xref: /reactos/sdk/include/dxsdk/d3dx9math.h (revision 1dfb089b)
1 /*
2  * Copyright (C) 2007 David Adam
3  * Copyright (C) 2007 Tony Wasserka
4  *
5  * This library is free software; you can redistribute it and/or
6  * modify it under the terms of the GNU Lesser General Public
7  * License as published by the Free Software Foundation; either
8  * version 2.1 of the License, or (at your option) any later version.
9  *
10  * This library is distributed in the hope that it will be useful,
11  * but WITHOUT ANY WARRANTY; without even the implied warranty of
12  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
13  * Lesser General Public License for more details.
14  *
15  * You should have received a copy of the GNU Lesser General Public
16  * License along with this library; if not, write to the Free Software
17  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
18  */
19 
20 #include <d3dx9.h>
21 
22 #ifndef __D3DX9MATH_H__
23 #define __D3DX9MATH_H__
24 
25 #include <math.h>
26 
27 #define D3DX_PI    ((FLOAT)3.141592654)
28 #define D3DX_1BYPI ((FLOAT)0.318309886)
29 
30 #define D3DXSH_MINORDER 2
31 #define D3DXSH_MAXORDER 6
32 
33 #define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
34 #define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
35 
36 typedef struct D3DXVECTOR2
37 {
38 #ifdef __cplusplus
39     D3DXVECTOR2();
40     D3DXVECTOR2(const FLOAT *pf);
41     D3DXVECTOR2(FLOAT fx, FLOAT fy);
42 
43     operator FLOAT* ();
44     operator const FLOAT* () const;
45 
46     D3DXVECTOR2& operator += (const D3DXVECTOR2&);
47     D3DXVECTOR2& operator -= (const D3DXVECTOR2&);
48     D3DXVECTOR2& operator *= (FLOAT);
49     D3DXVECTOR2& operator /= (FLOAT);
50 
51     D3DXVECTOR2 operator + () const;
52     D3DXVECTOR2 operator - () const;
53 
54     D3DXVECTOR2 operator + (const D3DXVECTOR2&) const;
55     D3DXVECTOR2 operator - (const D3DXVECTOR2&) const;
56     D3DXVECTOR2 operator * (FLOAT) const;
57     D3DXVECTOR2 operator / (FLOAT) const;
58 
59     friend D3DXVECTOR2 operator * (FLOAT, const D3DXVECTOR2&);
60 
61     BOOL operator == (const D3DXVECTOR2&) const;
62     BOOL operator != (const D3DXVECTOR2&) const;
63 #endif /* __cplusplus */
64     FLOAT x, y;
65 } D3DXVECTOR2, *LPD3DXVECTOR2;
66 
67 #ifdef __cplusplus
68 typedef struct D3DXVECTOR3 : public D3DVECTOR
69 {
70     D3DXVECTOR3();
71     D3DXVECTOR3(const FLOAT *pf);
72     D3DXVECTOR3(const D3DVECTOR& v);
73     D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
74 
75     operator FLOAT* ();
76     operator const FLOAT* () const;
77 
78     D3DXVECTOR3& operator += (const D3DXVECTOR3&);
79     D3DXVECTOR3& operator -= (const D3DXVECTOR3&);
80     D3DXVECTOR3& operator *= (FLOAT);
81     D3DXVECTOR3& operator /= (FLOAT);
82 
83     D3DXVECTOR3 operator + () const;
84     D3DXVECTOR3 operator - () const;
85 
86     D3DXVECTOR3 operator + (const D3DXVECTOR3&) const;
87     D3DXVECTOR3 operator - (const D3DXVECTOR3&) const;
88     D3DXVECTOR3 operator * (FLOAT) const;
89     D3DXVECTOR3 operator / (FLOAT) const;
90 
91     friend D3DXVECTOR3 operator * (FLOAT, const struct D3DXVECTOR3&);
92 
93     BOOL operator == (const D3DXVECTOR3&) const;
94     BOOL operator != (const D3DXVECTOR3&) const;
95 } D3DXVECTOR3, *LPD3DXVECTOR3;
96 #else /* !__cplusplus */
97 typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
98 #endif /* !__cplusplus */
99 
100 typedef struct D3DXVECTOR4
101 {
102 #ifdef __cplusplus
103     D3DXVECTOR4();
104     D3DXVECTOR4(const FLOAT *pf);
105     D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
106 
107     operator FLOAT* ();
108     operator const FLOAT* () const;
109 
110     D3DXVECTOR4& operator += (const D3DXVECTOR4&);
111     D3DXVECTOR4& operator -= (const D3DXVECTOR4&);
112     D3DXVECTOR4& operator *= (FLOAT);
113     D3DXVECTOR4& operator /= (FLOAT);
114 
115     D3DXVECTOR4 operator + () const;
116     D3DXVECTOR4 operator - () const;
117 
118     D3DXVECTOR4 operator + (const D3DXVECTOR4&) const;
119     D3DXVECTOR4 operator - (const D3DXVECTOR4&) const;
120     D3DXVECTOR4 operator * (FLOAT) const;
121     D3DXVECTOR4 operator / (FLOAT) const;
122 
123     friend D3DXVECTOR4 operator * (FLOAT, const D3DXVECTOR4&);
124 
125     BOOL operator == (const D3DXVECTOR4&) const;
126     BOOL operator != (const D3DXVECTOR4&) const;
127 #endif /* __cplusplus */
128     FLOAT x, y, z, w;
129 } D3DXVECTOR4, *LPD3DXVECTOR4;
130 
131 #ifdef __cplusplus
132 typedef struct D3DXMATRIX : public D3DMATRIX
133 {
134     D3DXMATRIX();
135     D3DXMATRIX(const FLOAT *pf);
136     D3DXMATRIX(const D3DMATRIX& mat);
137     D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
138                FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
139                FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
140                FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44);
141 
142     FLOAT& operator () (UINT row, UINT col);
143     FLOAT operator () (UINT row, UINT col) const;
144 
145     operator FLOAT* ();
146     operator const FLOAT* () const;
147 
148     D3DXMATRIX& operator *= (const D3DXMATRIX&);
149     D3DXMATRIX& operator += (const D3DXMATRIX&);
150     D3DXMATRIX& operator -= (const D3DXMATRIX&);
151     D3DXMATRIX& operator *= (FLOAT);
152     D3DXMATRIX& operator /= (FLOAT);
153 
154     D3DXMATRIX operator + () const;
155     D3DXMATRIX operator - () const;
156 
157     D3DXMATRIX operator * (const D3DXMATRIX&) const;
158     D3DXMATRIX operator + (const D3DXMATRIX&) const;
159     D3DXMATRIX operator - (const D3DXMATRIX&) const;
160     D3DXMATRIX operator * (FLOAT) const;
161     D3DXMATRIX operator / (FLOAT) const;
162 
163     friend D3DXMATRIX operator * (FLOAT, const D3DXMATRIX&);
164 
165     BOOL operator == (const D3DXMATRIX&) const;
166     BOOL operator != (const D3DXMATRIX&) const;
167 } D3DXMATRIX, *LPD3DXMATRIX;
168 #else /* !__cplusplus */
169 typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
170 #endif /* !__cplusplus */
171 
172 typedef struct D3DXQUATERNION
173 {
174 #ifdef __cplusplus
175     D3DXQUATERNION();
176     D3DXQUATERNION(const FLOAT *pf);
177     D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
178 
179     operator FLOAT* ();
180     operator const FLOAT* () const;
181 
182     D3DXQUATERNION& operator += (const D3DXQUATERNION&);
183     D3DXQUATERNION& operator -= (const D3DXQUATERNION&);
184     D3DXQUATERNION& operator *= (const D3DXQUATERNION&);
185     D3DXQUATERNION& operator *= (FLOAT);
186     D3DXQUATERNION& operator /= (FLOAT);
187 
188     D3DXQUATERNION  operator + () const;
189     D3DXQUATERNION  operator - () const;
190 
191     D3DXQUATERNION operator + (const D3DXQUATERNION&) const;
192     D3DXQUATERNION operator - (const D3DXQUATERNION&) const;
193     D3DXQUATERNION operator * (const D3DXQUATERNION&) const;
194     D3DXQUATERNION operator * (FLOAT) const;
195     D3DXQUATERNION operator / (FLOAT) const;
196 
197     friend D3DXQUATERNION operator * (FLOAT, const D3DXQUATERNION&);
198 
199     BOOL operator == (const D3DXQUATERNION&) const;
200     BOOL operator != (const D3DXQUATERNION&) const;
201 #endif /* __cplusplus */
202     FLOAT x, y, z, w;
203 } D3DXQUATERNION, *LPD3DXQUATERNION;
204 
205 typedef struct D3DXPLANE
206 {
207 #ifdef __cplusplus
208     D3DXPLANE();
209     D3DXPLANE(const FLOAT *pf);
210     D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
211 
212     operator FLOAT* ();
213     operator const FLOAT* () const;
214 
215     D3DXPLANE operator + () const;
216     D3DXPLANE operator - () const;
217 
218     BOOL operator == (const D3DXPLANE&) const;
219     BOOL operator != (const D3DXPLANE&) const;
220 #endif /* __cplusplus */
221     FLOAT a, b, c, d;
222 } D3DXPLANE, *LPD3DXPLANE;
223 
224 typedef struct D3DXCOLOR
225 {
226 #ifdef __cplusplus
227     D3DXCOLOR();
228     D3DXCOLOR(DWORD col);
229     D3DXCOLOR(const FLOAT *pf);
230     D3DXCOLOR(const D3DCOLORVALUE& col);
231     D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
232 
233     operator DWORD () const;
234 
235     operator FLOAT* ();
236     operator const FLOAT* () const;
237 
238     operator D3DCOLORVALUE* ();
239     operator const D3DCOLORVALUE* () const;
240 
241     operator D3DCOLORVALUE& ();
242     operator const D3DCOLORVALUE& () const;
243 
244     D3DXCOLOR& operator += (const D3DXCOLOR&);
245     D3DXCOLOR& operator -= (const D3DXCOLOR&);
246     D3DXCOLOR& operator *= (FLOAT);
247     D3DXCOLOR& operator /= (FLOAT);
248 
249     D3DXCOLOR operator + () const;
250     D3DXCOLOR operator - () const;
251 
252     D3DXCOLOR operator + (const D3DXCOLOR&) const;
253     D3DXCOLOR operator - (const D3DXCOLOR&) const;
254     D3DXCOLOR operator * (FLOAT) const;
255     D3DXCOLOR operator / (FLOAT) const;
256 
257     friend D3DXCOLOR operator * (FLOAT, const D3DXCOLOR&);
258 
259     BOOL operator == (const D3DXCOLOR&) const;
260     BOOL operator != (const D3DXCOLOR&) const;
261 #endif /* __cplusplus */
262     FLOAT r, g, b, a;
263 } D3DXCOLOR, *LPD3DXCOLOR;
264 
265 typedef struct D3DXFLOAT16
266 {
267 #ifdef __cplusplus
268     D3DXFLOAT16();
269     D3DXFLOAT16(FLOAT f);
270     D3DXFLOAT16(const D3DXFLOAT16 &f);
271 
272     operator FLOAT ();
273 
274     BOOL operator == (const D3DXFLOAT16 &) const;
275     BOOL operator != (const D3DXFLOAT16 &) const;
276 #endif /* __cplusplus */
277     WORD value;
278 } D3DXFLOAT16, *LPD3DXFLOAT16;
279 
280 #ifdef __cplusplus
281 extern "C" {
282 #endif
283 
284 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
285 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
286 
287 FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex);
288 
289 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation,
290     const D3DXVECTOR3 *translation);
291 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation,
292     const D3DXVECTOR2 *ptranslation);
293 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm);
294 FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm);
295 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm);
296 D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
297 D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
298 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
299 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
300 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
301 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
302 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
303 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
304 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
305 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
306 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
307 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
308 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
309 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
310 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane);
311 D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, const D3DXVECTOR3 *pv, FLOAT angle);
312 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq);
313 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
314 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
315 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
316 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
317 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
318 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane);
319 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter,
320     const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation);
321 D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling,
322     const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation);
323 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
324 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm);
325 
326 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal);
327 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3);
328 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2);
329 D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, const D3DXPLANE *pp);
330 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm);
331 D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n);
332 
333 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
334 D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
335 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
336 D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
337 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2);
338 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
339 D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, const D3DXVECTOR3 *pv, FLOAT angle);
340 D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, const D3DXMATRIX *pm);
341 D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
342 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, FLOAT t);
343 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3,
344     const D3DXQUATERNION *pq4, FLOAT t);
345 void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0,
346     const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3);
347 void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
348 
349 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
350 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s);
351 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s);
352 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv);
353 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
354 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
355 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
356 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
357 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
358 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
359 
360 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
361 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s);
362 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s);
363 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv);
364 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
365     const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
366 D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport,
367     const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n);
368 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
369 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
370 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
371 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
372 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
373 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
374 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
375     const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
376 D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport,
377     const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n);
378 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
379 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s);
380 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3);
381 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s);
382 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv);
383 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm);
384 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR4 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
385 
386 D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n);
387 FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n);
388 
389 FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b);
390 FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b);
391 HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
392 FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir);
393 HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
394 HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, FLOAT *rout, FLOAT *gout, FLOAT *bout);
395 HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
396 FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b);
397 FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b);
398 FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b);
399 HRESULT WINAPI D3DXSHProjectCubeMap(UINT order, IDirect3DCubeTexture9 *cubemap, FLOAT *rout, FLOAT *gout, FLOAT *bout);
400 FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in);
401 FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in);
402 FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale);
403 
404 #ifdef __cplusplus
405 }
406 #endif
407 
408 typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
409 
410 DEFINE_GUID(IID_ID3DXMatrixStack,
411 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
412 
413 #undef INTERFACE
414 #define INTERFACE ID3DXMatrixStack
415 
DECLARE_INTERFACE_(ID3DXMatrixStack,IUnknown)416 DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
417 {
418     STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **out) PURE;
419     STDMETHOD_(ULONG,AddRef)(THIS) PURE;
420     STDMETHOD_(ULONG,Release)(THIS) PURE;
421     STDMETHOD(Pop)(THIS) PURE;
422     STDMETHOD(Push)(THIS) PURE;
423     STDMETHOD(LoadIdentity)(THIS) PURE;
424     STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
425     STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
426     STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE;
427     STDMETHOD(RotateAxis)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
428     STDMETHOD(RotateAxisLocal)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
429     STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
430     STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
431     STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
432     STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
433     STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
434     STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
435     STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
436 };
437 
438 #undef INTERFACE
439 
440 #if !defined(__cplusplus) || defined(CINTERFACE)
441 
442 #define ID3DXMatrixStack_QueryInterface(p,a,b)            (p)->lpVtbl->QueryInterface(p,a,b)
443 #define ID3DXMatrixStack_AddRef(p)                        (p)->lpVtbl->AddRef(p)
444 #define ID3DXMatrixStack_Release(p)                       (p)->lpVtbl->Release(p)
445 #define ID3DXMatrixStack_Pop(p)                           (p)->lpVtbl->Pop(p)
446 #define ID3DXMatrixStack_Push(p)                          (p)->lpVtbl->Push(p)
447 #define ID3DXMatrixStack_LoadIdentity(p)                  (p)->lpVtbl->LoadIdentity(p)
448 #define ID3DXMatrixStack_LoadMatrix(p,a)                  (p)->lpVtbl->LoadMatrix(p,a)
449 #define ID3DXMatrixStack_MultMatrix(p,a)                  (p)->lpVtbl->MultMatrix(p,a)
450 #define ID3DXMatrixStack_MultMatrixLocal(p,a)             (p)->lpVtbl->MultMatrixLocal(p,a)
451 #define ID3DXMatrixStack_RotateAxis(p,a,b)                (p)->lpVtbl->RotateAxis(p,a,b)
452 #define ID3DXMatrixStack_RotateAxisLocal(p,a,b)           (p)->lpVtbl->RotateAxisLocal(p,a,b)
453 #define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c)      (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
454 #define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
455 #define ID3DXMatrixStack_Scale(p,a,b,c)                   (p)->lpVtbl->Scale(p,a,b,c)
456 #define ID3DXMatrixStack_ScaleLocal(p,a,b,c)              (p)->lpVtbl->ScaleLocal(p,a,b,c)
457 #define ID3DXMatrixStack_Translate(p,a,b,c)               (p)->lpVtbl->Translate(p,a,b,c)
458 #define ID3DXMatrixStack_TranslateLocal(p,a,b,c)          (p)->lpVtbl->TranslateLocal(p,a,b,c)
459 #define ID3DXMatrixStack_GetTop(p)                        (p)->lpVtbl->GetTop(p)
460 
461 #endif
462 
463 #ifdef __cplusplus
464 extern "C" {
465 #endif
466 
467 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack);
468 
469 #ifdef __cplusplus
470 }
471 #endif
472 
473 #include <d3dx9math.inl>
474 
475 #endif /* __D3DX9MATH_H__ */
476