2 * Copyright (C) 2007 David Adam
3 * Copyright (C) 2007 Tony Wasserka
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #ifndef __D3DX8MATH_H__
23 #define __D3DX8MATH_H__
27 #define D3DX_PI ((FLOAT)3.141592654)
28 #define D3DX_1BYPI ((FLOAT)0.318309886)
30 #define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
31 #define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
33 typedef struct ID3DXMatrixStack
*LPD3DXMATRIXSTACK
;
35 DEFINE_GUID(IID_ID3DXMatrixStack
,
36 0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8);
38 typedef struct D3DXVECTOR2
42 D3DXVECTOR2(CONST FLOAT
*pf
);
43 D3DXVECTOR2(FLOAT fx
, FLOAT fy
);
46 operator CONST FLOAT
* () const;
48 D3DXVECTOR2
& operator += (CONST D3DXVECTOR2
&);
49 D3DXVECTOR2
& operator -= (CONST D3DXVECTOR2
&);
50 D3DXVECTOR2
& operator *= (FLOAT
);
51 D3DXVECTOR2
& operator /= (FLOAT
);
53 D3DXVECTOR2
operator + () const;
54 D3DXVECTOR2
operator - () const;
56 D3DXVECTOR2
operator + (CONST D3DXVECTOR2
&) const;
57 D3DXVECTOR2
operator - (CONST D3DXVECTOR2
&) const;
58 D3DXVECTOR2
operator * (FLOAT
) const;
59 D3DXVECTOR2
operator / (FLOAT
) const;
61 friend D3DXVECTOR2
operator * (FLOAT
, CONST D3DXVECTOR2
&);
63 BOOL
operator == (CONST D3DXVECTOR2
&) const;
64 BOOL
operator != (CONST D3DXVECTOR2
&) const;
65 #endif /* __cplusplus */
67 } D3DXVECTOR2
, *LPD3DXVECTOR2
;
70 typedef struct D3DXVECTOR3
: public D3DVECTOR
73 D3DXVECTOR3(CONST FLOAT
*pf
);
74 D3DXVECTOR3(CONST D3DVECTOR
& v
);
75 D3DXVECTOR3(FLOAT fx
, FLOAT fy
, FLOAT fz
);
78 operator CONST FLOAT
* () const;
80 D3DXVECTOR3
& operator += (CONST D3DXVECTOR3
&);
81 D3DXVECTOR3
& operator -= (CONST D3DXVECTOR3
&);
82 D3DXVECTOR3
& operator *= (FLOAT
);
83 D3DXVECTOR3
& operator /= (FLOAT
);
85 D3DXVECTOR3
operator + () const;
86 D3DXVECTOR3
operator - () const;
88 D3DXVECTOR3
operator + (CONST D3DXVECTOR3
&) const;
89 D3DXVECTOR3
operator - (CONST D3DXVECTOR3
&) const;
90 D3DXVECTOR3
operator * (FLOAT
) const;
91 D3DXVECTOR3
operator / (FLOAT
) const;
93 friend D3DXVECTOR3
operator * (FLOAT
, CONST
struct D3DXVECTOR3
&);
95 BOOL
operator == (CONST D3DXVECTOR3
&) const;
96 BOOL
operator != (CONST D3DXVECTOR3
&) const;
97 } D3DXVECTOR3
, *LPD3DXVECTOR3
;
98 #else /* !__cplusplus */
99 typedef struct _D3DVECTOR D3DXVECTOR3
, *LPD3DXVECTOR3
;
100 #endif /* !__cplusplus */
102 typedef struct D3DXVECTOR4
106 D3DXVECTOR4(CONST FLOAT
*pf
);
107 D3DXVECTOR4(FLOAT fx
, FLOAT fy
, FLOAT fz
, FLOAT fw
);
110 operator CONST FLOAT
* () const;
112 D3DXVECTOR4
& operator += (CONST D3DXVECTOR4
&);
113 D3DXVECTOR4
& operator -= (CONST D3DXVECTOR4
&);
114 D3DXVECTOR4
& operator *= (FLOAT
);
115 D3DXVECTOR4
& operator /= (FLOAT
);
117 D3DXVECTOR4
operator + () const;
118 D3DXVECTOR4
operator - () const;
120 D3DXVECTOR4
operator + (CONST D3DXVECTOR4
&) const;
121 D3DXVECTOR4
operator - (CONST D3DXVECTOR4
&) const;
122 D3DXVECTOR4
operator * (FLOAT
) const;
123 D3DXVECTOR4
operator / (FLOAT
) const;
125 friend D3DXVECTOR4
operator * (FLOAT
, CONST D3DXVECTOR4
&);
127 BOOL
operator == (CONST D3DXVECTOR4
&) const;
128 BOOL
operator != (CONST D3DXVECTOR4
&) const;
129 #endif /* __cplusplus */
131 } D3DXVECTOR4
, *LPD3DXVECTOR4
;
134 typedef struct D3DXMATRIX
: public D3DMATRIX
137 D3DXMATRIX(CONST FLOAT
*pf
);
138 D3DXMATRIX(CONST D3DMATRIX
& mat
);
139 D3DXMATRIX(FLOAT f11
, FLOAT f12
, FLOAT f13
, FLOAT f14
,
140 FLOAT f21
, FLOAT f22
, FLOAT f23
, FLOAT f24
,
141 FLOAT f31
, FLOAT f32
, FLOAT f33
, FLOAT f34
,
142 FLOAT f41
, FLOAT f42
, FLOAT f43
, FLOAT f44
);
144 FLOAT
& operator () (UINT row
, UINT col
);
145 FLOAT
operator () (UINT row
, UINT col
) const;
148 operator CONST FLOAT
* () const;
150 D3DXMATRIX
& operator *= (CONST D3DXMATRIX
&);
151 D3DXMATRIX
& operator += (CONST D3DXMATRIX
&);
152 D3DXMATRIX
& operator -= (CONST D3DXMATRIX
&);
153 D3DXMATRIX
& operator *= (FLOAT
);
154 D3DXMATRIX
& operator /= (FLOAT
);
156 D3DXMATRIX
operator + () const;
157 D3DXMATRIX
operator - () const;
159 D3DXMATRIX
operator * (CONST D3DXMATRIX
&) const;
160 D3DXMATRIX
operator + (CONST D3DXMATRIX
&) const;
161 D3DXMATRIX
operator - (CONST D3DXMATRIX
&) const;
162 D3DXMATRIX
operator * (FLOAT
) const;
163 D3DXMATRIX
operator / (FLOAT
) const;
165 friend D3DXMATRIX
operator * (FLOAT
, CONST D3DXMATRIX
&);
167 BOOL
operator == (CONST D3DXMATRIX
&) const;
168 BOOL
operator != (CONST D3DXMATRIX
&) const;
169 } D3DXMATRIX
, *LPD3DXMATRIX
;
170 #else /* !__cplusplus */
171 typedef struct _D3DMATRIX D3DXMATRIX
, *LPD3DXMATRIX
;
172 #endif /* !__cplusplus */
174 typedef struct D3DXQUATERNION
178 D3DXQUATERNION(CONST FLOAT
*pf
);
179 D3DXQUATERNION(FLOAT fx
, FLOAT fy
, FLOAT fz
, FLOAT fw
);
182 operator CONST FLOAT
* () const;
184 D3DXQUATERNION
& operator += (CONST D3DXQUATERNION
&);
185 D3DXQUATERNION
& operator -= (CONST D3DXQUATERNION
&);
186 D3DXQUATERNION
& operator *= (CONST D3DXQUATERNION
&);
187 D3DXQUATERNION
& operator *= (FLOAT
);
188 D3DXQUATERNION
& operator /= (FLOAT
);
190 D3DXQUATERNION
operator + () const;
191 D3DXQUATERNION
operator - () const;
193 D3DXQUATERNION
operator + (CONST D3DXQUATERNION
&) const;
194 D3DXQUATERNION
operator - (CONST D3DXQUATERNION
&) const;
195 D3DXQUATERNION
operator * (CONST D3DXQUATERNION
&) const;
196 D3DXQUATERNION
operator * (FLOAT
) const;
197 D3DXQUATERNION
operator / (FLOAT
) const;
199 friend D3DXQUATERNION
operator * (FLOAT
, CONST D3DXQUATERNION
&);
201 BOOL
operator == (CONST D3DXQUATERNION
&) const;
202 BOOL
operator != (CONST D3DXQUATERNION
&) const;
203 #endif /* __cplusplus */
205 } D3DXQUATERNION
, *LPD3DXQUATERNION
;
207 typedef struct D3DXPLANE
211 D3DXPLANE(CONST FLOAT
*pf
);
212 D3DXPLANE(FLOAT fa
, FLOAT fb
, FLOAT fc
, FLOAT fd
);
215 operator CONST FLOAT
* () const;
217 D3DXPLANE
operator + () const;
218 D3DXPLANE
operator - () const;
220 BOOL
operator == (CONST D3DXPLANE
&) const;
221 BOOL
operator != (CONST D3DXPLANE
&) const;
222 #endif /* __cplusplus */
224 } D3DXPLANE
, *LPD3DXPLANE
;
226 typedef struct D3DXCOLOR
230 D3DXCOLOR(DWORD col
);
231 D3DXCOLOR(CONST FLOAT
*pf
);
232 D3DXCOLOR(CONST D3DCOLORVALUE
& col
);
233 D3DXCOLOR(FLOAT fr
, FLOAT fg
, FLOAT fb
, FLOAT fa
);
235 operator DWORD () const;
238 operator CONST FLOAT
* () const;
240 operator D3DCOLORVALUE
* ();
241 operator CONST D3DCOLORVALUE
* () const;
243 operator D3DCOLORVALUE
& ();
244 operator CONST D3DCOLORVALUE
& () const;
246 D3DXCOLOR
& operator += (CONST D3DXCOLOR
&);
247 D3DXCOLOR
& operator -= (CONST D3DXCOLOR
&);
248 D3DXCOLOR
& operator *= (FLOAT
);
249 D3DXCOLOR
& operator /= (FLOAT
);
251 D3DXCOLOR
operator + () const;
252 D3DXCOLOR
operator - () const;
254 D3DXCOLOR
operator + (CONST D3DXCOLOR
&) const;
255 D3DXCOLOR
operator - (CONST D3DXCOLOR
&) const;
256 D3DXCOLOR
operator * (FLOAT
) const;
257 D3DXCOLOR
operator / (FLOAT
) const;
259 friend D3DXCOLOR
operator * (FLOAT
, CONST D3DXCOLOR
&);
261 BOOL
operator == (CONST D3DXCOLOR
&) const;
262 BOOL
operator != (CONST D3DXCOLOR
&) const;
263 #endif /* __cplusplus */
265 } D3DXCOLOR
, *LPD3DXCOLOR
;
271 D3DXCOLOR
* WINAPI
D3DXColorAdjustContrast(D3DXCOLOR
*pout
, CONST D3DXCOLOR
*pc
, FLOAT s
);
272 D3DXCOLOR
* WINAPI
D3DXColorAdjustSaturation(D3DXCOLOR
*pout
, CONST D3DXCOLOR
*pc
, FLOAT s
);
274 D3DXMATRIX
* WINAPI
D3DXMatrixAffineTransformation(D3DXMATRIX
*pout
, float scaling
, D3DXVECTOR3
*rotationcenter
, D3DXQUATERNION
*rotation
, D3DXVECTOR3
*translation
);
275 FLOAT WINAPI
D3DXMatrixfDeterminant(CONST D3DXMATRIX
*pm
);
276 D3DXMATRIX
* WINAPI
D3DXMatrixInverse(D3DXMATRIX
*pout
, FLOAT
*pdeterminant
, CONST D3DXMATRIX
*pm
);
277 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtLH(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*peye
, CONST D3DXVECTOR3
*pat
, CONST D3DXVECTOR3
*pup
);
278 D3DXMATRIX
* WINAPI
D3DXMatrixLookAtRH(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*peye
, CONST D3DXVECTOR3
*pat
, CONST D3DXVECTOR3
*pup
);
279 D3DXMATRIX
* WINAPI
D3DXMatrixMultiply(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
);
280 D3DXMATRIX
* WINAPI
D3DXMatrixMultiplyTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm1
, CONST D3DXMATRIX
*pm2
);
281 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
);
282 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
);
283 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
);
284 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
);
285 D3DXMATRIX
* WINAPI
D3DXMatrixOrthoRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
);
286 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovLH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
);
287 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveFovRH(D3DXMATRIX
*pout
, FLOAT fovy
, FLOAT aspect
, FLOAT zn
, FLOAT zf
);
288 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveLH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
);
289 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
);
290 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX
*pout
, FLOAT l
, FLOAT r
, FLOAT b
, FLOAT t
, FLOAT zn
, FLOAT zf
);
291 D3DXMATRIX
* WINAPI
D3DXMatrixPerspectiveRH(D3DXMATRIX
*pout
, FLOAT w
, FLOAT h
, FLOAT zn
, FLOAT zf
);
292 D3DXMATRIX
* WINAPI
D3DXMatrixReflect(D3DXMATRIX
*pout
, CONST D3DXPLANE
*pplane
);
293 D3DXMATRIX
* WINAPI
D3DXMatrixRotationAxis(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*pv
, FLOAT angle
);
294 D3DXMATRIX
* WINAPI
D3DXMatrixRotationQuaternion(D3DXMATRIX
*pout
, CONST D3DXQUATERNION
*pq
);
295 D3DXMATRIX
* WINAPI
D3DXMatrixRotationX(D3DXMATRIX
*pout
, FLOAT angle
);
296 D3DXMATRIX
* WINAPI
D3DXMatrixRotationY(D3DXMATRIX
*pout
, FLOAT angle
);
297 D3DXMATRIX
* WINAPI
D3DXMatrixRotationYawPitchRoll(D3DXMATRIX
*pout
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
);
298 D3DXMATRIX
* WINAPI
D3DXMatrixRotationZ(D3DXMATRIX
*pout
, FLOAT angle
);
299 D3DXMATRIX
* WINAPI
D3DXMatrixScaling(D3DXMATRIX
*pout
, FLOAT sx
, FLOAT sy
, FLOAT sz
);
300 D3DXMATRIX
* WINAPI
D3DXMatrixShadow(D3DXMATRIX
*pout
, CONST D3DXVECTOR4
*plight
, CONST D3DXPLANE
*pPlane
);
301 D3DXMATRIX
* WINAPI
D3DXMatrixTransformation(D3DXMATRIX
*pout
, CONST D3DXVECTOR3
*pscalingcenter
, CONST D3DXQUATERNION
*pscalingrotation
, CONST D3DXVECTOR3
*pscaling
, CONST D3DXVECTOR3
*protationcenter
, CONST D3DXQUATERNION
*protation
, CONST D3DXVECTOR3
*ptranslation
);
302 D3DXMATRIX
* WINAPI
D3DXMatrixTranslation(D3DXMATRIX
*pout
, FLOAT x
, FLOAT y
, FLOAT z
);
303 D3DXMATRIX
* WINAPI
D3DXMatrixTranspose(D3DXMATRIX
*pout
, CONST D3DXMATRIX
*pm
);
305 D3DXPLANE
* WINAPI
D3DXPlaneFromPointNormal(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pvpoint
, CONST D3DXVECTOR3
*pvnormal
);
306 D3DXPLANE
* WINAPI
D3DXPlaneFromPoints(D3DXPLANE
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
);
307 D3DXVECTOR3
* WINAPI
D3DXPlaneIntersectLine(D3DXVECTOR3
*pout
, CONST D3DXPLANE
*pp
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
);
308 D3DXPLANE
* WINAPI
D3DXPlaneNormalize(D3DXPLANE
*pout
, CONST D3DXPLANE
*pp
);
309 D3DXPLANE
* WINAPI
D3DXPlaneTransform(D3DXPLANE
*pout
, CONST D3DXPLANE
*pplane
, CONST D3DXMATRIX
*pm
);
311 D3DXQUATERNION
* WINAPI
D3DXQuaternionBaryCentric(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, FLOAT f
, FLOAT g
);
312 D3DXQUATERNION
* WINAPI
D3DXQuaternionExp(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
);
313 D3DXQUATERNION
* WINAPI
D3DXQuaternionInverse(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
);
314 D3DXQUATERNION
* WINAPI
D3DXQuaternionLn(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
);
315 D3DXQUATERNION
* WINAPI
D3DXQuaternionMultiply(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
);
316 D3DXQUATERNION
* WINAPI
D3DXQuaternionNormalize(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq
);
317 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationAxis(D3DXQUATERNION
*pout
, CONST D3DXVECTOR3
*pv
, FLOAT angle
);
318 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationMatrix(D3DXQUATERNION
*pout
, CONST D3DXMATRIX
*pm
);
319 D3DXQUATERNION
* WINAPI
D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION
*pout
, FLOAT yaw
, FLOAT pitch
, FLOAT roll
);
320 D3DXQUATERNION
* WINAPI
D3DXQuaternionSlerp(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, FLOAT t
);
321 D3DXQUATERNION
* WINAPI
D3DXQuaternionSquad(D3DXQUATERNION
*pout
, CONST D3DXQUATERNION
*pq1
, CONST D3DXQUATERNION
*pq2
, CONST D3DXQUATERNION
*pq3
, CONST D3DXQUATERNION
*pq4
, FLOAT t
);
322 void WINAPI
D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION
*pq
, D3DXVECTOR3
*paxis
, FLOAT
*pangle
);
324 D3DXVECTOR2
* WINAPI
D3DXVec2BaryCentric(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT f
, FLOAT g
);
325 D3DXVECTOR2
* WINAPI
D3DXVec2CatmullRom(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv0
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pv3
, FLOAT s
);
326 D3DXVECTOR2
* WINAPI
D3DXVec2Hermite(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv1
, CONST D3DXVECTOR2
*pt1
, CONST D3DXVECTOR2
*pv2
, CONST D3DXVECTOR2
*pt2
, FLOAT s
);
327 D3DXVECTOR2
* WINAPI
D3DXVec2Normalize(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
);
328 D3DXVECTOR4
* WINAPI
D3DXVec2Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
);
329 D3DXVECTOR2
* WINAPI
D3DXVec2TransformCoord(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
);
330 D3DXVECTOR2
* WINAPI
D3DXVec2TransformNormal(D3DXVECTOR2
*pout
, CONST D3DXVECTOR2
*pv
, CONST D3DXMATRIX
*pm
);
332 D3DXVECTOR3
* WINAPI
D3DXVec3BaryCentric(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT f
, FLOAT g
);
333 D3DXVECTOR3
* WINAPI
D3DXVec3CatmullRom( D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv0
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pv3
, FLOAT s
);
334 D3DXVECTOR3
* WINAPI
D3DXVec3Hermite(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv1
, CONST D3DXVECTOR3
*pt1
, CONST D3DXVECTOR3
*pv2
, CONST D3DXVECTOR3
*pt2
, FLOAT s
);
335 D3DXVECTOR3
* WINAPI
D3DXVec3Normalize(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
);
336 D3DXVECTOR3
* WINAPI
D3DXVec3Project(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT8
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
);
337 D3DXVECTOR4
* WINAPI
D3DXVec3Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
);
338 D3DXVECTOR3
* WINAPI
D3DXVec3TransformCoord(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
);
339 D3DXVECTOR3
* WINAPI
D3DXVec3TransformNormal(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DXMATRIX
*pm
);
340 D3DXVECTOR3
* WINAPI
D3DXVec3Unproject(D3DXVECTOR3
*pout
, CONST D3DXVECTOR3
*pv
, CONST D3DVIEWPORT8
*pviewport
, CONST D3DXMATRIX
*pprojection
, CONST D3DXMATRIX
*pview
, CONST D3DXMATRIX
*pworld
);
342 D3DXVECTOR4
* WINAPI
D3DXVec4BaryCentric(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT f
, FLOAT g
);
343 D3DXVECTOR4
* WINAPI
D3DXVec4CatmullRom(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv0
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
, FLOAT s
);
344 D3DXVECTOR4
* WINAPI
D3DXVec4Cross(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pv3
);
345 D3DXVECTOR4
* WINAPI
D3DXVec4Hermite(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv1
, CONST D3DXVECTOR4
*pt1
, CONST D3DXVECTOR4
*pv2
, CONST D3DXVECTOR4
*pt2
, FLOAT s
);
346 D3DXVECTOR4
* WINAPI
D3DXVec4Normalize(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
);
347 D3DXVECTOR4
* WINAPI
D3DXVec4Transform(D3DXVECTOR4
*pout
, CONST D3DXVECTOR4
*pv
, CONST D3DXMATRIX
*pm
);
353 #define INTERFACE ID3DXMatrixStack
354 DECLARE_INTERFACE_(ID3DXMatrixStack
, IUnknown
)
356 STDMETHOD_(HRESULT
,QueryInterface
)(THIS_ REFIID
, LPVOID
*) PURE
;
357 STDMETHOD_(ULONG
,AddRef
)(THIS
) PURE
;
358 STDMETHOD_(ULONG
,Release
)(THIS
) PURE
;
359 STDMETHOD(Pop
)(THIS
) PURE
;
360 STDMETHOD(Push
)(THIS
) PURE
;
361 STDMETHOD(LoadIdentity
)(THIS
) PURE
;
362 STDMETHOD(LoadMatrix
)(THIS_ CONST LPD3DXMATRIX
) PURE
;
363 STDMETHOD(MultMatrix
)(THIS_ CONST LPD3DXMATRIX
) PURE
;
364 STDMETHOD(MultMatrixLocal
)(THIS_ CONST LPD3DXMATRIX
) PURE
;
365 STDMETHOD(RotateAxis
)(THIS_ CONST LPD3DXVECTOR3
, FLOAT
) PURE
;
366 STDMETHOD(RotateAxisLocal
)(THIS_ CONST LPD3DXVECTOR3
, FLOAT
) PURE
;
367 STDMETHOD(RotateYawPitchRoll
)(THIS_ FLOAT
, FLOAT
, FLOAT
) PURE
;
368 STDMETHOD(RotateYawPitchRollLocal
)(THIS_ FLOAT
, FLOAT
, FLOAT
) PURE
;
369 STDMETHOD(Scale
)(THIS_ FLOAT
, FLOAT
, FLOAT
) PURE
;
370 STDMETHOD(ScaleLocal
)(THIS_ FLOAT
, FLOAT
, FLOAT
) PURE
;
371 STDMETHOD(Translate
)(THIS_ FLOAT
, FLOAT
, FLOAT
) PURE
;
372 STDMETHOD(TranslateLocal
)(THIS_ FLOAT
, FLOAT
, FLOAT
) PURE
;
373 STDMETHOD_(LPD3DXMATRIX
, GetTop
)(THIS
) PURE
;
378 #if !defined(__cplusplus) || defined(CINTERFACE)
380 #define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
381 #define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p)
382 #define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p)
383 #define ID3DXMAtrixStack_Pop(p) (p)->lpVtbl->Pop(p)
384 #define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p)
385 #define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p)
386 #define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a)
387 #define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a)
388 #define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a)
389 #define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b)
390 #define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b)
391 #define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
392 #define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
393 #define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c)
394 #define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c)
395 #define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c)
396 #define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c)
397 #define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p)
405 HRESULT WINAPI
D3DXCreateMatrixStack(DWORD flags
, LPD3DXMATRIXSTACK
* ppstack
);
411 #include <d3dx8math.inl>
413 #endif /* __D3DX8MATH_H__ */