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 /*_________________D3DXMatrix____________________*/
37 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, float scaling, D3DXVECTOR3 *rotationcenter, D3DXQUATERNION *rotation, D3DXVECTOR3 *translation)
39 D3DXMATRIX m1, m2, m3, m4, m5, p1, p2, p3;
41 D3DXMatrixScaling(&m1, scaling, scaling, scaling);
42 if ( !rotationcenter )
44 D3DXMatrixIdentity(&m2);
45 D3DXMatrixIdentity(&m4);
49 D3DXMatrixTranslation(&m2, -rotationcenter->x, -rotationcenter->y, -rotationcenter->z);
50 D3DXMatrixTranslation(&m4, rotationcenter->x, rotationcenter->y, rotationcenter->z);
54 D3DXMatrixIdentity(&m3);
58 D3DXMatrixRotationQuaternion(&m3, rotation);
62 D3DXMatrixIdentity(&m5);
66 D3DXMatrixTranslation(&m5, translation->x, translation->y, translation->z);
68 D3DXMatrixMultiply(&p1, &m1, &m2);
69 D3DXMatrixMultiply(&p2, &p1, &m3);
70 D3DXMatrixMultiply(&p3, &p2, &m4);
71 D3DXMatrixMultiply(pout, &p3, &m5);
75 FLOAT WINAPI D3DXMatrixfDeterminant(CONST D3DXMATRIX *pm)
77 D3DXVECTOR4 minor, v1, v2, v3;
80 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];
81 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];
82 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];
83 D3DXVec4Cross(&minor,&v1,&v2,&v3);
84 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);
88 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm)
91 D3DXVECTOR4 v, vec[3];
94 det = D3DXMatrixfDeterminant(pm);
95 if ( !det ) return NULL;
96 if ( pdeterminant ) *pdeterminant = det;
104 if ( j > i ) a = a-1;
105 vec[a].x = pm->u.m[j][0];
106 vec[a].y = pm->u.m[j][1];
107 vec[a].z = pm->u.m[j][2];
108 vec[a].w = pm->u.m[j][3];
111 D3DXVec4Cross(&v, &vec[0], &vec[1], &vec[2]);
116 case 0: cofactor = v.x; break;
117 case 1: cofactor = v.y; break;
118 case 2: cofactor = v.z; break;
119 case 3: cofactor = v.w; break;
121 pout->u.m[j][i] = pow(-1.0f, i) * cofactor / det;
127 D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
129 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
131 D3DXVec3Subtract(&vec2, pat, peye);
132 D3DXVec3Normalize(&vec, &vec2);
133 D3DXVec3Cross(&right, pup, &vec);
134 D3DXVec3Cross(&up, &vec, &right);
135 D3DXVec3Normalize(&rightn, &right);
136 D3DXVec3Normalize(&upn, &up);
137 pout->u.m[0][0] = rightn.x;
138 pout->u.m[1][0] = rightn.y;
139 pout->u.m[2][0] = rightn.z;
140 pout->u.m[3][0] = -D3DXVec3Dot(&rightn,peye);
141 pout->u.m[0][1] = upn.x;
142 pout->u.m[1][1] = upn.y;
143 pout->u.m[2][1] = upn.z;
144 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
145 pout->u.m[0][2] = vec.x;
146 pout->u.m[1][2] = vec.y;
147 pout->u.m[2][2] = vec.z;
148 pout->u.m[3][2] = -D3DXVec3Dot(&vec, peye);
149 pout->u.m[0][3] = 0.0f;
150 pout->u.m[1][3] = 0.0f;
151 pout->u.m[2][3] = 0.0f;
152 pout->u.m[3][3] = 1.0f;
156 D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
158 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
160 D3DXVec3Subtract(&vec2, pat, peye);
161 D3DXVec3Normalize(&vec, &vec2);
162 D3DXVec3Cross(&right, pup, &vec);
163 D3DXVec3Cross(&up, &vec, &right);
164 D3DXVec3Normalize(&rightn, &right);
165 D3DXVec3Normalize(&upn, &up);
166 pout->u.m[0][0] = -rightn.x;
167 pout->u.m[1][0] = -rightn.y;
168 pout->u.m[2][0] = -rightn.z;
169 pout->u.m[3][0] = D3DXVec3Dot(&rightn,peye);
170 pout->u.m[0][1] = upn.x;
171 pout->u.m[1][1] = upn.y;
172 pout->u.m[2][1] = upn.z;
173 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
174 pout->u.m[0][2] = -vec.x;
175 pout->u.m[1][2] = -vec.y;
176 pout->u.m[2][2] = -vec.z;
177 pout->u.m[3][2] = D3DXVec3Dot(&vec, peye);
178 pout->u.m[0][3] = 0.0f;
179 pout->u.m[1][3] = 0.0f;
180 pout->u.m[2][3] = 0.0f;
181 pout->u.m[3][3] = 1.0f;
185 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
193 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];
199 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
203 D3DXMatrixMultiply(&temp, pm1, pm2);
204 D3DXMatrixTranspose(pout, &temp);
208 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
210 D3DXMatrixIdentity(pout);
211 pout->u.m[0][0] = 2.0f / w;
212 pout->u.m[1][1] = 2.0f / h;
213 pout->u.m[2][2] = 1.0f / (zf - zn);
214 pout->u.m[3][2] = zn / (zn - zf);
218 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
220 D3DXMatrixIdentity(pout);
221 pout->u.m[0][0] = 2.0f / (r - l);
222 pout->u.m[1][1] = 2.0f / (t - b);
223 pout->u.m[2][2] = 1.0f / (zf -zn);
224 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
225 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
226 pout->u.m[3][2] = zn / (zn -zf);
230 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
232 D3DXMatrixIdentity(pout);
233 pout->u.m[0][0] = 2.0f / (r - l);
234 pout->u.m[1][1] = 2.0f / (t - b);
235 pout->u.m[2][2] = 1.0f / (zn -zf);
236 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
237 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
238 pout->u.m[3][2] = zn / (zn -zf);
242 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
244 D3DXMatrixIdentity(pout);
245 pout->u.m[0][0] = 2.0f / w;
246 pout->u.m[1][1] = 2.0f / h;
247 pout->u.m[2][2] = 1.0f / (zn - zf);
248 pout->u.m[3][2] = zn / (zn - zf);
252 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
254 D3DXMatrixIdentity(pout);
255 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
256 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
257 pout->u.m[2][2] = zf / (zf - zn);
258 pout->u.m[2][3] = 1.0f;
259 pout->u.m[3][2] = (zf * zn) / (zn - zf);
260 pout->u.m[3][3] = 0.0f;
264 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
266 D3DXMatrixIdentity(pout);
267 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
268 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
269 pout->u.m[2][2] = zf / (zn - zf);
270 pout->u.m[2][3] = -1.0f;
271 pout->u.m[3][2] = (zf * zn) / (zn - zf);
272 pout->u.m[3][3] = 0.0f;
276 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
278 D3DXMatrixIdentity(pout);
279 pout->u.m[0][0] = 2.0f * zn / w;
280 pout->u.m[1][1] = 2.0f * zn / h;
281 pout->u.m[2][2] = zf / (zf - zn);
282 pout->u.m[3][2] = (zn * zf) / (zn - zf);
283 pout->u.m[2][3] = 1.0f;
284 pout->u.m[3][3] = 0.0f;
288 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
290 D3DXMatrixIdentity(pout);
291 pout->u.m[0][0] = 2.0f * zn / (r - l);
292 pout->u.m[1][1] = -2.0f * zn / (b - t);
293 pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l);
294 pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t);
295 pout->u.m[2][2] = - zf / (zn - zf);
296 pout->u.m[3][2] = (zn * zf) / (zn -zf);
297 pout->u.m[2][3] = 1.0f;
298 pout->u.m[3][3] = 0.0f;
302 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
304 D3DXMatrixIdentity(pout);
305 pout->u.m[0][0] = 2.0f * zn / (r - l);
306 pout->u.m[1][1] = -2.0f * zn / (b - t);
307 pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l);
308 pout->u.m[2][1] = -1.0f -2.0f * t / (b - t);
309 pout->u.m[2][2] = zf / (zn - zf);
310 pout->u.m[3][2] = (zn * zf) / (zn -zf);
311 pout->u.m[2][3] = -1.0f;
312 pout->u.m[3][3] = 0.0f;
316 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
318 D3DXMatrixIdentity(pout);
319 pout->u.m[0][0] = 2.0f * zn / w;
320 pout->u.m[1][1] = 2.0f * zn / h;
321 pout->u.m[2][2] = zf / (zn - zf);
322 pout->u.m[3][2] = (zn * zf) / (zn - zf);
323 pout->u.m[2][3] = -1.0f;
324 pout->u.m[3][3] = 0.0f;
328 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
332 D3DXPlaneNormalize(&Nplane, pplane);
333 D3DXMatrixIdentity(pout);
334 pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
335 pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b;
336 pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c;
337 pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b;
338 pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b;
339 pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c;
340 pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a;
341 pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b;
342 pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c;
343 pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a;
344 pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b;
345 pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c;
349 D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
353 D3DXVec3Normalize(&v,pv);
354 D3DXMatrixIdentity(pout);
355 pout->u.m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
356 pout->u.m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
357 pout->u.m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
358 pout->u.m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
359 pout->u.m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
360 pout->u.m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
361 pout->u.m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
362 pout->u.m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
363 pout->u.m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
367 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
369 D3DXMatrixIdentity(pout);
370 pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
371 pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
372 pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
373 pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
374 pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
375 pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
376 pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
377 pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
378 pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
382 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
384 D3DXMatrixIdentity(pout);
385 pout->u.m[1][1] = cos(angle);
386 pout->u.m[2][2] = cos(angle);
387 pout->u.m[1][2] = sin(angle);
388 pout->u.m[2][1] = -sin(angle);
392 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
394 D3DXMatrixIdentity(pout);
395 pout->u.m[0][0] = cos(angle);
396 pout->u.m[2][2] = cos(angle);
397 pout->u.m[0][2] = -sin(angle);
398 pout->u.m[2][0] = sin(angle);
402 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
404 D3DXMATRIX m, pout1, pout2, pout3;
406 D3DXMatrixIdentity(&pout3);
407 D3DXMatrixRotationZ(&m,roll);
408 D3DXMatrixMultiply(&pout2,&pout3,&m);
409 D3DXMatrixRotationX(&m,pitch);
410 D3DXMatrixMultiply(&pout1,&pout2,&m);
411 D3DXMatrixRotationY(&m,yaw);
412 D3DXMatrixMultiply(pout,&pout1,&m);
415 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
417 D3DXMatrixIdentity(pout);
418 pout->u.m[0][0] = cos(angle);
419 pout->u.m[1][1] = cos(angle);
420 pout->u.m[0][1] = sin(angle);
421 pout->u.m[1][0] = -sin(angle);
425 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
427 D3DXMatrixIdentity(pout);
428 pout->u.m[0][0] = sx;
429 pout->u.m[1][1] = sy;
430 pout->u.m[2][2] = sz;
434 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane)
439 D3DXPlaneNormalize(&Nplane, pplane);
440 dot = D3DXPlaneDot(&Nplane, plight);
441 pout->u.m[0][0] = dot - Nplane.a * plight->x;
442 pout->u.m[0][1] = -Nplane.a * plight->y;
443 pout->u.m[0][2] = -Nplane.a * plight->z;
444 pout->u.m[0][3] = -Nplane.a * plight->w;
445 pout->u.m[1][0] = -Nplane.b * plight->x;
446 pout->u.m[1][1] = dot - Nplane.b * plight->y;
447 pout->u.m[1][2] = -Nplane.b * plight->z;
448 pout->u.m[1][3] = -Nplane.b * plight->w;
449 pout->u.m[2][0] = -Nplane.c * plight->x;
450 pout->u.m[2][1] = -Nplane.c * plight->y;
451 pout->u.m[2][2] = dot - Nplane.c * plight->z;
452 pout->u.m[2][3] = -Nplane.c * plight->w;
453 pout->u.m[3][0] = -Nplane.d * plight->x;
454 pout->u.m[3][1] = -Nplane.d * plight->y;
455 pout->u.m[3][2] = -Nplane.d * plight->z;
456 pout->u.m[3][3] = dot - Nplane.d * plight->w;
460 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
462 D3DXMatrixIdentity(pout);
469 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
477 pout->u.m[i][j] = pm->u.m[j][i];
483 /*_________________D3DXPLANE________________*/
485 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
487 D3DXVECTOR3 direction, normal;
493 direction.x = pv2->x - pv1->x;
494 direction.y = pv2->y - pv1->y;
495 direction.z = pv2->z - pv1->z;
496 dot = D3DXVec3Dot(&normal, &direction);
497 if ( !dot ) return NULL;
498 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
499 pout->x = pv1->x - temp * direction.x;
500 pout->y = pv1->y - temp * direction.y;
501 pout->z = pv1->z - temp * direction.z;
505 D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
509 norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c);
512 pout->a = pp->a / norm;
513 pout->b = pp->b / norm;
514 pout->c = pp->c / norm;
515 pout->d = pp->d / norm;
527 /*_________________D3DXQUATERNION________________*/
529 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
533 norm = D3DXQuaternionLength(pq);
543 pout->x = pq->x / norm;
544 pout->y = pq->y / norm;
545 pout->z = pq->z / norm;
546 pout->w = pq->w / norm;
550 /*_________________D3DXVec2_____________________*/
552 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
554 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
555 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
559 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
561 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);
562 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);
566 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
568 FLOAT h1, h2, h3, h4;
570 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
571 h2 = s * s * s - 2.0f * s * s + s;
572 h3 = -2.0f * s * s * s + 3.0f * s * s;
573 h4 = s * s * s - s * s;
575 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
576 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
580 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
584 norm = D3DXVec2Length(pv);
592 pout->x = pv->x / norm;
593 pout->y = pv->y / norm;
598 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
600 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
601 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
602 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
603 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
607 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
611 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
614 pout->x = (pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0]) / norm;
615 pout->y = (pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1]) / norm;
625 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
627 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y;
628 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y;
632 /*_________________D3DXVec3_____________________*/
634 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
636 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
637 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
638 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
642 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
644 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);
645 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);
646 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);
650 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
652 FLOAT h1, h2, h3, h4;
654 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
655 h2 = s * s * s - 2.0f * s * s + s;
656 h3 = -2.0f * s * s * s + 3.0f * s * s;
657 h4 = s * s * s - s * s;
659 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
660 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
661 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
665 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
669 norm = D3DXVec3Length(pv);
678 pout->x = pv->x / norm;
679 pout->y = pv->y / norm;
680 pout->z = pv->z / norm;
685 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
690 D3DXMatrixMultiply(&m1, pworld, pview);
691 D3DXMatrixMultiply(&m2, &m1, pprojection);
692 D3DXVec3TransformCoord(&vec, pv, &m2);
693 pout->x = pviewport->X + ( 1.0f + vec.x ) * pviewport->Width / 2.0f;
694 pout->y = pviewport->Y + ( 1.0f - vec.y ) * pviewport->Height / 2.0f;
695 pout->z = pviewport->MinZ + vec.z * ( pviewport->MaxZ - pviewport->MinZ );
699 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
701 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];
702 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];
703 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];
704 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];
708 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
712 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];
716 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;
717 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;
718 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;
729 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
731 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z;
732 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z;
733 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z;
738 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT8 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
740 D3DXMATRIX m1, m2, m3;
743 D3DXMatrixMultiply(&m1, pworld, pview);
744 D3DXMatrixMultiply(&m2, &m1, pprojection);
745 D3DXMatrixInverse(&m3, NULL, &m2);
746 vec.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f;
747 vec.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height;
748 vec.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
749 D3DXVec3TransformCoord(pout, &vec, &m3);
753 /*_________________D3DXVec4_____________________*/
755 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
757 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
758 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
759 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
760 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
764 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
766 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);
767 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);
768 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);
769 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);
773 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
775 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);
776 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));
777 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);
778 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));
782 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
784 FLOAT h1, h2, h3, h4;
786 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
787 h2 = s * s * s - 2.0f * s * s + s;
788 h3 = -2.0f * s * s * s + 3.0f * s * s;
789 h4 = s * s * s - s * s;
791 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
792 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
793 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
794 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
798 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
802 norm = D3DXVec4Length(pv);
812 pout->x = pv->x / norm;
813 pout->y = pv->y / norm;
814 pout->z = pv->z / norm;
815 pout->w = pv->w / norm;
820 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
822 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;
823 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;
824 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;
825 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;