mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 17:49:16 +01:00
1216 lines
37 KiB
C++
1216 lines
37 KiB
C++
//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) Microsoft Corporation. All Rights Reserved.
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//
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// File: d3dx8math.h
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// Content: D3DX math types and functions
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//
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//////////////////////////////////////////////////////////////////////////////
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#include "d3dx8.h"
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#ifndef __D3DX8MATH_H__
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#define __D3DX8MATH_H__
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#include <math.h>
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#pragma warning(disable:4201) // anonymous unions warning
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//===========================================================================
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//
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// General purpose utilities
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//
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//===========================================================================
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#define D3DX_PI ((FLOAT) 3.141592654f)
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#define D3DX_1BYPI ((FLOAT) 0.318309886f)
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#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f))
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#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI))
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//===========================================================================
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//
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// Vectors
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//
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//===========================================================================
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//--------------------------
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// 2D Vector
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//--------------------------
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typedef struct D3DXVECTOR2
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{
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#ifdef __cplusplus
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public:
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D3DXVECTOR2() {};
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D3DXVECTOR2( CONST FLOAT * );
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D3DXVECTOR2( FLOAT x, FLOAT y );
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// casting
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// assignment operators
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D3DXVECTOR2& operator += ( CONST D3DXVECTOR2& );
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D3DXVECTOR2& operator -= ( CONST D3DXVECTOR2& );
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D3DXVECTOR2& operator *= ( FLOAT );
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D3DXVECTOR2& operator /= ( FLOAT );
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// unary operators
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D3DXVECTOR2 operator + () const;
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D3DXVECTOR2 operator - () const;
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// binary operators
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D3DXVECTOR2 operator + ( CONST D3DXVECTOR2& ) const;
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D3DXVECTOR2 operator - ( CONST D3DXVECTOR2& ) const;
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D3DXVECTOR2 operator * ( FLOAT ) const;
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D3DXVECTOR2 operator / ( FLOAT ) const;
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friend D3DXVECTOR2 operator * ( FLOAT, CONST D3DXVECTOR2& );
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BOOL operator == ( CONST D3DXVECTOR2& ) const;
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BOOL operator != ( CONST D3DXVECTOR2& ) const;
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public:
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#endif //__cplusplus
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FLOAT x, y;
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} D3DXVECTOR2, *LPD3DXVECTOR2;
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//--------------------------
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// 3D Vector
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//--------------------------
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#ifdef __cplusplus
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typedef struct D3DXVECTOR3 : public D3DVECTOR
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{
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public:
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D3DXVECTOR3() {};
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D3DXVECTOR3( CONST FLOAT * );
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D3DXVECTOR3( CONST D3DVECTOR& );
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D3DXVECTOR3( FLOAT x, FLOAT y, FLOAT z );
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// casting
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// assignment operators
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D3DXVECTOR3& operator += ( CONST D3DXVECTOR3& );
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D3DXVECTOR3& operator -= ( CONST D3DXVECTOR3& );
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D3DXVECTOR3& operator *= ( FLOAT );
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D3DXVECTOR3& operator /= ( FLOAT );
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// unary operators
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D3DXVECTOR3 operator + () const;
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D3DXVECTOR3 operator - () const;
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// binary operators
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D3DXVECTOR3 operator + ( CONST D3DXVECTOR3& ) const;
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D3DXVECTOR3 operator - ( CONST D3DXVECTOR3& ) const;
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D3DXVECTOR3 operator * ( FLOAT ) const;
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D3DXVECTOR3 operator / ( FLOAT ) const;
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friend D3DXVECTOR3 operator * ( FLOAT, CONST struct D3DXVECTOR3& );
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BOOL operator == ( CONST D3DXVECTOR3& ) const;
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BOOL operator != ( CONST D3DXVECTOR3& ) const;
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} D3DXVECTOR3, *LPD3DXVECTOR3;
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#else //!__cplusplus
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typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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#endif //!__cplusplus
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//--------------------------
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// 4D Vector
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//--------------------------
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typedef struct D3DXVECTOR4
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{
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#ifdef __cplusplus
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public:
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D3DXVECTOR4() {};
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D3DXVECTOR4( CONST FLOAT* );
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D3DXVECTOR4( FLOAT x, FLOAT y, FLOAT z, FLOAT w );
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// casting
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// assignment operators
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D3DXVECTOR4& operator += ( CONST D3DXVECTOR4& );
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D3DXVECTOR4& operator -= ( CONST D3DXVECTOR4& );
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D3DXVECTOR4& operator *= ( FLOAT );
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D3DXVECTOR4& operator /= ( FLOAT );
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// unary operators
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D3DXVECTOR4 operator + () const;
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D3DXVECTOR4 operator - () const;
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// binary operators
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D3DXVECTOR4 operator + ( CONST D3DXVECTOR4& ) const;
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D3DXVECTOR4 operator - ( CONST D3DXVECTOR4& ) const;
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D3DXVECTOR4 operator * ( FLOAT ) const;
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D3DXVECTOR4 operator / ( FLOAT ) const;
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friend D3DXVECTOR4 operator * ( FLOAT, CONST D3DXVECTOR4& );
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BOOL operator == ( CONST D3DXVECTOR4& ) const;
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BOOL operator != ( CONST D3DXVECTOR4& ) const;
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public:
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#endif //__cplusplus
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FLOAT x, y, z, w;
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} D3DXVECTOR4, *LPD3DXVECTOR4;
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//===========================================================================
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//
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// Matrices
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//
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//===========================================================================
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#ifdef __cplusplus
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typedef struct D3DXMATRIX : public D3DMATRIX
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{
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public:
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D3DXMATRIX() {};
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D3DXMATRIX( CONST FLOAT * );
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D3DXMATRIX( CONST D3DMATRIX& );
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D3DXMATRIX( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14,
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FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24,
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FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34,
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FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 );
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// access grants
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FLOAT& operator () ( UINT Row, UINT Col );
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FLOAT operator () ( UINT Row, UINT Col ) const;
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// casting operators
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// assignment operators
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D3DXMATRIX& operator *= ( CONST D3DXMATRIX& );
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D3DXMATRIX& operator += ( CONST D3DXMATRIX& );
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D3DXMATRIX& operator -= ( CONST D3DXMATRIX& );
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D3DXMATRIX& operator *= ( FLOAT );
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D3DXMATRIX& operator /= ( FLOAT );
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// unary operators
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D3DXMATRIX operator + () const;
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D3DXMATRIX operator - () const;
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// binary operators
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D3DXMATRIX operator * ( CONST D3DXMATRIX& ) const;
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D3DXMATRIX operator + ( CONST D3DXMATRIX& ) const;
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D3DXMATRIX operator - ( CONST D3DXMATRIX& ) const;
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D3DXMATRIX operator * ( FLOAT ) const;
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D3DXMATRIX operator / ( FLOAT ) const;
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friend D3DXMATRIX operator * ( FLOAT, CONST D3DXMATRIX& );
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BOOL operator == ( CONST D3DXMATRIX& ) const;
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BOOL operator != ( CONST D3DXMATRIX& ) const;
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} D3DXMATRIX, *LPD3DXMATRIX;
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#else //!__cplusplus
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typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
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#endif //!__cplusplus
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//===========================================================================
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//
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// Aligned Matrices
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//
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// This class helps keep matrices 16-byte aligned as preferred by P4 cpus.
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// It aligns matrices on the stack and on the heap or in global scope.
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// It does this using __declspec(align(16)) which works on VC7 and on VC 6
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// with the processor pack. Unfortunately there is no way to detect the
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// latter so this is turned on only on VC7. On other compilers this is the
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// the same as D3DXMATRIX.
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// Using this class on a compiler that does not actually do the alignment
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// can be dangerous since it will not expose bugs that ignore alignment.
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// E.g if an object of this class in inside a struct or class, and some code
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// memcopys data in it assuming tight packing. This could break on a compiler
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// that eventually start aligning the matrix.
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//
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//===========================================================================
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#ifdef __cplusplus
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typedef struct _D3DXMATRIXA16 : public D3DXMATRIX
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{
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_D3DXMATRIXA16() {}
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_D3DXMATRIXA16( CONST FLOAT * f): D3DXMATRIX(f) {}
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_D3DXMATRIXA16( CONST D3DMATRIX& m): D3DXMATRIX(m) {}
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_D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14,
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FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24,
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FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34,
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FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ) :
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D3DXMATRIX(_11, _12, _13, _14,
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_21, _22, _23, _24,
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_31, _32, _33, _34,
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_41, _42, _43, _44) {}
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void* operator new(size_t s)
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{
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LPBYTE p = ::new BYTE[s + 16];
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if (p)
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{
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BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15));
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p += offset;
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p[-1] = offset;
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}
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return p;
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};
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void* operator new[](size_t s)
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{
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LPBYTE p = ::new BYTE[s + 16];
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if (p)
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{
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BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15));
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p += offset;
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p[-1] = offset;
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}
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return p;
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};
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// This is NOT a virtual operator. If you cast
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// to D3DXMATRIX, do not delete using that
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void operator delete(void* p)
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{
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if(p)
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{
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BYTE* pb = static_cast<BYTE*>(p);
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pb -= pb[-1];
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::delete [] pb;
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}
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};
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// This is NOT a virtual operator. If you cast
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// to D3DXMATRIX, do not delete using that
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void operator delete[](void* p)
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{
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if(p)
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{
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BYTE* pb = static_cast<BYTE*>(p);
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pb -= pb[-1];
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::delete [] pb;
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}
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};
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struct _D3DXMATRIXA16& operator=(CONST D3DXMATRIX& rhs)
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{
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memcpy(&_11, &rhs, sizeof(D3DXMATRIX));
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return *this;
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};
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} _D3DXMATRIXA16;
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#else //!__cplusplus
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typedef D3DXMATRIX _D3DXMATRIXA16;
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#endif //!__cplusplus
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#if _MSC_VER >= 1300 // VC7
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#define _ALIGN_16 __declspec(align(16))
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#else
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#define _ALIGN_16 // Earlier compiler may not understand this, do nothing.
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#endif
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#define D3DXMATRIXA16 _ALIGN_16 _D3DXMATRIXA16
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typedef D3DXMATRIXA16 *LPD3DXMATRIXA16;
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//===========================================================================
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//
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// Quaternions
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//
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//===========================================================================
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typedef struct D3DXQUATERNION
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{
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#ifdef __cplusplus
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public:
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D3DXQUATERNION() {}
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D3DXQUATERNION( CONST FLOAT * );
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D3DXQUATERNION( FLOAT x, FLOAT y, FLOAT z, FLOAT w );
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// casting
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// assignment operators
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D3DXQUATERNION& operator += ( CONST D3DXQUATERNION& );
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D3DXQUATERNION& operator -= ( CONST D3DXQUATERNION& );
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D3DXQUATERNION& operator *= ( CONST D3DXQUATERNION& );
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D3DXQUATERNION& operator *= ( FLOAT );
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D3DXQUATERNION& operator /= ( FLOAT );
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// unary operators
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D3DXQUATERNION operator + () const;
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D3DXQUATERNION operator - () const;
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// binary operators
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D3DXQUATERNION operator + ( CONST D3DXQUATERNION& ) const;
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D3DXQUATERNION operator - ( CONST D3DXQUATERNION& ) const;
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D3DXQUATERNION operator * ( CONST D3DXQUATERNION& ) const;
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D3DXQUATERNION operator * ( FLOAT ) const;
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D3DXQUATERNION operator / ( FLOAT ) const;
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friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION& );
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BOOL operator == ( CONST D3DXQUATERNION& ) const;
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BOOL operator != ( CONST D3DXQUATERNION& ) const;
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#endif //__cplusplus
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FLOAT x, y, z, w;
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} D3DXQUATERNION, *LPD3DXQUATERNION;
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//===========================================================================
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//
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// Planes
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//
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//===========================================================================
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typedef struct D3DXPLANE
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{
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#ifdef __cplusplus
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public:
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D3DXPLANE() {}
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D3DXPLANE( CONST FLOAT* );
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D3DXPLANE( FLOAT a, FLOAT b, FLOAT c, FLOAT d );
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// casting
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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// unary operators
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D3DXPLANE operator + () const;
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D3DXPLANE operator - () const;
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// binary operators
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BOOL operator == ( CONST D3DXPLANE& ) const;
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BOOL operator != ( CONST D3DXPLANE& ) const;
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#endif //__cplusplus
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FLOAT a, b, c, d;
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} D3DXPLANE, *LPD3DXPLANE;
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//===========================================================================
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//
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// Colors
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//
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//===========================================================================
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typedef struct D3DXCOLOR
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{
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#ifdef __cplusplus
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public:
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D3DXCOLOR() {}
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D3DXCOLOR( DWORD argb );
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D3DXCOLOR( CONST FLOAT * );
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D3DXCOLOR( CONST D3DCOLORVALUE& );
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D3DXCOLOR( FLOAT r, FLOAT g, FLOAT b, FLOAT a );
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// casting
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operator DWORD () const;
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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operator D3DCOLORVALUE* ();
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operator CONST D3DCOLORVALUE* () const;
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operator D3DCOLORVALUE& ();
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operator CONST D3DCOLORVALUE& () const;
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// assignment operators
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D3DXCOLOR& operator += ( CONST D3DXCOLOR& );
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D3DXCOLOR& operator -= ( CONST D3DXCOLOR& );
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D3DXCOLOR& operator *= ( FLOAT );
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D3DXCOLOR& operator /= ( FLOAT );
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// unary operators
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D3DXCOLOR operator + () const;
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D3DXCOLOR operator - () const;
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// binary operators
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D3DXCOLOR operator + ( CONST D3DXCOLOR& ) const;
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D3DXCOLOR operator - ( CONST D3DXCOLOR& ) const;
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D3DXCOLOR operator * ( FLOAT ) const;
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D3DXCOLOR operator / ( FLOAT ) const;
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friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR& );
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BOOL operator == ( CONST D3DXCOLOR& ) const;
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BOOL operator != ( CONST D3DXCOLOR& ) const;
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#endif //__cplusplus
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FLOAT r, g, b, a;
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} D3DXCOLOR, *LPD3DXCOLOR;
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//===========================================================================
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//
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// D3DX math functions:
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//
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// NOTE:
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// * All these functions can take the same object as in and out parameters.
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//
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// * Out parameters are typically also returned as return values, so that
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// the output of one function may be used as a parameter to another.
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//
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//===========================================================================
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//--------------------------
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// 2D Vector
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//--------------------------
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// inline
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FLOAT D3DXVec2Length
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( CONST D3DXVECTOR2 *pV );
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FLOAT D3DXVec2LengthSq
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( CONST D3DXVECTOR2 *pV );
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FLOAT D3DXVec2Dot
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( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
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// Z component of ((x1,y1,0) cross (x2,y2,0))
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FLOAT D3DXVec2CCW
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( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
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D3DXVECTOR2* D3DXVec2Add
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
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D3DXVECTOR2* D3DXVec2Subtract
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
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// Minimize each component. x = min(x1, x2), y = min(y1, y2)
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D3DXVECTOR2* D3DXVec2Minimize
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
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// Maximize each component. x = max(x1, x2), y = max(y1, y2)
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D3DXVECTOR2* D3DXVec2Maximize
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 );
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D3DXVECTOR2* D3DXVec2Scale
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( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s );
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// Linear interpolation. V1 + s(V2-V1)
|
|
D3DXVECTOR2* D3DXVec2Lerp
|
|
( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2,
|
|
FLOAT s );
|
|
|
|
// non-inline
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
D3DXVECTOR2* WINAPI D3DXVec2Normalize
|
|
( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV );
|
|
|
|
// Hermite interpolation between position V1, tangent T1 (when s == 0)
|
|
// and position V2, tangent T2 (when s == 1).
|
|
D3DXVECTOR2* WINAPI D3DXVec2Hermite
|
|
( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1,
|
|
CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s );
|
|
|
|
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
|
|
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom
|
|
( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1,
|
|
CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s );
|
|
|
|
// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
|
|
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric
|
|
( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2,
|
|
CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g);
|
|
|
|
// Transform (x, y, 0, 1) by matrix.
|
|
D3DXVECTOR4* WINAPI D3DXVec2Transform
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM );
|
|
|
|
// Transform (x, y, 0, 1) by matrix, project result back into w=1.
|
|
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord
|
|
( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM );
|
|
|
|
// Transform (x, y, 0, 0) by matrix.
|
|
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal
|
|
( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM );
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
|
|
//--------------------------
|
|
// 3D Vector
|
|
//--------------------------
|
|
|
|
// inline
|
|
|
|
FLOAT D3DXVec3Length
|
|
( CONST D3DXVECTOR3 *pV );
|
|
|
|
FLOAT D3DXVec3LengthSq
|
|
( CONST D3DXVECTOR3 *pV );
|
|
|
|
FLOAT D3DXVec3Dot
|
|
( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
|
|
|
D3DXVECTOR3* D3DXVec3Cross
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
|
|
|
D3DXVECTOR3* D3DXVec3Add
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
|
|
|
D3DXVECTOR3* D3DXVec3Subtract
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
|
|
|
// Minimize each component. x = min(x1, x2), y = min(y1, y2), ...
|
|
D3DXVECTOR3* D3DXVec3Minimize
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
|
|
|
// Maximize each component. x = max(x1, x2), y = max(y1, y2), ...
|
|
D3DXVECTOR3* D3DXVec3Maximize
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 );
|
|
|
|
D3DXVECTOR3* D3DXVec3Scale
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s);
|
|
|
|
// Linear interpolation. V1 + s(V2-V1)
|
|
D3DXVECTOR3* D3DXVec3Lerp
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,
|
|
FLOAT s );
|
|
|
|
// non-inline
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
D3DXVECTOR3* WINAPI D3DXVec3Normalize
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV );
|
|
|
|
// Hermite interpolation between position V1, tangent T1 (when s == 0)
|
|
// and position V2, tangent T2 (when s == 1).
|
|
D3DXVECTOR3* WINAPI D3DXVec3Hermite
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1,
|
|
CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s );
|
|
|
|
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
|
|
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1,
|
|
CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s );
|
|
|
|
// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
|
|
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,
|
|
CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g);
|
|
|
|
// Transform (x, y, z, 1) by matrix.
|
|
D3DXVECTOR4* WINAPI D3DXVec3Transform
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
|
|
|
|
// Transform (x, y, z, 1) by matrix, project result back into w=1.
|
|
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
|
|
|
|
// Transform (x, y, z, 0) by matrix. If you transforming a normal by a
|
|
// non-affine matrix, the matrix you pass to this function should be the
|
|
// transpose of the inverse of the matrix you would use to transform a coord.
|
|
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
|
|
|
|
// Project vector from object space into screen space
|
|
D3DXVECTOR3* WINAPI D3DXVec3Project
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT8 *pViewport,
|
|
CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld);
|
|
|
|
// Project vector from screen space into object space
|
|
D3DXVECTOR3* WINAPI D3DXVec3Unproject
|
|
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT8 *pViewport,
|
|
CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
//--------------------------
|
|
// 4D Vector
|
|
//--------------------------
|
|
|
|
// inline
|
|
|
|
FLOAT D3DXVec4Length
|
|
( CONST D3DXVECTOR4 *pV );
|
|
|
|
FLOAT D3DXVec4LengthSq
|
|
( CONST D3DXVECTOR4 *pV );
|
|
|
|
FLOAT D3DXVec4Dot
|
|
( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 );
|
|
|
|
D3DXVECTOR4* D3DXVec4Add
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
|
|
|
|
D3DXVECTOR4* D3DXVec4Subtract
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
|
|
|
|
// Minimize each component. x = min(x1, x2), y = min(y1, y2), ...
|
|
D3DXVECTOR4* D3DXVec4Minimize
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
|
|
|
|
// Maximize each component. x = max(x1, x2), y = max(y1, y2), ...
|
|
D3DXVECTOR4* D3DXVec4Maximize
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2);
|
|
|
|
D3DXVECTOR4* D3DXVec4Scale
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s);
|
|
|
|
// Linear interpolation. V1 + s(V2-V1)
|
|
D3DXVECTOR4* D3DXVec4Lerp
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2,
|
|
FLOAT s );
|
|
|
|
// non-inline
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
// Cross-product in 4 dimensions.
|
|
D3DXVECTOR4* WINAPI D3DXVec4Cross
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2,
|
|
CONST D3DXVECTOR4 *pV3);
|
|
|
|
D3DXVECTOR4* WINAPI D3DXVec4Normalize
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV );
|
|
|
|
// Hermite interpolation between position V1, tangent T1 (when s == 0)
|
|
// and position V2, tangent T2 (when s == 1).
|
|
D3DXVECTOR4* WINAPI D3DXVec4Hermite
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1,
|
|
CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s );
|
|
|
|
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1)
|
|
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1,
|
|
CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s );
|
|
|
|
// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
|
|
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2,
|
|
CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g);
|
|
|
|
// Transform vector by matrix.
|
|
D3DXVECTOR4* WINAPI D3DXVec4Transform
|
|
( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM );
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
|
|
//--------------------------
|
|
// 4D Matrix
|
|
//--------------------------
|
|
|
|
// inline
|
|
|
|
D3DXMATRIX* D3DXMatrixIdentity
|
|
( D3DXMATRIX *pOut );
|
|
|
|
BOOL D3DXMatrixIsIdentity
|
|
( CONST D3DXMATRIX *pM );
|
|
|
|
|
|
// non-inline
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
FLOAT WINAPI D3DXMatrixfDeterminant
|
|
( CONST D3DXMATRIX *pM );
|
|
|
|
D3DXMATRIX* WINAPI D3DXMatrixTranspose
|
|
( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM );
|
|
|
|
// Matrix multiplication. The result represents the transformation M2
|
|
// followed by the transformation M1. (Out = M1 * M2)
|
|
D3DXMATRIX* WINAPI D3DXMatrixMultiply
|
|
( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 );
|
|
|
|
// Matrix multiplication, followed by a transpose. (Out = T(M1 * M2))
|
|
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose
|
|
( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 );
|
|
|
|
// Calculate inverse of matrix. Inversion my fail, in which case NULL will
|
|
// be returned. The determinant of pM is also returned it pfDeterminant
|
|
// is non-NULL.
|
|
D3DXMATRIX* WINAPI D3DXMatrixInverse
|
|
( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM );
|
|
|
|
// Build a matrix which scales by (sx, sy, sz)
|
|
D3DXMATRIX* WINAPI D3DXMatrixScaling
|
|
( D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz );
|
|
|
|
// Build a matrix which translates by (x, y, z)
|
|
D3DXMATRIX* WINAPI D3DXMatrixTranslation
|
|
( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z );
|
|
|
|
// Build a matrix which rotates around the X axis
|
|
D3DXMATRIX* WINAPI D3DXMatrixRotationX
|
|
( D3DXMATRIX *pOut, FLOAT Angle );
|
|
|
|
// Build a matrix which rotates around the Y axis
|
|
D3DXMATRIX* WINAPI D3DXMatrixRotationY
|
|
( D3DXMATRIX *pOut, FLOAT Angle );
|
|
|
|
// Build a matrix which rotates around the Z axis
|
|
D3DXMATRIX* WINAPI D3DXMatrixRotationZ
|
|
( D3DXMATRIX *pOut, FLOAT Angle );
|
|
|
|
// Build a matrix which rotates around an arbitrary axis
|
|
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis
|
|
( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle );
|
|
|
|
// Build a matrix from a quaternion
|
|
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion
|
|
( D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ);
|
|
|
|
// Yaw around the Y axis, a pitch around the X axis,
|
|
// and a roll around the Z axis.
|
|
D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll
|
|
( D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll );
|
|
|
|
|
|
// Build transformation matrix. NULL arguments are treated as identity.
|
|
// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt
|
|
D3DXMATRIX* WINAPI D3DXMatrixTransformation
|
|
( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter,
|
|
CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling,
|
|
CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation,
|
|
CONST D3DXVECTOR3 *pTranslation);
|
|
|
|
// Build affine transformation matrix. NULL arguments are treated as identity.
|
|
// Mout = Ms * Mrc-1 * Mr * Mrc * Mt
|
|
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation
|
|
( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter,
|
|
CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation);
|
|
|
|
// Build a lookat matrix. (right-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH
|
|
( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt,
|
|
CONST D3DXVECTOR3 *pUp );
|
|
|
|
// Build a lookat matrix. (left-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH
|
|
( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt,
|
|
CONST D3DXVECTOR3 *pUp );
|
|
|
|
// Build a perspective projection matrix. (right-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH
|
|
( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
|
|
|
|
// Build a perspective projection matrix. (left-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH
|
|
( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
|
|
|
|
// Build a perspective projection matrix. (right-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH
|
|
( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf );
|
|
|
|
// Build a perspective projection matrix. (left-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH
|
|
( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf );
|
|
|
|
// Build a perspective projection matrix. (right-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH
|
|
( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
|
|
FLOAT zf );
|
|
|
|
// Build a perspective projection matrix. (left-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH
|
|
( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
|
|
FLOAT zf );
|
|
|
|
// Build an ortho projection matrix. (right-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH
|
|
( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
|
|
|
|
// Build an ortho projection matrix. (left-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH
|
|
( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf );
|
|
|
|
// Build an ortho projection matrix. (right-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH
|
|
( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
|
|
FLOAT zf );
|
|
|
|
// Build an ortho projection matrix. (left-handed)
|
|
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH
|
|
( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn,
|
|
FLOAT zf );
|
|
|
|
// Build a matrix which flattens geometry into a plane, as if casting
|
|
// a shadow from a light.
|
|
D3DXMATRIX* WINAPI D3DXMatrixShadow
|
|
( D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight,
|
|
CONST D3DXPLANE *pPlane );
|
|
|
|
// Build a matrix which reflects the coordinate system about a plane
|
|
D3DXMATRIX* WINAPI D3DXMatrixReflect
|
|
( D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane );
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
|
|
//--------------------------
|
|
// Quaternion
|
|
//--------------------------
|
|
|
|
// inline
|
|
|
|
FLOAT D3DXQuaternionLength
|
|
( CONST D3DXQUATERNION *pQ );
|
|
|
|
// Length squared, or "norm"
|
|
FLOAT D3DXQuaternionLengthSq
|
|
( CONST D3DXQUATERNION *pQ );
|
|
|
|
FLOAT D3DXQuaternionDot
|
|
( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 );
|
|
|
|
// (0, 0, 0, 1)
|
|
D3DXQUATERNION* D3DXQuaternionIdentity
|
|
( D3DXQUATERNION *pOut );
|
|
|
|
BOOL D3DXQuaternionIsIdentity
|
|
( CONST D3DXQUATERNION *pQ );
|
|
|
|
// (-x, -y, -z, w)
|
|
D3DXQUATERNION* D3DXQuaternionConjugate
|
|
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
|
|
|
|
|
|
// non-inline
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
// Compute a quaternin's axis and angle of rotation. Expects unit quaternions.
|
|
void WINAPI D3DXQuaternionToAxisAngle
|
|
( CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle );
|
|
|
|
// Build a quaternion from a rotation matrix.
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix
|
|
( D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM);
|
|
|
|
// Rotation about arbitrary axis.
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis
|
|
( D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle );
|
|
|
|
// Yaw around the Y axis, a pitch around the X axis,
|
|
// and a roll around the Z axis.
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll
|
|
( D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll );
|
|
|
|
// Quaternion multiplication. The result represents the rotation Q2
|
|
// followed by the rotation Q1. (Out = Q2 * Q1)
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply
|
|
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
|
|
CONST D3DXQUATERNION *pQ2 );
|
|
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize
|
|
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
|
|
|
|
// Conjugate and re-norm
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionInverse
|
|
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
|
|
|
|
// Expects unit quaternions.
|
|
// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v)
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionLn
|
|
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
|
|
|
|
// Expects pure quaternions. (w == 0) w is ignored in calculation.
|
|
// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v)
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionExp
|
|
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
|
|
|
|
// Spherical linear interpolation between Q1 (t == 0) and Q2 (t == 1).
|
|
// Expects unit quaternions.
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp
|
|
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
|
|
CONST D3DXQUATERNION *pQ2, FLOAT t );
|
|
|
|
// Spherical quadrangle interpolation.
|
|
// Slerp(Slerp(Q1, C, t), Slerp(A, B, t), 2t(1-t))
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionSquad
|
|
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
|
|
CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB,
|
|
CONST D3DXQUATERNION *pC, FLOAT t );
|
|
|
|
// Setup control points for spherical quadrangle interpolation
|
|
// from Q1 to Q2. The control points are chosen in such a way
|
|
// to ensure the continuity of tangents with adjacent segments.
|
|
void WINAPI D3DXQuaternionSquadSetup
|
|
( D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut,
|
|
CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1,
|
|
CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3 );
|
|
|
|
// Barycentric interpolation.
|
|
// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g))
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric
|
|
( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
|
|
CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3,
|
|
FLOAT f, FLOAT g );
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
|
|
//--------------------------
|
|
// Plane
|
|
//--------------------------
|
|
|
|
// inline
|
|
|
|
// ax + by + cz + dw
|
|
FLOAT D3DXPlaneDot
|
|
( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV);
|
|
|
|
// ax + by + cz + d
|
|
FLOAT D3DXPlaneDotCoord
|
|
( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV);
|
|
|
|
// ax + by + cz
|
|
FLOAT D3DXPlaneDotNormal
|
|
( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV);
|
|
|
|
// non-inline
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
// Normalize plane (so that |a,b,c| == 1)
|
|
D3DXPLANE* WINAPI D3DXPlaneNormalize
|
|
( D3DXPLANE *pOut, CONST D3DXPLANE *pP);
|
|
|
|
// Find the intersection between a plane and a line. If the line is
|
|
// parallel to the plane, NULL is returned.
|
|
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine
|
|
( D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1,
|
|
CONST D3DXVECTOR3 *pV2);
|
|
|
|
// Construct a plane from a point and a normal
|
|
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal
|
|
( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal);
|
|
|
|
// Construct a plane from 3 points
|
|
D3DXPLANE* WINAPI D3DXPlaneFromPoints
|
|
( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,
|
|
CONST D3DXVECTOR3 *pV3);
|
|
|
|
// Transform a plane by a matrix. The vector (a,b,c) must be normal.
|
|
// M should be the inverse transpose of the transformation desired.
|
|
D3DXPLANE* WINAPI D3DXPlaneTransform
|
|
( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM );
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
|
|
//--------------------------
|
|
// Color
|
|
//--------------------------
|
|
|
|
// inline
|
|
|
|
// (1-r, 1-g, 1-b, a)
|
|
D3DXCOLOR* D3DXColorNegative
|
|
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC);
|
|
|
|
D3DXCOLOR* D3DXColorAdd
|
|
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
|
|
|
|
D3DXCOLOR* D3DXColorSubtract
|
|
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
|
|
|
|
D3DXCOLOR* D3DXColorScale
|
|
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s);
|
|
|
|
// (r1*r2, g1*g2, b1*b2, a1*a2)
|
|
D3DXCOLOR* D3DXColorModulate
|
|
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
|
|
|
|
// Linear interpolation of r,g,b, and a. C1 + s(C2-C1)
|
|
D3DXCOLOR* D3DXColorLerp
|
|
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s);
|
|
|
|
// non-inline
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
// Interpolate r,g,b between desaturated color and color.
|
|
// DesaturatedColor + s(Color - DesaturatedColor)
|
|
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation
|
|
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s);
|
|
|
|
// Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey)
|
|
D3DXCOLOR* WINAPI D3DXColorAdjustContrast
|
|
(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
//--------------------------
|
|
// Misc
|
|
//--------------------------
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
// Calculate Fresnel term given the cosine of theta (likely obtained by
|
|
// taking the dot of two normals), and the refraction index of the material.
|
|
FLOAT WINAPI D3DXFresnelTerm
|
|
(FLOAT CosTheta, FLOAT RefractionIndex);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// Matrix Stack
|
|
//
|
|
//===========================================================================
|
|
|
|
typedef interface ID3DXMatrixStack ID3DXMatrixStack;
|
|
typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
|
|
|
|
// {E3357330-CC5E-11d2-A434-00A0C90629A8}
|
|
DEFINE_GUID( IID_ID3DXMatrixStack,
|
|
0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8);
|
|
|
|
|
|
#undef INTERFACE
|
|
#define INTERFACE ID3DXMatrixStack
|
|
|
|
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
|
|
{
|
|
//
|
|
// IUnknown methods
|
|
//
|
|
STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
|
|
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
|
|
STDMETHOD_(ULONG,Release)(THIS) PURE;
|
|
|
|
//
|
|
// ID3DXMatrixStack methods
|
|
//
|
|
|
|
// Pops the top of the stack, returns the current top
|
|
// *after* popping the top.
|
|
STDMETHOD(Pop)(THIS) PURE;
|
|
|
|
// Pushes the stack by one, duplicating the current matrix.
|
|
STDMETHOD(Push)(THIS) PURE;
|
|
|
|
// Loads identity in the current matrix.
|
|
STDMETHOD(LoadIdentity)(THIS) PURE;
|
|
|
|
// Loads the given matrix into the current matrix
|
|
STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
|
|
|
|
// Right-Multiplies the given matrix to the current matrix.
|
|
// (transformation is about the current world origin)
|
|
STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
|
|
|
|
// Left-Multiplies the given matrix to the current matrix
|
|
// (transformation is about the local origin of the object)
|
|
STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE;
|
|
|
|
// Right multiply the current matrix with the computed rotation
|
|
// matrix, counterclockwise about the given axis with the given angle.
|
|
// (rotation is about the current world origin)
|
|
STDMETHOD(RotateAxis)
|
|
(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
|
|
|
|
// Left multiply the current matrix with the computed rotation
|
|
// matrix, counterclockwise about the given axis with the given angle.
|
|
// (rotation is about the local origin of the object)
|
|
STDMETHOD(RotateAxisLocal)
|
|
(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
|
|
|
|
// Right multiply the current matrix with the computed rotation
|
|
// matrix. All angles are counterclockwise. (rotation is about the
|
|
// current world origin)
|
|
|
|
// The rotation is composed of a yaw around the Y axis, a pitch around
|
|
// the X axis, and a roll around the Z axis.
|
|
STDMETHOD(RotateYawPitchRoll)
|
|
(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
|
|
|
|
// Left multiply the current matrix with the computed rotation
|
|
// matrix. All angles are counterclockwise. (rotation is about the
|
|
// local origin of the object)
|
|
|
|
// The rotation is composed of a yaw around the Y axis, a pitch around
|
|
// the X axis, and a roll around the Z axis.
|
|
STDMETHOD(RotateYawPitchRollLocal)
|
|
(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
|
|
|
|
// Right multiply the current matrix with the computed scale
|
|
// matrix. (transformation is about the current world origin)
|
|
STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
|
|
|
|
// Left multiply the current matrix with the computed scale
|
|
// matrix. (transformation is about the local origin of the object)
|
|
STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
|
|
|
|
// Right multiply the current matrix with the computed translation
|
|
// matrix. (transformation is about the current world origin)
|
|
STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
|
|
|
|
// Left multiply the current matrix with the computed translation
|
|
// matrix. (transformation is about the local origin of the object)
|
|
STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
|
|
|
|
// Obtain the current matrix at the top of the stack
|
|
STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
|
|
};
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
HRESULT WINAPI
|
|
D3DXCreateMatrixStack(
|
|
DWORD Flags,
|
|
LPD3DXMATRIXSTACK* ppStack);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#include "d3dx8math.inl"
|
|
|
|
#pragma warning(default:4201)
|
|
|
|
#endif // __D3DX8MATH_H__
|