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1092 lines
32 KiB
1092 lines
32 KiB
////////////////////////////////////////////////////////////////////////////// |
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// |
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// Copyright (C) Microsoft Corporation. All Rights Reserved. |
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// |
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// File: d3dxmath.h |
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// Content: D3DX math types and functions |
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// |
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////////////////////////////////////////////////////////////////////////////// |
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#ifndef __D3DXMATH_H__ |
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#define __D3DXMATH_H__ |
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#include <d3d.h> |
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#include <math.h> |
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#include <limits.h> |
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#include "d3dxerr.h" |
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#ifndef D3DXINLINE |
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#ifdef __cplusplus |
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#define D3DXINLINE inline |
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#else |
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#define D3DXINLINE _inline |
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#endif |
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#endif |
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#if _MSC_VER >= 1200 |
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#pragma warning(push) |
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#endif |
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#pragma warning(disable:4201) // anonymous unions warning |
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typedef struct ID3DXMatrixStack *LPD3DXMATRIXSTACK; |
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// {E3357330-CC5E-11d2-A434-00A0C90629A8} |
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DEFINE_GUID( IID_ID3DXMatrixStack, |
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0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8); |
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//=========================================================================== |
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// |
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// General purpose utilities |
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// |
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//=========================================================================== |
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#define D3DX_PI ((float) 3.141592654f) |
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#define D3DX_1BYPI ((float) 0.318309886f) |
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#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f)) |
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#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI)) |
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//=========================================================================== |
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// |
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// Vectors |
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// |
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//=========================================================================== |
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//-------------------------- |
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// 2D Vector |
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//-------------------------- |
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typedef struct D3DXVECTOR2 |
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{ |
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#ifdef __cplusplus |
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public: |
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D3DXVECTOR2() {}; |
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D3DXVECTOR2( const float * ); |
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D3DXVECTOR2( float x, float y ); |
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// casting |
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operator float* (); |
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operator const float* () const; |
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// assignment operators |
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D3DXVECTOR2& operator += ( const D3DXVECTOR2& ); |
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D3DXVECTOR2& operator -= ( const D3DXVECTOR2& ); |
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D3DXVECTOR2& operator *= ( float ); |
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D3DXVECTOR2& operator /= ( float ); |
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// unary operators |
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D3DXVECTOR2 operator + () const; |
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D3DXVECTOR2 operator - () const; |
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// binary operators |
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D3DXVECTOR2 operator + ( const D3DXVECTOR2& ) const; |
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D3DXVECTOR2 operator - ( const D3DXVECTOR2& ) const; |
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D3DXVECTOR2 operator * ( float ) const; |
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D3DXVECTOR2 operator / ( float ) const; |
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friend D3DXVECTOR2 operator * ( float, const D3DXVECTOR2& ); |
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BOOL operator == ( const D3DXVECTOR2& ) const; |
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BOOL operator != ( const D3DXVECTOR2& ) const; |
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public: |
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#endif //__cplusplus |
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float x, y; |
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} D3DXVECTOR2, *LPD3DXVECTOR2; |
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//-------------------------- |
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// 3D Vector |
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//-------------------------- |
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typedef struct D3DXVECTOR3 |
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{ |
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#ifdef __cplusplus |
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public: |
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D3DXVECTOR3() {}; |
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D3DXVECTOR3( const float * ); |
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D3DXVECTOR3( const D3DVECTOR& ); |
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D3DXVECTOR3( float x, float y, float z ); |
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// casting |
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operator float* (); |
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operator const float* () const; |
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operator D3DVECTOR* (); |
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operator const D3DVECTOR* () const; |
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operator D3DVECTOR& (); |
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operator const D3DVECTOR& () const; |
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// assignment operators |
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D3DXVECTOR3& operator += ( const D3DXVECTOR3& ); |
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D3DXVECTOR3& operator -= ( const D3DXVECTOR3& ); |
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D3DXVECTOR3& operator *= ( float ); |
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D3DXVECTOR3& operator /= ( float ); |
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// unary operators |
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D3DXVECTOR3 operator + () const; |
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D3DXVECTOR3 operator - () const; |
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// binary operators |
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D3DXVECTOR3 operator + ( const D3DXVECTOR3& ) const; |
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D3DXVECTOR3 operator - ( const D3DXVECTOR3& ) const; |
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D3DXVECTOR3 operator * ( float ) const; |
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D3DXVECTOR3 operator / ( float ) const; |
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friend D3DXVECTOR3 operator * ( float, const struct D3DXVECTOR3& ); |
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BOOL operator == ( const D3DXVECTOR3& ) const; |
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BOOL operator != ( const D3DXVECTOR3& ) const; |
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public: |
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#endif //__cplusplus |
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float x, y, z; |
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} D3DXVECTOR3, *LPD3DXVECTOR3; |
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//-------------------------- |
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// 4D Vector |
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//-------------------------- |
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typedef struct D3DXVECTOR4 |
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{ |
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#ifdef __cplusplus |
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public: |
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D3DXVECTOR4() {}; |
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D3DXVECTOR4( const float* ); |
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D3DXVECTOR4( float x, float y, float z, float w ); |
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// casting |
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operator float* (); |
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operator const float* () const; |
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// assignment operators |
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D3DXVECTOR4& operator += ( const D3DXVECTOR4& ); |
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D3DXVECTOR4& operator -= ( const D3DXVECTOR4& ); |
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D3DXVECTOR4& operator *= ( float ); |
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D3DXVECTOR4& operator /= ( float ); |
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// unary operators |
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D3DXVECTOR4 operator + () const; |
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D3DXVECTOR4 operator - () const; |
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// binary operators |
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D3DXVECTOR4 operator + ( const D3DXVECTOR4& ) const; |
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D3DXVECTOR4 operator - ( const D3DXVECTOR4& ) const; |
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D3DXVECTOR4 operator * ( float ) const; |
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D3DXVECTOR4 operator / ( float ) const; |
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friend D3DXVECTOR4 operator * ( float, const D3DXVECTOR4& ); |
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BOOL operator == ( const D3DXVECTOR4& ) const; |
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BOOL operator != ( const D3DXVECTOR4& ) const; |
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public: |
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#endif //__cplusplus |
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float x, y, z, w; |
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} D3DXVECTOR4, *LPD3DXVECTOR4; |
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//=========================================================================== |
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// |
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// Matrices |
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// |
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//=========================================================================== |
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typedef struct D3DXMATRIX |
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{ |
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#ifdef __cplusplus |
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public: |
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D3DXMATRIX() {}; |
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D3DXMATRIX( const float * ); |
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D3DXMATRIX( const D3DMATRIX& ); |
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D3DXMATRIX( float m00, float m01, float m02, float m03, |
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float m10, float m11, float m12, float m13, |
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float m20, float m21, float m22, float m23, |
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float m30, float m31, float m32, float m33 ); |
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// access grants |
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float& operator () ( UINT iRow, UINT iCol ); |
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float operator () ( UINT iRow, UINT iCol ) const; |
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// casting operators |
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operator float* (); |
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operator const float* () const; |
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operator D3DMATRIX* (); |
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operator const D3DMATRIX* () const; |
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operator D3DMATRIX& (); |
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operator const D3DMATRIX& () const; |
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// assignment operators |
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D3DXMATRIX& operator *= ( const D3DXMATRIX& ); |
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D3DXMATRIX& operator += ( const D3DXMATRIX& ); |
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D3DXMATRIX& operator -= ( const D3DXMATRIX& ); |
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D3DXMATRIX& operator *= ( float ); |
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D3DXMATRIX& operator /= ( float ); |
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// unary operators |
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D3DXMATRIX operator + () const; |
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D3DXMATRIX operator - () const; |
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// binary operators |
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D3DXMATRIX operator * ( const D3DXMATRIX& ) const; |
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D3DXMATRIX operator + ( const D3DXMATRIX& ) const; |
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D3DXMATRIX operator - ( const D3DXMATRIX& ) const; |
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D3DXMATRIX operator * ( float ) const; |
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D3DXMATRIX operator / ( float ) const; |
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friend D3DXMATRIX operator * ( float, const D3DXMATRIX& ); |
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BOOL operator == ( const D3DXMATRIX& ) const; |
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BOOL operator != ( const D3DXMATRIX& ) const; |
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#endif //__cplusplus |
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union |
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{ |
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float m[4][4]; |
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#ifdef __cplusplus |
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struct |
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{ |
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float m00, m01, m02, m03; |
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float m10, m11, m12, m13; |
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float m20, m21, m22, m23; |
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float m30, m31, m32, m33; |
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}; |
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#endif //__cplusplus |
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}; |
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} D3DXMATRIX, *LPD3DXMATRIX; |
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//=========================================================================== |
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// |
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// Quaternions |
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// |
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//=========================================================================== |
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typedef struct D3DXQUATERNION |
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{ |
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#ifdef __cplusplus |
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public: |
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D3DXQUATERNION() {} |
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D3DXQUATERNION( const float * ); |
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D3DXQUATERNION( float x, float y, float z, float w ); |
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// casting |
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operator float* (); |
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operator const float* () const; |
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// assignment operators |
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D3DXQUATERNION& operator += ( const D3DXQUATERNION& ); |
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D3DXQUATERNION& operator -= ( const D3DXQUATERNION& ); |
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D3DXQUATERNION& operator *= ( const D3DXQUATERNION& ); |
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D3DXQUATERNION& operator *= ( float ); |
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D3DXQUATERNION& operator /= ( float ); |
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// unary operators |
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D3DXQUATERNION operator + () const; |
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D3DXQUATERNION operator - () const; |
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// binary operators |
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D3DXQUATERNION operator + ( const D3DXQUATERNION& ) const; |
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D3DXQUATERNION operator - ( const D3DXQUATERNION& ) const; |
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D3DXQUATERNION operator * ( const D3DXQUATERNION& ) const; |
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D3DXQUATERNION operator * ( float ) const; |
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D3DXQUATERNION operator / ( float ) const; |
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friend D3DXQUATERNION operator * (float, const D3DXQUATERNION& ); |
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BOOL operator == ( const D3DXQUATERNION& ) const; |
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BOOL operator != ( const D3DXQUATERNION& ) const; |
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#endif //__cplusplus |
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float x, y, z, w; |
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} D3DXQUATERNION, *LPD3DXQUATERNION; |
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//=========================================================================== |
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// |
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// Planes |
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// |
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//=========================================================================== |
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typedef struct D3DXPLANE |
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{ |
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#ifdef __cplusplus |
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public: |
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D3DXPLANE() {} |
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D3DXPLANE( const float* ); |
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D3DXPLANE( float a, float b, float c, float d ); |
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// casting |
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operator float* (); |
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operator const float* () const; |
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// unary operators |
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D3DXPLANE operator + () const; |
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D3DXPLANE operator - () const; |
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// binary operators |
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BOOL operator == ( const D3DXPLANE& ) const; |
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BOOL operator != ( const D3DXPLANE& ) const; |
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#endif //__cplusplus |
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float a, b, c, d; |
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} D3DXPLANE, *LPD3DXPLANE; |
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//=========================================================================== |
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// |
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// Colors |
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// |
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//=========================================================================== |
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typedef struct D3DXCOLOR |
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{ |
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#ifdef __cplusplus |
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public: |
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D3DXCOLOR() {} |
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D3DXCOLOR( DWORD argb ); |
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D3DXCOLOR( const float * ); |
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D3DXCOLOR( const D3DCOLORVALUE& ); |
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D3DXCOLOR( float r, float g, float b, float a ); |
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// casting |
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operator DWORD () const; |
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operator float* (); |
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operator const float* () const; |
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operator D3DCOLORVALUE* (); |
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operator const D3DCOLORVALUE* () const; |
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operator D3DCOLORVALUE& (); |
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operator const D3DCOLORVALUE& () const; |
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// assignment operators |
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D3DXCOLOR& operator += ( const D3DXCOLOR& ); |
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D3DXCOLOR& operator -= ( const D3DXCOLOR& ); |
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D3DXCOLOR& operator *= ( float ); |
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D3DXCOLOR& operator /= ( float ); |
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// unary operators |
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D3DXCOLOR operator + () const; |
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D3DXCOLOR operator - () const; |
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// binary operators |
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D3DXCOLOR operator + ( const D3DXCOLOR& ) const; |
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D3DXCOLOR operator - ( const D3DXCOLOR& ) const; |
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D3DXCOLOR operator * ( float ) const; |
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D3DXCOLOR operator / ( float ) const; |
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friend D3DXCOLOR operator * (float, const D3DXCOLOR& ); |
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BOOL operator == ( const D3DXCOLOR& ) const; |
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BOOL operator != ( const D3DXCOLOR& ) const; |
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#endif //__cplusplus |
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FLOAT r, g, b, a; |
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} D3DXCOLOR, *LPD3DXCOLOR; |
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//=========================================================================== |
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// |
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// D3DX math functions: |
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// |
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// NOTE: |
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// * All these functions can take the same object as in and out parameters. |
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// |
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// * Out parameters are typically also returned as return values, so that |
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// the output of one function may be used as a parameter to another. |
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// |
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//=========================================================================== |
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//-------------------------- |
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// 2D Vector |
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//-------------------------- |
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// inline |
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float D3DXVec2Length |
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( const D3DXVECTOR2 *pV ); |
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float D3DXVec2LengthSq |
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( const D3DXVECTOR2 *pV ); |
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float D3DXVec2Dot |
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( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); |
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// Z component of ((x1,y1,0) cross (x2,y2,0)) |
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float D3DXVec2CCW |
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( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); |
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D3DXVECTOR2* D3DXVec2Add |
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); |
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D3DXVECTOR2* D3DXVec2Subtract |
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); |
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// Minimize each component. x = min(x1, x2), y = min(y1, y2) |
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D3DXVECTOR2* D3DXVec2Minimize |
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); |
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// Maximize each component. x = max(x1, x2), y = max(y1, y2) |
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D3DXVECTOR2* D3DXVec2Maximize |
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 ); |
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D3DXVECTOR2* D3DXVec2Scale |
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, float s ); |
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// Linear interpolation. V1 + s(V2-V1) |
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D3DXVECTOR2* D3DXVec2Lerp |
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2, |
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float s ); |
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// non-inline |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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D3DXVECTOR2* WINAPI D3DXVec2Normalize |
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV ); |
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// Hermite interpolation between position V1, tangent T1 (when s == 0) |
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// and position V2, tangent T2 (when s == 1). |
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D3DXVECTOR2* WINAPI D3DXVec2Hermite |
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pT1, |
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const D3DXVECTOR2 *pV2, const D3DXVECTOR2 *pT2, float s ); |
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// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) |
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D3DXVECTOR2* WINAPI D3DXVec2BaryCentric |
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2, |
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D3DXVECTOR2 *pV3, float f, float g); |
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// Transform (x, y, 0, 1) by matrix. |
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D3DXVECTOR4* WINAPI D3DXVec2Transform |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM ); |
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// Transform (x, y, 0, 1) by matrix, project result back into w=1. |
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoord |
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM ); |
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// Transform (x, y, 0, 0) by matrix. |
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormal |
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM ); |
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#ifdef __cplusplus |
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} |
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#endif |
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//-------------------------- |
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// 3D Vector |
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//-------------------------- |
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// inline |
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float D3DXVec3Length |
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( const D3DXVECTOR3 *pV ); |
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float D3DXVec3LengthSq |
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( const D3DXVECTOR3 *pV ); |
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float D3DXVec3Dot |
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( const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); |
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D3DXVECTOR3* D3DXVec3Cross |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); |
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D3DXVECTOR3* D3DXVec3Add |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); |
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D3DXVECTOR3* D3DXVec3Subtract |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); |
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// Minimize each component. x = min(x1, x2), y = min(y1, y2), ... |
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D3DXVECTOR3* D3DXVec3Minimize |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); |
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// Maximize each component. x = max(x1, x2), y = max(y1, y2), ... |
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D3DXVECTOR3* D3DXVec3Maximize |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 ); |
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D3DXVECTOR3* D3DXVec3Scale |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, float s); |
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// Linear interpolation. V1 + s(V2-V1) |
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D3DXVECTOR3* D3DXVec3Lerp |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2, |
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float s ); |
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// non-inline |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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D3DXVECTOR3* WINAPI D3DXVec3Normalize |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV ); |
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// Hermite interpolation between position V1, tangent T1 (when s == 0) |
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// and position V2, tangent T2 (when s == 1). |
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D3DXVECTOR3* WINAPI D3DXVec3Hermite |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pT1, |
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const D3DXVECTOR3 *pV2, const D3DXVECTOR3 *pT2, float s ); |
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// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) |
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D3DXVECTOR3* WINAPI D3DXVec3BaryCentric |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2, |
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const D3DXVECTOR3 *pV3, float f, float g); |
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// Transform (x, y, z, 1) by matrix. |
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D3DXVECTOR4* WINAPI D3DXVec3Transform |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM ); |
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// Transform (x, y, z, 1) by matrix, project result back into w=1. |
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D3DXVECTOR3* WINAPI D3DXVec3TransformCoord |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM ); |
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// Transform (x, y, z, 0) by matrix. |
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D3DXVECTOR3* WINAPI D3DXVec3TransformNormal |
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM ); |
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#ifdef __cplusplus |
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} |
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#endif |
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//-------------------------- |
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// 4D Vector |
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//-------------------------- |
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// inline |
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float D3DXVec4Length |
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( const D3DXVECTOR4 *pV ); |
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float D3DXVec4LengthSq |
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( const D3DXVECTOR4 *pV ); |
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float D3DXVec4Dot |
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( const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2 ); |
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D3DXVECTOR4* D3DXVec4Add |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); |
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D3DXVECTOR4* D3DXVec4Subtract |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); |
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// Minimize each component. x = min(x1, x2), y = min(y1, y2), ... |
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D3DXVECTOR4* D3DXVec4Minimize |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); |
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// Maximize each component. x = max(x1, x2), y = max(y1, y2), ... |
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D3DXVECTOR4* D3DXVec4Maximize |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2); |
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D3DXVECTOR4* D3DXVec4Scale |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV, float s); |
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// Linear interpolation. V1 + s(V2-V1) |
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D3DXVECTOR4* D3DXVec4Lerp |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2, |
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float s ); |
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// non-inline |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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// Cross-product in 4 dimensions. |
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D3DXVECTOR4* WINAPI D3DXVec4Cross |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2, |
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const D3DXVECTOR4 *pV3); |
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D3DXVECTOR4* WINAPI D3DXVec4Normalize |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV ); |
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// Hermite interpolation between position V1, tangent T1 (when s == 0) |
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// and position V2, tangent T2 (when s == 1). |
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D3DXVECTOR4* WINAPI D3DXVec4Hermite |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pT1, |
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const D3DXVECTOR4 *pV2, const D3DXVECTOR4 *pT2, float s ); |
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// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) |
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D3DXVECTOR4* WINAPI D3DXVec4BaryCentric |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2, |
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const D3DXVECTOR4 *pV3, float f, float g); |
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// Transform vector by matrix. |
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D3DXVECTOR4* WINAPI D3DXVec4Transform |
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( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV, const D3DXMATRIX *pM ); |
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#ifdef __cplusplus |
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} |
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#endif |
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//-------------------------- |
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// 4D Matrix |
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//-------------------------- |
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// inline |
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D3DXMATRIX* D3DXMatrixIdentity |
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( D3DXMATRIX *pOut ); |
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BOOL D3DXMatrixIsIdentity |
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( const D3DXMATRIX *pM ); |
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// non-inline |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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float WINAPI D3DXMatrixfDeterminant |
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( const D3DXMATRIX *pM ); |
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// Matrix multiplication. The result represents the transformation M2 |
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// followed by the transformation M1. (Out = M1 * M2) |
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D3DXMATRIX* WINAPI D3DXMatrixMultiply |
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( D3DXMATRIX *pOut, const D3DXMATRIX *pM1, const D3DXMATRIX *pM2 ); |
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D3DXMATRIX* WINAPI D3DXMatrixTranspose |
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( D3DXMATRIX *pOut, const D3DXMATRIX *pM ); |
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// Calculate inverse of matrix. Inversion my fail, in which case NULL will |
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// be returned. The determinant of pM is also returned it pfDeterminant |
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// is non-NULL. |
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D3DXMATRIX* WINAPI D3DXMatrixInverse |
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( D3DXMATRIX *pOut, float *pfDeterminant, const D3DXMATRIX *pM ); |
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// Build a matrix which scales by (sx, sy, sz) |
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D3DXMATRIX* WINAPI D3DXMatrixScaling |
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( D3DXMATRIX *pOut, float sx, float sy, float sz ); |
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// Build a matrix which translates by (x, y, z) |
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D3DXMATRIX* WINAPI D3DXMatrixTranslation |
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( D3DXMATRIX *pOut, float x, float y, float z ); |
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// Build a matrix which rotates around the X axis |
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D3DXMATRIX* WINAPI D3DXMatrixRotationX |
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( D3DXMATRIX *pOut, float angle ); |
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// Build a matrix which rotates around the Y axis |
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D3DXMATRIX* WINAPI D3DXMatrixRotationY |
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( D3DXMATRIX *pOut, float angle ); |
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// Build a matrix which rotates around the Z axis |
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D3DXMATRIX* WINAPI D3DXMatrixRotationZ |
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( D3DXMATRIX *pOut, float angle ); |
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// Build a matrix which rotates around an arbitrary axis |
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D3DXMATRIX* WINAPI D3DXMatrixRotationAxis |
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( D3DXMATRIX *pOut, const D3DXVECTOR3 *pV, float angle ); |
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// Build a matrix from a quaternion |
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D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion |
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( D3DXMATRIX *pOut, const D3DXQUATERNION *pQ); |
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// Yaw around the Y axis, a pitch around the X axis, |
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// and a roll around the Z axis. |
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D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll |
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( D3DXMATRIX *pOut, float yaw, float pitch, float roll ); |
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// Build transformation matrix. NULL arguments are treated as identity. |
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// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt |
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D3DXMATRIX* WINAPI D3DXMatrixTransformation |
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( D3DXMATRIX *pOut, const D3DXVECTOR3 *pScalingCenter, |
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const D3DXQUATERNION *pScalingRotation, const D3DXVECTOR3 *pScaling, |
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const D3DXVECTOR3 *pRotationCenter, const D3DXQUATERNION *pRotation, |
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const D3DXVECTOR3 *pTranslation); |
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// Build affine transformation matrix. NULL arguments are treated as identity. |
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// Mout = Ms * Mrc-1 * Mr * Mrc * Mt |
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D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation |
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( D3DXMATRIX *pOut, float Scaling, const D3DXVECTOR3 *pRotationCenter, |
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const D3DXQUATERNION *pRotation, const D3DXVECTOR3 *pTranslation); |
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// Build a lookat matrix. (right-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixLookAt |
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( D3DXMATRIX *pOut, const D3DXVECTOR3 *pEye, const D3DXVECTOR3 *pAt, |
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const D3DXVECTOR3 *pUp ); |
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// Build a lookat matrix. (left-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixLookAtLH |
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( D3DXMATRIX *pOut, const D3DXVECTOR3 *pEye, const D3DXVECTOR3 *pAt, |
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const D3DXVECTOR3 *pUp ); |
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// Build a perspective projection matrix. (right-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixPerspective |
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( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); |
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// Build a perspective projection matrix. (left-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH |
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( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); |
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// Build a perspective projection matrix. (right-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFov |
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( D3DXMATRIX *pOut, float fovy, float aspect, float zn, float zf ); |
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// Build a perspective projection matrix. (left-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH |
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( D3DXMATRIX *pOut, float fovy, float aspect, float zn, float zf ); |
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// Build a perspective projection matrix. (right-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenter |
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( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, |
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float zf ); |
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// Build a perspective projection matrix. (left-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH |
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( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, |
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float zf ); |
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// Build an ortho projection matrix. (right-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixOrtho |
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( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); |
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// Build an ortho projection matrix. (left-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixOrthoLH |
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( D3DXMATRIX *pOut, float w, float h, float zn, float zf ); |
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// Build an ortho projection matrix. (right-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenter |
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( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, |
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float zf ); |
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// Build an ortho projection matrix. (left-handed) |
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D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH |
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( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn, |
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float zf ); |
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// Build a matrix which flattens geometry into a plane, as if casting |
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// a shadow from a light. |
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D3DXMATRIX* WINAPI D3DXMatrixShadow |
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( D3DXMATRIX *pOut, const D3DXVECTOR4 *pLight, |
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const D3DXPLANE *pPlane ); |
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// Build a matrix which reflects the coordinate system about a plane |
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D3DXMATRIX* WINAPI D3DXMatrixReflect |
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( D3DXMATRIX *pOut, const D3DXPLANE *pPlane ); |
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#ifdef __cplusplus |
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} |
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#endif |
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//-------------------------- |
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// Quaternion |
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//-------------------------- |
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// inline |
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float D3DXQuaternionLength |
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( const D3DXQUATERNION *pQ ); |
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// Length squared, or "norm" |
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float D3DXQuaternionLengthSq |
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( const D3DXQUATERNION *pQ ); |
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float D3DXQuaternionDot |
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( const D3DXQUATERNION *pQ1, const D3DXQUATERNION *pQ2 ); |
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// (0, 0, 0, 1) |
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D3DXQUATERNION* D3DXQuaternionIdentity |
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( D3DXQUATERNION *pOut ); |
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BOOL D3DXQuaternionIsIdentity |
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( const D3DXQUATERNION *pQ ); |
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// (-x, -y, -z, w) |
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D3DXQUATERNION* D3DXQuaternionConjugate |
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( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); |
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// non-inline |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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// Compute a quaternin's axis and angle of rotation. Expects unit quaternions. |
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void WINAPI D3DXQuaternionToAxisAngle |
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( const D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, float *pAngle ); |
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// Build a quaternion from a rotation matrix. |
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix |
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( D3DXQUATERNION *pOut, const D3DXMATRIX *pM); |
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// Rotation about arbitrary axis. |
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis |
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( D3DXQUATERNION *pOut, const D3DXVECTOR3 *pV, float angle ); |
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// Yaw around the Y axis, a pitch around the X axis, |
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// and a roll around the Z axis. |
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll |
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( D3DXQUATERNION *pOut, float yaw, float pitch, float roll ); |
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// Quaternion multiplication. The result represents the rotation Q2 |
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// followed by the rotation Q1. (Out = Q2 * Q1) |
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply |
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( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, |
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const D3DXQUATERNION *pQ2 ); |
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize |
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( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); |
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// Conjugate and re-norm |
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse |
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( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); |
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// Expects unit quaternions. |
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// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v) |
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D3DXQUATERNION* WINAPI D3DXQuaternionLn |
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( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); |
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// Expects pure quaternions. (w == 0) w is ignored in calculation. |
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// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v) |
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D3DXQUATERNION* WINAPI D3DXQuaternionExp |
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( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ ); |
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// Spherical linear interpolation between Q1 (s == 0) and Q2 (s == 1). |
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// Expects unit quaternions. |
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D3DXQUATERNION* WINAPI D3DXQuaternionSlerp |
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( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, |
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const D3DXQUATERNION *pQ2, float t ); |
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// Spherical quadrangle interpolation. |
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// Slerp(Slerp(Q1, Q4, t), Slerp(Q2, Q3, t), 2t(1-t)) |
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D3DXQUATERNION* WINAPI D3DXQuaternionSquad |
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( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, |
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const D3DXQUATERNION *pQ2, const D3DXQUATERNION *pQ3, |
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const D3DXQUATERNION *pQ4, float t ); |
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// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g)) |
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D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric |
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( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1, |
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const D3DXQUATERNION *pQ2, const D3DXQUATERNION *pQ3, |
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float f, float g ); |
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#ifdef __cplusplus |
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} |
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#endif |
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//-------------------------- |
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// Plane |
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//-------------------------- |
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// inline |
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// ax + by + cz + dw |
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float D3DXPlaneDot |
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( const D3DXPLANE *pP, const D3DXVECTOR4 *pV); |
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// ax + by + cz + d |
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float D3DXPlaneDotCoord |
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( const D3DXPLANE *pP, const D3DXVECTOR3 *pV); |
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// ax + by + cz |
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float D3DXPlaneDotNormal |
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( const D3DXPLANE *pP, const D3DXVECTOR3 *pV); |
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// non-inline |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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// Normalize plane (so that |a,b,c| == 1) |
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D3DXPLANE* WINAPI D3DXPlaneNormalize |
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( D3DXPLANE *pOut, const D3DXPLANE *pP); |
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// Find the intersection between a plane and a line. If the line is |
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// parallel to the plane, NULL is returned. |
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D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine |
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( D3DXVECTOR3 *pOut, const D3DXPLANE *pP, const D3DXVECTOR3 *pV1, |
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const D3DXVECTOR3 *pV2); |
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// Construct a plane from a point and a normal |
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D3DXPLANE* WINAPI D3DXPlaneFromPointNormal |
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( D3DXPLANE *pOut, const D3DXVECTOR3 *pPoint, const D3DXVECTOR3 *pNormal); |
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// Construct a plane from 3 points |
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D3DXPLANE* WINAPI D3DXPlaneFromPoints |
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( D3DXPLANE *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2, |
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const D3DXVECTOR3 *pV3); |
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// Transform a plane by a matrix. The vector (a,b,c) must be normal. |
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// M must be an affine transform. |
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D3DXPLANE* WINAPI D3DXPlaneTransform |
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( D3DXPLANE *pOut, const D3DXPLANE *pP, const D3DXMATRIX *pM ); |
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#ifdef __cplusplus |
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} |
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#endif |
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//-------------------------- |
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// Color |
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//-------------------------- |
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// inline |
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// (1-r, 1-g, 1-b, a) |
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D3DXCOLOR* D3DXColorNegative |
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC); |
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D3DXCOLOR* D3DXColorAdd |
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2); |
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D3DXCOLOR* D3DXColorSubtract |
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2); |
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D3DXCOLOR* D3DXColorScale |
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s); |
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// (r1*r2, g1*g2, b1*b2, a1*a2) |
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D3DXCOLOR* D3DXColorModulate |
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2); |
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// Linear interpolation of r,g,b, and a. C1 + s(C2-C1) |
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D3DXCOLOR* D3DXColorLerp |
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2, float s); |
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// non-inline |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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// Interpolate r,g,b between desaturated color and color. |
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// DesaturatedColor + s(Color - DesaturatedColor) |
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D3DXCOLOR* WINAPI D3DXColorAdjustSaturation |
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s); |
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// Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey) |
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D3DXCOLOR* WINAPI D3DXColorAdjustContrast |
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC, float c); |
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#ifdef __cplusplus |
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} |
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#endif |
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//=========================================================================== |
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// |
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// Matrix Stack |
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// |
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//=========================================================================== |
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DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) |
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{ |
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// |
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// IUnknown methods |
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// |
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STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE; |
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STDMETHOD_(ULONG,AddRef)(THIS) PURE; |
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STDMETHOD_(ULONG,Release)(THIS) PURE; |
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// |
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// ID3DXMatrixStack methods |
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// |
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// Pops the top of the stack, returns the current top |
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// *after* popping the top. |
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STDMETHOD(Pop)(THIS) PURE; |
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// Pushes the stack by one, duplicating the current matrix. |
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STDMETHOD(Push)(THIS) PURE; |
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// Loads identity in the current matrix. |
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STDMETHOD(LoadIdentity)(THIS) PURE; |
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// Loads the given matrix into the current matrix |
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STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; |
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// Right-Multiplies the given matrix to the current matrix. |
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// (transformation is about the current world origin) |
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STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; |
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// Left-Multiplies the given matrix to the current matrix |
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// (transformation is about the local origin of the object) |
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STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE; |
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// Right multiply the current matrix with the computed rotation |
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// matrix, counterclockwise about the given axis with the given angle. |
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// (rotation is about the current world origin) |
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STDMETHOD(RotateAxis) |
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(THIS_ const D3DXVECTOR3* pV, float angle) PURE; |
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// Left multiply the current matrix with the computed rotation |
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// matrix, counterclockwise about the given axis with the given angle. |
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// (rotation is about the local origin of the object) |
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STDMETHOD(RotateAxisLocal) |
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(THIS_ const D3DXVECTOR3* pV, float angle) PURE; |
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// Right multiply the current matrix with the computed rotation |
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// matrix. All angles are counterclockwise. (rotation is about the |
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// current world origin) |
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// The rotation is composed of a yaw around the Y axis, a pitch around |
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// the X axis, and a roll around the Z axis. |
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STDMETHOD(RotateYawPitchRoll) |
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(THIS_ float yaw, float pitch, float roll) PURE; |
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// Left multiply the current matrix with the computed rotation |
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// matrix. All angles are counterclockwise. (rotation is about the |
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// local origin of the object) |
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// The rotation is composed of a yaw around the Y axis, a pitch around |
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// the X axis, and a roll around the Z axis. |
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STDMETHOD(RotateYawPitchRollLocal) |
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(THIS_ float yaw, float pitch, float roll) PURE; |
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// Right multiply the current matrix with the computed scale |
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// matrix. (transformation is about the current world origin) |
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STDMETHOD(Scale)(THIS_ float x, float y, float z) PURE; |
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// Left multiply the current matrix with the computed scale |
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// matrix. (transformation is about the local origin of the object) |
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STDMETHOD(ScaleLocal)(THIS_ float x, float y, float z) PURE; |
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// Right multiply the current matrix with the computed translation |
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// matrix. (transformation is about the current world origin) |
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STDMETHOD(Translate)(THIS_ float x, float y, float z ) PURE; |
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// Left multiply the current matrix with the computed translation |
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// matrix. (transformation is about the local origin of the object) |
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STDMETHOD(TranslateLocal)(THIS_ float x, float y, float z) PURE; |
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// Obtain the current matrix at the top of the stack |
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STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; |
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}; |
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#ifdef __cplusplus |
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extern "C" { |
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#endif |
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HRESULT WINAPI D3DXCreateMatrixStack( DWORD flags, LPD3DXMATRIXSTACK *ppStack ); |
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#ifdef __cplusplus |
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} |
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#endif |
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#include "d3dxmath.inl" |
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#if _MSC_VER >= 1200 |
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#pragma warning(pop) |
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#else |
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#pragma warning(default:4201) |
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#endif |
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#endif // __D3DXMATH_H__
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