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
24 #define NONAMELESSUNION
31 #include "wine/debug.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3dx8);
35 /*_________________D3DXColor____________________*/
37 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
39 pout->r = 0.5f + s * (pc->r - 0.5f);
40 pout->g = 0.5f + s * (pc->g - 0.5f);
41 pout->b = 0.5f + s * (pc->b - 0.5f);
46 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
50 grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f;
51 pout->r = grey + s * (pc->r - grey);
52 pout->g = grey + s * (pc->g - grey);
53 pout->b = grey + s * (pc->b - grey);
58 /*_________________D3DXMatrix____________________*/
60 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, float scaling, D3DXVECTOR3 *rotationcenter, D3DXQUATERNION *rotation, D3DXVECTOR3 *translation)
62 D3DXMATRIX m1, m2, m3, m4, m5, p1, p2, p3;
64 D3DXMatrixScaling(&m1, scaling, scaling, scaling);
65 if ( !rotationcenter )
67 D3DXMatrixIdentity(&m2);
68 D3DXMatrixIdentity(&m4);
72 D3DXMatrixTranslation(&m2, -rotationcenter->x, -rotationcenter->y, -rotationcenter->z);
73 D3DXMatrixTranslation(&m4, rotationcenter->x, rotationcenter->y, rotationcenter->z);
77 D3DXMatrixIdentity(&m3);
81 D3DXMatrixRotationQuaternion(&m3, rotation);
85 D3DXMatrixIdentity(&m5);
89 D3DXMatrixTranslation(&m5, translation->x, translation->y, translation->z);
91 D3DXMatrixMultiply(&p1, &m1, &m2);
92 D3DXMatrixMultiply(&p2, &p1, &m3);
93 D3DXMatrixMultiply(&p3, &p2, &m4);
94 D3DXMatrixMultiply(pout, &p3, &m5);
98 FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
100 D3DXVECTOR4 minor, v1, v2, v3;
103 v1.x = pm->u.m[0][0]; v1.y = pm->u.m[1][0]; v1.z = pm->u.m[2][0]; v1.w = pm->u.m[3][0];
104 v2.x = pm->u.m[0][1]; v2.y = pm->u.m[1][1]; v2.z = pm->u.m[2][1]; v2.w = pm->u.m[3][1];
105 v3.x = pm->u.m[0][2]; v3.y = pm->u.m[1][2]; v3.z = pm->u.m[2][2]; v3.w = pm->u.m[3][2];
106 D3DXVec4Cross(&minor,&v1,&v2,&v3);
107 det = - (pm->u.m[0][3] * minor.x + pm->u.m[1][3] * minor.y + pm->u.m[2][3] * minor.z + pm->u.m[3][3] * minor.w);
111 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm)
114 D3DXVECTOR4 v, vec[3];
117 det = D3DXMatrixfDeterminant(pm);
118 if ( !det ) return NULL;
119 if ( pdeterminant ) *pdeterminant = det;
127 if ( j > i ) a = a-1;
128 vec[a].x = pm->u.m[j][0];
129 vec[a].y = pm->u.m[j][1];
130 vec[a].z = pm->u.m[j][2];
131 vec[a].w = pm->u.m[j][3];
134 D3DXVec4Cross(&v, &vec[0], &vec[1], &vec[2]);
139 case 0: cofactor = v.x; break;
140 case 1: cofactor = v.y; break;
141 case 2: cofactor = v.z; break;
142 case 3: cofactor = v.w; break;
144 pout->u.m[j][i] = pow(-1.0f, i) * cofactor / det;
150 D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
152 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
154 D3DXVec3Subtract(&vec2, pat, peye);
155 D3DXVec3Normalize(&vec, &vec2);
156 D3DXVec3Cross(&right, pup, &vec);
157 D3DXVec3Cross(&up, &vec, &right);
158 D3DXVec3Normalize(&rightn, &right);
159 D3DXVec3Normalize(&upn, &up);
160 pout->u.m[0][0] = rightn.x;
161 pout->u.m[1][0] = rightn.y;
162 pout->u.m[2][0] = rightn.z;
163 pout->u.m[3][0] = -D3DXVec3Dot(&rightn,peye);
164 pout->u.m[0][1] = upn.x;
165 pout->u.m[1][1] = upn.y;
166 pout->u.m[2][1] = upn.z;
167 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
168 pout->u.m[0][2] = vec.x;
169 pout->u.m[1][2] = vec.y;
170 pout->u.m[2][2] = vec.z;
171 pout->u.m[3][2] = -D3DXVec3Dot(&vec, peye);
172 pout->u.m[0][3] = 0.0f;
173 pout->u.m[1][3] = 0.0f;
174 pout->u.m[2][3] = 0.0f;
175 pout->u.m[3][3] = 1.0f;
179 D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
181 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
183 D3DXVec3Subtract(&vec2, pat, peye);
184 D3DXVec3Normalize(&vec, &vec2);
185 D3DXVec3Cross(&right, pup, &vec);
186 D3DXVec3Cross(&up, &vec, &right);
187 D3DXVec3Normalize(&rightn, &right);
188 D3DXVec3Normalize(&upn, &up);
189 pout->u.m[0][0] = -rightn.x;
190 pout->u.m[1][0] = -rightn.y;
191 pout->u.m[2][0] = -rightn.z;
192 pout->u.m[3][0] = D3DXVec3Dot(&rightn,peye);
193 pout->u.m[0][1] = upn.x;
194 pout->u.m[1][1] = upn.y;
195 pout->u.m[2][1] = upn.z;
196 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
197 pout->u.m[0][2] = -vec.x;
198 pout->u.m[1][2] = -vec.y;
199 pout->u.m[2][2] = -vec.z;
200 pout->u.m[3][2] = D3DXVec3Dot(&vec, peye);
201 pout->u.m[0][3] = 0.0f;
202 pout->u.m[1][3] = 0.0f;
203 pout->u.m[2][3] = 0.0f;
204 pout->u.m[3][3] = 1.0f;
208 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
216 pout->u.m[i][j] = pm1->u.m[i][0] * pm2->u.m[0][j] + pm1->u.m[i][1] * pm2->u.m[1][j] + pm1->u.m[i][2] * pm2->u.m[2][j] + pm1->u.m[i][3] * pm2->u.m[3][j];
222 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
226 D3DXMatrixMultiply(&temp, pm1, pm2);
227 D3DXMatrixTranspose(pout, &temp);
231 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
233 D3DXMatrixIdentity(pout);
234 pout->u.m[0][0] = 2.0f / w;
235 pout->u.m[1][1] = 2.0f / h;
236 pout->u.m[2][2] = 1.0f / (zf - zn);
237 pout->u.m[3][2] = zn / (zn - zf);
241 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
243 D3DXMatrixIdentity(pout);
244 pout->u.m[0][0] = 2.0f / (r - l);
245 pout->u.m[1][1] = 2.0f / (t - b);
246 pout->u.m[2][2] = 1.0f / (zf -zn);
247 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
248 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
249 pout->u.m[3][2] = zn / (zn -zf);
253 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
255 D3DXMatrixIdentity(pout);
256 pout->u.m[0][0] = 2.0f / (r - l);
257 pout->u.m[1][1] = 2.0f / (t - b);
258 pout->u.m[2][2] = 1.0f / (zn -zf);
259 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
260 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
261 pout->u.m[3][2] = zn / (zn -zf);
265 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
267 D3DXMatrixIdentity(pout);
268 pout->u.m[0][0] = 2.0f / w;
269 pout->u.m[1][1] = 2.0f / h;
270 pout->u.m[2][2] = 1.0f / (zn - zf);
271 pout->u.m[3][2] = zn / (zn - zf);
275 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
277 D3DXMatrixIdentity(pout);
278 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
279 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
280 pout->u.m[2][2] = zf / (zf - zn);
281 pout->u.m[2][3] = 1.0f;
282 pout->u.m[3][2] = (zf * zn) / (zn - zf);
283 pout->u.m[3][3] = 0.0f;
287 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
289 D3DXMatrixIdentity(pout);
290 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
291 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
292 pout->u.m[2][2] = zf / (zn - zf);
293 pout->u.m[2][3] = -1.0f;
294 pout->u.m[3][2] = (zf * zn) / (zn - zf);
295 pout->u.m[3][3] = 0.0f;
299 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
301 D3DXMatrixIdentity(pout);
302 pout->u.m[0][0] = 2.0f * zn / w;
303 pout->u.m[1][1] = 2.0f * zn / h;
304 pout->u.m[2][2] = zf / (zf - zn);
305 pout->u.m[3][2] = (zn * zf) / (zn - zf);
306 pout->u.m[2][3] = 1.0f;
307 pout->u.m[3][3] = 0.0f;
311 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
313 D3DXMatrixIdentity(pout);
314 pout->u.m[0][0] = 2.0f * zn / (r - l);
315 pout->u.m[1][1] = -2.0f * zn / (b - t);
316 pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l);
317 pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t);
318 pout->u.m[2][2] = - zf / (zn - zf);
319 pout->u.m[3][2] = (zn * zf) / (zn -zf);
320 pout->u.m[2][3] = 1.0f;
321 pout->u.m[3][3] = 0.0f;
325 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
327 D3DXMatrixIdentity(pout);
328 pout->u.m[0][0] = 2.0f * zn / (r - l);
329 pout->u.m[1][1] = -2.0f * zn / (b - t);
330 pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l);
331 pout->u.m[2][1] = -1.0f -2.0f * t / (b - t);
332 pout->u.m[2][2] = zf / (zn - zf);
333 pout->u.m[3][2] = (zn * zf) / (zn -zf);
334 pout->u.m[2][3] = -1.0f;
335 pout->u.m[3][3] = 0.0f;
339 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
341 D3DXMatrixIdentity(pout);
342 pout->u.m[0][0] = 2.0f * zn / w;
343 pout->u.m[1][1] = 2.0f * zn / h;
344 pout->u.m[2][2] = zf / (zn - zf);
345 pout->u.m[3][2] = (zn * zf) / (zn - zf);
346 pout->u.m[2][3] = -1.0f;
347 pout->u.m[3][3] = 0.0f;
351 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
355 D3DXPlaneNormalize(&Nplane, pplane);
356 D3DXMatrixIdentity(pout);
357 pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
358 pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b;
359 pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c;
360 pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b;
361 pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b;
362 pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c;
363 pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a;
364 pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b;
365 pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c;
366 pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a;
367 pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b;
368 pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c;
372 D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
376 D3DXVec3Normalize(&v,pv);
377 D3DXMatrixIdentity(pout);
378 pout->u.m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
379 pout->u.m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
380 pout->u.m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
381 pout->u.m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
382 pout->u.m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
383 pout->u.m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
384 pout->u.m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
385 pout->u.m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
386 pout->u.m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
390 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
392 D3DXMatrixIdentity(pout);
393 pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
394 pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
395 pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
396 pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
397 pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
398 pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
399 pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
400 pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
401 pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
405 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
407 D3DXMatrixIdentity(pout);
408 pout->u.m[1][1] = cos(angle);
409 pout->u.m[2][2] = cos(angle);
410 pout->u.m[1][2] = sin(angle);
411 pout->u.m[2][1] = -sin(angle);
415 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
417 D3DXMatrixIdentity(pout);
418 pout->u.m[0][0] = cos(angle);
419 pout->u.m[2][2] = cos(angle);
420 pout->u.m[0][2] = -sin(angle);
421 pout->u.m[2][0] = sin(angle);
425 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
427 D3DXMATRIX m, pout1, pout2, pout3;
429 D3DXMatrixIdentity(&pout3);
430 D3DXMatrixRotationZ(&m,roll);
431 D3DXMatrixMultiply(&pout2,&pout3,&m);
432 D3DXMatrixRotationX(&m,pitch);
433 D3DXMatrixMultiply(&pout1,&pout2,&m);
434 D3DXMatrixRotationY(&m,yaw);
435 D3DXMatrixMultiply(pout,&pout1,&m);
438 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
440 D3DXMatrixIdentity(pout);
441 pout->u.m[0][0] = cos(angle);
442 pout->u.m[1][1] = cos(angle);
443 pout->u.m[0][1] = sin(angle);
444 pout->u.m[1][0] = -sin(angle);
448 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
450 D3DXMatrixIdentity(pout);
451 pout->u.m[0][0] = sx;
452 pout->u.m[1][1] = sy;
453 pout->u.m[2][2] = sz;
457 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane)
462 D3DXPlaneNormalize(&Nplane, pplane);
463 dot = D3DXPlaneDot(&Nplane, plight);
464 pout->u.m[0][0] = dot - Nplane.a * plight->x;
465 pout->u.m[0][1] = -Nplane.a * plight->y;
466 pout->u.m[0][2] = -Nplane.a * plight->z;
467 pout->u.m[0][3] = -Nplane.a * plight->w;
468 pout->u.m[1][0] = -Nplane.b * plight->x;
469 pout->u.m[1][1] = dot - Nplane.b * plight->y;
470 pout->u.m[1][2] = -Nplane.b * plight->z;
471 pout->u.m[1][3] = -Nplane.b * plight->w;
472 pout->u.m[2][0] = -Nplane.c * plight->x;
473 pout->u.m[2][1] = -Nplane.c * plight->y;
474 pout->u.m[2][2] = dot - Nplane.c * plight->z;
475 pout->u.m[2][3] = -Nplane.c * plight->w;
476 pout->u.m[3][0] = -Nplane.d * plight->x;
477 pout->u.m[3][1] = -Nplane.d * plight->y;
478 pout->u.m[3][2] = -Nplane.d * plight->z;
479 pout->u.m[3][3] = dot - Nplane.d * plight->w;
483 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation)
485 D3DXMATRIX m1, m2, m3, m4, m5, m6, m7, p1, p2, p3, p4, p5;
489 if ( !pscalingcenter )
497 psc.x = pscalingcenter->x;
498 psc.y = pscalingcenter->y;
499 psc.z = pscalingcenter->z;
501 if ( !protationcenter )
509 prc.x = protationcenter->x;
510 prc.y = protationcenter->y;
511 prc.z = protationcenter->z;
521 pt.x = ptranslation->x;
522 pt.y = ptranslation->y;
523 pt.z = ptranslation->z;
525 D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z);
526 if ( !pscalingrotation )
528 D3DXMatrixIdentity(&m2);
529 D3DXMatrixIdentity(&m4);
533 D3DXMatrixRotationQuaternion(&m4, pscalingrotation);
534 D3DXMatrixInverse(&m2, NULL, &m4);
538 D3DXMatrixIdentity(&m3);
542 D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z);
546 D3DXMatrixIdentity(&m6);
550 D3DXMatrixRotationQuaternion(&m6, protation);
552 D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z);
553 D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z);
554 D3DXMatrixMultiply(&p1, &m1, &m2);
555 D3DXMatrixMultiply(&p2, &p1, &m3);
556 D3DXMatrixMultiply(&p3, &p2, &m4);
557 D3DXMatrixMultiply(&p4, &p3, &m5);
558 D3DXMatrixMultiply(&p5, &p4, &m6);
559 D3DXMatrixMultiply(pout, &p5, &m7);
563 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
565 D3DXMatrixIdentity(pout);
572 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
580 pout->u.m[i][j] = pm->u.m[j][i];
586 /*_________________D3DXPLANE________________*/
588 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal)
590 pout->a = pvnormal->x;
591 pout->b = pvnormal->y;
592 pout->c = pvnormal->z;
593 pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
597 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3)
599 D3DXVECTOR3 edge1, edge2, normal, Nnormal;
601 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
602 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
603 D3DXVec3Subtract(&edge1, pv2, pv1);
604 D3DXVec3Subtract(&edge2, pv3, pv1);
605 D3DXVec3Cross(&normal, &edge1, &edge2);
606 D3DXVec3Normalize(&Nnormal, &normal);
607 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
611 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
613 D3DXVECTOR3 direction, normal;
619 direction.x = pv2->x - pv1->x;
620 direction.y = pv2->y - pv1->y;
621 direction.z = pv2->z - pv1->z;
622 dot = D3DXVec3Dot(&normal, &direction);
623 if ( !dot ) return NULL;
624 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
625 pout->x = pv1->x - temp * direction.x;
626 pout->y = pv1->y - temp * direction.y;
627 pout->z = pv1->z - temp * direction.z;
631 D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
635 norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c);
638 pout->a = pp->a / norm;
639 pout->b = pp->b / norm;
640 pout->c = pp->c / norm;
641 pout->d = pp->d / norm;
653 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
655 pout->a = pm->u.m[0][0] * pplane->a + pm->u.m[1][0] * pplane->b + pm->u.m[2][0] * pplane->c + pm->u.m[3][0] * pplane->d;
656 pout->b = pm->u.m[0][1] * pplane->a + pm->u.m[1][1] * pplane->b + pm->u.m[2][1] * pplane->c + pm->u.m[3][1] * pplane->d;
657 pout->c = pm->u.m[0][2] * pplane->a + pm->u.m[1][2] * pplane->b + pm->u.m[2][2] * pplane->c + pm->u.m[3][2] * pplane->d;
658 pout->d = pm->u.m[0][3] * pplane->a + pm->u.m[1][3] * pplane->b + pm->u.m[2][3] * pplane->c + pm->u.m[3][3] * pplane->d;
662 /*_________________D3DXQUATERNION________________*/
664 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
666 D3DXQUATERNION temp1, temp2;
667 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
671 D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
675 norm = sqrt(pq->x * pq->x + pq->y * pq->y + pq->z * pq->z);
678 pout->x = sin(norm) * pq->x / norm;
679 pout->y = sin(norm) * pq->y / norm;
680 pout->z = sin(norm) * pq->z / norm;
693 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
703 norm = D3DXQuaternionLengthSq(pq);
713 D3DXQuaternionConjugate(&temp, pq);
714 pout->x = temp.x / norm;
715 pout->y = temp.y / norm;
716 pout->z = temp.z / norm;
717 pout->w = temp.w / norm;
722 D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
724 FLOAT norm, normvec, theta;
726 norm = D3DXQuaternionLengthSq(pq);
727 if ( norm > 1.0001f )
734 else if( norm > 0.99999f)
736 normvec = sqrt( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z );
737 theta = atan2(normvec, pq->w) / normvec;
738 pout->x = theta * pq->x;
739 pout->y = theta * pq->y;
740 pout->z = theta * pq->z;
745 FIXME("The quaternion (%f, %f, %f, %f) has a norm <1. This should not happen. Windows returns a result anyway. This case is not implemented yet.\n", pq->x, pq->y, pq->z, pq->w);
750 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
752 pout->x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
753 pout->y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
754 pout->z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
755 pout->w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
759 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
763 norm = D3DXQuaternionLength(pq);
773 pout->x = pq->x / norm;
774 pout->y = pq->y / norm;
775 pout->z = pq->z / norm;
776 pout->w = pq->w / norm;
781 D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
785 D3DXVec3Normalize(&temp, pv);
786 pout->x = sin( angle / 2.0f ) * temp.x;
787 pout->y = sin( angle / 2.0f ) * temp.y;
788 pout->z = sin( angle / 2.0f ) * temp.z;
789 pout->w = cos( angle / 2.0f );
793 D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm)
796 FLOAT maxdiag, S, trace;
798 trace = pm->u.m[0][0] + pm->u.m[1][1] + pm->u.m[2][2] + 1.0f;
801 pout->x = ( pm->u.m[1][2] - pm->u.m[2][1] ) / ( 2.0f * sqrt(trace) );
802 pout->y = ( pm->u.m[2][0] - pm->u.m[0][2] ) / ( 2.0f * sqrt(trace) );
803 pout->z = ( pm->u.m[0][1] - pm->u.m[1][0] ) / ( 2.0f * sqrt(trace) );
804 pout->w = sqrt(trace) / 2.0f;
808 maxdiag = pm->u.m[0][0];
811 if ( pm->u.m[i][i] > maxdiag )
814 maxdiag = pm->u.m[i][i];
820 S = 2.0f * sqrt(1.0f + pm->u.m[0][0] - pm->u.m[1][1] - pm->u.m[2][2]);
822 pout->y = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
823 pout->z = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
824 pout->w = ( pm->u.m[1][2] - pm->u.m[2][1] ) / S;
827 S = 2.0f * sqrt(1.0f + pm->u.m[1][1] - pm->u.m[0][0] - pm->u.m[2][2]);
828 pout->x = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
830 pout->z = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
831 pout->w = ( pm->u.m[2][0] - pm->u.m[0][2] ) / S;
834 S = 2.0f * sqrt(1.0f + pm->u.m[2][2] - pm->u.m[0][0] - pm->u.m[1][1]);
835 pout->x = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
836 pout->y = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
838 pout->w = ( pm->u.m[0][1] - pm->u.m[1][0] ) / S;
844 D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
846 pout->x = sin( yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) + cos(yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
847 pout->y = sin( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) - cos(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
848 pout->z = cos(yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) - sin( yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
849 pout->w = cos( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) + sin(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
853 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
858 dot = D3DXQuaternionDot(pq1, pq2);
859 if ( dot < 0.0f) epsilon = -1.0f;
860 pout->x = (1.0f - t) * pq1->x + epsilon * t * pq2->x;
861 pout->y = (1.0f - t) * pq1->y + epsilon * t * pq2->y;
862 pout->z = (1.0f - t) * pq1->z + epsilon * t * pq2->z;
863 pout->w = (1.0f - t) * pq1->w + epsilon * t * pq2->w;
867 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t)
869 D3DXQUATERNION temp1, temp2;
871 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
875 void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
880 norm = D3DXQuaternionLength(pq);
883 paxis->x = pq->x / norm;
884 paxis->y = pq->y / norm;
885 paxis->z = pq->z / norm;
886 if ( fabs( pq->w ) <= 1.0f ) *pangle = 2.0f * acos(pq->w);
896 /*_________________D3DXVec2_____________________*/
898 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
900 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
901 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
905 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
907 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);
908 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);
912 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
914 FLOAT h1, h2, h3, h4;
916 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
917 h2 = s * s * s - 2.0f * s * s + s;
918 h3 = -2.0f * s * s * s + 3.0f * s * s;
919 h4 = s * s * s - s * s;
921 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
922 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
926 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
930 norm = D3DXVec2Length(pv);
938 pout->x = pv->x / norm;
939 pout->y = pv->y / norm;
944 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
946 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
947 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
948 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
949 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
953 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
957 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
960 pout->x = (pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0]) / norm;
961 pout->y = (pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1]) / norm;
971 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
973 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y;
974 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y;
978 /*_________________D3DXVec3_____________________*/
980 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
982 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
983 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
984 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
988 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
990 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);
991 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);
992 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);
996 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
998 FLOAT h1, h2, h3, h4;
1000 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1001 h2 = s * s * s - 2.0f * s * s + s;
1002 h3 = -2.0f * s * s * s + 3.0f * s * s;
1003 h4 = s * s * s - s * s;
1005 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1006 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1007 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1011 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
1015 norm = D3DXVec3Length(pv);
1024 pout->x = pv->x / norm;
1025 pout->y = pv->y / norm;
1026 pout->z = pv->z / norm;
1031 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1036 D3DXMatrixMultiply(&m1, pworld, pview);
1037 D3DXMatrixMultiply(&m2, &m1, pprojection);
1038 D3DXVec3TransformCoord(&vec, pv, &m2);
1039 pout->x = pviewport->X + ( 1.0f + vec.x ) * pviewport->Width / 2.0f;
1040 pout->y = pviewport->Y + ( 1.0f - vec.y ) * pviewport->Height / 2.0f;
1041 pout->z = pviewport->MinZ + vec.z * ( pviewport->MaxZ - pviewport->MinZ );
1045 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1047 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0];
1048 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1];
1049 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2];
1050 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] * pv->z + pm->u.m[3][3];
1054 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1058 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] *pv->z + pm->u.m[3][3];
1062 pout->x = (pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0]) / norm;
1063 pout->y = (pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1]) / norm;
1064 pout->z = (pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2]) / norm;
1075 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1077 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z;
1078 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z;
1079 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z;
1084 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1086 D3DXMATRIX m1, m2, m3;
1089 D3DXMatrixMultiply(&m1, pworld, pview);
1090 D3DXMatrixMultiply(&m2, &m1, pprojection);
1091 D3DXMatrixInverse(&m3, NULL, &m2);
1092 vec.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f;
1093 vec.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height;
1094 vec.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
1095 D3DXVec3TransformCoord(pout, &vec, &m3);
1099 /*_________________D3DXVec4_____________________*/
1101 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
1103 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1104 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1105 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1106 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
1110 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
1112 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);
1113 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);
1114 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);
1115 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);
1119 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
1121 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);
1122 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));
1123 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);
1124 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));
1128 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
1130 FLOAT h1, h2, h3, h4;
1132 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1133 h2 = s * s * s - 2.0f * s * s + s;
1134 h3 = -2.0f * s * s * s + 3.0f * s * s;
1135 h4 = s * s * s - s * s;
1137 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1138 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1139 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1140 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
1144 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
1148 norm = D3DXVec4Length(pv);
1158 pout->x = pv->x / norm;
1159 pout->y = pv->y / norm;
1160 pout->z = pv->z / norm;
1161 pout->w = pv->w / norm;
1166 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
1168 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0] * pv->w;
1169 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1] * pv->w;
1170 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2] * pv->w;
1171 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] * pv->z + pm->u.m[3][3] * pv->w;