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))
33 typedef struct D3DXVECTOR2
37 D3DXVECTOR2(CONST FLOAT *pf);
38 D3DXVECTOR2(FLOAT fx, FLOAT fy);
41 operator CONST FLOAT* () const;
43 D3DXVECTOR2& operator += (CONST D3DXVECTOR2&);
44 D3DXVECTOR2& operator -= (CONST D3DXVECTOR2&);
45 D3DXVECTOR2& operator *= (FLOAT);
46 D3DXVECTOR2& operator /= (FLOAT);
48 D3DXVECTOR2 operator + () const;
49 D3DXVECTOR2 operator - () const;
51 D3DXVECTOR2 operator + (CONST D3DXVECTOR2&) const;
52 D3DXVECTOR2 operator - (CONST D3DXVECTOR2&) const;
53 D3DXVECTOR2 operator * (FLOAT) const;
54 D3DXVECTOR2 operator / (FLOAT) const;
56 friend D3DXVECTOR2 operator * (FLOAT, CONST D3DXVECTOR2&);
58 BOOL operator == (CONST D3DXVECTOR2&) const;
59 BOOL operator != (CONST D3DXVECTOR2&) const;
60 #endif /* __cplusplus */
62 } D3DXVECTOR2, *LPD3DXVECTOR2;
65 typedef struct D3DXVECTOR3 : public D3DVECTOR
68 D3DXVECTOR3(CONST FLOAT *pf);
69 D3DXVECTOR3(CONST D3DVECTOR& v);
70 D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
73 operator CONST FLOAT* () const;
75 D3DXVECTOR3& operator += (CONST D3DXVECTOR3&);
76 D3DXVECTOR3& operator -= (CONST D3DXVECTOR3&);
77 D3DXVECTOR3& operator *= (FLOAT);
78 D3DXVECTOR3& operator /= (FLOAT);
80 D3DXVECTOR3 operator + () const;
81 D3DXVECTOR3 operator - () const;
83 D3DXVECTOR3 operator + (CONST D3DXVECTOR3&) const;
84 D3DXVECTOR3 operator - (CONST D3DXVECTOR3&) const;
85 D3DXVECTOR3 operator * (FLOAT) const;
86 D3DXVECTOR3 operator / (FLOAT) const;
88 friend D3DXVECTOR3 operator * (FLOAT, CONST struct D3DXVECTOR3&);
90 BOOL operator == (CONST D3DXVECTOR3&) const;
91 BOOL operator != (CONST D3DXVECTOR3&) const;
92 } D3DXVECTOR3, *LPD3DXVECTOR3;
93 #else /* !__cplusplus */
94 typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
95 #endif /* !__cplusplus */
97 typedef struct D3DXVECTOR4
101 D3DXVECTOR4(CONST FLOAT *pf);
102 D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
105 operator CONST FLOAT* () const;
107 D3DXVECTOR4& operator += (CONST D3DXVECTOR4&);
108 D3DXVECTOR4& operator -= (CONST D3DXVECTOR4&);
109 D3DXVECTOR4& operator *= (FLOAT);
110 D3DXVECTOR4& operator /= (FLOAT);
112 D3DXVECTOR4 operator + () const;
113 D3DXVECTOR4 operator - () const;
115 D3DXVECTOR4 operator + (CONST D3DXVECTOR4&) const;
116 D3DXVECTOR4 operator - (CONST D3DXVECTOR4&) const;
117 D3DXVECTOR4 operator * (FLOAT) const;
118 D3DXVECTOR4 operator / (FLOAT) const;
120 friend D3DXVECTOR4 operator * (FLOAT, CONST D3DXVECTOR4&);
122 BOOL operator == (CONST D3DXVECTOR4&) const;
123 BOOL operator != (CONST D3DXVECTOR4&) const;
124 #endif /* __cplusplus */
126 } D3DXVECTOR4, *LPD3DXVECTOR4;
129 typedef struct D3DXMATRIX : public D3DMATRIX
132 D3DXMATRIX(CONST FLOAT *pf);
133 D3DXMATRIX(CONST D3DMATRIX& mat);
134 D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
135 FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
136 FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
137 FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44);
139 FLOAT& operator () (UINT row, UINT col);
140 FLOAT operator () (UINT row, UINT col) const;
143 operator CONST FLOAT* () const;
145 D3DXMATRIX& operator *= (CONST D3DXMATRIX&);
146 D3DXMATRIX& operator += (CONST D3DXMATRIX&);
147 D3DXMATRIX& operator -= (CONST D3DXMATRIX&);
148 D3DXMATRIX& operator *= (FLOAT);
149 D3DXMATRIX& operator /= (FLOAT);
151 D3DXMATRIX operator + () const;
152 D3DXMATRIX operator - () const;
154 D3DXMATRIX operator * (CONST D3DXMATRIX&) const;
155 D3DXMATRIX operator + (CONST D3DXMATRIX&) const;
156 D3DXMATRIX operator - (CONST D3DXMATRIX&) const;
157 D3DXMATRIX operator * (FLOAT) const;
158 D3DXMATRIX operator / (FLOAT) const;
160 friend D3DXMATRIX operator * (FLOAT, CONST D3DXMATRIX&);
162 BOOL operator == (CONST D3DXMATRIX&) const;
163 BOOL operator != (CONST D3DXMATRIX&) const;
164 } D3DXMATRIX, *LPD3DXMATRIX;
165 #else /* !__cplusplus */
166 typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
167 #endif /* !__cplusplus */
169 typedef struct D3DXQUATERNION
173 D3DXQUATERNION(CONST FLOAT *pf);
174 D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
177 operator CONST FLOAT* () const;
179 D3DXQUATERNION& operator += (CONST D3DXQUATERNION&);
180 D3DXQUATERNION& operator -= (CONST D3DXQUATERNION&);
181 D3DXQUATERNION& operator *= (CONST D3DXQUATERNION&);
182 D3DXQUATERNION& operator *= (FLOAT);
183 D3DXQUATERNION& operator /= (FLOAT);
185 D3DXQUATERNION operator + () const;
186 D3DXQUATERNION operator - () const;
188 D3DXQUATERNION operator + (CONST D3DXQUATERNION&) const;
189 D3DXQUATERNION operator - (CONST D3DXQUATERNION&) const;
190 D3DXQUATERNION operator * (CONST D3DXQUATERNION&) const;
191 D3DXQUATERNION operator * (FLOAT) const;
192 D3DXQUATERNION operator / (FLOAT) const;
194 friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION&);
196 BOOL operator == (CONST D3DXQUATERNION&) const;
197 BOOL operator != (CONST D3DXQUATERNION&) const;
198 #endif /* __cplusplus */
200 } D3DXQUATERNION, *LPD3DXQUATERNION;
202 typedef struct D3DXPLANE
206 D3DXPLANE(CONST FLOAT *pf);
207 D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
210 operator CONST FLOAT* () const;
212 D3DXPLANE operator + () const;
213 D3DXPLANE operator - () const;
215 BOOL operator == (CONST D3DXPLANE&) const;
216 BOOL operator != (CONST D3DXPLANE&) const;
217 #endif /* __cplusplus */
219 } D3DXPLANE, *LPD3DXPLANE;
221 typedef struct D3DXCOLOR
225 D3DXCOLOR(DWORD col);
226 D3DXCOLOR(CONST FLOAT *pf);
227 D3DXCOLOR(CONST D3DCOLORVALUE& col);
228 D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
230 operator DWORD () const;
233 operator CONST FLOAT* () const;
235 operator D3DCOLORVALUE* ();
236 operator CONST D3DCOLORVALUE* () const;
238 operator D3DCOLORVALUE& ();
239 operator CONST D3DCOLORVALUE& () const;
241 D3DXCOLOR& operator += (CONST D3DXCOLOR&);
242 D3DXCOLOR& operator -= (CONST D3DXCOLOR&);
243 D3DXCOLOR& operator *= (FLOAT);
244 D3DXCOLOR& operator /= (FLOAT);
246 D3DXCOLOR operator + () const;
247 D3DXCOLOR operator - () const;
249 D3DXCOLOR operator + (CONST D3DXCOLOR&) const;
250 D3DXCOLOR operator - (CONST D3DXCOLOR&) const;
251 D3DXCOLOR operator * (FLOAT) const;
252 D3DXCOLOR operator / (FLOAT) const;
254 friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR&);
256 BOOL operator == (CONST D3DXCOLOR&) const;
257 BOOL operator != (CONST D3DXCOLOR&) const;
258 #endif /* __cplusplus */
260 } D3DXCOLOR, *LPD3DXCOLOR;
266 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
267 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s);
269 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, float scaling, D3DXVECTOR3 *rotationcenter, D3DXQUATERNION *rotation, D3DXVECTOR3 *translation);
270 FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm);
271 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm);
272 D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
273 D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup);
274 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
275 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2);
276 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
277 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
278 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
279 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
280 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
281 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
282 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
283 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
284 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
285 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
286 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
287 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane);
288 D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
289 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);
290 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
291 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
292 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
293 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
294 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
295 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane);
296 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation);
297 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
298 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm);
300 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal);
301 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3);
302 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2);
303 D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp);
304 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm);
306 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
307 D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
308 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
309 D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
310 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
311 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
312 D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
313 D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm);
314 D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
315 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
316 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t);
317 void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
319 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
320 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s);
321 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s);
322 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv);
323 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
324 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
325 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
326 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
327 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
328 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, CONST D3DXVECTOR2 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
330 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
331 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s);
332 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s);
333 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv);
334 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
335 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);
336 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
337 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
338 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
339 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
340 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
341 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
342 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld);
343 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);
345 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
346 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
347 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3);
348 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
349 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
350 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);
351 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR4 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n);
357 #include <d3dx9math.inl>
359 #endif /* __D3DX9MATH_H__ */