2 * Mathematical operations specific to D3DX9.
4 * Copyright (C) 2008 Philip Nilsson
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #define NONAMELESSUNION
26 #include "wine/debug.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
31 /*************************************************************************
32 * D3DXMatrixAffineTransformation2D
34 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(
35 D3DXMATRIX *pout, FLOAT scaling,
36 CONST D3DXVECTOR2 *protationcenter, FLOAT rotation,
37 CONST D3DXVECTOR2 *ptranslation)
40 D3DXVECTOR3 rot_center, trans;
42 rot.w=cos(rotation/2.0f);
45 rot.z=sin(rotation/2.0f);
47 if ( protationcenter )
49 rot_center.x=protationcenter->x;
50 rot_center.y=protationcenter->y;
62 trans.x=ptranslation->x;
63 trans.y=ptranslation->y;
73 D3DXMatrixAffineTransformation(pout, scaling, &rot_center, &rot, &trans);
78 /*************************************************************************
81 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, D3DXMATRIX *pm)
83 D3DXMATRIX normalized;
88 return D3DERR_INVALIDCALL;
91 /*Compute the scaling part.*/
95 poutscale->x=D3DXVec3Length(&vec);
100 poutscale->y=D3DXVec3Length(&vec);
105 poutscale->z=D3DXVec3Length(&vec);
107 /*Compute the translation part.*/
108 pouttranslation->x=pm->u.m[3][0];
109 pouttranslation->y=pm->u.m[3][1];
110 pouttranslation->z=pm->u.m[3][2];
112 /*Let's calculate the rotation now*/
113 if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) )
115 return D3DERR_INVALIDCALL;
118 normalized.u.m[0][0]=pm->u.m[0][0]/poutscale->x;
119 normalized.u.m[0][1]=pm->u.m[0][1]/poutscale->x;
120 normalized.u.m[0][2]=pm->u.m[0][2]/poutscale->x;
121 normalized.u.m[1][0]=pm->u.m[1][0]/poutscale->y;
122 normalized.u.m[1][1]=pm->u.m[1][1]/poutscale->y;
123 normalized.u.m[1][2]=pm->u.m[1][2]/poutscale->y;
124 normalized.u.m[2][0]=pm->u.m[2][0]/poutscale->z;
125 normalized.u.m[2][1]=pm->u.m[2][1]/poutscale->z;
126 normalized.u.m[2][2]=pm->u.m[2][2]/poutscale->z;
128 D3DXQuaternionRotationMatrix(poutrotation,&normalized);
132 /*************************************************************************
133 * D3DXPlaneTransformArray
135 D3DXPLANE* WINAPI D3DXPlaneTransformArray(
136 D3DXPLANE* out, UINT outstride, CONST D3DXPLANE* in, UINT instride,
137 CONST D3DXMATRIX* matrix, UINT elements)
141 for (i = 0; i < elements; ++i) {
143 (D3DXPLANE*)((char*)out + outstride * i),
144 (CONST D3DXPLANE*)((const char*)in + instride * i),
150 /*************************************************************************
151 * D3DXVec2TransformArray
153 * Transform an array of vectors by a matrix.
155 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
156 D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
157 CONST D3DXMATRIX* matrix, UINT elements)
161 for (i = 0; i < elements; ++i) {
163 (D3DXVECTOR4*)((char*)out + outstride * i),
164 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
170 /*************************************************************************
171 * D3DXVec2TransformCoordArray
173 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
174 D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
175 CONST D3DXMATRIX* matrix, UINT elements)
179 for (i = 0; i < elements; ++i) {
180 D3DXVec2TransformCoord(
181 (D3DXVECTOR2*)((char*)out + outstride * i),
182 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
188 /*************************************************************************
189 * D3DXVec2TransformNormalArray
191 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
192 D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride,
193 CONST D3DXMATRIX *matrix, UINT elements)
197 for (i = 0; i < elements; ++i) {
198 D3DXVec2TransformNormal(
199 (D3DXVECTOR2*)((char*)out + outstride * i),
200 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
206 /*************************************************************************
207 * D3DXVec3ProjectArray
209 * Projects an array of vectors to the screen.
211 D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(
212 D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
213 CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
214 CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
218 for (i = 0; i < elements; ++i) {
220 (D3DXVECTOR3*)((char*)out + outstride * i),
221 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
222 viewport, projection, view, world);
227 /*************************************************************************
228 * D3DXVec3TransformArray
230 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
231 D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
232 CONST D3DXMATRIX* matrix, UINT elements)
236 for (i = 0; i < elements; ++i) {
238 (D3DXVECTOR4*)((char*)out + outstride * i),
239 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
245 /*************************************************************************
246 * D3DXVec3TransformCoordArray
248 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
249 D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
250 CONST D3DXMATRIX* matrix, UINT elements)
254 for (i = 0; i < elements; ++i) {
255 D3DXVec3TransformCoord(
256 (D3DXVECTOR3*)((char*)out + outstride * i),
257 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
263 /*************************************************************************
264 * D3DXVec3TransformNormalArray
266 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
267 D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
268 CONST D3DXMATRIX* matrix, UINT elements)
272 for (i = 0; i < elements; ++i) {
273 D3DXVec3TransformNormal(
274 (D3DXVECTOR3*)((char*)out + outstride * i),
275 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
281 /*************************************************************************
282 * D3DXVec3UnprojectArray
284 D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(
285 D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
286 CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
287 CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
291 for (i = 0; i < elements; ++i) {
293 (D3DXVECTOR3*)((char*)out + outstride * i),
294 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
295 viewport, projection, view, world);
300 /*************************************************************************
301 * D3DXVec4TransformArray
303 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
304 D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride,
305 CONST D3DXMATRIX* matrix, UINT elements)
309 for (i = 0; i < elements; ++i) {
311 (D3DXVECTOR4*)((char*)out + outstride * i),
312 (CONST D3DXVECTOR4*)((const char*)in + instride * i),