d3dx8: Implement D3DXMatrixRotationZ.
[wine/multimedia.git] / dlls / d3dx8 / math.c
blobadddbf64ef27ff385d0423b2b3d1ab76fd3c2f4e
1 /*
2 * Copyright 2007 David Adam
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 #include <stdio.h>
20 #include <stdlib.h>
21 #include <stdarg.h>
22 #include <assert.h>
23 #include "windef.h"
24 #include "winbase.h"
25 #include "wingdi.h"
26 #include "d3dx8.h"
28 #include "wine/debug.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3dx8);
32 /*_________________D3DXMatrix____________________*/
34 FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
36 D3DXVECTOR4 minor, v1, v2, v3;
37 FLOAT det;
39 v1.x = pm->m[0][0]; v1.y = pm->m[1][0]; v1.z = pm->m[2][0]; v1.w = pm->m[3][0];
40 v2.x = pm->m[0][1]; v2.y = pm->m[1][1]; v2.z = pm->m[2][1]; v2.w = pm->m[3][1];
41 v3.x = pm->m[0][2]; v3.y = pm->m[1][2]; v3.z = pm->m[2][2]; v3.w = pm->m[3][2];
42 D3DXVec4Cross(&minor,&v1,&v2,&v3);
43 det = - (pm->m[0][3] * minor.x + pm->m[1][3] * minor.y + pm->m[2][3] * minor.z + pm->m[3][3] * minor.w);
44 return det;
47 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
49 int i,j;
51 for (i=0; i<4; i++)
53 for (j=0; j<4; j++)
55 pout->m[i][j] = pm1->m[i][0] * pm2->m[0][j] + pm1->m[i][1] * pm2->m[1][j] + pm1->m[i][2] * pm2->m[2][j] + pm1->m[i][3] * pm2->m[3][j];
58 return pout;
61 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
63 D3DXMatrixIdentity(pout);
64 pout->m[1][1] = cos(angle);
65 pout->m[2][2] = cos(angle);
66 pout->m[1][2] = sin(angle);
67 pout->m[2][1] = -sin(angle);
68 return pout;
71 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
73 D3DXMatrixIdentity(pout);
74 pout->m[0][0] = cos(angle);
75 pout->m[2][2] = cos(angle);
76 pout->m[0][2] = -sin(angle);
77 pout->m[2][0] = sin(angle);
78 return pout;
81 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
83 D3DXMatrixIdentity(pout);
84 pout->m[0][0] = cos(angle);
85 pout->m[1][1] = cos(angle);
86 pout->m[0][1] = sin(angle);
87 pout->m[1][0] = -sin(angle);
88 return pout;
91 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
93 D3DXMatrixIdentity(pout);
94 pout->m[0][0] = sx;
95 pout->m[1][1] = sy;
96 pout->m[2][2] = sz;
97 return pout;
100 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
102 D3DXMatrixIdentity(pout);
103 pout->m[3][0] = x;
104 pout->m[3][1] = y;
105 pout->m[3][2] = z;
106 return pout;
109 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
111 int i,j;
113 for (i=0; i<4; i++)
115 for (j=0; j<4; j++)
117 pout->m[i][j] = pm->m[j][i];
120 return pout;
123 /*_________________D3DXQUATERNION________________*/
125 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
127 FLOAT norm;
129 norm = D3DXQuaternionLength(pq);
130 if ( !norm )
132 pout->x = 0.0f;
133 pout->y = 0.0f;
134 pout->z = 0.0f;
135 pout->w = 0.0f;
137 else
139 pout->x = pq->x / norm;
140 pout->y = pq->y / norm;
141 pout->z = pq->z / norm;
142 pout->w = pq->w / norm;
144 return pout;
146 /*_________________D3DXVec2_____________________*/
148 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
150 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
151 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
152 return pout;
155 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
157 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);
158 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);
159 return pout;
162 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
164 FLOAT h1, h2, h3, h4;
166 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
167 h2 = s * s * s - 2.0f * s * s + s;
168 h3 = -2.0f * s * s * s + 3.0f * s * s;
169 h4 = s * s * s - s * s;
171 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
172 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
173 return pout;
176 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
178 FLOAT norm;
180 norm = D3DXVec2Length(pv);
181 if ( !norm )
183 pout->x = 0.0f;
184 pout->y = 0.0f;
186 else
188 pout->x = pv->x / norm;
189 pout->y = pv->y / norm;
191 return pout;
194 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
196 pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[3][0];
197 pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[3][1];
198 pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[3][2];
199 pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3];
200 return pout;
203 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
205 FLOAT norm;
207 norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[3][3];
208 if ( norm )
210 pout->x = (pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[3][0]) / norm;
211 pout->y = (pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[3][1]) / norm;
213 else
215 pout->x = 0.0f;
216 pout->y = 0.0f;
218 return pout;
221 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
223 pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y;
224 pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y;
225 return pout;
228 /*_________________D3DXVec3_____________________*/
230 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
232 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
233 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
234 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
235 return pout;
238 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
240 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);
241 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);
242 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);
243 return pout;
246 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
248 FLOAT h1, h2, h3, h4;
250 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
251 h2 = s * s * s - 2.0f * s * s + s;
252 h3 = -2.0f * s * s * s + 3.0f * s * s;
253 h4 = s * s * s - s * s;
255 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
256 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
257 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
258 return pout;
261 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
263 FLOAT norm;
265 norm = D3DXVec3Length(pv);
266 if ( !norm )
268 pout->x = 0.0f;
269 pout->y = 0.0f;
270 pout->z = 0.0f;
272 else
274 pout->x = pv->x / norm;
275 pout->y = pv->y / norm;
276 pout->z = pv->z / norm;
278 return pout;
281 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
283 pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0];
284 pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1];
285 pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2];
286 pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3];
287 return pout;
290 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
292 FLOAT norm;
294 norm = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] *pv->z + pm->m[3][3];
296 if ( norm )
298 pout->x = (pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0]) / norm;
299 pout->y = (pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1]) / norm;
300 pout->z = (pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2]) / norm;
302 else
304 pout->x = 0.0f;
305 pout->y = 0.0f;
306 pout->z = 0.0f;
308 return pout;
311 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
313 pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z;
314 pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z;
315 pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z;
316 return pout;
320 /*_________________D3DXVec4_____________________*/
322 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
324 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
325 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
326 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
327 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
328 return pout;
331 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
333 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);
334 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);
335 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);
336 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);
337 return pout;
340 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
342 pout->x = pv1->y * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->y * pv3->w - pv3->y * pv2->w) + pv1->w * (pv2->y * pv3->z - pv2->z *pv3->y);
343 pout->y = -(pv1->x * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->x * pv3->w - pv3->x * pv2->w) + pv1->w * (pv2->x * pv3->z - pv3->x * pv2->z));
344 pout->z = pv1->x * (pv2->y * pv3->w - pv3->y * pv2->w) - pv1->y * (pv2->x *pv3->w - pv3->x * pv2->w) + pv1->w * (pv2->x * pv3->y - pv3->x * pv2->y);
345 pout->w = -(pv1->x * (pv2->y * pv3->z - pv3->y * pv2->z) - pv1->y * (pv2->x * pv3->z - pv3->x *pv2->z) + pv1->z * (pv2->x * pv3->y - pv3->x * pv2->y));
346 return pout;
349 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
351 FLOAT h1, h2, h3, h4;
353 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
354 h2 = s * s * s - 2.0f * s * s + s;
355 h3 = -2.0f * s * s * s + 3.0f * s * s;
356 h4 = s * s * s - s * s;
358 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
359 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
360 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
361 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
362 return pout;
365 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
367 FLOAT norm;
369 norm = D3DXVec4Length(pv);
370 if ( !norm )
372 pout->x = 0.0f;
373 pout->y = 0.0f;
374 pout->z = 0.0f;
375 pout->w = 0.0f;
377 else
379 pout->x = pv->x / norm;
380 pout->y = pv->y / norm;
381 pout->z = pv->z / norm;
382 pout->w = pv->w / norm;
384 return pout;
387 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
389 pout->x = pm->m[0][0] * pv->x + pm->m[1][0] * pv->y + pm->m[2][0] * pv->z + pm->m[3][0] * pv->w;
390 pout->y = pm->m[0][1] * pv->x + pm->m[1][1] * pv->y + pm->m[2][1] * pv->z + pm->m[3][1] * pv->w;
391 pout->z = pm->m[0][2] * pv->x + pm->m[1][2] * pv->y + pm->m[2][2] * pv->z + pm->m[3][2] * pv->w;
392 pout->w = pm->m[0][3] * pv->x + pm->m[1][3] * pv->y + pm->m[2][3] * pv->z + pm->m[3][3] * pv->w;
393 return pout;