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
29 #include "d3dx8_private.h"
31 #include "wine/debug.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3dx8);
35 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl;
37 /*_________________D3DXColor____________________*/
39 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
41 pout->r = 0.5f + s * (pc->r - 0.5f);
42 pout->g = 0.5f + s * (pc->g - 0.5f);
43 pout->b = 0.5f + s * (pc->b - 0.5f);
48 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
52 grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f;
53 pout->r = grey + s * (pc->r - grey);
54 pout->g = grey + s * (pc->g - grey);
55 pout->b = grey + s * (pc->b - grey);
60 /*_________________D3DXMatrix____________________*/
62 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation)
64 D3DXMATRIX m1, m2, m3, m4, m5;
66 D3DXMatrixScaling(&m1, scaling, scaling, scaling);
67 if ( !rotationcenter )
69 D3DXMatrixIdentity(&m2);
70 D3DXMatrixIdentity(&m4);
74 D3DXMatrixTranslation(&m2, -rotationcenter->x, -rotationcenter->y, -rotationcenter->z);
75 D3DXMatrixTranslation(&m4, rotationcenter->x, rotationcenter->y, rotationcenter->z);
79 D3DXMatrixIdentity(&m3);
83 D3DXMatrixRotationQuaternion(&m3, rotation);
87 D3DXMatrixIdentity(&m5);
91 D3DXMatrixTranslation(&m5, translation->x, translation->y, translation->z);
93 D3DXMatrixMultiply(&m1, &m1, &m2);
94 D3DXMatrixMultiply(&m1, &m1, &m3);
95 D3DXMatrixMultiply(&m1, &m1, &m4);
96 D3DXMatrixMultiply(pout, &m1, &m5);
100 FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
102 D3DXVECTOR4 minor, v1, v2, v3;
105 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];
106 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];
107 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];
108 D3DXVec4Cross(&minor, &v1, &v2, &v3);
109 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);
113 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm)
116 D3DXVECTOR4 v, vec[3];
119 det = D3DXMatrixfDeterminant(pm);
120 if ( !det ) return NULL;
121 if ( pdeterminant ) *pdeterminant = det;
129 if ( j > i ) a = a-1;
130 vec[a].x = pm->u.m[j][0];
131 vec[a].y = pm->u.m[j][1];
132 vec[a].z = pm->u.m[j][2];
133 vec[a].w = pm->u.m[j][3];
136 D3DXVec4Cross(&v, &vec[0], &vec[1], &vec[2]);
137 pout->u.m[0][i] = pow(-1.0f, i) * v.x / det;
138 pout->u.m[1][i] = pow(-1.0f, i) * v.y / det;
139 pout->u.m[2][i] = pow(-1.0f, i) * v.z / det;
140 pout->u.m[3][i] = pow(-1.0f, i) * v.w / det;
145 D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
147 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
149 D3DXVec3Subtract(&vec2, pat, peye);
150 D3DXVec3Normalize(&vec, &vec2);
151 D3DXVec3Cross(&right, pup, &vec);
152 D3DXVec3Cross(&up, &vec, &right);
153 D3DXVec3Normalize(&rightn, &right);
154 D3DXVec3Normalize(&upn, &up);
155 pout->u.m[0][0] = rightn.x;
156 pout->u.m[1][0] = rightn.y;
157 pout->u.m[2][0] = rightn.z;
158 pout->u.m[3][0] = -D3DXVec3Dot(&rightn,peye);
159 pout->u.m[0][1] = upn.x;
160 pout->u.m[1][1] = upn.y;
161 pout->u.m[2][1] = upn.z;
162 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
163 pout->u.m[0][2] = vec.x;
164 pout->u.m[1][2] = vec.y;
165 pout->u.m[2][2] = vec.z;
166 pout->u.m[3][2] = -D3DXVec3Dot(&vec, peye);
167 pout->u.m[0][3] = 0.0f;
168 pout->u.m[1][3] = 0.0f;
169 pout->u.m[2][3] = 0.0f;
170 pout->u.m[3][3] = 1.0f;
174 D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
176 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
178 D3DXVec3Subtract(&vec2, pat, peye);
179 D3DXVec3Normalize(&vec, &vec2);
180 D3DXVec3Cross(&right, pup, &vec);
181 D3DXVec3Cross(&up, &vec, &right);
182 D3DXVec3Normalize(&rightn, &right);
183 D3DXVec3Normalize(&upn, &up);
184 pout->u.m[0][0] = -rightn.x;
185 pout->u.m[1][0] = -rightn.y;
186 pout->u.m[2][0] = -rightn.z;
187 pout->u.m[3][0] = D3DXVec3Dot(&rightn,peye);
188 pout->u.m[0][1] = upn.x;
189 pout->u.m[1][1] = upn.y;
190 pout->u.m[2][1] = upn.z;
191 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
192 pout->u.m[0][2] = -vec.x;
193 pout->u.m[1][2] = -vec.y;
194 pout->u.m[2][2] = -vec.z;
195 pout->u.m[3][2] = D3DXVec3Dot(&vec, peye);
196 pout->u.m[0][3] = 0.0f;
197 pout->u.m[1][3] = 0.0f;
198 pout->u.m[2][3] = 0.0f;
199 pout->u.m[3][3] = 1.0f;
203 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
212 out.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];
219 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
221 D3DXMatrixMultiply(pout, pm1, pm2);
222 D3DXMatrixTranspose(pout, pout);
226 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
228 D3DXMatrixIdentity(pout);
229 pout->u.m[0][0] = 2.0f / w;
230 pout->u.m[1][1] = 2.0f / h;
231 pout->u.m[2][2] = 1.0f / (zf - zn);
232 pout->u.m[3][2] = zn / (zn - zf);
236 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
238 D3DXMatrixIdentity(pout);
239 pout->u.m[0][0] = 2.0f / (r - l);
240 pout->u.m[1][1] = 2.0f / (t - b);
241 pout->u.m[2][2] = 1.0f / (zf -zn);
242 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
243 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
244 pout->u.m[3][2] = zn / (zn -zf);
248 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
250 D3DXMatrixIdentity(pout);
251 pout->u.m[0][0] = 2.0f / (r - l);
252 pout->u.m[1][1] = 2.0f / (t - b);
253 pout->u.m[2][2] = 1.0f / (zn -zf);
254 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
255 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
256 pout->u.m[3][2] = zn / (zn -zf);
260 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
262 D3DXMatrixIdentity(pout);
263 pout->u.m[0][0] = 2.0f / w;
264 pout->u.m[1][1] = 2.0f / h;
265 pout->u.m[2][2] = 1.0f / (zn - zf);
266 pout->u.m[3][2] = zn / (zn - zf);
270 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
272 D3DXMatrixIdentity(pout);
273 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
274 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
275 pout->u.m[2][2] = zf / (zf - zn);
276 pout->u.m[2][3] = 1.0f;
277 pout->u.m[3][2] = (zf * zn) / (zn - zf);
278 pout->u.m[3][3] = 0.0f;
282 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
284 D3DXMatrixIdentity(pout);
285 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
286 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
287 pout->u.m[2][2] = zf / (zn - zf);
288 pout->u.m[2][3] = -1.0f;
289 pout->u.m[3][2] = (zf * zn) / (zn - zf);
290 pout->u.m[3][3] = 0.0f;
294 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
296 D3DXMatrixIdentity(pout);
297 pout->u.m[0][0] = 2.0f * zn / w;
298 pout->u.m[1][1] = 2.0f * zn / h;
299 pout->u.m[2][2] = zf / (zf - zn);
300 pout->u.m[3][2] = (zn * zf) / (zn - zf);
301 pout->u.m[2][3] = 1.0f;
302 pout->u.m[3][3] = 0.0f;
306 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
308 D3DXMatrixIdentity(pout);
309 pout->u.m[0][0] = 2.0f * zn / (r - l);
310 pout->u.m[1][1] = -2.0f * zn / (b - t);
311 pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l);
312 pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t);
313 pout->u.m[2][2] = - zf / (zn - zf);
314 pout->u.m[3][2] = (zn * zf) / (zn -zf);
315 pout->u.m[2][3] = 1.0f;
316 pout->u.m[3][3] = 0.0f;
320 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
322 D3DXMatrixIdentity(pout);
323 pout->u.m[0][0] = 2.0f * zn / (r - l);
324 pout->u.m[1][1] = -2.0f * zn / (b - t);
325 pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l);
326 pout->u.m[2][1] = -1.0f -2.0f * t / (b - t);
327 pout->u.m[2][2] = zf / (zn - zf);
328 pout->u.m[3][2] = (zn * zf) / (zn -zf);
329 pout->u.m[2][3] = -1.0f;
330 pout->u.m[3][3] = 0.0f;
334 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
336 D3DXMatrixIdentity(pout);
337 pout->u.m[0][0] = 2.0f * zn / w;
338 pout->u.m[1][1] = 2.0f * zn / h;
339 pout->u.m[2][2] = zf / (zn - zf);
340 pout->u.m[3][2] = (zn * zf) / (zn - zf);
341 pout->u.m[2][3] = -1.0f;
342 pout->u.m[3][3] = 0.0f;
346 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
350 D3DXPlaneNormalize(&Nplane, pplane);
351 D3DXMatrixIdentity(pout);
352 pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
353 pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b;
354 pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c;
355 pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b;
356 pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b;
357 pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c;
358 pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a;
359 pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b;
360 pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c;
361 pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a;
362 pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b;
363 pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c;
367 D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
371 D3DXVec3Normalize(&v,pv);
372 D3DXMatrixIdentity(pout);
373 pout->u.m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
374 pout->u.m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
375 pout->u.m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
376 pout->u.m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
377 pout->u.m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
378 pout->u.m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
379 pout->u.m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
380 pout->u.m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
381 pout->u.m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
385 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
387 D3DXMatrixIdentity(pout);
388 pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
389 pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
390 pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
391 pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
392 pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
393 pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
394 pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
395 pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
396 pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
400 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
402 D3DXMatrixIdentity(pout);
403 pout->u.m[1][1] = cos(angle);
404 pout->u.m[2][2] = cos(angle);
405 pout->u.m[1][2] = sin(angle);
406 pout->u.m[2][1] = -sin(angle);
410 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
412 D3DXMatrixIdentity(pout);
413 pout->u.m[0][0] = cos(angle);
414 pout->u.m[2][2] = cos(angle);
415 pout->u.m[0][2] = -sin(angle);
416 pout->u.m[2][0] = sin(angle);
420 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
424 D3DXMatrixIdentity(pout);
425 D3DXMatrixRotationZ(&m, roll);
426 D3DXMatrixMultiply(pout, pout, &m);
427 D3DXMatrixRotationX(&m, pitch);
428 D3DXMatrixMultiply(pout, pout, &m);
429 D3DXMatrixRotationY(&m, yaw);
430 D3DXMatrixMultiply(pout, pout, &m);
433 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
435 D3DXMatrixIdentity(pout);
436 pout->u.m[0][0] = cos(angle);
437 pout->u.m[1][1] = cos(angle);
438 pout->u.m[0][1] = sin(angle);
439 pout->u.m[1][0] = -sin(angle);
443 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
445 D3DXMatrixIdentity(pout);
446 pout->u.m[0][0] = sx;
447 pout->u.m[1][1] = sy;
448 pout->u.m[2][2] = sz;
452 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane)
457 D3DXPlaneNormalize(&Nplane, pplane);
458 dot = D3DXPlaneDot(&Nplane, plight);
459 pout->u.m[0][0] = dot - Nplane.a * plight->x;
460 pout->u.m[0][1] = -Nplane.a * plight->y;
461 pout->u.m[0][2] = -Nplane.a * plight->z;
462 pout->u.m[0][3] = -Nplane.a * plight->w;
463 pout->u.m[1][0] = -Nplane.b * plight->x;
464 pout->u.m[1][1] = dot - Nplane.b * plight->y;
465 pout->u.m[1][2] = -Nplane.b * plight->z;
466 pout->u.m[1][3] = -Nplane.b * plight->w;
467 pout->u.m[2][0] = -Nplane.c * plight->x;
468 pout->u.m[2][1] = -Nplane.c * plight->y;
469 pout->u.m[2][2] = dot - Nplane.c * plight->z;
470 pout->u.m[2][3] = -Nplane.c * plight->w;
471 pout->u.m[3][0] = -Nplane.d * plight->x;
472 pout->u.m[3][1] = -Nplane.d * plight->y;
473 pout->u.m[3][2] = -Nplane.d * plight->z;
474 pout->u.m[3][3] = dot - Nplane.d * plight->w;
478 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation)
480 D3DXMATRIX m1, m2, m3, m4, m5, m6, m7;
484 if ( !pscalingcenter )
492 psc.x = pscalingcenter->x;
493 psc.y = pscalingcenter->y;
494 psc.z = pscalingcenter->z;
496 if ( !protationcenter )
504 prc.x = protationcenter->x;
505 prc.y = protationcenter->y;
506 prc.z = protationcenter->z;
516 pt.x = ptranslation->x;
517 pt.y = ptranslation->y;
518 pt.z = ptranslation->z;
520 D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z);
521 if ( !pscalingrotation )
523 D3DXMatrixIdentity(&m2);
524 D3DXMatrixIdentity(&m4);
528 D3DXMatrixRotationQuaternion(&m4, pscalingrotation);
529 D3DXMatrixInverse(&m2, NULL, &m4);
533 D3DXMatrixIdentity(&m3);
537 D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z);
541 D3DXMatrixIdentity(&m6);
545 D3DXMatrixRotationQuaternion(&m6, protation);
547 D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z);
548 D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z);
549 D3DXMatrixMultiply(&m1, &m1, &m2);
550 D3DXMatrixMultiply(&m1, &m1, &m3);
551 D3DXMatrixMultiply(&m1, &m1, &m4);
552 D3DXMatrixMultiply(&m1, &m1, &m5);
553 D3DXMatrixMultiply(&m1, &m1, &m6);
554 D3DXMatrixMultiply(pout, &m1, &m7);
558 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
560 D3DXMatrixIdentity(pout);
567 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
569 CONST D3DXMATRIX m = *pm;
576 pout->u.m[i][j] = m.u.m[j][i];
582 /*_________________D3DXMatrixStack____________________*/
584 static const unsigned int INITIAL_STACK_SIZE = 32;
586 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack)
588 ID3DXMatrixStackImpl* object;
590 TRACE("flags %#x, ppstack %p\n", flags, ppstack);
592 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXMatrixStackImpl));
593 if ( object == NULL )
596 return E_OUTOFMEMORY;
598 object->lpVtbl = &ID3DXMatrixStack_Vtbl;
601 object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(D3DXMATRIX));
604 HeapFree(GetProcessHeap(), 0, object);
606 return E_OUTOFMEMORY;
610 object->stack_size = INITIAL_STACK_SIZE;
611 D3DXMatrixIdentity(&object->stack[0]);
613 TRACE("Created matrix stack %p\n", object);
615 *ppstack = (LPD3DXMATRIXSTACK)object;
619 static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **ppobj)
621 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
622 if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXMatrixStack))
624 ID3DXMatrixStack_AddRef(iface);
629 ERR("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
630 return E_NOINTERFACE;
633 static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface)
635 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
636 ULONG ref = InterlockedIncrement(&This->ref);
637 TRACE("(%p) : AddRef from %d\n", This, ref - 1);
641 static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack* iface)
643 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
644 ULONG ref = InterlockedDecrement(&This->ref);
647 HeapFree(GetProcessHeap(), 0, This->stack);
648 HeapFree(GetProcessHeap(), 0, This);
650 TRACE("(%p) : ReleaseRef to %d\n", This, ref);
654 static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
656 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
658 TRACE("iface %p\n", iface);
660 return &This->stack[This->current];
663 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
665 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
667 TRACE("iface %p\n", iface);
669 D3DXMatrixIdentity(&This->stack[This->current]);
674 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
676 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
678 TRACE("iface %p\n", iface);
680 if (!pm) return D3DERR_INVALIDCALL;
681 This->stack[This->current] = *pm;
686 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
688 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
690 TRACE("iface %p\n", iface);
692 if (!pm) return D3DERR_INVALIDCALL;
693 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm);
698 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
700 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
702 TRACE("iface %p\n", iface);
704 if (!pm) return D3DERR_INVALIDCALL;
705 D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]);
710 static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
712 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
714 TRACE("iface %p\n", iface);
716 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
717 if (!This->current) return D3D_OK;
719 if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2)
721 unsigned int new_size;
722 D3DXMATRIX *new_stack;
724 new_size = This->stack_size / 2;
725 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(D3DXMATRIX));
728 This->stack_size = new_size;
729 This->stack = new_stack;
738 static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
740 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
742 TRACE("iface %p\n", iface);
744 if (This->current == This->stack_size - 1)
746 unsigned int new_size;
747 D3DXMATRIX *new_stack;
749 if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY;
751 new_size = This->stack_size * 2;
752 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(D3DXMATRIX));
753 if (!new_stack) return E_OUTOFMEMORY;
755 This->stack_size = new_size;
756 This->stack = new_stack;
760 This->stack[This->current] = This->stack[This->current - 1];
765 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
768 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
770 TRACE("iface %p\n", iface);
772 if (!pv) return D3DERR_INVALIDCALL;
773 D3DXMatrixRotationAxis(&temp, pv, angle);
774 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
779 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
782 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
784 TRACE("iface %p\n", iface);
786 if (!pv) return D3DERR_INVALIDCALL;
787 D3DXMatrixRotationAxis(&temp, pv, angle);
788 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
793 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
796 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
798 TRACE("iface %p\n", iface);
800 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
801 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
806 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
809 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
811 TRACE("iface %p\n", iface);
813 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
814 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
819 static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
821 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
822 FIXME("(%p) : stub\n",This);
826 static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
828 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
829 FIXME("(%p) : stub\n",This);
833 static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
835 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
836 FIXME("(%p) : stub\n",This);
840 static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
842 ID3DXMatrixStackImpl *This = (ID3DXMatrixStackImpl *)iface;
843 FIXME("(%p) : stub\n",This);
847 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
849 ID3DXMatrixStackImpl_QueryInterface,
850 ID3DXMatrixStackImpl_AddRef,
851 ID3DXMatrixStackImpl_Release,
852 ID3DXMatrixStackImpl_Pop,
853 ID3DXMatrixStackImpl_Push,
854 ID3DXMatrixStackImpl_LoadIdentity,
855 ID3DXMatrixStackImpl_LoadMatrix,
856 ID3DXMatrixStackImpl_MultMatrix,
857 ID3DXMatrixStackImpl_MultMatrixLocal,
858 ID3DXMatrixStackImpl_RotateAxis,
859 ID3DXMatrixStackImpl_RotateAxisLocal,
860 ID3DXMatrixStackImpl_RotateYawPitchRoll,
861 ID3DXMatrixStackImpl_RotateYawPitchRollLocal,
862 ID3DXMatrixStackImpl_Scale,
863 ID3DXMatrixStackImpl_ScaleLocal,
864 ID3DXMatrixStackImpl_Translate,
865 ID3DXMatrixStackImpl_TranslateLocal,
866 ID3DXMatrixStackImpl_GetTop
869 /*_________________D3DXPLANE________________*/
871 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal)
873 pout->a = pvnormal->x;
874 pout->b = pvnormal->y;
875 pout->c = pvnormal->z;
876 pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
880 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3)
882 D3DXVECTOR3 edge1, edge2, normal, Nnormal;
884 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
885 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
886 D3DXVec3Subtract(&edge1, pv2, pv1);
887 D3DXVec3Subtract(&edge2, pv3, pv1);
888 D3DXVec3Cross(&normal, &edge1, &edge2);
889 D3DXVec3Normalize(&Nnormal, &normal);
890 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
894 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
896 D3DXVECTOR3 direction, normal;
902 direction.x = pv2->x - pv1->x;
903 direction.y = pv2->y - pv1->y;
904 direction.z = pv2->z - pv1->z;
905 dot = D3DXVec3Dot(&normal, &direction);
906 if ( !dot ) return NULL;
907 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
908 pout->x = pv1->x - temp * direction.x;
909 pout->y = pv1->y - temp * direction.y;
910 pout->z = pv1->z - temp * direction.z;
914 D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
918 norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c);
921 pout->a = pp->a / norm;
922 pout->b = pp->b / norm;
923 pout->c = pp->c / norm;
924 pout->d = pp->d / norm;
936 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
938 CONST D3DXPLANE plane = *pplane;
939 pout->a = pm->u.m[0][0] * plane.a + pm->u.m[1][0] * plane.b + pm->u.m[2][0] * plane.c + pm->u.m[3][0] * plane.d;
940 pout->b = pm->u.m[0][1] * plane.a + pm->u.m[1][1] * plane.b + pm->u.m[2][1] * plane.c + pm->u.m[3][1] * plane.d;
941 pout->c = pm->u.m[0][2] * plane.a + pm->u.m[1][2] * plane.b + pm->u.m[2][2] * plane.c + pm->u.m[3][2] * plane.d;
942 pout->d = pm->u.m[0][3] * plane.a + pm->u.m[1][3] * plane.b + pm->u.m[2][3] * plane.c + pm->u.m[3][3] * plane.d;
946 /*_________________D3DXQUATERNION________________*/
948 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
950 D3DXQUATERNION temp1, temp2;
951 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
955 D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
959 norm = sqrt(pq->x * pq->x + pq->y * pq->y + pq->z * pq->z);
962 pout->x = sin(norm) * pq->x / norm;
963 pout->y = sin(norm) * pq->y / norm;
964 pout->z = sin(norm) * pq->z / norm;
977 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
981 norm = D3DXQuaternionLengthSq(pq);
991 pout->x = -pq->x / norm;
992 pout->y = -pq->y / norm;
993 pout->z = -pq->z / norm;
994 pout->w = pq->w / norm;
999 D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1001 FLOAT norm, normvec, theta;
1003 norm = D3DXQuaternionLengthSq(pq);
1004 if ( norm > 1.0001f )
1011 else if( norm > 0.99999f)
1013 normvec = sqrt( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z );
1014 theta = atan2(normvec, pq->w) / normvec;
1015 pout->x = theta * pq->x;
1016 pout->y = theta * pq->y;
1017 pout->z = theta * pq->z;
1022 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);
1027 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
1030 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
1031 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
1032 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
1033 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
1038 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1042 norm = D3DXQuaternionLength(pq);
1052 pout->x = pq->x / norm;
1053 pout->y = pq->y / norm;
1054 pout->z = pq->z / norm;
1055 pout->w = pq->w / norm;
1060 D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
1064 D3DXVec3Normalize(&temp, pv);
1065 pout->x = sin( angle / 2.0f ) * temp.x;
1066 pout->y = sin( angle / 2.0f ) * temp.y;
1067 pout->z = sin( angle / 2.0f ) * temp.z;
1068 pout->w = cos( angle / 2.0f );
1072 D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm)
1075 FLOAT maxdiag, S, trace;
1077 trace = pm->u.m[0][0] + pm->u.m[1][1] + pm->u.m[2][2] + 1.0f;
1080 pout->x = ( pm->u.m[1][2] - pm->u.m[2][1] ) / ( 2.0f * sqrt(trace) );
1081 pout->y = ( pm->u.m[2][0] - pm->u.m[0][2] ) / ( 2.0f * sqrt(trace) );
1082 pout->z = ( pm->u.m[0][1] - pm->u.m[1][0] ) / ( 2.0f * sqrt(trace) );
1083 pout->w = sqrt(trace) / 2.0f;
1087 maxdiag = pm->u.m[0][0];
1090 if ( pm->u.m[i][i] > maxdiag )
1093 maxdiag = pm->u.m[i][i];
1099 S = 2.0f * sqrt(1.0f + pm->u.m[0][0] - pm->u.m[1][1] - pm->u.m[2][2]);
1100 pout->x = 0.25f * S;
1101 pout->y = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
1102 pout->z = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
1103 pout->w = ( pm->u.m[1][2] - pm->u.m[2][1] ) / S;
1106 S = 2.0f * sqrt(1.0f + pm->u.m[1][1] - pm->u.m[0][0] - pm->u.m[2][2]);
1107 pout->x = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
1108 pout->y = 0.25f * S;
1109 pout->z = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
1110 pout->w = ( pm->u.m[2][0] - pm->u.m[0][2] ) / S;
1113 S = 2.0f * sqrt(1.0f + pm->u.m[2][2] - pm->u.m[0][0] - pm->u.m[1][1]);
1114 pout->x = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
1115 pout->y = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
1116 pout->z = 0.25f * S;
1117 pout->w = ( pm->u.m[0][1] - pm->u.m[1][0] ) / S;
1123 D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
1125 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);
1126 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);
1127 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);
1128 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);
1132 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
1137 dot = D3DXQuaternionDot(pq1, pq2);
1138 if ( dot < 0.0f) epsilon = -1.0f;
1139 pout->x = (1.0f - t) * pq1->x + epsilon * t * pq2->x;
1140 pout->y = (1.0f - t) * pq1->y + epsilon * t * pq2->y;
1141 pout->z = (1.0f - t) * pq1->z + epsilon * t * pq2->z;
1142 pout->w = (1.0f - t) * pq1->w + epsilon * t * pq2->w;
1146 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t)
1148 D3DXQUATERNION temp1, temp2;
1150 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
1154 void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
1159 norm = D3DXQuaternionLength(pq);
1162 paxis->x = pq->x / norm;
1163 paxis->y = pq->y / norm;
1164 paxis->z = pq->z / norm;
1165 if ( fabs( pq->w ) <= 1.0f ) *pangle = 2.0f * acos(pq->w);
1175 /*_________________D3DXVec2_____________________*/
1177 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
1179 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1180 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1184 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
1186 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);
1187 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);
1191 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
1193 FLOAT h1, h2, h3, h4;
1195 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1196 h2 = s * s * s - 2.0f * s * s + s;
1197 h3 = -2.0f * s * s * s + 3.0f * s * s;
1198 h4 = s * s * s - s * s;
1200 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1201 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1205 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
1209 norm = D3DXVec2Length(pv);
1217 pout->x = pv->x / norm;
1218 pout->y = pv->y / norm;
1223 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1225 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
1226 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
1227 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
1228 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1232 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1236 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1239 CONST D3DXVECTOR2 v = *pv;
1240 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm;
1241 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm;
1251 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1253 CONST D3DXVECTOR2 v = *pv;
1254 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y;
1255 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y;
1259 /*_________________D3DXVec3_____________________*/
1261 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
1263 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1264 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1265 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1269 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
1271 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);
1272 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);
1273 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);
1277 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
1279 FLOAT h1, h2, h3, h4;
1281 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1282 h2 = s * s * s - 2.0f * s * s + s;
1283 h3 = -2.0f * s * s * s + 3.0f * s * s;
1284 h4 = s * s * s - s * s;
1286 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1287 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1288 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1292 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
1296 norm = D3DXVec3Length(pv);
1305 pout->x = pv->x / norm;
1306 pout->y = pv->y / norm;
1307 pout->z = pv->z / norm;
1312 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1317 D3DXMatrixMultiply(&m1, pworld, pview);
1318 D3DXMatrixMultiply(&m2, &m1, pprojection);
1319 D3DXVec3TransformCoord(&vec, pv, &m2);
1320 pout->x = pviewport->X + ( 1.0f + vec.x ) * pviewport->Width / 2.0f;
1321 pout->y = pviewport->Y + ( 1.0f - vec.y ) * pviewport->Height / 2.0f;
1322 pout->z = pviewport->MinZ + vec.z * ( pviewport->MaxZ - pviewport->MinZ );
1326 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1328 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];
1329 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];
1330 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];
1331 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];
1335 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1339 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];
1343 CONST D3DXVECTOR3 v = *pv;
1344 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z + pm->u.m[3][0]) / norm;
1345 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z + pm->u.m[3][1]) / norm;
1346 pout->z = (pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z + pm->u.m[3][2]) / norm;
1357 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1359 CONST D3DXVECTOR3 v = *pv;
1360 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z;
1361 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z;
1362 pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z;
1367 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1369 D3DXMATRIX m1, m2, m3;
1372 D3DXMatrixMultiply(&m1, pworld, pview);
1373 D3DXMatrixMultiply(&m2, &m1, pprojection);
1374 D3DXMatrixInverse(&m3, NULL, &m2);
1375 vec.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f;
1376 vec.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height;
1377 vec.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
1378 D3DXVec3TransformCoord(pout, &vec, &m3);
1382 /*_________________D3DXVec4_____________________*/
1384 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
1386 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1387 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1388 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1389 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
1393 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
1395 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);
1396 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);
1397 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);
1398 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);
1402 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
1405 out.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);
1406 out.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));
1407 out.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);
1408 out.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));
1413 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
1415 FLOAT h1, h2, h3, h4;
1417 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1418 h2 = s * s * s - 2.0f * s * s + s;
1419 h3 = -2.0f * s * s * s + 3.0f * s * s;
1420 h4 = s * s * s - s * s;
1422 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1423 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1424 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1425 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
1429 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
1433 norm = D3DXVec4Length(pv);
1443 pout->x = pv->x / norm;
1444 pout->y = pv->y / norm;
1445 pout->z = pv->z / norm;
1446 pout->w = pv->w / norm;
1451 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
1454 out.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;
1455 out.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;
1456 out.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;
1457 out.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;