2 * Mathematical operations specific to D3DX9.
4 * Copyright (C) 2008 David Adam
5 * Copyright (C) 2008 Philip Nilsson
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #define NONAMELESSUNION
30 /*************************************************************************
31 * D3DXMatrixAffineTransformation2D
33 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(
34 D3DXMATRIX *pout, FLOAT scaling,
35 CONST D3DXVECTOR2 *protationcenter, FLOAT rotation,
36 CONST D3DXVECTOR2 *ptranslation)
38 D3DXMATRIX m1, m2, m3, m4, m5;
40 D3DXVECTOR3 rot_center, trans;
42 rot.w=cos(rotation/2.0f);
45 rot.z=sin(rotation/2.0f);
47 if ( protationcenter )
49 rot_center.x=protationcenter->x;
50 rot_center.y=protationcenter->y;
62 trans.x=ptranslation->x;
63 trans.y=ptranslation->y;
73 D3DXMatrixScaling(&m1, scaling, scaling, 1.0f);
74 D3DXMatrixTranslation(&m2, -rot_center.x, -rot_center.y, -rot_center.z);
75 D3DXMatrixTranslation(&m4, rot_center.x, rot_center.y, rot_center.z);
76 D3DXMatrixRotationQuaternion(&m3, &rot);
77 D3DXMatrixTranslation(&m5, trans.x, trans.y, trans.z);
79 D3DXMatrixMultiply(&m1, &m1, &m2);
80 D3DXMatrixMultiply(&m1, &m1, &m3);
81 D3DXMatrixMultiply(&m1, &m1, &m4);
82 D3DXMatrixMultiply(pout, &m1, &m5);
87 /*************************************************************************
90 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, D3DXMATRIX *pm)
92 D3DXMATRIX normalized;
95 /*Compute the scaling part.*/
99 poutscale->x=D3DXVec3Length(&vec);
104 poutscale->y=D3DXVec3Length(&vec);
109 poutscale->z=D3DXVec3Length(&vec);
111 /*Compute the translation part.*/
112 pouttranslation->x=pm->u.m[3][0];
113 pouttranslation->y=pm->u.m[3][1];
114 pouttranslation->z=pm->u.m[3][2];
116 /*Let's calculate the rotation now*/
117 if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) )
119 return D3DERR_INVALIDCALL;
122 normalized.u.m[0][0]=pm->u.m[0][0]/poutscale->x;
123 normalized.u.m[0][1]=pm->u.m[0][1]/poutscale->x;
124 normalized.u.m[0][2]=pm->u.m[0][2]/poutscale->x;
125 normalized.u.m[1][0]=pm->u.m[1][0]/poutscale->y;
126 normalized.u.m[1][1]=pm->u.m[1][1]/poutscale->y;
127 normalized.u.m[1][2]=pm->u.m[1][2]/poutscale->y;
128 normalized.u.m[2][0]=pm->u.m[2][0]/poutscale->z;
129 normalized.u.m[2][1]=pm->u.m[2][1]/poutscale->z;
130 normalized.u.m[2][2]=pm->u.m[2][2]/poutscale->z;
132 D3DXQuaternionRotationMatrix(poutrotation,&normalized);
136 /*************************************************************************
137 * D3DXMatrixTransformation2D
139 D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(
140 D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter,
141 FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling,
142 CONST D3DXVECTOR2 *protationcenter, FLOAT rotation,
143 CONST D3DXVECTOR2 *ptranslation)
145 D3DXQUATERNION rot, sca_rot;
146 D3DXVECTOR3 rot_center, sca, sca_center, trans;
148 if ( pscalingcenter )
150 sca_center.x=pscalingcenter->x;
151 sca_center.y=pscalingcenter->y;
174 if ( protationcenter )
176 rot_center.x=protationcenter->x;
177 rot_center.y=protationcenter->y;
189 trans.x=ptranslation->x;
190 trans.y=ptranslation->y;
200 rot.w=cos(rotation/2.0f);
203 rot.z=sin(rotation/2.0f);
205 sca_rot.w=cos(scalingrotation/2.0f);
208 sca_rot.z=sin(scalingrotation/2.0f);
210 D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
215 /*************************************************************************
216 * D3DXPlaneTransformArray
218 D3DXPLANE* WINAPI D3DXPlaneTransformArray(
219 D3DXPLANE* out, UINT outstride, CONST D3DXPLANE* in, UINT instride,
220 CONST D3DXMATRIX* matrix, UINT elements)
224 for (i = 0; i < elements; ++i) {
226 (D3DXPLANE*)((char*)out + outstride * i),
227 (CONST D3DXPLANE*)((const char*)in + instride * i),
233 /*************************************************************************
234 * D3DXVec2TransformArray
236 * Transform an array of vectors by a matrix.
238 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
239 D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
240 CONST D3DXMATRIX* matrix, UINT elements)
244 for (i = 0; i < elements; ++i) {
246 (D3DXVECTOR4*)((char*)out + outstride * i),
247 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
253 /*************************************************************************
254 * D3DXVec2TransformCoordArray
256 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
257 D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
258 CONST D3DXMATRIX* matrix, UINT elements)
262 for (i = 0; i < elements; ++i) {
263 D3DXVec2TransformCoord(
264 (D3DXVECTOR2*)((char*)out + outstride * i),
265 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
271 /*************************************************************************
272 * D3DXVec2TransformNormalArray
274 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
275 D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride,
276 CONST D3DXMATRIX *matrix, UINT elements)
280 for (i = 0; i < elements; ++i) {
281 D3DXVec2TransformNormal(
282 (D3DXVECTOR2*)((char*)out + outstride * i),
283 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
289 /*************************************************************************
290 * D3DXVec3ProjectArray
292 * Projects an array of vectors to the screen.
294 D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(
295 D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
296 CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
297 CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
301 for (i = 0; i < elements; ++i) {
303 (D3DXVECTOR3*)((char*)out + outstride * i),
304 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
305 viewport, projection, view, world);
310 /*************************************************************************
311 * D3DXVec3TransformArray
313 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
314 D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
315 CONST D3DXMATRIX* matrix, UINT elements)
319 for (i = 0; i < elements; ++i) {
321 (D3DXVECTOR4*)((char*)out + outstride * i),
322 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
328 /*************************************************************************
329 * D3DXVec3TransformCoordArray
331 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
332 D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
333 CONST D3DXMATRIX* matrix, UINT elements)
337 for (i = 0; i < elements; ++i) {
338 D3DXVec3TransformCoord(
339 (D3DXVECTOR3*)((char*)out + outstride * i),
340 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
346 /*************************************************************************
347 * D3DXVec3TransformNormalArray
349 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
350 D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
351 CONST D3DXMATRIX* matrix, UINT elements)
355 for (i = 0; i < elements; ++i) {
356 D3DXVec3TransformNormal(
357 (D3DXVECTOR3*)((char*)out + outstride * i),
358 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
364 /*************************************************************************
365 * D3DXVec3UnprojectArray
367 D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(
368 D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
369 CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
370 CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
374 for (i = 0; i < elements; ++i) {
376 (D3DXVECTOR3*)((char*)out + outstride * i),
377 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
378 viewport, projection, view, world);
383 /*************************************************************************
384 * D3DXVec4TransformArray
386 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
387 D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride,
388 CONST D3DXMATRIX* matrix, UINT elements)
392 for (i = 0; i < elements; ++i) {
394 (D3DXVECTOR4*)((char*)out + outstride * i),
395 (CONST D3DXVECTOR4*)((const char*)in + instride * i),