2 * Mathematical operations specific to D3DX9.
4 * Copyright (C) 2008 David Adam
5 * Copyright (C) 2008 Philip Nilsson
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #define NONAMELESSUNION
27 #include "wine/debug.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3dx
);
32 /*************************************************************************
33 * D3DXMatrixAffineTransformation2D
35 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation2D(
36 D3DXMATRIX
*pout
, FLOAT scaling
,
37 CONST D3DXVECTOR2
*protationcenter
, FLOAT rotation
,
38 CONST D3DXVECTOR2
*ptranslation
)
41 D3DXVECTOR3 rot_center
, trans
;
43 rot
.w
=cos(rotation
/2.0f
);
46 rot
.z
=sin(rotation
/2.0f
);
48 if ( protationcenter
)
50 rot_center
.x
=protationcenter
->x
;
51 rot_center
.y
=protationcenter
->y
;
63 trans
.x
=ptranslation
->x
;
64 trans
.y
=ptranslation
->y
;
74 D3DXMatrixAffineTransformation(pout
, scaling
, &rot_center
, &rot
, &trans
);
79 /*************************************************************************
82 HRESULT WINAPI
D3DXMatrixDecompose(D3DXVECTOR3
*poutscale
, D3DXQUATERNION
*poutrotation
, D3DXVECTOR3
*pouttranslation
, D3DXMATRIX
*pm
)
84 D3DXMATRIX normalized
;
89 return D3DERR_INVALIDCALL
;
92 /*Compute the scaling part.*/
96 poutscale
->x
=D3DXVec3Length(&vec
);
101 poutscale
->y
=D3DXVec3Length(&vec
);
106 poutscale
->z
=D3DXVec3Length(&vec
);
108 /*Compute the translation part.*/
109 pouttranslation
->x
=pm
->u
.m
[3][0];
110 pouttranslation
->y
=pm
->u
.m
[3][1];
111 pouttranslation
->z
=pm
->u
.m
[3][2];
113 /*Let's calculate the rotation now*/
114 if ( (poutscale
->x
== 0.0f
) || (poutscale
->y
== 0.0f
) || (poutscale
->z
== 0.0f
) )
116 return D3DERR_INVALIDCALL
;
119 normalized
.u
.m
[0][0]=pm
->u
.m
[0][0]/poutscale
->x
;
120 normalized
.u
.m
[0][1]=pm
->u
.m
[0][1]/poutscale
->x
;
121 normalized
.u
.m
[0][2]=pm
->u
.m
[0][2]/poutscale
->x
;
122 normalized
.u
.m
[1][0]=pm
->u
.m
[1][0]/poutscale
->y
;
123 normalized
.u
.m
[1][1]=pm
->u
.m
[1][1]/poutscale
->y
;
124 normalized
.u
.m
[1][2]=pm
->u
.m
[1][2]/poutscale
->y
;
125 normalized
.u
.m
[2][0]=pm
->u
.m
[2][0]/poutscale
->z
;
126 normalized
.u
.m
[2][1]=pm
->u
.m
[2][1]/poutscale
->z
;
127 normalized
.u
.m
[2][2]=pm
->u
.m
[2][2]/poutscale
->z
;
129 D3DXQuaternionRotationMatrix(poutrotation
,&normalized
);
133 /*************************************************************************
134 * D3DXMatrixTransformation2D
136 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation2D(
137 D3DXMATRIX
*pout
, CONST D3DXVECTOR2
*pscalingcenter
,
138 FLOAT scalingrotation
, CONST D3DXVECTOR2
*pscaling
,
139 CONST D3DXVECTOR2
*protationcenter
, FLOAT rotation
,
140 CONST D3DXVECTOR2
*ptranslation
)
142 D3DXQUATERNION rot
, sca_rot
;
143 D3DXVECTOR3 rot_center
, sca
, sca_center
, trans
;
145 if ( pscalingcenter
)
147 sca_center
.x
=pscalingcenter
->x
;
148 sca_center
.y
=pscalingcenter
->y
;
171 if ( protationcenter
)
173 rot_center
.x
=protationcenter
->x
;
174 rot_center
.y
=protationcenter
->y
;
186 trans
.x
=ptranslation
->x
;
187 trans
.y
=ptranslation
->y
;
197 rot
.w
=cos(rotation
/2.0f
);
200 rot
.z
=sin(rotation
/2.0f
);
202 sca_rot
.w
=cos(scalingrotation
/2.0f
);
205 sca_rot
.z
=sin(scalingrotation
/2.0f
);
207 D3DXMatrixTransformation(pout
, &sca_center
, &sca_rot
, &sca
, &rot_center
, &rot
, &trans
);
212 /*************************************************************************
213 * D3DXPlaneTransformArray
215 D3DXPLANE
* WINAPI
D3DXPlaneTransformArray(
216 D3DXPLANE
* out
, UINT outstride
, CONST D3DXPLANE
* in
, UINT instride
,
217 CONST D3DXMATRIX
* matrix
, UINT elements
)
221 for (i
= 0; i
< elements
; ++i
) {
223 (D3DXPLANE
*)((char*)out
+ outstride
* i
),
224 (CONST D3DXPLANE
*)((const char*)in
+ instride
* i
),
230 /*************************************************************************
231 * D3DXVec2TransformArray
233 * Transform an array of vectors by a matrix.
235 D3DXVECTOR4
* WINAPI
D3DXVec2TransformArray(
236 D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR2
* in
, UINT instride
,
237 CONST D3DXMATRIX
* matrix
, UINT elements
)
241 for (i
= 0; i
< elements
; ++i
) {
243 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
244 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
250 /*************************************************************************
251 * D3DXVec2TransformCoordArray
253 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoordArray(
254 D3DXVECTOR2
* out
, UINT outstride
, CONST D3DXVECTOR2
* in
, UINT instride
,
255 CONST D3DXMATRIX
* matrix
, UINT elements
)
259 for (i
= 0; i
< elements
; ++i
) {
260 D3DXVec2TransformCoord(
261 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
262 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
268 /*************************************************************************
269 * D3DXVec2TransformNormalArray
271 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormalArray(
272 D3DXVECTOR2
* out
, UINT outstride
, CONST D3DXVECTOR2
*in
, UINT instride
,
273 CONST D3DXMATRIX
*matrix
, UINT elements
)
277 for (i
= 0; i
< elements
; ++i
) {
278 D3DXVec2TransformNormal(
279 (D3DXVECTOR2
*)((char*)out
+ outstride
* i
),
280 (CONST D3DXVECTOR2
*)((const char*)in
+ instride
* i
),
286 /*************************************************************************
287 * D3DXVec3ProjectArray
289 * Projects an array of vectors to the screen.
291 D3DXVECTOR3
* WINAPI
D3DXVec3ProjectArray(
292 D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
,
293 CONST D3DVIEWPORT9
* viewport
, CONST D3DXMATRIX
* projection
,
294 CONST D3DXMATRIX
* view
, CONST D3DXMATRIX
* world
, UINT elements
)
298 for (i
= 0; i
< elements
; ++i
) {
300 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
301 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
302 viewport
, projection
, view
, world
);
307 /*************************************************************************
308 * D3DXVec3TransformArray
310 D3DXVECTOR4
* WINAPI
D3DXVec3TransformArray(
311 D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
,
312 CONST D3DXMATRIX
* matrix
, UINT elements
)
316 for (i
= 0; i
< elements
; ++i
) {
318 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
319 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
325 /*************************************************************************
326 * D3DXVec3TransformCoordArray
328 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoordArray(
329 D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
,
330 CONST D3DXMATRIX
* matrix
, UINT elements
)
334 for (i
= 0; i
< elements
; ++i
) {
335 D3DXVec3TransformCoord(
336 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
337 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
343 /*************************************************************************
344 * D3DXVec3TransformNormalArray
346 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormalArray(
347 D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
,
348 CONST D3DXMATRIX
* matrix
, UINT elements
)
352 for (i
= 0; i
< elements
; ++i
) {
353 D3DXVec3TransformNormal(
354 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
355 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
361 /*************************************************************************
362 * D3DXVec3UnprojectArray
364 D3DXVECTOR3
* WINAPI
D3DXVec3UnprojectArray(
365 D3DXVECTOR3
* out
, UINT outstride
, CONST D3DXVECTOR3
* in
, UINT instride
,
366 CONST D3DVIEWPORT9
* viewport
, CONST D3DXMATRIX
* projection
,
367 CONST D3DXMATRIX
* view
, CONST D3DXMATRIX
* world
, UINT elements
)
371 for (i
= 0; i
< elements
; ++i
) {
373 (D3DXVECTOR3
*)((char*)out
+ outstride
* i
),
374 (CONST D3DXVECTOR3
*)((const char*)in
+ instride
* i
),
375 viewport
, projection
, view
, world
);
380 /*************************************************************************
381 * D3DXVec4TransformArray
383 D3DXVECTOR4
* WINAPI
D3DXVec4TransformArray(
384 D3DXVECTOR4
* out
, UINT outstride
, CONST D3DXVECTOR4
* in
, UINT instride
,
385 CONST D3DXMATRIX
* matrix
, UINT elements
)
389 for (i
= 0; i
< elements
; ++i
) {
391 (D3DXVECTOR4
*)((char*)out
+ outstride
* i
),
392 (CONST D3DXVECTOR4
*)((const char*)in
+ instride
* i
),