2 * Copyright (C) 2007 David Adam
3 * Copyright (C) 2007 Tony Wasserka
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #ifndef __D3DX9MATH_H__
23 #define __D3DX9MATH_H__
27 #define D3DX_PI ((FLOAT)3.141592654)
28 #define D3DX_1BYPI ((FLOAT)0.318309886)
30 #define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
31 #define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
35 typedef struct D3DXVECTOR2
39 D3DXVECTOR2(CONST FLOAT *pf);
40 D3DXVECTOR2(FLOAT fx, FLOAT fy);
43 operator CONST FLOAT* () const;
45 D3DXVECTOR2& operator += (CONST D3DXVECTOR2&);
46 D3DXVECTOR2& operator -= (CONST D3DXVECTOR2&);
47 D3DXVECTOR2& operator *= (FLOAT);
48 D3DXVECTOR2& operator /= (FLOAT);
50 D3DXVECTOR2 operator + () const;
51 D3DXVECTOR2 operator - () const;
53 D3DXVECTOR2 operator + (CONST D3DXVECTOR2&) const;
54 D3DXVECTOR2 operator - (CONST D3DXVECTOR2&) const;
55 D3DXVECTOR2 operator * (FLOAT) const;
56 D3DXVECTOR2 operator / (FLOAT) const;
58 friend D3DXVECTOR2 operator * (FLOAT, CONST D3DXVECTOR2&);
60 BOOL operator == (CONST D3DXVECTOR2&) const;
61 BOOL operator != (CONST D3DXVECTOR2&) const;
62 #endif /* __cplusplus */
64 } D3DXVECTOR2, *LPD3DXVECTOR2;
67 typedef struct D3DXVECTOR3 : public D3DVECTOR
70 D3DXVECTOR3(CONST FLOAT *pf);
71 D3DXVECTOR3(CONST D3DVECTOR& v);
72 D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
75 operator CONST FLOAT* () const;
77 D3DXVECTOR3& operator += (CONST D3DXVECTOR3&);
78 D3DXVECTOR3& operator -= (CONST D3DXVECTOR3&);
79 D3DXVECTOR3& operator *= (FLOAT);
80 D3DXVECTOR3& operator /= (FLOAT);
82 D3DXVECTOR3 operator + () const;
83 D3DXVECTOR3 operator - () const;
85 D3DXVECTOR3 operator + (CONST D3DXVECTOR3&) const;
86 D3DXVECTOR3 operator - (CONST D3DXVECTOR3&) const;
87 D3DXVECTOR3 operator * (FLOAT) const;
88 D3DXVECTOR3 operator / (FLOAT) const;
90 friend D3DXVECTOR3 operator * (FLOAT, CONST struct D3DXVECTOR3&);
92 BOOL operator == (CONST D3DXVECTOR3&) const;
93 BOOL operator != (CONST D3DXVECTOR3&) const;
94 } D3DXVECTOR3, *LPD3DXVECTOR3;
95 #else /* !__cplusplus */
96 typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
97 #endif /* !__cplusplus */
99 typedef struct D3DXVECTOR4
103 D3DXVECTOR4(CONST FLOAT *pf);
104 D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
107 operator CONST FLOAT* () const;
109 D3DXVECTOR4& operator += (CONST D3DXVECTOR4&);
110 D3DXVECTOR4& operator -= (CONST D3DXVECTOR4&);
111 D3DXVECTOR4& operator *= (FLOAT);
112 D3DXVECTOR4& operator /= (FLOAT);
114 D3DXVECTOR4 operator + () const;
115 D3DXVECTOR4 operator - () const;
117 D3DXVECTOR4 operator + (CONST D3DXVECTOR4&) const;
118 D3DXVECTOR4 operator - (CONST D3DXVECTOR4&) const;
119 D3DXVECTOR4 operator * (FLOAT) const;
120 D3DXVECTOR4 operator / (FLOAT) const;
122 friend D3DXVECTOR4 operator * (FLOAT, CONST D3DXVECTOR4&);
124 BOOL operator == (CONST D3DXVECTOR4&) const;
125 BOOL operator != (CONST D3DXVECTOR4&) const;
126 #endif /* __cplusplus */
128 } D3DXVECTOR4, *LPD3DXVECTOR4;
131 typedef struct D3DXMATRIX : public D3DMATRIX
134 D3DXMATRIX(CONST FLOAT *pf);
135 D3DXMATRIX(CONST D3DMATRIX& mat);
136 D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
137 FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
138 FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
139 FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44);
141 FLOAT& operator () (UINT row, UINT col);
142 FLOAT operator () (UINT row, UINT col) const;
145 operator CONST FLOAT* () const;
147 D3DXMATRIX& operator *= (CONST D3DXMATRIX&);
148 D3DXMATRIX& operator += (CONST D3DXMATRIX&);
149 D3DXMATRIX& operator -= (CONST D3DXMATRIX&);
150 D3DXMATRIX& operator *= (FLOAT);
151 D3DXMATRIX& operator /= (FLOAT);
153 D3DXMATRIX operator + () const;
154 D3DXMATRIX operator - () const;
156 D3DXMATRIX operator * (CONST D3DXMATRIX&) const;
157 D3DXMATRIX operator + (CONST D3DXMATRIX&) const;
158 D3DXMATRIX operator - (CONST D3DXMATRIX&) const;
159 D3DXMATRIX operator * (FLOAT) const;
160 D3DXMATRIX operator / (FLOAT) const;
162 friend D3DXMATRIX operator * (FLOAT, CONST D3DXMATRIX&);
164 BOOL operator == (CONST D3DXMATRIX&) const;
165 BOOL operator != (CONST D3DXMATRIX&) const;
166 } D3DXMATRIX, *LPD3DXMATRIX;
167 #else /* !__cplusplus */
168 typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
169 #endif /* !__cplusplus */
171 typedef struct D3DXQUATERNION
175 D3DXQUATERNION(CONST FLOAT *pf);
176 D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
179 operator CONST FLOAT* () const;
181 D3DXQUATERNION& operator += (CONST D3DXQUATERNION&);
182 D3DXQUATERNION& operator -= (CONST D3DXQUATERNION&);
183 D3DXQUATERNION& operator *= (CONST D3DXQUATERNION&);
184 D3DXQUATERNION& operator *= (FLOAT);
185 D3DXQUATERNION& operator /= (FLOAT);
187 D3DXQUATERNION operator + () const;
188 D3DXQUATERNION operator - () const;
190 D3DXQUATERNION operator + (CONST D3DXQUATERNION&) const;
191 D3DXQUATERNION operator - (CONST D3DXQUATERNION&) const;
192 D3DXQUATERNION operator * (CONST D3DXQUATERNION&) const;
193 D3DXQUATERNION operator * (FLOAT) const;
194 D3DXQUATERNION operator / (FLOAT) const;
196 friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION&);
198 BOOL operator == (CONST D3DXQUATERNION&) const;
199 BOOL operator != (CONST D3DXQUATERNION&) const;
200 #endif /* __cplusplus */
202 } D3DXQUATERNION, *LPD3DXQUATERNION;
204 typedef struct D3DXPLANE
208 D3DXPLANE(CONST FLOAT *pf);
209 D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
212 operator CONST FLOAT* () const;
214 D3DXPLANE operator + () const;
215 D3DXPLANE operator - () const;
217 BOOL operator == (CONST D3DXPLANE&) const;
218 BOOL operator != (CONST D3DXPLANE&) const;
219 #endif /* __cplusplus */
221 } D3DXPLANE, *LPD3DXPLANE;
223 typedef struct D3DXCOLOR
227 D3DXCOLOR(DWORD col);
228 D3DXCOLOR(CONST FLOAT *pf);
229 D3DXCOLOR(CONST D3DCOLORVALUE& col);
230 D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
232 operator DWORD () const;
235 operator CONST FLOAT* () const;
237 operator D3DCOLORVALUE* ();
238 operator CONST D3DCOLORVALUE* () const;
240 operator D3DCOLORVALUE& ();
241 operator CONST D3DCOLORVALUE& () const;
243 D3DXCOLOR& operator += (CONST D3DXCOLOR&);
244 D3DXCOLOR& operator -= (CONST D3DXCOLOR&);
245 D3DXCOLOR& operator *= (FLOAT);
246 D3DXCOLOR& operator /= (FLOAT);
248 D3DXCOLOR operator + () const;
249 D3DXCOLOR operator - () const;
251 D3DXCOLOR operator + (CONST D3DXCOLOR&) const;
252 D3DXCOLOR operator - (CONST D3DXCOLOR&) const;
253 D3DXCOLOR operator * (FLOAT) const;
254 D3DXCOLOR operator / (FLOAT) const;
256 friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR&);
258 BOOL operator == (CONST D3DXCOLOR&) const;
259 BOOL operator != (CONST D3DXCOLOR&) const;
260 #endif /* __cplusplus */
262 } D3DXCOLOR, *LPD3DXCOLOR;
264 typedef struct D3DXFLOAT16
268 D3DXFLOAT16(FLOAT f);
269 D3DXFLOAT16(CONST D3DXFLOAT16 &f);
273 BOOL operator == (CONST D3DXFLOAT16 &) const;
274 BOOL operator != (CONST D3DXFLOAT16 &) const;
275 #endif /* __cplusplus */
277 } D3DXFLOAT16, *LPD3DXFLOAT16;
283 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
284 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
286 FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex);
288 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation);
289 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation);
290 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm);
291 FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm);
292 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm);
293 D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
294 D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
295 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
296 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
297 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
298 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
299 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
300 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
301 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
302 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
303 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
304 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
305 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
306 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
307 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane);
308 D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
309 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);
310 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
311 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
312 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
313 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
314 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
315 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane);
316 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation);
317 D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation);
318 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
319 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
321 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal);
322 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3);
323 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2);
324 D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
325 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm);
326 D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, CONST D3DXPLANE *pplane, UINT pstride, CONST D3DXMATRIX *pm, UINT n);
328 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
329 D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
330 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
331 D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
332 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
333 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
334 D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
335 D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm);
336 D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
337 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
338 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t);
339 void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
341 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
342 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s);
343 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
344 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
345 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
346 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
347 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
348 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
349 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
350 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
352 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
353 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
354 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
355 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
356 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
357 D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n);
358 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
359 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
360 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
361 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
362 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
363 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
364 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
365 D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n);
367 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
368 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
369 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3);
370 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
371 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
372 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
373 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR4 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
375 D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, CONST FLOAT *pin, UINT n);
376 FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, CONST D3DXFLOAT16 *pin, UINT n);
382 typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
384 DEFINE_GUID(IID_ID3DXMatrixStack,
385 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
388 #define INTERFACE ID3DXMatrixStack
390 DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
392 STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
393 STDMETHOD_(ULONG,AddRef)(THIS) PURE;
394 STDMETHOD_(ULONG,Release)(THIS) PURE;
395 STDMETHOD(Pop)(THIS) PURE;
396 STDMETHOD(Push)(THIS) PURE;
397 STDMETHOD(LoadIdentity)(THIS) PURE;
398 STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
399 STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
400 STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE;
401 STDMETHOD(RotateAxis)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
402 STDMETHOD(RotateAxisLocal)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
403 STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
404 STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
405 STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
406 STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
407 STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
408 STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
409 STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
414 #if !defined(__cplusplus) || defined(CINTERFACE)
416 #define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
417 #define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p)
418 #define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p)
419 #define ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p)
420 #define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p)
421 #define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p)
422 #define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a)
423 #define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a)
424 #define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a)
425 #define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b)
426 #define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b)
427 #define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
428 #define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
429 #define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c)
430 #define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c)
431 #define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c)
432 #define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c)
433 #define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p)
441 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack);
447 #include <d3dx9math.inl>
449 #endif /* __D3DX9MATH_H__ */