (pv2
->x
) + g
* (pv3
->x
);
1675 pout
->y
= (1.0f
-f
-g
) * (pv1
->y
) + f
* (pv2
->y
) + g
* (pv3
->y
);
1676 pout
->z
= (1.0f
-f
-g
) * (pv1
->z
) + f
* (pv2
->z
) + g
* (pv3
->z
);
1677 pout
->w
= (1.0f
-f
-g
) * (pv1
->w
) + f
* (pv2
->w
) + g
* (pv3
->w
);
1681 D3DXVECTOR4
* WINAPI
D3DXVec4CatmullRom(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv0
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT s
)
1683 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
);
1684 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
);
1685 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
);
1686 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
);
1690 D3DXVECTOR4
* WINAPI
D3DXVec4Cross(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
)
1693 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
);
1694 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
));
1695 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
);
1696 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
));
1701 D3DXVECTOR4
* WINAPI
D3DXVec4Hermite(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pt1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pt2
, FLOAT s
)
1703 FLOAT h1
, h2
, h3
, h4
;
1705 h1
= 2.0f
* s
* s
* s
- 3.0f
* s
* s
+ 1.0f
;
1706 h2
= s
* s
* s
- 2.0f
* s
* s
+ s
;
1707 h3
= -2.0f
* s
* s
* s
+ 3.0f
* s
* s
;
1708 h4
= s
* s
* s
- s
* s
;
1710 pout
->x
= h1
* (pv1
->x
) + h2
* (pt1
->x
) + h3
* (pv2
->x
) + h4
* (pt2
->x
);
1711 pout
->y
= h1
* (pv1
->y
) + h2
* (pt1
->y
) + h3
* (pv2
->y
) + h4
* (pt2
->y
);
1712 pout
->z
= h1
* (pv1
->z
) + h2
* (pt1
->z
) + h3
* (pv2
->z
) + h4
* (pt2
->z
);
1713 pout
->w
= h1
* (pv1
->w
) + h2
* (pt1
->w
) + h3
* (pv2
->w
) + h4
* (pt2
->w
);
1717 D3DXVECTOR4
* WINAPI
D3DXVec4Normalize(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
)
1722 norm
= D3DXVec4Length(pv
);
1724 out
.x
= pv
->x
/ norm
;
1725 out
.y
= pv
->y
/ norm
;
1726 out
.z
= pv
->z
/ norm
;
1727 out
.w
= pv
->w
/ norm
;
1733 D3DXVECTOR4
* WINAPI
D3DXVec4Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
, CONST D3DXMATRIX
*pm
)
1736 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
;
1737 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
;
1738 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
;
1739 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
;
1744 D3DXVECTOR4
* WINAPI
D3DXVec4TransformArray(D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR4
* in
, UINT instride
, CONST D3DXMATRIX
* matrix
, UINT elements
)
1748 for (i
= 0; i
< elements
; ++i
) {
1750 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
1751 (CONST D3DXVECTOR4
*)((const char*)in
+ instride
* i
),