oleaut32: Added support for loading cursors in OLEPicture.
[wine/multimedia.git] / dlls / d3dx9_36 / math.c
blob10a6cb9885aa3c6833db56c50a1ecd5777989b33
1 /*
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
27 #include "config.h"
28 #include "wine/port.h"
30 #include "windef.h"
31 #include "wingdi.h"
32 #include "d3dx9_36_private.h"
34 #include "wine/debug.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
38 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl;
40 typedef struct ID3DXMatrixStackImpl
42 ID3DXMatrixStack ID3DXMatrixStack_iface;
43 LONG ref;
45 unsigned int current;
46 unsigned int stack_size;
47 D3DXMATRIX *stack;
48 } ID3DXMatrixStackImpl;
51 /*_________________D3DXColor____________________*/
53 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
55 pout->r = 0.5f + s * (pc->r - 0.5f);
56 pout->g = 0.5f + s * (pc->g - 0.5f);
57 pout->b = 0.5f + s * (pc->b - 0.5f);
58 pout->a = pc->a;
59 return pout;
62 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
64 FLOAT grey;
66 grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f;
67 pout->r = grey + s * (pc->r - grey);
68 pout->g = grey + s * (pc->g - grey);
69 pout->b = grey + s * (pc->b - grey);
70 pout->a = pc->a;
71 return pout;
74 /*_________________Misc__________________________*/
76 FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex)
78 FLOAT a, d, g, result;
80 g = sqrt(refractionindex * refractionindex + costheta * costheta - 1.0f);
81 a = g + costheta;
82 d = g - costheta;
83 result = ( costheta * a - 1.0f ) * ( costheta * a - 1.0f ) / ( ( costheta * d + 1.0f ) * ( costheta * d + 1.0f ) ) + 1.0f;
84 result = result * 0.5f * d * d / ( a * a );
85 return result;
88 /*_________________D3DXMatrix____________________*/
90 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation)
92 D3DXMATRIX m1, m2, m3, m4, m5;
94 D3DXMatrixScaling(&m1, scaling, scaling, scaling);
96 if ( !rotationcenter )
98 D3DXMatrixIdentity(&m2);
99 D3DXMatrixIdentity(&m4);
101 else
103 D3DXMatrixTranslation(&m2, -rotationcenter->x, -rotationcenter->y, -rotationcenter->z);
104 D3DXMatrixTranslation(&m4, rotationcenter->x, rotationcenter->y, rotationcenter->z);
107 if ( !rotation ) D3DXMatrixIdentity(&m3);
108 else D3DXMatrixRotationQuaternion(&m3, rotation);
110 if ( !translation ) D3DXMatrixIdentity(&m5);
111 else D3DXMatrixTranslation(&m5, translation->x, translation->y, translation->z);
113 D3DXMatrixMultiply(&m1, &m1, &m2);
114 D3DXMatrixMultiply(&m1, &m1, &m3);
115 D3DXMatrixMultiply(&m1, &m1, &m4);
116 D3DXMatrixMultiply(pout, &m1, &m5);
117 return pout;
120 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation)
122 D3DXMATRIX m1, m2, m3, m4, m5;
123 D3DXQUATERNION rot;
124 D3DXVECTOR3 rot_center, trans;
126 rot.w=cos(rotation/2.0f);
127 rot.x=0.0f;
128 rot.y=0.0f;
129 rot.z=sin(rotation/2.0f);
131 if ( protationcenter )
133 rot_center.x=protationcenter->x;
134 rot_center.y=protationcenter->y;
135 rot_center.z=0.0f;
137 else
139 rot_center.x=0.0f;
140 rot_center.y=0.0f;
141 rot_center.z=0.0f;
144 if ( ptranslation )
146 trans.x=ptranslation->x;
147 trans.y=ptranslation->y;
148 trans.z=0.0f;
150 else
152 trans.x=0.0f;
153 trans.y=0.0f;
154 trans.z=0.0f;
157 D3DXMatrixScaling(&m1, scaling, scaling, 1.0f);
158 D3DXMatrixTranslation(&m2, -rot_center.x, -rot_center.y, -rot_center.z);
159 D3DXMatrixTranslation(&m4, rot_center.x, rot_center.y, rot_center.z);
160 D3DXMatrixRotationQuaternion(&m3, &rot);
161 D3DXMatrixTranslation(&m5, trans.x, trans.y, trans.z);
163 D3DXMatrixMultiply(&m1, &m1, &m2);
164 D3DXMatrixMultiply(&m1, &m1, &m3);
165 D3DXMatrixMultiply(&m1, &m1, &m4);
166 D3DXMatrixMultiply(pout, &m1, &m5);
168 return pout;
171 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm)
173 D3DXMATRIX normalized;
174 D3DXVECTOR3 vec;
176 /*Compute the scaling part.*/
177 vec.x=pm->u.m[0][0];
178 vec.y=pm->u.m[0][1];
179 vec.z=pm->u.m[0][2];
180 poutscale->x=D3DXVec3Length(&vec);
182 vec.x=pm->u.m[1][0];
183 vec.y=pm->u.m[1][1];
184 vec.z=pm->u.m[1][2];
185 poutscale->y=D3DXVec3Length(&vec);
187 vec.x=pm->u.m[2][0];
188 vec.y=pm->u.m[2][1];
189 vec.z=pm->u.m[2][2];
190 poutscale->z=D3DXVec3Length(&vec);
192 /*Compute the translation part.*/
193 pouttranslation->x=pm->u.m[3][0];
194 pouttranslation->y=pm->u.m[3][1];
195 pouttranslation->z=pm->u.m[3][2];
197 /*Let's calculate the rotation now*/
198 if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL;
200 normalized.u.m[0][0]=pm->u.m[0][0]/poutscale->x;
201 normalized.u.m[0][1]=pm->u.m[0][1]/poutscale->x;
202 normalized.u.m[0][2]=pm->u.m[0][2]/poutscale->x;
203 normalized.u.m[1][0]=pm->u.m[1][0]/poutscale->y;
204 normalized.u.m[1][1]=pm->u.m[1][1]/poutscale->y;
205 normalized.u.m[1][2]=pm->u.m[1][2]/poutscale->y;
206 normalized.u.m[2][0]=pm->u.m[2][0]/poutscale->z;
207 normalized.u.m[2][1]=pm->u.m[2][1]/poutscale->z;
208 normalized.u.m[2][2]=pm->u.m[2][2]/poutscale->z;
210 D3DXQuaternionRotationMatrix(poutrotation,&normalized);
211 return S_OK;
214 FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm)
216 D3DXVECTOR4 minor, v1, v2, v3;
217 FLOAT det;
219 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];
220 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];
221 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];
222 D3DXVec4Cross(&minor, &v1, &v2, &v3);
223 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);
224 return det;
227 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm)
229 int a, i, j;
230 D3DXMATRIX out;
231 D3DXVECTOR4 v, vec[3];
232 FLOAT det;
234 det = D3DXMatrixDeterminant(pm);
235 if ( !det ) return NULL;
236 if ( pdeterminant ) *pdeterminant = det;
237 for (i=0; i<4; i++)
239 for (j=0; j<4; j++)
241 if (j != i )
243 a = j;
244 if ( j > i ) a = a-1;
245 vec[a].x = pm->u.m[j][0];
246 vec[a].y = pm->u.m[j][1];
247 vec[a].z = pm->u.m[j][2];
248 vec[a].w = pm->u.m[j][3];
251 D3DXVec4Cross(&v, &vec[0], &vec[1], &vec[2]);
252 out.u.m[0][i] = pow(-1.0f, i) * v.x / det;
253 out.u.m[1][i] = pow(-1.0f, i) * v.y / det;
254 out.u.m[2][i] = pow(-1.0f, i) * v.z / det;
255 out.u.m[3][i] = pow(-1.0f, i) * v.w / det;
258 *pout = out;
259 return pout;
262 D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
264 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
266 D3DXVec3Subtract(&vec2, pat, peye);
267 D3DXVec3Normalize(&vec, &vec2);
268 D3DXVec3Cross(&right, pup, &vec);
269 D3DXVec3Cross(&up, &vec, &right);
270 D3DXVec3Normalize(&rightn, &right);
271 D3DXVec3Normalize(&upn, &up);
272 pout->u.m[0][0] = rightn.x;
273 pout->u.m[1][0] = rightn.y;
274 pout->u.m[2][0] = rightn.z;
275 pout->u.m[3][0] = -D3DXVec3Dot(&rightn,peye);
276 pout->u.m[0][1] = upn.x;
277 pout->u.m[1][1] = upn.y;
278 pout->u.m[2][1] = upn.z;
279 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
280 pout->u.m[0][2] = vec.x;
281 pout->u.m[1][2] = vec.y;
282 pout->u.m[2][2] = vec.z;
283 pout->u.m[3][2] = -D3DXVec3Dot(&vec, peye);
284 pout->u.m[0][3] = 0.0f;
285 pout->u.m[1][3] = 0.0f;
286 pout->u.m[2][3] = 0.0f;
287 pout->u.m[3][3] = 1.0f;
288 return pout;
291 D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
293 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
295 D3DXVec3Subtract(&vec2, pat, peye);
296 D3DXVec3Normalize(&vec, &vec2);
297 D3DXVec3Cross(&right, pup, &vec);
298 D3DXVec3Cross(&up, &vec, &right);
299 D3DXVec3Normalize(&rightn, &right);
300 D3DXVec3Normalize(&upn, &up);
301 pout->u.m[0][0] = -rightn.x;
302 pout->u.m[1][0] = -rightn.y;
303 pout->u.m[2][0] = -rightn.z;
304 pout->u.m[3][0] = D3DXVec3Dot(&rightn,peye);
305 pout->u.m[0][1] = upn.x;
306 pout->u.m[1][1] = upn.y;
307 pout->u.m[2][1] = upn.z;
308 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
309 pout->u.m[0][2] = -vec.x;
310 pout->u.m[1][2] = -vec.y;
311 pout->u.m[2][2] = -vec.z;
312 pout->u.m[3][2] = D3DXVec3Dot(&vec, peye);
313 pout->u.m[0][3] = 0.0f;
314 pout->u.m[1][3] = 0.0f;
315 pout->u.m[2][3] = 0.0f;
316 pout->u.m[3][3] = 1.0f;
317 return pout;
320 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
322 D3DXMATRIX out;
323 int i,j;
325 for (i=0; i<4; i++)
327 for (j=0; j<4; j++)
329 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];
333 *pout = out;
334 return pout;
337 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
339 D3DXMatrixMultiply(pout, pm1, pm2);
340 D3DXMatrixTranspose(pout, pout);
341 return pout;
344 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
346 D3DXMatrixIdentity(pout);
347 pout->u.m[0][0] = 2.0f / w;
348 pout->u.m[1][1] = 2.0f / h;
349 pout->u.m[2][2] = 1.0f / (zf - zn);
350 pout->u.m[3][2] = zn / (zn - zf);
351 return pout;
354 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
356 D3DXMatrixIdentity(pout);
357 pout->u.m[0][0] = 2.0f / (r - l);
358 pout->u.m[1][1] = 2.0f / (t - b);
359 pout->u.m[2][2] = 1.0f / (zf -zn);
360 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
361 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
362 pout->u.m[3][2] = zn / (zn -zf);
363 return pout;
366 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
368 D3DXMatrixIdentity(pout);
369 pout->u.m[0][0] = 2.0f / (r - l);
370 pout->u.m[1][1] = 2.0f / (t - b);
371 pout->u.m[2][2] = 1.0f / (zn -zf);
372 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
373 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
374 pout->u.m[3][2] = zn / (zn -zf);
375 return pout;
378 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
380 D3DXMatrixIdentity(pout);
381 pout->u.m[0][0] = 2.0f / w;
382 pout->u.m[1][1] = 2.0f / h;
383 pout->u.m[2][2] = 1.0f / (zn - zf);
384 pout->u.m[3][2] = zn / (zn - zf);
385 return pout;
388 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
390 D3DXMatrixIdentity(pout);
391 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
392 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
393 pout->u.m[2][2] = zf / (zf - zn);
394 pout->u.m[2][3] = 1.0f;
395 pout->u.m[3][2] = (zf * zn) / (zn - zf);
396 pout->u.m[3][3] = 0.0f;
397 return pout;
400 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
402 D3DXMatrixIdentity(pout);
403 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
404 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
405 pout->u.m[2][2] = zf / (zn - zf);
406 pout->u.m[2][3] = -1.0f;
407 pout->u.m[3][2] = (zf * zn) / (zn - zf);
408 pout->u.m[3][3] = 0.0f;
409 return pout;
412 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
414 D3DXMatrixIdentity(pout);
415 pout->u.m[0][0] = 2.0f * zn / w;
416 pout->u.m[1][1] = 2.0f * zn / h;
417 pout->u.m[2][2] = zf / (zf - zn);
418 pout->u.m[3][2] = (zn * zf) / (zn - zf);
419 pout->u.m[2][3] = 1.0f;
420 pout->u.m[3][3] = 0.0f;
421 return pout;
424 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
426 D3DXMatrixIdentity(pout);
427 pout->u.m[0][0] = 2.0f * zn / (r - l);
428 pout->u.m[1][1] = -2.0f * zn / (b - t);
429 pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l);
430 pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t);
431 pout->u.m[2][2] = - zf / (zn - zf);
432 pout->u.m[3][2] = (zn * zf) / (zn -zf);
433 pout->u.m[2][3] = 1.0f;
434 pout->u.m[3][3] = 0.0f;
435 return pout;
438 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
440 D3DXMatrixIdentity(pout);
441 pout->u.m[0][0] = 2.0f * zn / (r - l);
442 pout->u.m[1][1] = -2.0f * zn / (b - t);
443 pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l);
444 pout->u.m[2][1] = -1.0f -2.0f * t / (b - t);
445 pout->u.m[2][2] = zf / (zn - zf);
446 pout->u.m[3][2] = (zn * zf) / (zn -zf);
447 pout->u.m[2][3] = -1.0f;
448 pout->u.m[3][3] = 0.0f;
449 return pout;
452 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
454 D3DXMatrixIdentity(pout);
455 pout->u.m[0][0] = 2.0f * zn / w;
456 pout->u.m[1][1] = 2.0f * zn / h;
457 pout->u.m[2][2] = zf / (zn - zf);
458 pout->u.m[3][2] = (zn * zf) / (zn - zf);
459 pout->u.m[2][3] = -1.0f;
460 pout->u.m[3][3] = 0.0f;
461 return pout;
464 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
466 D3DXPLANE Nplane;
468 D3DXPlaneNormalize(&Nplane, pplane);
469 D3DXMatrixIdentity(pout);
470 pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
471 pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b;
472 pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c;
473 pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b;
474 pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b;
475 pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c;
476 pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a;
477 pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b;
478 pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c;
479 pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a;
480 pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b;
481 pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c;
482 return pout;
485 D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
487 D3DXVECTOR3 v;
489 D3DXVec3Normalize(&v,pv);
490 D3DXMatrixIdentity(pout);
491 pout->u.m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
492 pout->u.m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
493 pout->u.m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
494 pout->u.m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
495 pout->u.m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
496 pout->u.m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
497 pout->u.m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
498 pout->u.m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
499 pout->u.m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
500 return pout;
503 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
505 D3DXMatrixIdentity(pout);
506 pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
507 pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
508 pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
509 pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
510 pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
511 pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
512 pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
513 pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
514 pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
515 return pout;
518 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
520 D3DXMatrixIdentity(pout);
521 pout->u.m[1][1] = cos(angle);
522 pout->u.m[2][2] = cos(angle);
523 pout->u.m[1][2] = sin(angle);
524 pout->u.m[2][1] = -sin(angle);
525 return pout;
528 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
530 D3DXMatrixIdentity(pout);
531 pout->u.m[0][0] = cos(angle);
532 pout->u.m[2][2] = cos(angle);
533 pout->u.m[0][2] = -sin(angle);
534 pout->u.m[2][0] = sin(angle);
535 return pout;
538 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
540 D3DXMATRIX m;
542 D3DXMatrixIdentity(pout);
543 D3DXMatrixRotationZ(&m, roll);
544 D3DXMatrixMultiply(pout, pout, &m);
545 D3DXMatrixRotationX(&m, pitch);
546 D3DXMatrixMultiply(pout, pout, &m);
547 D3DXMatrixRotationY(&m, yaw);
548 D3DXMatrixMultiply(pout, pout, &m);
549 return pout;
551 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
553 D3DXMatrixIdentity(pout);
554 pout->u.m[0][0] = cos(angle);
555 pout->u.m[1][1] = cos(angle);
556 pout->u.m[0][1] = sin(angle);
557 pout->u.m[1][0] = -sin(angle);
558 return pout;
561 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
563 D3DXMatrixIdentity(pout);
564 pout->u.m[0][0] = sx;
565 pout->u.m[1][1] = sy;
566 pout->u.m[2][2] = sz;
567 return pout;
570 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane)
572 D3DXPLANE Nplane;
573 FLOAT dot;
575 D3DXPlaneNormalize(&Nplane, pplane);
576 dot = D3DXPlaneDot(&Nplane, plight);
577 pout->u.m[0][0] = dot - Nplane.a * plight->x;
578 pout->u.m[0][1] = -Nplane.a * plight->y;
579 pout->u.m[0][2] = -Nplane.a * plight->z;
580 pout->u.m[0][3] = -Nplane.a * plight->w;
581 pout->u.m[1][0] = -Nplane.b * plight->x;
582 pout->u.m[1][1] = dot - Nplane.b * plight->y;
583 pout->u.m[1][2] = -Nplane.b * plight->z;
584 pout->u.m[1][3] = -Nplane.b * plight->w;
585 pout->u.m[2][0] = -Nplane.c * plight->x;
586 pout->u.m[2][1] = -Nplane.c * plight->y;
587 pout->u.m[2][2] = dot - Nplane.c * plight->z;
588 pout->u.m[2][3] = -Nplane.c * plight->w;
589 pout->u.m[3][0] = -Nplane.d * plight->x;
590 pout->u.m[3][1] = -Nplane.d * plight->y;
591 pout->u.m[3][2] = -Nplane.d * plight->z;
592 pout->u.m[3][3] = dot - Nplane.d * plight->w;
593 return pout;
596 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation)
598 D3DXMATRIX m1, m2, m3, m4, m5, m6, m7;
599 D3DXQUATERNION prc;
600 D3DXVECTOR3 psc, pt;
602 if ( !pscalingcenter )
604 psc.x = 0.0f;
605 psc.y = 0.0f;
606 psc.z = 0.0f;
608 else
610 psc.x = pscalingcenter->x;
611 psc.y = pscalingcenter->y;
612 psc.z = pscalingcenter->z;
615 if ( !protationcenter )
617 prc.x = 0.0f;
618 prc.y = 0.0f;
619 prc.z = 0.0f;
621 else
623 prc.x = protationcenter->x;
624 prc.y = protationcenter->y;
625 prc.z = protationcenter->z;
628 if ( !ptranslation )
630 pt.x = 0.0f;
631 pt.y = 0.0f;
632 pt.z = 0.0f;
634 else
636 pt.x = ptranslation->x;
637 pt.y = ptranslation->y;
638 pt.z = ptranslation->z;
641 D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z);
643 if ( !pscalingrotation )
645 D3DXMatrixIdentity(&m2);
646 D3DXMatrixIdentity(&m4);
648 else
650 D3DXMatrixRotationQuaternion(&m4, pscalingrotation);
651 D3DXMatrixInverse(&m2, NULL, &m4);
654 if ( !pscaling ) D3DXMatrixIdentity(&m3);
655 else D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z);
657 if ( !protation ) D3DXMatrixIdentity(&m6);
658 else D3DXMatrixRotationQuaternion(&m6, protation);
660 D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z);
661 D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z);
662 D3DXMatrixMultiply(&m1, &m1, &m2);
663 D3DXMatrixMultiply(&m1, &m1, &m3);
664 D3DXMatrixMultiply(&m1, &m1, &m4);
665 D3DXMatrixMultiply(&m1, &m1, &m5);
666 D3DXMatrixMultiply(&m1, &m1, &m6);
667 D3DXMatrixMultiply(pout, &m1, &m7);
668 return pout;
670 D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation)
672 D3DXQUATERNION rot, sca_rot;
673 D3DXVECTOR3 rot_center, sca, sca_center, trans;
675 if ( pscalingcenter )
677 sca_center.x=pscalingcenter->x;
678 sca_center.y=pscalingcenter->y;
679 sca_center.z=0.0f;
681 else
683 sca_center.x=0.0f;
684 sca_center.y=0.0f;
685 sca_center.z=0.0f;
688 if ( pscaling )
690 sca.x=pscaling->x;
691 sca.y=pscaling->y;
692 sca.z=1.0f;
694 else
696 sca.x=1.0f;
697 sca.y=1.0f;
698 sca.z=1.0f;
701 if ( protationcenter )
703 rot_center.x=protationcenter->x;
704 rot_center.y=protationcenter->y;
705 rot_center.z=0.0f;
707 else
709 rot_center.x=0.0f;
710 rot_center.y=0.0f;
711 rot_center.z=0.0f;
714 if ( ptranslation )
716 trans.x=ptranslation->x;
717 trans.y=ptranslation->y;
718 trans.z=0.0f;
720 else
722 trans.x=0.0f;
723 trans.y=0.0f;
724 trans.z=0.0f;
727 rot.w=cos(rotation/2.0f);
728 rot.x=0.0f;
729 rot.y=0.0f;
730 rot.z=sin(rotation/2.0f);
732 sca_rot.w=cos(scalingrotation/2.0f);
733 sca_rot.x=0.0f;
734 sca_rot.y=0.0f;
735 sca_rot.z=sin(scalingrotation/2.0f);
737 D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
739 return pout;
742 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
744 D3DXMatrixIdentity(pout);
745 pout->u.m[3][0] = x;
746 pout->u.m[3][1] = y;
747 pout->u.m[3][2] = z;
748 return pout;
751 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
753 CONST D3DXMATRIX m = *pm;
754 int i,j;
756 for (i=0; i<4; i++)
757 for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i];
759 return pout;
762 /*_________________D3DXMatrixStack____________________*/
764 static const unsigned int INITIAL_STACK_SIZE = 32;
766 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack)
768 ID3DXMatrixStackImpl* object;
770 TRACE("flags %#x, ppstack %p\n", flags, ppstack);
772 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXMatrixStackImpl));
773 if ( object == NULL )
775 *ppstack = NULL;
776 return E_OUTOFMEMORY;
778 object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl;
779 object->ref = 1;
781 object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(D3DXMATRIX));
782 if (!object->stack)
784 HeapFree(GetProcessHeap(), 0, object);
785 *ppstack = NULL;
786 return E_OUTOFMEMORY;
789 object->current = 0;
790 object->stack_size = INITIAL_STACK_SIZE;
791 D3DXMatrixIdentity(&object->stack[0]);
793 TRACE("Created matrix stack %p\n", object);
795 *ppstack = &object->ID3DXMatrixStack_iface;
796 return D3D_OK;
799 static inline ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface)
801 return CONTAINING_RECORD(iface, ID3DXMatrixStackImpl, ID3DXMatrixStack_iface);
804 static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **out)
806 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
808 if (IsEqualGUID(riid, &IID_ID3DXMatrixStack)
809 || IsEqualGUID(riid, &IID_IUnknown))
811 ID3DXMatrixStack_AddRef(iface);
812 *out = iface;
813 return S_OK;
816 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
818 *out = NULL;
819 return E_NOINTERFACE;
822 static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface)
824 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
825 ULONG ref = InterlockedIncrement(&This->ref);
826 TRACE("(%p) : AddRef from %d\n", This, ref - 1);
827 return ref;
830 static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack* iface)
832 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
833 ULONG ref = InterlockedDecrement(&This->ref);
834 if (!ref)
836 HeapFree(GetProcessHeap(), 0, This->stack);
837 HeapFree(GetProcessHeap(), 0, This);
839 TRACE("(%p) : ReleaseRef to %d\n", This, ref);
840 return ref;
843 static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
845 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
847 TRACE("iface %p\n", iface);
849 return &This->stack[This->current];
852 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
854 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
856 TRACE("iface %p\n", iface);
858 D3DXMatrixIdentity(&This->stack[This->current]);
860 return D3D_OK;
863 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
865 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
867 TRACE("iface %p\n", iface);
869 This->stack[This->current] = *pm;
871 return D3D_OK;
874 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
876 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
878 TRACE("iface %p\n", iface);
880 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm);
882 return D3D_OK;
885 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
887 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
889 TRACE("iface %p\n", iface);
891 D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]);
893 return D3D_OK;
896 static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
898 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
900 TRACE("iface %p\n", iface);
902 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
903 if (!This->current) return D3D_OK;
905 if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2)
907 unsigned int new_size;
908 D3DXMATRIX *new_stack;
910 new_size = This->stack_size / 2;
911 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(D3DXMATRIX));
912 if (new_stack)
914 This->stack_size = new_size;
915 This->stack = new_stack;
919 --This->current;
921 return D3D_OK;
924 static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
926 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
928 TRACE("iface %p\n", iface);
930 if (This->current == This->stack_size - 1)
932 unsigned int new_size;
933 D3DXMATRIX *new_stack;
935 if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY;
937 new_size = This->stack_size * 2;
938 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(D3DXMATRIX));
939 if (!new_stack) return E_OUTOFMEMORY;
941 This->stack_size = new_size;
942 This->stack = new_stack;
945 ++This->current;
946 This->stack[This->current] = This->stack[This->current - 1];
948 return D3D_OK;
951 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
953 D3DXMATRIX temp;
954 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
956 TRACE("iface %p\n", iface);
958 D3DXMatrixRotationAxis(&temp, pv, angle);
959 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
961 return D3D_OK;
964 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
966 D3DXMATRIX temp;
967 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
969 TRACE("iface %p\n", iface);
971 D3DXMatrixRotationAxis(&temp, pv, angle);
972 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
974 return D3D_OK;
977 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
979 D3DXMATRIX temp;
980 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
982 TRACE("iface %p\n", iface);
984 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
985 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
987 return D3D_OK;
990 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
992 D3DXMATRIX temp;
993 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
995 TRACE("iface %p\n", iface);
997 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
998 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1000 return D3D_OK;
1003 static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1005 D3DXMATRIX temp;
1006 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1008 TRACE("iface %p\n", iface);
1010 D3DXMatrixScaling(&temp, x, y, z);
1011 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1013 return D3D_OK;
1016 static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1018 D3DXMATRIX temp;
1019 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1021 TRACE("iface %p\n", iface);
1023 D3DXMatrixScaling(&temp, x, y, z);
1024 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1026 return D3D_OK;
1029 static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1031 D3DXMATRIX temp;
1032 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1034 TRACE("iface %p\n", iface);
1036 D3DXMatrixTranslation(&temp, x, y, z);
1037 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1039 return D3D_OK;
1042 static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1044 D3DXMATRIX temp;
1045 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1047 TRACE("iface %p\n", iface);
1049 D3DXMatrixTranslation(&temp, x, y, z);
1050 D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]);
1052 return D3D_OK;
1055 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
1057 ID3DXMatrixStackImpl_QueryInterface,
1058 ID3DXMatrixStackImpl_AddRef,
1059 ID3DXMatrixStackImpl_Release,
1060 ID3DXMatrixStackImpl_Pop,
1061 ID3DXMatrixStackImpl_Push,
1062 ID3DXMatrixStackImpl_LoadIdentity,
1063 ID3DXMatrixStackImpl_LoadMatrix,
1064 ID3DXMatrixStackImpl_MultMatrix,
1065 ID3DXMatrixStackImpl_MultMatrixLocal,
1066 ID3DXMatrixStackImpl_RotateAxis,
1067 ID3DXMatrixStackImpl_RotateAxisLocal,
1068 ID3DXMatrixStackImpl_RotateYawPitchRoll,
1069 ID3DXMatrixStackImpl_RotateYawPitchRollLocal,
1070 ID3DXMatrixStackImpl_Scale,
1071 ID3DXMatrixStackImpl_ScaleLocal,
1072 ID3DXMatrixStackImpl_Translate,
1073 ID3DXMatrixStackImpl_TranslateLocal,
1074 ID3DXMatrixStackImpl_GetTop
1077 /*_________________D3DXPLANE________________*/
1079 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal)
1081 pout->a = pvnormal->x;
1082 pout->b = pvnormal->y;
1083 pout->c = pvnormal->z;
1084 pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
1085 return pout;
1088 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3)
1090 D3DXVECTOR3 edge1, edge2, normal, Nnormal;
1092 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
1093 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
1094 D3DXVec3Subtract(&edge1, pv2, pv1);
1095 D3DXVec3Subtract(&edge2, pv3, pv1);
1096 D3DXVec3Cross(&normal, &edge1, &edge2);
1097 D3DXVec3Normalize(&Nnormal, &normal);
1098 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
1099 return pout;
1102 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1104 D3DXVECTOR3 direction, normal;
1105 FLOAT dot, temp;
1107 normal.x = pp->a;
1108 normal.y = pp->b;
1109 normal.z = pp->c;
1110 direction.x = pv2->x - pv1->x;
1111 direction.y = pv2->y - pv1->y;
1112 direction.z = pv2->z - pv1->z;
1113 dot = D3DXVec3Dot(&normal, &direction);
1114 if ( !dot ) return NULL;
1115 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
1116 pout->x = pv1->x - temp * direction.x;
1117 pout->y = pv1->y - temp * direction.y;
1118 pout->z = pv1->z - temp * direction.z;
1119 return pout;
1122 D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
1124 D3DXPLANE out;
1125 FLOAT norm;
1127 norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c);
1128 if ( norm )
1130 out.a = pp->a / norm;
1131 out.b = pp->b / norm;
1132 out.c = pp->c / norm;
1133 out.d = pp->d / norm;
1135 else
1137 out.a = 0.0f;
1138 out.b = 0.0f;
1139 out.c = 0.0f;
1140 out.d = 0.0f;
1142 *pout = out;
1143 return pout;
1146 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
1148 CONST D3DXPLANE plane = *pplane;
1149 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;
1150 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;
1151 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;
1152 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;
1153 return pout;
1156 D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST D3DXPLANE* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1158 UINT i;
1160 for (i = 0; i < elements; ++i) {
1161 D3DXPlaneTransform(
1162 (D3DXPLANE*)((char*)out + outstride * i),
1163 (CONST D3DXPLANE*)((const char*)in + instride * i),
1164 matrix);
1166 return out;
1169 /*_________________D3DXQUATERNION________________*/
1171 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
1173 D3DXQUATERNION temp1, temp2;
1174 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
1175 return pout;
1178 D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1180 FLOAT norm;
1182 norm = sqrt(pq->x * pq->x + pq->y * pq->y + pq->z * pq->z);
1183 if (norm )
1185 pout->x = sin(norm) * pq->x / norm;
1186 pout->y = sin(norm) * pq->y / norm;
1187 pout->z = sin(norm) * pq->z / norm;
1188 pout->w = cos(norm);
1190 else
1192 pout->x = 0.0f;
1193 pout->y = 0.0f;
1194 pout->z = 0.0f;
1195 pout->w = 1.0f;
1197 return pout;
1200 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1202 D3DXQUATERNION out;
1203 FLOAT norm;
1205 norm = D3DXQuaternionLengthSq(pq);
1207 out.x = -pq->x / norm;
1208 out.y = -pq->y / norm;
1209 out.z = -pq->z / norm;
1210 out.w = pq->w / norm;
1212 *pout =out;
1213 return pout;
1216 D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1218 FLOAT norm, normvec, theta;
1220 norm = D3DXQuaternionLengthSq(pq);
1221 if ( norm > 1.0001f )
1223 pout->x = pq->x;
1224 pout->y = pq->y;
1225 pout->z = pq->z;
1226 pout->w = 0.0f;
1228 else if( norm > 0.99999f)
1230 normvec = sqrt( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z );
1231 theta = atan2(normvec, pq->w) / normvec;
1232 pout->x = theta * pq->x;
1233 pout->y = theta * pq->y;
1234 pout->z = theta * pq->z;
1235 pout->w = 0.0f;
1237 else
1239 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);
1241 return pout;
1244 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
1246 D3DXQUATERNION out;
1247 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
1248 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
1249 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
1250 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
1251 *pout = out;
1252 return pout;
1255 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1257 D3DXQUATERNION out;
1258 FLOAT norm;
1260 norm = D3DXQuaternionLength(pq);
1262 out.x = pq->x / norm;
1263 out.y = pq->y / norm;
1264 out.z = pq->z / norm;
1265 out.w = pq->w / norm;
1267 *pout=out;
1269 return pout;
1272 D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
1274 D3DXVECTOR3 temp;
1276 D3DXVec3Normalize(&temp, pv);
1277 pout->x = sin( angle / 2.0f ) * temp.x;
1278 pout->y = sin( angle / 2.0f ) * temp.y;
1279 pout->z = sin( angle / 2.0f ) * temp.z;
1280 pout->w = cos( angle / 2.0f );
1281 return pout;
1284 D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm)
1286 int i, maxi;
1287 FLOAT maxdiag, S, trace;
1289 trace = pm->u.m[0][0] + pm->u.m[1][1] + pm->u.m[2][2] + 1.0f;
1290 if ( trace > 1.0f)
1292 pout->x = ( pm->u.m[1][2] - pm->u.m[2][1] ) / ( 2.0f * sqrt(trace) );
1293 pout->y = ( pm->u.m[2][0] - pm->u.m[0][2] ) / ( 2.0f * sqrt(trace) );
1294 pout->z = ( pm->u.m[0][1] - pm->u.m[1][0] ) / ( 2.0f * sqrt(trace) );
1295 pout->w = sqrt(trace) / 2.0f;
1296 return pout;
1298 maxi = 0;
1299 maxdiag = pm->u.m[0][0];
1300 for (i=1; i<3; i++)
1302 if ( pm->u.m[i][i] > maxdiag )
1304 maxi = i;
1305 maxdiag = pm->u.m[i][i];
1308 switch( maxi )
1310 case 0:
1311 S = 2.0f * sqrt(1.0f + pm->u.m[0][0] - pm->u.m[1][1] - pm->u.m[2][2]);
1312 pout->x = 0.25f * S;
1313 pout->y = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
1314 pout->z = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
1315 pout->w = ( pm->u.m[1][2] - pm->u.m[2][1] ) / S;
1316 break;
1317 case 1:
1318 S = 2.0f * sqrt(1.0f + pm->u.m[1][1] - pm->u.m[0][0] - pm->u.m[2][2]);
1319 pout->x = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
1320 pout->y = 0.25f * S;
1321 pout->z = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
1322 pout->w = ( pm->u.m[2][0] - pm->u.m[0][2] ) / S;
1323 break;
1324 case 2:
1325 S = 2.0f * sqrt(1.0f + pm->u.m[2][2] - pm->u.m[0][0] - pm->u.m[1][1]);
1326 pout->x = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
1327 pout->y = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
1328 pout->z = 0.25f * S;
1329 pout->w = ( pm->u.m[0][1] - pm->u.m[1][0] ) / S;
1330 break;
1332 return pout;
1335 D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
1337 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);
1338 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);
1339 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);
1340 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);
1341 return pout;
1344 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
1346 FLOAT dot, epsilon, temp, theta, u;
1348 epsilon = 1.0f;
1349 temp = 1.0f - t;
1350 u = t;
1351 dot = D3DXQuaternionDot(pq1, pq2);
1352 if ( dot < 0.0f )
1354 epsilon = -1.0f;
1355 dot = -dot;
1357 if( 1.0f - dot > 0.001f )
1359 theta = acos(dot);
1360 temp = sin(theta * temp) / sin(theta);
1361 u = sin(theta * u) / sin(theta);
1363 pout->x = temp * pq1->x + epsilon * u * pq2->x;
1364 pout->y = temp * pq1->y + epsilon * u * pq2->y;
1365 pout->z = temp * pq1->z + epsilon * u * pq2->z;
1366 pout->w = temp * pq1->w + epsilon * u * pq2->w;
1367 return pout;
1370 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t)
1372 D3DXQUATERNION temp1, temp2;
1374 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
1375 return pout;
1378 void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
1380 paxis->x = pq->x;
1381 paxis->y = pq->y;
1382 paxis->z = pq->z;
1383 *pangle = 2.0f * acos(pq->w);
1386 /*_________________D3DXVec2_____________________*/
1388 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
1390 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1391 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1392 return pout;
1395 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
1397 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);
1398 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);
1399 return pout;
1402 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
1404 FLOAT h1, h2, h3, h4;
1406 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1407 h2 = s * s * s - 2.0f * s * s + s;
1408 h3 = -2.0f * s * s * s + 3.0f * s * s;
1409 h4 = s * s * s - s * s;
1411 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1412 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1413 return pout;
1416 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
1418 D3DXVECTOR2 out;
1419 FLOAT norm;
1421 norm = D3DXVec2Length(pv);
1422 if ( !norm )
1424 out.x = 0.0f;
1425 out.y = 0.0f;
1427 else
1429 out.x = pv->x / norm;
1430 out.y = pv->y / norm;
1432 *pout=out;
1433 return pout;
1436 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1438 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
1439 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
1440 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
1441 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1442 return pout;
1445 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1447 UINT i;
1449 for (i = 0; i < elements; ++i) {
1450 D3DXVec2Transform(
1451 (D3DXVECTOR4*)((char*)out + outstride * i),
1452 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
1453 matrix);
1455 return out;
1458 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1460 D3DXVECTOR2 v;
1461 FLOAT norm;
1463 v = *pv;
1464 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1466 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm;
1467 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm;
1469 return pout;
1472 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1474 UINT i;
1476 for (i = 0; i < elements; ++i) {
1477 D3DXVec2TransformCoord(
1478 (D3DXVECTOR2*)((char*)out + outstride * i),
1479 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
1480 matrix);
1482 return out;
1485 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1487 CONST D3DXVECTOR2 v = *pv;
1488 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y;
1489 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y;
1490 return pout;
1493 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)
1495 UINT i;
1497 for (i = 0; i < elements; ++i) {
1498 D3DXVec2TransformNormal(
1499 (D3DXVECTOR2*)((char*)out + outstride * i),
1500 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
1501 matrix);
1503 return out;
1506 /*_________________D3DXVec3_____________________*/
1508 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
1510 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1511 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1512 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1513 return pout;
1516 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
1518 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);
1519 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);
1520 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);
1521 return pout;
1524 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
1526 FLOAT h1, h2, h3, h4;
1528 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1529 h2 = s * s * s - 2.0f * s * s + s;
1530 h3 = -2.0f * s * s * s + 3.0f * s * s;
1531 h4 = s * s * s - s * s;
1533 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1534 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1535 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1536 return pout;
1539 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
1541 D3DXVECTOR3 out;
1542 FLOAT norm;
1544 norm = D3DXVec3Length(pv);
1545 if ( !norm )
1547 out.x = 0.0f;
1548 out.y = 0.0f;
1549 out.z = 0.0f;
1551 else
1553 out.x = pv->x / norm;
1554 out.y = pv->y / norm;
1555 out.z = pv->z / norm;
1557 *pout = out;
1558 return pout;
1561 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1563 D3DXMATRIX m;
1564 D3DXVECTOR3 out;
1566 D3DXMatrixMultiply(&m, pworld, pview);
1567 D3DXMatrixMultiply(&m, &m, pprojection);
1568 D3DXVec3TransformCoord(&out, pv, &m);
1569 out.x = pviewport->X + ( 1.0f + out.x ) * pviewport->Width / 2.0f;
1570 out.y = pviewport->Y + ( 1.0f - out.y ) * pviewport->Height / 2.0f;
1571 out.z = pviewport->MinZ + out.z * ( pviewport->MaxZ - pviewport->MinZ );
1572 *pout = out;
1573 return pout;
1576 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)
1578 UINT i;
1580 for (i = 0; i < elements; ++i) {
1581 D3DXVec3Project(
1582 (D3DXVECTOR3*)((char*)out + outstride * i),
1583 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
1584 viewport, projection, view, world);
1586 return out;
1589 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1591 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];
1592 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];
1593 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];
1594 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];
1595 return pout;
1598 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1600 UINT i;
1602 for (i = 0; i < elements; ++i) {
1603 D3DXVec3Transform(
1604 (D3DXVECTOR4*)((char*)out + outstride * i),
1605 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
1606 matrix);
1608 return out;
1611 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1613 D3DXVECTOR3 out;
1614 FLOAT norm;
1616 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];
1618 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;
1619 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;
1620 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;
1622 *pout = out;
1624 return pout;
1627 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1629 UINT i;
1631 for (i = 0; i < elements; ++i) {
1632 D3DXVec3TransformCoord(
1633 (D3DXVECTOR3*)((char*)out + outstride * i),
1634 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
1635 matrix);
1637 return out;
1640 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1642 CONST D3DXVECTOR3 v = *pv;
1643 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z;
1644 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z;
1645 pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z;
1646 return pout;
1650 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1652 UINT i;
1654 for (i = 0; i < elements; ++i) {
1655 D3DXVec3TransformNormal(
1656 (D3DXVECTOR3*)((char*)out + outstride * i),
1657 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
1658 matrix);
1660 return out;
1663 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1665 D3DXMATRIX m;
1666 D3DXVECTOR3 out;
1668 if (pworld) {
1669 D3DXMatrixMultiply(&m, pworld, pview);
1670 D3DXMatrixMultiply(&m, &m, pprojection);
1671 } else {
1672 D3DXMatrixMultiply(&m, pview, pprojection);
1674 D3DXMatrixInverse(&m, NULL, &m);
1675 out.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f;
1676 out.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height;
1677 out.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
1678 D3DXVec3TransformCoord(&out, &out, &m);
1679 *pout = out;
1680 return pout;
1683 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)
1685 UINT i;
1687 for (i = 0; i < elements; ++i) {
1688 D3DXVec3Unproject(
1689 (D3DXVECTOR3*)((char*)out + outstride * i),
1690 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
1691 viewport, projection, view, world);
1693 return out;
1696 /*_________________D3DXVec4_____________________*/
1698 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
1700 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1701 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1702 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1703 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
1704 return pout;
1707 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
1709 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);
1710 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);
1711 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);
1712 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);
1713 return pout;
1716 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
1718 D3DXVECTOR4 out;
1719 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);
1720 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));
1721 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);
1722 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));
1723 *pout = out;
1724 return pout;
1727 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
1729 FLOAT h1, h2, h3, h4;
1731 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1732 h2 = s * s * s - 2.0f * s * s + s;
1733 h3 = -2.0f * s * s * s + 3.0f * s * s;
1734 h4 = s * s * s - s * s;
1736 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1737 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1738 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1739 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
1740 return pout;
1743 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
1745 D3DXVECTOR4 out;
1746 FLOAT norm;
1748 norm = D3DXVec4Length(pv);
1750 out.x = pv->x / norm;
1751 out.y = pv->y / norm;
1752 out.z = pv->z / norm;
1753 out.w = pv->w / norm;
1755 *pout = out;
1756 return pout;
1759 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
1761 D3DXVECTOR4 out;
1762 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;
1763 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;
1764 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;
1765 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;
1766 *pout = out;
1767 return pout;
1770 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1772 UINT i;
1774 for (i = 0; i < elements; ++i) {
1775 D3DXVec4Transform(
1776 (D3DXVECTOR4*)((char*)out + outstride * i),
1777 (CONST D3DXVECTOR4*)((const char*)in + instride * i),
1778 matrix);
1780 return out;
1783 static inline unsigned short float_32_to_16(const float in)
1785 int exp = 0, origexp;
1786 float tmp = fabs(in);
1787 int sign = (copysignf(1, in) < 0);
1788 unsigned int mantissa;
1789 unsigned short ret;
1791 /* Deal with special numbers */
1792 if (isinf(in)) return (sign ? 0xffff : 0x7fff);
1793 if (isnan(in)) return (sign ? 0xffff : 0x7fff);
1794 if (in == 0.0f) return (sign ? 0x8000 : 0x0000);
1796 if (tmp < powf(2, 10))
1800 tmp *= 2.0f;
1801 exp--;
1802 } while (tmp < powf(2, 10));
1804 else if (tmp >= powf(2, 11))
1808 tmp /= 2.0f;
1809 exp++;
1810 } while (tmp >= powf(2, 11));
1813 exp += 10; /* Normalize the mantissa */
1814 exp += 15; /* Exponent is encoded with excess 15 */
1816 origexp = exp;
1818 mantissa = (unsigned int) tmp;
1819 if ((tmp - mantissa == 0.5f && mantissa % 2 == 1) || /* round half to even */
1820 (tmp - mantissa > 0.5f))
1822 mantissa++; /* round to nearest, away from zero */
1824 if (mantissa == 2048)
1826 mantissa = 1024;
1827 exp++;
1830 if (exp > 31)
1832 /* too big */
1833 ret = 0x7fff; /* INF */
1835 else if (exp <= 0)
1837 unsigned int rounding = 0;
1839 /* Denormalized half float */
1841 /* return 0x0000 (=0.0) for numbers too small to represent in half floats */
1842 if (exp < -11)
1843 return (sign ? 0x8000 : 0x0000);
1845 exp = origexp;
1847 /* the 13 extra bits from single precision are used for rounding */
1848 mantissa = (unsigned int)(tmp * powf(2, 13));
1849 mantissa >>= 1 - exp; /* denormalize */
1851 mantissa -= ~(mantissa >> 13) & 1; /* round half to even */
1852 /* remove 13 least significant bits to get half float precision */
1853 mantissa >>= 12;
1854 rounding = mantissa & 1;
1855 mantissa >>= 1;
1857 ret = mantissa + rounding;
1859 else
1861 ret = (exp << 10) | (mantissa & 0x3ff);
1864 ret |= ((sign ? 1 : 0) << 15); /* Add the sign */
1865 return ret;
1868 D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, CONST FLOAT *pin, UINT n)
1870 unsigned int i;
1872 for (i = 0; i < n; ++i)
1874 pout[i].value = float_32_to_16(pin[i]);
1877 return pout;
1880 /* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a
1881 * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */
1882 static inline float float_16_to_32(const unsigned short in)
1884 const unsigned short s = (in & 0x8000);
1885 const unsigned short e = (in & 0x7C00) >> 10;
1886 const unsigned short m = in & 0x3FF;
1887 const float sgn = (s ? -1.0f : 1.0f);
1889 if (e == 0)
1891 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
1892 else return sgn * powf(2, -14.0f) * (m / 1024.0f);
1894 else
1896 return sgn * powf(2, e - 15.0f) * (1.0f + (m / 1024.0f));
1900 FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, CONST D3DXFLOAT16 *pin, UINT n)
1902 unsigned int i;
1904 for (i = 0; i < n; ++i)
1906 pout[i] = float_16_to_32(pin[i].value);
1909 return pout;
1912 FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b)
1914 UINT i;
1916 TRACE("out %p, order %u, a %p, b %p\n", out, order, a, b);
1918 for (i = 0; i < order * order; i++)
1919 out[i] = a[i] + b[i];
1921 return out;