wininet: Support the Cache-Control max-age directive for setting url cache entry...
[wine/testsucceed.git] / dlls / d3dx9_36 / math.c
blobfdb5f921cac145f3d5d0bf9e35868966c4f92357
1 /*
2 * Mathematical operations specific to D3DX9.
4 * Copyright (C) 2008 David Adam
5 * Copyright (C) 2008 Luis Busquets
6 * Copyright (C) 2008 Jérôme Gardou
7 * Copyright (C) 2008 Philip Nilsson
8 * Copyright (C) 2008 Henri Verbeet
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #define NONAMELESSUNION
27 #include "config.h"
28 #include "windef.h"
29 #include "wingdi.h"
30 #include "d3dx9_36_private.h"
32 #include "wine/debug.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
36 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl;
38 typedef struct ID3DXMatrixStackImpl
40 ID3DXMatrixStack ID3DXMatrixStack_iface;
41 LONG ref;
43 unsigned int current;
44 unsigned int stack_size;
45 D3DXMATRIX *stack;
46 } ID3DXMatrixStackImpl;
49 /*_________________D3DXColor____________________*/
51 D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
53 pout->r = 0.5f + s * (pc->r - 0.5f);
54 pout->g = 0.5f + s * (pc->g - 0.5f);
55 pout->b = 0.5f + s * (pc->b - 0.5f);
56 pout->a = pc->a;
57 return pout;
60 D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
62 FLOAT grey;
64 grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f;
65 pout->r = grey + s * (pc->r - grey);
66 pout->g = grey + s * (pc->g - grey);
67 pout->b = grey + s * (pc->b - grey);
68 pout->a = pc->a;
69 return pout;
72 /*_________________Misc__________________________*/
74 FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex)
76 FLOAT a, d, g, result;
78 g = sqrt(refractionindex * refractionindex + costheta * costheta - 1.0f);
79 a = g + costheta;
80 d = g - costheta;
81 result = ( costheta * a - 1.0f ) * ( costheta * a - 1.0f ) / ( ( costheta * d + 1.0f ) * ( costheta * d + 1.0f ) ) + 1.0f;
82 result = result * 0.5f * d * d / ( a * a );
83 return result;
86 /*_________________D3DXMatrix____________________*/
88 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation)
90 D3DXMATRIX m1, m2, m3, m4, m5;
92 D3DXMatrixScaling(&m1, scaling, scaling, scaling);
94 if ( !rotationcenter )
96 D3DXMatrixIdentity(&m2);
97 D3DXMatrixIdentity(&m4);
99 else
101 D3DXMatrixTranslation(&m2, -rotationcenter->x, -rotationcenter->y, -rotationcenter->z);
102 D3DXMatrixTranslation(&m4, rotationcenter->x, rotationcenter->y, rotationcenter->z);
105 if ( !rotation ) D3DXMatrixIdentity(&m3);
106 else D3DXMatrixRotationQuaternion(&m3, rotation);
108 if ( !translation ) D3DXMatrixIdentity(&m5);
109 else D3DXMatrixTranslation(&m5, translation->x, translation->y, translation->z);
111 D3DXMatrixMultiply(&m1, &m1, &m2);
112 D3DXMatrixMultiply(&m1, &m1, &m3);
113 D3DXMatrixMultiply(&m1, &m1, &m4);
114 D3DXMatrixMultiply(pout, &m1, &m5);
115 return pout;
118 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation)
120 D3DXMATRIX m1, m2, m3, m4, m5;
121 D3DXQUATERNION rot;
122 D3DXVECTOR3 rot_center, trans;
124 rot.w=cos(rotation/2.0f);
125 rot.x=0.0f;
126 rot.y=0.0f;
127 rot.z=sin(rotation/2.0f);
129 if ( protationcenter )
131 rot_center.x=protationcenter->x;
132 rot_center.y=protationcenter->y;
133 rot_center.z=0.0f;
135 else
137 rot_center.x=0.0f;
138 rot_center.y=0.0f;
139 rot_center.z=0.0f;
142 if ( ptranslation )
144 trans.x=ptranslation->x;
145 trans.y=ptranslation->y;
146 trans.z=0.0f;
148 else
150 trans.x=0.0f;
151 trans.y=0.0f;
152 trans.z=0.0f;
155 D3DXMatrixScaling(&m1, scaling, scaling, 1.0f);
156 D3DXMatrixTranslation(&m2, -rot_center.x, -rot_center.y, -rot_center.z);
157 D3DXMatrixTranslation(&m4, rot_center.x, rot_center.y, rot_center.z);
158 D3DXMatrixRotationQuaternion(&m3, &rot);
159 D3DXMatrixTranslation(&m5, trans.x, trans.y, trans.z);
161 D3DXMatrixMultiply(&m1, &m1, &m2);
162 D3DXMatrixMultiply(&m1, &m1, &m3);
163 D3DXMatrixMultiply(&m1, &m1, &m4);
164 D3DXMatrixMultiply(pout, &m1, &m5);
166 return pout;
169 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm)
171 D3DXMATRIX normalized;
172 D3DXVECTOR3 vec;
174 /*Compute the scaling part.*/
175 vec.x=pm->u.m[0][0];
176 vec.y=pm->u.m[0][1];
177 vec.z=pm->u.m[0][2];
178 poutscale->x=D3DXVec3Length(&vec);
180 vec.x=pm->u.m[1][0];
181 vec.y=pm->u.m[1][1];
182 vec.z=pm->u.m[1][2];
183 poutscale->y=D3DXVec3Length(&vec);
185 vec.x=pm->u.m[2][0];
186 vec.y=pm->u.m[2][1];
187 vec.z=pm->u.m[2][2];
188 poutscale->z=D3DXVec3Length(&vec);
190 /*Compute the translation part.*/
191 pouttranslation->x=pm->u.m[3][0];
192 pouttranslation->y=pm->u.m[3][1];
193 pouttranslation->z=pm->u.m[3][2];
195 /*Let's calculate the rotation now*/
196 if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) ) return D3DERR_INVALIDCALL;
198 normalized.u.m[0][0]=pm->u.m[0][0]/poutscale->x;
199 normalized.u.m[0][1]=pm->u.m[0][1]/poutscale->x;
200 normalized.u.m[0][2]=pm->u.m[0][2]/poutscale->x;
201 normalized.u.m[1][0]=pm->u.m[1][0]/poutscale->y;
202 normalized.u.m[1][1]=pm->u.m[1][1]/poutscale->y;
203 normalized.u.m[1][2]=pm->u.m[1][2]/poutscale->y;
204 normalized.u.m[2][0]=pm->u.m[2][0]/poutscale->z;
205 normalized.u.m[2][1]=pm->u.m[2][1]/poutscale->z;
206 normalized.u.m[2][2]=pm->u.m[2][2]/poutscale->z;
208 D3DXQuaternionRotationMatrix(poutrotation,&normalized);
209 return S_OK;
212 FLOAT WINAPI D3DXMatrixDeterminant(CONST D3DXMATRIX *pm)
214 D3DXVECTOR4 minor, v1, v2, v3;
215 FLOAT det;
217 v1.x = pm->u.m[0][0]; v1.y = pm->u.m[1][0]; v1.z = pm->u.m[2][0]; v1.w = pm->u.m[3][0];
218 v2.x = pm->u.m[0][1]; v2.y = pm->u.m[1][1]; v2.z = pm->u.m[2][1]; v2.w = pm->u.m[3][1];
219 v3.x = pm->u.m[0][2]; v3.y = pm->u.m[1][2]; v3.z = pm->u.m[2][2]; v3.w = pm->u.m[3][2];
220 D3DXVec4Cross(&minor, &v1, &v2, &v3);
221 det = - (pm->u.m[0][3] * minor.x + pm->u.m[1][3] * minor.y + pm->u.m[2][3] * minor.z + pm->u.m[3][3] * minor.w);
222 return det;
225 D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, CONST D3DXMATRIX *pm)
227 int a, i, j;
228 D3DXMATRIX out;
229 D3DXVECTOR4 v, vec[3];
230 FLOAT det;
232 det = D3DXMatrixDeterminant(pm);
233 if ( !det ) return NULL;
234 if ( pdeterminant ) *pdeterminant = det;
235 for (i=0; i<4; i++)
237 for (j=0; j<4; j++)
239 if (j != i )
241 a = j;
242 if ( j > i ) a = a-1;
243 vec[a].x = pm->u.m[j][0];
244 vec[a].y = pm->u.m[j][1];
245 vec[a].z = pm->u.m[j][2];
246 vec[a].w = pm->u.m[j][3];
249 D3DXVec4Cross(&v, &vec[0], &vec[1], &vec[2]);
250 out.u.m[0][i] = pow(-1.0f, i) * v.x / det;
251 out.u.m[1][i] = pow(-1.0f, i) * v.y / det;
252 out.u.m[2][i] = pow(-1.0f, i) * v.z / det;
253 out.u.m[3][i] = pow(-1.0f, i) * v.w / det;
256 *pout = out;
257 return pout;
260 D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
262 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
264 D3DXVec3Subtract(&vec2, pat, peye);
265 D3DXVec3Normalize(&vec, &vec2);
266 D3DXVec3Cross(&right, pup, &vec);
267 D3DXVec3Cross(&up, &vec, &right);
268 D3DXVec3Normalize(&rightn, &right);
269 D3DXVec3Normalize(&upn, &up);
270 pout->u.m[0][0] = rightn.x;
271 pout->u.m[1][0] = rightn.y;
272 pout->u.m[2][0] = rightn.z;
273 pout->u.m[3][0] = -D3DXVec3Dot(&rightn,peye);
274 pout->u.m[0][1] = upn.x;
275 pout->u.m[1][1] = upn.y;
276 pout->u.m[2][1] = upn.z;
277 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
278 pout->u.m[0][2] = vec.x;
279 pout->u.m[1][2] = vec.y;
280 pout->u.m[2][2] = vec.z;
281 pout->u.m[3][2] = -D3DXVec3Dot(&vec, peye);
282 pout->u.m[0][3] = 0.0f;
283 pout->u.m[1][3] = 0.0f;
284 pout->u.m[2][3] = 0.0f;
285 pout->u.m[3][3] = 1.0f;
286 return pout;
289 D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup)
291 D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
293 D3DXVec3Subtract(&vec2, pat, peye);
294 D3DXVec3Normalize(&vec, &vec2);
295 D3DXVec3Cross(&right, pup, &vec);
296 D3DXVec3Cross(&up, &vec, &right);
297 D3DXVec3Normalize(&rightn, &right);
298 D3DXVec3Normalize(&upn, &up);
299 pout->u.m[0][0] = -rightn.x;
300 pout->u.m[1][0] = -rightn.y;
301 pout->u.m[2][0] = -rightn.z;
302 pout->u.m[3][0] = D3DXVec3Dot(&rightn,peye);
303 pout->u.m[0][1] = upn.x;
304 pout->u.m[1][1] = upn.y;
305 pout->u.m[2][1] = upn.z;
306 pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
307 pout->u.m[0][2] = -vec.x;
308 pout->u.m[1][2] = -vec.y;
309 pout->u.m[2][2] = -vec.z;
310 pout->u.m[3][2] = D3DXVec3Dot(&vec, peye);
311 pout->u.m[0][3] = 0.0f;
312 pout->u.m[1][3] = 0.0f;
313 pout->u.m[2][3] = 0.0f;
314 pout->u.m[3][3] = 1.0f;
315 return pout;
318 D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
320 D3DXMATRIX out;
321 int i,j;
323 for (i=0; i<4; i++)
325 for (j=0; j<4; j++)
327 out.u.m[i][j] = pm1->u.m[i][0] * pm2->u.m[0][j] + pm1->u.m[i][1] * pm2->u.m[1][j] + pm1->u.m[i][2] * pm2->u.m[2][j] + pm1->u.m[i][3] * pm2->u.m[3][j];
331 *pout = out;
332 return pout;
335 D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm1, CONST D3DXMATRIX *pm2)
337 D3DXMatrixMultiply(pout, pm1, pm2);
338 D3DXMatrixTranspose(pout, pout);
339 return pout;
342 D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
344 D3DXMatrixIdentity(pout);
345 pout->u.m[0][0] = 2.0f / w;
346 pout->u.m[1][1] = 2.0f / h;
347 pout->u.m[2][2] = 1.0f / (zf - zn);
348 pout->u.m[3][2] = zn / (zn - zf);
349 return pout;
352 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
354 D3DXMatrixIdentity(pout);
355 pout->u.m[0][0] = 2.0f / (r - l);
356 pout->u.m[1][1] = 2.0f / (t - b);
357 pout->u.m[2][2] = 1.0f / (zf -zn);
358 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
359 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
360 pout->u.m[3][2] = zn / (zn -zf);
361 return pout;
364 D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
366 D3DXMatrixIdentity(pout);
367 pout->u.m[0][0] = 2.0f / (r - l);
368 pout->u.m[1][1] = 2.0f / (t - b);
369 pout->u.m[2][2] = 1.0f / (zn -zf);
370 pout->u.m[3][0] = -1.0f -2.0f *l / (r - l);
371 pout->u.m[3][1] = 1.0f + 2.0f * t / (b - t);
372 pout->u.m[3][2] = zn / (zn -zf);
373 return pout;
376 D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
378 D3DXMatrixIdentity(pout);
379 pout->u.m[0][0] = 2.0f / w;
380 pout->u.m[1][1] = 2.0f / h;
381 pout->u.m[2][2] = 1.0f / (zn - zf);
382 pout->u.m[3][2] = zn / (zn - zf);
383 return pout;
386 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
388 D3DXMatrixIdentity(pout);
389 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
390 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
391 pout->u.m[2][2] = zf / (zf - zn);
392 pout->u.m[2][3] = 1.0f;
393 pout->u.m[3][2] = (zf * zn) / (zn - zf);
394 pout->u.m[3][3] = 0.0f;
395 return pout;
398 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
400 D3DXMatrixIdentity(pout);
401 pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
402 pout->u.m[1][1] = 1.0f / tan(fovy/2.0f);
403 pout->u.m[2][2] = zf / (zn - zf);
404 pout->u.m[2][3] = -1.0f;
405 pout->u.m[3][2] = (zf * zn) / (zn - zf);
406 pout->u.m[3][3] = 0.0f;
407 return pout;
410 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
412 D3DXMatrixIdentity(pout);
413 pout->u.m[0][0] = 2.0f * zn / w;
414 pout->u.m[1][1] = 2.0f * zn / h;
415 pout->u.m[2][2] = zf / (zf - zn);
416 pout->u.m[3][2] = (zn * zf) / (zn - zf);
417 pout->u.m[2][3] = 1.0f;
418 pout->u.m[3][3] = 0.0f;
419 return pout;
422 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
424 D3DXMatrixIdentity(pout);
425 pout->u.m[0][0] = 2.0f * zn / (r - l);
426 pout->u.m[1][1] = -2.0f * zn / (b - t);
427 pout->u.m[2][0] = -1.0f - 2.0f * l / (r - l);
428 pout->u.m[2][1] = 1.0f + 2.0f * t / (b - t);
429 pout->u.m[2][2] = - zf / (zn - zf);
430 pout->u.m[3][2] = (zn * zf) / (zn -zf);
431 pout->u.m[2][3] = 1.0f;
432 pout->u.m[3][3] = 0.0f;
433 return pout;
436 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
438 D3DXMatrixIdentity(pout);
439 pout->u.m[0][0] = 2.0f * zn / (r - l);
440 pout->u.m[1][1] = -2.0f * zn / (b - t);
441 pout->u.m[2][0] = 1.0f + 2.0f * l / (r - l);
442 pout->u.m[2][1] = -1.0f -2.0f * t / (b - t);
443 pout->u.m[2][2] = zf / (zn - zf);
444 pout->u.m[3][2] = (zn * zf) / (zn -zf);
445 pout->u.m[2][3] = -1.0f;
446 pout->u.m[3][3] = 0.0f;
447 return pout;
450 D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
452 D3DXMatrixIdentity(pout);
453 pout->u.m[0][0] = 2.0f * zn / w;
454 pout->u.m[1][1] = 2.0f * zn / h;
455 pout->u.m[2][2] = zf / (zn - zf);
456 pout->u.m[3][2] = (zn * zf) / (zn - zf);
457 pout->u.m[2][3] = -1.0f;
458 pout->u.m[3][3] = 0.0f;
459 return pout;
462 D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, CONST D3DXPLANE *pplane)
464 D3DXPLANE Nplane;
466 D3DXPlaneNormalize(&Nplane, pplane);
467 D3DXMatrixIdentity(pout);
468 pout->u.m[0][0] = 1.0f - 2.0f * Nplane.a * Nplane.a;
469 pout->u.m[0][1] = -2.0f * Nplane.a * Nplane.b;
470 pout->u.m[0][2] = -2.0f * Nplane.a * Nplane.c;
471 pout->u.m[1][0] = -2.0f * Nplane.a * Nplane.b;
472 pout->u.m[1][1] = 1.0f - 2.0f * Nplane.b * Nplane.b;
473 pout->u.m[1][2] = -2.0f * Nplane.b * Nplane.c;
474 pout->u.m[2][0] = -2.0f * Nplane.c * Nplane.a;
475 pout->u.m[2][1] = -2.0f * Nplane.c * Nplane.b;
476 pout->u.m[2][2] = 1.0f - 2.0f * Nplane.c * Nplane.c;
477 pout->u.m[3][0] = -2.0f * Nplane.d * Nplane.a;
478 pout->u.m[3][1] = -2.0f * Nplane.d * Nplane.b;
479 pout->u.m[3][2] = -2.0f * Nplane.d * Nplane.c;
480 return pout;
483 D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
485 D3DXVECTOR3 v;
487 D3DXVec3Normalize(&v,pv);
488 D3DXMatrixIdentity(pout);
489 pout->u.m[0][0] = (1.0f - cos(angle)) * v.x * v.x + cos(angle);
490 pout->u.m[1][0] = (1.0f - cos(angle)) * v.x * v.y - sin(angle) * v.z;
491 pout->u.m[2][0] = (1.0f - cos(angle)) * v.x * v.z + sin(angle) * v.y;
492 pout->u.m[0][1] = (1.0f - cos(angle)) * v.y * v.x + sin(angle) * v.z;
493 pout->u.m[1][1] = (1.0f - cos(angle)) * v.y * v.y + cos(angle);
494 pout->u.m[2][1] = (1.0f - cos(angle)) * v.y * v.z - sin(angle) * v.x;
495 pout->u.m[0][2] = (1.0f - cos(angle)) * v.z * v.x - sin(angle) * v.y;
496 pout->u.m[1][2] = (1.0f - cos(angle)) * v.z * v.y + sin(angle) * v.x;
497 pout->u.m[2][2] = (1.0f - cos(angle)) * v.z * v.z + cos(angle);
498 return pout;
501 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq)
503 D3DXMatrixIdentity(pout);
504 pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
505 pout->u.m[0][1] = 2.0f * (pq->x *pq->y + pq->z * pq->w);
506 pout->u.m[0][2] = 2.0f * (pq->x * pq->z - pq->y * pq->w);
507 pout->u.m[1][0] = 2.0f * (pq->x * pq->y - pq->z * pq->w);
508 pout->u.m[1][1] = 1.0f - 2.0f * (pq->x * pq->x + pq->z * pq->z);
509 pout->u.m[1][2] = 2.0f * (pq->y *pq->z + pq->x *pq->w);
510 pout->u.m[2][0] = 2.0f * (pq->x * pq->z + pq->y * pq->w);
511 pout->u.m[2][1] = 2.0f * (pq->y *pq->z - pq->x *pq->w);
512 pout->u.m[2][2] = 1.0f - 2.0f * (pq->x * pq->x + pq->y * pq->y);
513 return pout;
516 D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
518 D3DXMatrixIdentity(pout);
519 pout->u.m[1][1] = cos(angle);
520 pout->u.m[2][2] = cos(angle);
521 pout->u.m[1][2] = sin(angle);
522 pout->u.m[2][1] = -sin(angle);
523 return pout;
526 D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
528 D3DXMatrixIdentity(pout);
529 pout->u.m[0][0] = cos(angle);
530 pout->u.m[2][2] = cos(angle);
531 pout->u.m[0][2] = -sin(angle);
532 pout->u.m[2][0] = sin(angle);
533 return pout;
536 D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
538 D3DXMATRIX m;
540 D3DXMatrixIdentity(pout);
541 D3DXMatrixRotationZ(&m, roll);
542 D3DXMatrixMultiply(pout, pout, &m);
543 D3DXMatrixRotationX(&m, pitch);
544 D3DXMatrixMultiply(pout, pout, &m);
545 D3DXMatrixRotationY(&m, yaw);
546 D3DXMatrixMultiply(pout, pout, &m);
547 return pout;
549 D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
551 D3DXMatrixIdentity(pout);
552 pout->u.m[0][0] = cos(angle);
553 pout->u.m[1][1] = cos(angle);
554 pout->u.m[0][1] = sin(angle);
555 pout->u.m[1][0] = -sin(angle);
556 return pout;
559 D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
561 D3DXMatrixIdentity(pout);
562 pout->u.m[0][0] = sx;
563 pout->u.m[1][1] = sy;
564 pout->u.m[2][2] = sz;
565 return pout;
568 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pplane)
570 D3DXPLANE Nplane;
571 FLOAT dot;
573 D3DXPlaneNormalize(&Nplane, pplane);
574 dot = D3DXPlaneDot(&Nplane, plight);
575 pout->u.m[0][0] = dot - Nplane.a * plight->x;
576 pout->u.m[0][1] = -Nplane.a * plight->y;
577 pout->u.m[0][2] = -Nplane.a * plight->z;
578 pout->u.m[0][3] = -Nplane.a * plight->w;
579 pout->u.m[1][0] = -Nplane.b * plight->x;
580 pout->u.m[1][1] = dot - Nplane.b * plight->y;
581 pout->u.m[1][2] = -Nplane.b * plight->z;
582 pout->u.m[1][3] = -Nplane.b * plight->w;
583 pout->u.m[2][0] = -Nplane.c * plight->x;
584 pout->u.m[2][1] = -Nplane.c * plight->y;
585 pout->u.m[2][2] = dot - Nplane.c * plight->z;
586 pout->u.m[2][3] = -Nplane.c * plight->w;
587 pout->u.m[3][0] = -Nplane.d * plight->x;
588 pout->u.m[3][1] = -Nplane.d * plight->y;
589 pout->u.m[3][2] = -Nplane.d * plight->z;
590 pout->u.m[3][3] = dot - Nplane.d * plight->w;
591 return pout;
594 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation)
596 D3DXMATRIX m1, m2, m3, m4, m5, m6, m7;
597 D3DXQUATERNION prc;
598 D3DXVECTOR3 psc, pt;
600 if ( !pscalingcenter )
602 psc.x = 0.0f;
603 psc.y = 0.0f;
604 psc.z = 0.0f;
606 else
608 psc.x = pscalingcenter->x;
609 psc.y = pscalingcenter->y;
610 psc.z = pscalingcenter->z;
613 if ( !protationcenter )
615 prc.x = 0.0f;
616 prc.y = 0.0f;
617 prc.z = 0.0f;
619 else
621 prc.x = protationcenter->x;
622 prc.y = protationcenter->y;
623 prc.z = protationcenter->z;
626 if ( !ptranslation )
628 pt.x = 0.0f;
629 pt.y = 0.0f;
630 pt.z = 0.0f;
632 else
634 pt.x = ptranslation->x;
635 pt.y = ptranslation->y;
636 pt.z = ptranslation->z;
639 D3DXMatrixTranslation(&m1, -psc.x, -psc.y, -psc.z);
641 if ( !pscalingrotation )
643 D3DXMatrixIdentity(&m2);
644 D3DXMatrixIdentity(&m4);
646 else
648 D3DXMatrixRotationQuaternion(&m4, pscalingrotation);
649 D3DXMatrixInverse(&m2, NULL, &m4);
652 if ( !pscaling ) D3DXMatrixIdentity(&m3);
653 else D3DXMatrixScaling(&m3, pscaling->x, pscaling->y, pscaling->z);
655 if ( !protation ) D3DXMatrixIdentity(&m6);
656 else D3DXMatrixRotationQuaternion(&m6, protation);
658 D3DXMatrixTranslation(&m5, psc.x - prc.x, psc.y - prc.y, psc.z - prc.z);
659 D3DXMatrixTranslation(&m7, prc.x + pt.x, prc.y + pt.y, prc.z + pt.z);
660 D3DXMatrixMultiply(&m1, &m1, &m2);
661 D3DXMatrixMultiply(&m1, &m1, &m3);
662 D3DXMatrixMultiply(&m1, &m1, &m4);
663 D3DXMatrixMultiply(&m1, &m1, &m5);
664 D3DXMatrixMultiply(&m1, &m1, &m6);
665 D3DXMatrixMultiply(pout, &m1, &m7);
666 return pout;
668 D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation)
670 D3DXQUATERNION rot, sca_rot;
671 D3DXVECTOR3 rot_center, sca, sca_center, trans;
673 if ( pscalingcenter )
675 sca_center.x=pscalingcenter->x;
676 sca_center.y=pscalingcenter->y;
677 sca_center.z=0.0f;
679 else
681 sca_center.x=0.0f;
682 sca_center.y=0.0f;
683 sca_center.z=0.0f;
686 if ( pscaling )
688 sca.x=pscaling->x;
689 sca.y=pscaling->y;
690 sca.z=1.0f;
692 else
694 sca.x=1.0f;
695 sca.y=1.0f;
696 sca.z=1.0f;
699 if ( protationcenter )
701 rot_center.x=protationcenter->x;
702 rot_center.y=protationcenter->y;
703 rot_center.z=0.0f;
705 else
707 rot_center.x=0.0f;
708 rot_center.y=0.0f;
709 rot_center.z=0.0f;
712 if ( ptranslation )
714 trans.x=ptranslation->x;
715 trans.y=ptranslation->y;
716 trans.z=0.0f;
718 else
720 trans.x=0.0f;
721 trans.y=0.0f;
722 trans.z=0.0f;
725 rot.w=cos(rotation/2.0f);
726 rot.x=0.0f;
727 rot.y=0.0f;
728 rot.z=sin(rotation/2.0f);
730 sca_rot.w=cos(scalingrotation/2.0f);
731 sca_rot.x=0.0f;
732 sca_rot.y=0.0f;
733 sca_rot.z=sin(scalingrotation/2.0f);
735 D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
737 return pout;
740 D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
742 D3DXMatrixIdentity(pout);
743 pout->u.m[3][0] = x;
744 pout->u.m[3][1] = y;
745 pout->u.m[3][2] = z;
746 return pout;
749 D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, CONST D3DXMATRIX *pm)
751 CONST D3DXMATRIX m = *pm;
752 int i,j;
754 for (i=0; i<4; i++)
755 for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i];
757 return pout;
760 /*_________________D3DXMatrixStack____________________*/
762 static const unsigned int INITIAL_STACK_SIZE = 32;
764 HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack)
766 ID3DXMatrixStackImpl* object;
768 TRACE("flags %#x, ppstack %p\n", flags, ppstack);
770 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXMatrixStackImpl));
771 if ( object == NULL )
773 *ppstack = NULL;
774 return E_OUTOFMEMORY;
776 object->ID3DXMatrixStack_iface.lpVtbl = &ID3DXMatrixStack_Vtbl;
777 object->ref = 1;
779 object->stack = HeapAlloc(GetProcessHeap(), 0, INITIAL_STACK_SIZE * sizeof(D3DXMATRIX));
780 if (!object->stack)
782 HeapFree(GetProcessHeap(), 0, object);
783 *ppstack = NULL;
784 return E_OUTOFMEMORY;
787 object->current = 0;
788 object->stack_size = INITIAL_STACK_SIZE;
789 D3DXMatrixIdentity(&object->stack[0]);
791 TRACE("Created matrix stack %p\n", object);
793 *ppstack = &object->ID3DXMatrixStack_iface;
794 return D3D_OK;
797 static inline ID3DXMatrixStackImpl *impl_from_ID3DXMatrixStack(ID3DXMatrixStack *iface)
799 return CONTAINING_RECORD(iface, ID3DXMatrixStackImpl, ID3DXMatrixStack_iface);
802 static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface(ID3DXMatrixStack *iface, REFIID riid, void **ppobj)
804 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
805 if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXMatrixStack))
807 ID3DXMatrixStack_AddRef(iface);
808 *ppobj = This;
809 return S_OK;
811 *ppobj = NULL;
812 WARN("(%p)->(%s,%p), not found\n", This, debugstr_guid(riid), ppobj);
813 return E_NOINTERFACE;
816 static ULONG WINAPI ID3DXMatrixStackImpl_AddRef(ID3DXMatrixStack *iface)
818 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
819 ULONG ref = InterlockedIncrement(&This->ref);
820 TRACE("(%p) : AddRef from %d\n", This, ref - 1);
821 return ref;
824 static ULONG WINAPI ID3DXMatrixStackImpl_Release(ID3DXMatrixStack* iface)
826 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
827 ULONG ref = InterlockedDecrement(&This->ref);
828 if (!ref)
830 HeapFree(GetProcessHeap(), 0, This->stack);
831 HeapFree(GetProcessHeap(), 0, This);
833 TRACE("(%p) : ReleaseRef to %d\n", This, ref);
834 return ref;
837 static D3DXMATRIX* WINAPI ID3DXMatrixStackImpl_GetTop(ID3DXMatrixStack *iface)
839 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
841 TRACE("iface %p\n", iface);
843 return &This->stack[This->current];
846 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity(ID3DXMatrixStack *iface)
848 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
850 TRACE("iface %p\n", iface);
852 D3DXMatrixIdentity(&This->stack[This->current]);
854 return D3D_OK;
857 static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
859 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
861 TRACE("iface %p\n", iface);
863 This->stack[This->current] = *pm;
865 return D3D_OK;
868 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
870 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
872 TRACE("iface %p\n", iface);
874 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm);
876 return D3D_OK;
879 static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
881 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
883 TRACE("iface %p\n", iface);
885 D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]);
887 return D3D_OK;
890 static HRESULT WINAPI ID3DXMatrixStackImpl_Pop(ID3DXMatrixStack *iface)
892 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
894 TRACE("iface %p\n", iface);
896 /* Popping the last element on the stack returns D3D_OK, but does nothing. */
897 if (!This->current) return D3D_OK;
899 if (This->current <= This->stack_size / 4 && This->stack_size >= INITIAL_STACK_SIZE * 2)
901 unsigned int new_size;
902 D3DXMATRIX *new_stack;
904 new_size = This->stack_size / 2;
905 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(D3DXMATRIX));
906 if (new_stack)
908 This->stack_size = new_size;
909 This->stack = new_stack;
913 --This->current;
915 return D3D_OK;
918 static HRESULT WINAPI ID3DXMatrixStackImpl_Push(ID3DXMatrixStack *iface)
920 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
922 TRACE("iface %p\n", iface);
924 if (This->current == This->stack_size - 1)
926 unsigned int new_size;
927 D3DXMATRIX *new_stack;
929 if (This->stack_size > UINT_MAX / 2) return E_OUTOFMEMORY;
931 new_size = This->stack_size * 2;
932 new_stack = HeapReAlloc(GetProcessHeap(), 0, This->stack, new_size * sizeof(D3DXMATRIX));
933 if (!new_stack) return E_OUTOFMEMORY;
935 This->stack_size = new_size;
936 This->stack = new_stack;
939 ++This->current;
940 This->stack[This->current] = This->stack[This->current - 1];
942 return D3D_OK;
945 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
947 D3DXMATRIX temp;
948 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
950 TRACE("iface %p\n", iface);
952 D3DXMatrixRotationAxis(&temp, pv, angle);
953 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
955 return D3D_OK;
958 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
960 D3DXMATRIX temp;
961 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
963 TRACE("iface %p\n", iface);
965 D3DXMatrixRotationAxis(&temp, pv, angle);
966 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
968 return D3D_OK;
971 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
973 D3DXMATRIX temp;
974 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
976 TRACE("iface %p\n", iface);
978 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
979 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
981 return D3D_OK;
984 static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
986 D3DXMATRIX temp;
987 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
989 TRACE("iface %p\n", iface);
991 D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
992 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
994 return D3D_OK;
997 static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
999 D3DXMATRIX temp;
1000 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1002 TRACE("iface %p\n", iface);
1004 D3DXMatrixScaling(&temp, x, y, z);
1005 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1007 return D3D_OK;
1010 static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1012 D3DXMATRIX temp;
1013 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1015 TRACE("iface %p\n", iface);
1017 D3DXMatrixScaling(&temp, x, y, z);
1018 D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
1020 return D3D_OK;
1023 static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1025 D3DXMATRIX temp;
1026 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1028 TRACE("iface %p\n", iface);
1030 D3DXMatrixTranslation(&temp, x, y, z);
1031 D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
1033 return D3D_OK;
1036 static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
1038 D3DXMATRIX temp;
1039 ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
1041 TRACE("iface %p\n", iface);
1043 D3DXMatrixTranslation(&temp, x, y, z);
1044 D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]);
1046 return D3D_OK;
1049 static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
1051 ID3DXMatrixStackImpl_QueryInterface,
1052 ID3DXMatrixStackImpl_AddRef,
1053 ID3DXMatrixStackImpl_Release,
1054 ID3DXMatrixStackImpl_Pop,
1055 ID3DXMatrixStackImpl_Push,
1056 ID3DXMatrixStackImpl_LoadIdentity,
1057 ID3DXMatrixStackImpl_LoadMatrix,
1058 ID3DXMatrixStackImpl_MultMatrix,
1059 ID3DXMatrixStackImpl_MultMatrixLocal,
1060 ID3DXMatrixStackImpl_RotateAxis,
1061 ID3DXMatrixStackImpl_RotateAxisLocal,
1062 ID3DXMatrixStackImpl_RotateYawPitchRoll,
1063 ID3DXMatrixStackImpl_RotateYawPitchRollLocal,
1064 ID3DXMatrixStackImpl_Scale,
1065 ID3DXMatrixStackImpl_ScaleLocal,
1066 ID3DXMatrixStackImpl_Translate,
1067 ID3DXMatrixStackImpl_TranslateLocal,
1068 ID3DXMatrixStackImpl_GetTop
1071 /*_________________D3DXPLANE________________*/
1073 D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, CONST D3DXVECTOR3 *pvpoint, CONST D3DXVECTOR3 *pvnormal)
1075 pout->a = pvnormal->x;
1076 pout->b = pvnormal->y;
1077 pout->c = pvnormal->z;
1078 pout->d = -D3DXVec3Dot(pvpoint, pvnormal);
1079 return pout;
1082 D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3)
1084 D3DXVECTOR3 edge1, edge2, normal, Nnormal;
1086 edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
1087 edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
1088 D3DXVec3Subtract(&edge1, pv2, pv1);
1089 D3DXVec3Subtract(&edge2, pv3, pv1);
1090 D3DXVec3Cross(&normal, &edge1, &edge2);
1091 D3DXVec3Normalize(&Nnormal, &normal);
1092 D3DXPlaneFromPointNormal(pout, pv1, &Nnormal);
1093 return pout;
1096 D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, CONST D3DXPLANE *pp, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1098 D3DXVECTOR3 direction, normal;
1099 FLOAT dot, temp;
1101 normal.x = pp->a;
1102 normal.y = pp->b;
1103 normal.z = pp->c;
1104 direction.x = pv2->x - pv1->x;
1105 direction.y = pv2->y - pv1->y;
1106 direction.z = pv2->z - pv1->z;
1107 dot = D3DXVec3Dot(&normal, &direction);
1108 if ( !dot ) return NULL;
1109 temp = ( pp->d + D3DXVec3Dot(&normal, pv1) ) / dot;
1110 pout->x = pv1->x - temp * direction.x;
1111 pout->y = pv1->y - temp * direction.y;
1112 pout->z = pv1->z - temp * direction.z;
1113 return pout;
1116 D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
1118 D3DXPLANE out;
1119 FLOAT norm;
1121 norm = sqrt(pp->a * pp->a + pp->b * pp->b + pp->c * pp->c);
1122 if ( norm )
1124 out.a = pp->a / norm;
1125 out.b = pp->b / norm;
1126 out.c = pp->c / norm;
1127 out.d = pp->d / norm;
1129 else
1131 out.a = 0.0f;
1132 out.b = 0.0f;
1133 out.c = 0.0f;
1134 out.d = 0.0f;
1136 *pout = out;
1137 return pout;
1140 D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, CONST D3DXPLANE *pplane, CONST D3DXMATRIX *pm)
1142 CONST D3DXPLANE plane = *pplane;
1143 pout->a = pm->u.m[0][0] * plane.a + pm->u.m[1][0] * plane.b + pm->u.m[2][0] * plane.c + pm->u.m[3][0] * plane.d;
1144 pout->b = pm->u.m[0][1] * plane.a + pm->u.m[1][1] * plane.b + pm->u.m[2][1] * plane.c + pm->u.m[3][1] * plane.d;
1145 pout->c = pm->u.m[0][2] * plane.a + pm->u.m[1][2] * plane.b + pm->u.m[2][2] * plane.c + pm->u.m[3][2] * plane.d;
1146 pout->d = pm->u.m[0][3] * plane.a + pm->u.m[1][3] * plane.b + pm->u.m[2][3] * plane.c + pm->u.m[3][3] * plane.d;
1147 return pout;
1150 D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, CONST D3DXPLANE* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1152 UINT i;
1154 for (i = 0; i < elements; ++i) {
1155 D3DXPlaneTransform(
1156 (D3DXPLANE*)((char*)out + outstride * i),
1157 (CONST D3DXPLANE*)((const char*)in + instride * i),
1158 matrix);
1160 return out;
1163 /*_________________D3DXQUATERNION________________*/
1165 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g)
1167 D3DXQUATERNION temp1, temp2;
1168 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
1169 return pout;
1172 D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1174 FLOAT norm;
1176 norm = sqrt(pq->x * pq->x + pq->y * pq->y + pq->z * pq->z);
1177 if (norm )
1179 pout->x = sin(norm) * pq->x / norm;
1180 pout->y = sin(norm) * pq->y / norm;
1181 pout->z = sin(norm) * pq->z / norm;
1182 pout->w = cos(norm);
1184 else
1186 pout->x = 0.0f;
1187 pout->y = 0.0f;
1188 pout->z = 0.0f;
1189 pout->w = 1.0f;
1191 return pout;
1194 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1196 D3DXQUATERNION out;
1197 FLOAT norm;
1199 norm = D3DXQuaternionLengthSq(pq);
1201 out.x = -pq->x / norm;
1202 out.y = -pq->y / norm;
1203 out.z = -pq->z / norm;
1204 out.w = pq->w / norm;
1206 *pout =out;
1207 return pout;
1210 D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1212 FLOAT norm, normvec, theta;
1214 norm = D3DXQuaternionLengthSq(pq);
1215 if ( norm > 1.0001f )
1217 pout->x = pq->x;
1218 pout->y = pq->y;
1219 pout->z = pq->z;
1220 pout->w = 0.0f;
1222 else if( norm > 0.99999f)
1224 normvec = sqrt( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z );
1225 theta = atan2(normvec, pq->w) / normvec;
1226 pout->x = theta * pq->x;
1227 pout->y = theta * pq->y;
1228 pout->z = theta * pq->z;
1229 pout->w = 0.0f;
1231 else
1233 FIXME("The quaternion (%f, %f, %f, %f) has a norm <1. This should not happen. Windows returns a result anyway. This case is not implemented yet.\n", pq->x, pq->y, pq->z, pq->w);
1235 return pout;
1238 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
1240 D3DXQUATERNION out;
1241 out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
1242 out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
1243 out.z = pq2->w * pq1->z + pq2->x * pq1->y - pq2->y * pq1->x + pq2->z * pq1->w;
1244 out.w = pq2->w * pq1->w - pq2->x * pq1->x - pq2->y * pq1->y - pq2->z * pq1->z;
1245 *pout = out;
1246 return pout;
1249 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1251 D3DXQUATERNION out;
1252 FLOAT norm;
1254 norm = D3DXQuaternionLength(pq);
1256 out.x = pq->x / norm;
1257 out.y = pq->y / norm;
1258 out.z = pq->z / norm;
1259 out.w = pq->w / norm;
1261 *pout=out;
1263 return pout;
1266 D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle)
1268 D3DXVECTOR3 temp;
1270 D3DXVec3Normalize(&temp, pv);
1271 pout->x = sin( angle / 2.0f ) * temp.x;
1272 pout->y = sin( angle / 2.0f ) * temp.y;
1273 pout->z = sin( angle / 2.0f ) * temp.z;
1274 pout->w = cos( angle / 2.0f );
1275 return pout;
1278 D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm)
1280 int i, maxi;
1281 FLOAT maxdiag, S, trace;
1283 trace = pm->u.m[0][0] + pm->u.m[1][1] + pm->u.m[2][2] + 1.0f;
1284 if ( trace > 1.0f)
1286 pout->x = ( pm->u.m[1][2] - pm->u.m[2][1] ) / ( 2.0f * sqrt(trace) );
1287 pout->y = ( pm->u.m[2][0] - pm->u.m[0][2] ) / ( 2.0f * sqrt(trace) );
1288 pout->z = ( pm->u.m[0][1] - pm->u.m[1][0] ) / ( 2.0f * sqrt(trace) );
1289 pout->w = sqrt(trace) / 2.0f;
1290 return pout;
1292 maxi = 0;
1293 maxdiag = pm->u.m[0][0];
1294 for (i=1; i<3; i++)
1296 if ( pm->u.m[i][i] > maxdiag )
1298 maxi = i;
1299 maxdiag = pm->u.m[i][i];
1302 switch( maxi )
1304 case 0:
1305 S = 2.0f * sqrt(1.0f + pm->u.m[0][0] - pm->u.m[1][1] - pm->u.m[2][2]);
1306 pout->x = 0.25f * S;
1307 pout->y = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
1308 pout->z = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
1309 pout->w = ( pm->u.m[1][2] - pm->u.m[2][1] ) / S;
1310 break;
1311 case 1:
1312 S = 2.0f * sqrt(1.0f + pm->u.m[1][1] - pm->u.m[0][0] - pm->u.m[2][2]);
1313 pout->x = ( pm->u.m[0][1] + pm->u.m[1][0] ) / S;
1314 pout->y = 0.25f * S;
1315 pout->z = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
1316 pout->w = ( pm->u.m[2][0] - pm->u.m[0][2] ) / S;
1317 break;
1318 case 2:
1319 S = 2.0f * sqrt(1.0f + pm->u.m[2][2] - pm->u.m[0][0] - pm->u.m[1][1]);
1320 pout->x = ( pm->u.m[0][2] + pm->u.m[2][0] ) / S;
1321 pout->y = ( pm->u.m[1][2] + pm->u.m[2][1] ) / S;
1322 pout->z = 0.25f * S;
1323 pout->w = ( pm->u.m[0][1] - pm->u.m[1][0] ) / S;
1324 break;
1326 return pout;
1329 D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll)
1331 pout->x = sin( yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) + cos(yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
1332 pout->y = sin( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) - cos(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
1333 pout->z = cos(yaw / 2.0f) * cos(pitch / 2.0f) * sin(roll / 2.0f) - sin( yaw / 2.0f) * sin(pitch / 2.0f) * cos(roll / 2.0f);
1334 pout->w = cos( yaw / 2.0f) * cos(pitch / 2.0f) * cos(roll / 2.0f) + sin(yaw / 2.0f) * sin(pitch / 2.0f) * sin(roll / 2.0f);
1335 return pout;
1338 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t)
1340 FLOAT dot, epsilon, temp, theta, u;
1342 epsilon = 1.0f;
1343 temp = 1.0f - t;
1344 u = t;
1345 dot = D3DXQuaternionDot(pq1, pq2);
1346 if ( dot < 0.0f )
1348 epsilon = -1.0f;
1349 dot = -dot;
1351 if( 1.0f - dot > 0.001f )
1353 theta = acos(dot);
1354 temp = sin(theta * temp) / sin(theta);
1355 u = sin(theta * u) / sin(theta);
1357 pout->x = temp * pq1->x + epsilon * u * pq2->x;
1358 pout->y = temp * pq1->y + epsilon * u * pq2->y;
1359 pout->z = temp * pq1->z + epsilon * u * pq2->z;
1360 pout->w = temp * pq1->w + epsilon * u * pq2->w;
1361 return pout;
1364 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t)
1366 D3DXQUATERNION temp1, temp2;
1368 D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
1369 return pout;
1372 void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
1374 paxis->x = pq->x;
1375 paxis->y = pq->y;
1376 paxis->z = pq->z;
1377 *pangle = 2.0f * acos(pq->w);
1380 /*_________________D3DXVec2_____________________*/
1382 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
1384 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1385 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1386 return pout;
1389 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv0, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pv3, FLOAT s)
1391 pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
1392 pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
1393 return pout;
1396 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pt1, CONST D3DXVECTOR2 *pv2, CONST D3DXVECTOR2 *pt2, FLOAT s)
1398 FLOAT h1, h2, h3, h4;
1400 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1401 h2 = s * s * s - 2.0f * s * s + s;
1402 h3 = -2.0f * s * s * s + 3.0f * s * s;
1403 h4 = s * s * s - s * s;
1405 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1406 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1407 return pout;
1410 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
1412 D3DXVECTOR2 out;
1413 FLOAT norm;
1415 norm = D3DXVec2Length(pv);
1416 if ( !norm )
1418 out.x = 0.0f;
1419 out.y = 0.0f;
1421 else
1423 out.x = pv->x / norm;
1424 out.y = pv->y / norm;
1426 *pout=out;
1427 return pout;
1430 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1432 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
1433 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
1434 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[3][2];
1435 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1436 return pout;
1439 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1441 UINT i;
1443 for (i = 0; i < elements; ++i) {
1444 D3DXVec2Transform(
1445 (D3DXVECTOR4*)((char*)out + outstride * i),
1446 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
1447 matrix);
1449 return out;
1452 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1454 D3DXVECTOR2 v;
1455 FLOAT norm;
1457 v = *pv;
1458 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
1460 pout->x = (pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[3][0]) / norm;
1461 pout->y = (pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[3][1]) / norm;
1463 return pout;
1466 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1468 UINT i;
1470 for (i = 0; i < elements; ++i) {
1471 D3DXVec2TransformCoord(
1472 (D3DXVECTOR2*)((char*)out + outstride * i),
1473 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
1474 matrix);
1476 return out;
1479 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
1481 CONST D3DXVECTOR2 v = *pv;
1482 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y;
1483 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y;
1484 return pout;
1487 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)
1489 UINT i;
1491 for (i = 0; i < elements; ++i) {
1492 D3DXVec2TransformNormal(
1493 (D3DXVECTOR2*)((char*)out + outstride * i),
1494 (CONST D3DXVECTOR2*)((const char*)in + instride * i),
1495 matrix);
1497 return out;
1500 /*_________________D3DXVec3_____________________*/
1502 D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
1504 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1505 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1506 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1507 return pout;
1510 D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv0, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pv3, FLOAT s)
1512 pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
1513 pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
1514 pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s);
1515 return pout;
1518 D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pt1, CONST D3DXVECTOR3 *pv2, CONST D3DXVECTOR3 *pt2, FLOAT s)
1520 FLOAT h1, h2, h3, h4;
1522 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1523 h2 = s * s * s - 2.0f * s * s + s;
1524 h3 = -2.0f * s * s * s + 3.0f * s * s;
1525 h4 = s * s * s - s * s;
1527 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1528 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1529 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1530 return pout;
1533 D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
1535 D3DXVECTOR3 out;
1536 FLOAT norm;
1538 norm = D3DXVec3Length(pv);
1539 if ( !norm )
1541 out.x = 0.0f;
1542 out.y = 0.0f;
1543 out.z = 0.0f;
1545 else
1547 out.x = pv->x / norm;
1548 out.y = pv->y / norm;
1549 out.z = pv->z / norm;
1551 *pout = out;
1552 return pout;
1555 D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1557 D3DXMATRIX m;
1558 D3DXVECTOR3 out;
1560 D3DXMatrixMultiply(&m, pworld, pview);
1561 D3DXMatrixMultiply(&m, &m, pprojection);
1562 D3DXVec3TransformCoord(&out, pv, &m);
1563 out.x = pviewport->X + ( 1.0f + out.x ) * pviewport->Width / 2.0f;
1564 out.y = pviewport->Y + ( 1.0f - out.y ) * pviewport->Height / 2.0f;
1565 out.z = pviewport->MinZ + out.z * ( pviewport->MaxZ - pviewport->MinZ );
1566 *pout = out;
1567 return pout;
1570 D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection, CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
1572 UINT i;
1574 for (i = 0; i < elements; ++i) {
1575 D3DXVec3Project(
1576 (D3DXVECTOR3*)((char*)out + outstride * i),
1577 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
1578 viewport, projection, view, world);
1580 return out;
1583 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1585 pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0];
1586 pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1];
1587 pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2];
1588 pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] * pv->z + pm->u.m[3][3];
1589 return pout;
1592 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1594 UINT i;
1596 for (i = 0; i < elements; ++i) {
1597 D3DXVec3Transform(
1598 (D3DXVECTOR4*)((char*)out + outstride * i),
1599 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
1600 matrix);
1602 return out;
1605 D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1607 D3DXVECTOR3 out;
1608 FLOAT norm;
1610 norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] *pv->z + pm->u.m[3][3];
1612 out.x = (pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0]) / norm;
1613 out.y = (pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1]) / norm;
1614 out.z = (pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2]) / norm;
1616 *pout = out;
1618 return pout;
1621 D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1623 UINT i;
1625 for (i = 0; i < elements; ++i) {
1626 D3DXVec3TransformCoord(
1627 (D3DXVECTOR3*)((char*)out + outstride * i),
1628 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
1629 matrix);
1631 return out;
1634 D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
1636 CONST D3DXVECTOR3 v = *pv;
1637 pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z;
1638 pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z;
1639 pout->z = pm->u.m[0][2] * v.x + pm->u.m[1][2] * v.y + pm->u.m[2][2] * v.z;
1640 return pout;
1644 D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1646 UINT i;
1648 for (i = 0; i < elements; ++i) {
1649 D3DXVec3TransformNormal(
1650 (D3DXVECTOR3*)((char*)out + outstride * i),
1651 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
1652 matrix);
1654 return out;
1657 D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
1659 D3DXMATRIX m;
1660 D3DXVECTOR3 out;
1662 D3DXMatrixMultiply(&m, pworld, pview);
1663 D3DXMatrixMultiply(&m, &m, pprojection);
1664 D3DXMatrixInverse(&m, NULL, &m);
1665 out.x = 2.0f * ( pv->x - pviewport->X ) / pviewport->Width - 1.0f;
1666 out.y = 1.0f - 2.0f * ( pv->y - pviewport->Y ) / pviewport->Height;
1667 out.z = ( pv->z - pviewport->MinZ) / ( pviewport->MaxZ - pviewport->MinZ );
1668 D3DXVec3TransformCoord(&out, &out, &m);
1669 *pout = out;
1670 return pout;
1673 D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride, CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection, CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
1675 UINT i;
1677 for (i = 0; i < elements; ++i) {
1678 D3DXVec3Unproject(
1679 (D3DXVECTOR3*)((char*)out + outstride * i),
1680 (CONST D3DXVECTOR3*)((const char*)in + instride * i),
1681 viewport, projection, view, world);
1683 return out;
1686 /*_________________D3DXVec4_____________________*/
1688 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
1690 pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
1691 pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
1692 pout->z = (1.0f-f-g) * (pv1->z) + f * (pv2->z) + g * (pv3->z);
1693 pout->w = (1.0f-f-g) * (pv1->w) + f * (pv2->w) + g * (pv3->w);
1694 return pout;
1697 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s)
1699 pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
1700 pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
1701 pout->z = 0.5f * (2.0f * pv1->z + (pv2->z - pv0->z) *s + (2.0f *pv0->z - 5.0f * pv1->z + 4.0f * pv2->z - pv3->z) * s * s + (pv3->z -3.0f * pv2->z + 3.0f * pv1->z - pv0->z) * s * s * s);
1702 pout->w = 0.5f * (2.0f * pv1->w + (pv2->w - pv0->w) *s + (2.0f *pv0->w - 5.0f * pv1->w + 4.0f * pv2->w - pv3->w) * s * s + (pv3->w -3.0f * pv2->w + 3.0f * pv1->w - pv0->w) * s * s * s);
1703 return pout;
1706 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3)
1708 D3DXVECTOR4 out;
1709 out.x = pv1->y * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->y * pv3->w - pv3->y * pv2->w) + pv1->w * (pv2->y * pv3->z - pv2->z *pv3->y);
1710 out.y = -(pv1->x * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->x * pv3->w - pv3->x * pv2->w) + pv1->w * (pv2->x * pv3->z - pv3->x * pv2->z));
1711 out.z = pv1->x * (pv2->y * pv3->w - pv3->y * pv2->w) - pv1->y * (pv2->x *pv3->w - pv3->x * pv2->w) + pv1->w * (pv2->x * pv3->y - pv3->x * pv2->y);
1712 out.w = -(pv1->x * (pv2->y * pv3->z - pv3->y * pv2->z) - pv1->y * (pv2->x * pv3->z - pv3->x *pv2->z) + pv1->z * (pv2->x * pv3->y - pv3->x * pv2->y));
1713 *pout = out;
1714 return pout;
1717 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s)
1719 FLOAT h1, h2, h3, h4;
1721 h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
1722 h2 = s * s * s - 2.0f * s * s + s;
1723 h3 = -2.0f * s * s * s + 3.0f * s * s;
1724 h4 = s * s * s - s * s;
1726 pout->x = h1 * (pv1->x) + h2 * (pt1->x) + h3 * (pv2->x) + h4 * (pt2->x);
1727 pout->y = h1 * (pv1->y) + h2 * (pt1->y) + h3 * (pv2->y) + h4 * (pt2->y);
1728 pout->z = h1 * (pv1->z) + h2 * (pt1->z) + h3 * (pv2->z) + h4 * (pt2->z);
1729 pout->w = h1 * (pv1->w) + h2 * (pt1->w) + h3 * (pv2->w) + h4 * (pt2->w);
1730 return pout;
1733 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
1735 D3DXVECTOR4 out;
1736 FLOAT norm;
1738 norm = D3DXVec4Length(pv);
1740 out.x = pv->x / norm;
1741 out.y = pv->y / norm;
1742 out.z = pv->z / norm;
1743 out.w = pv->w / norm;
1745 *pout = out;
1746 return pout;
1749 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm)
1751 D3DXVECTOR4 out;
1752 out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0] * pv->w;
1753 out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1] * pv->w;
1754 out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2] * pv->w;
1755 out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] * pv->z + pm->u.m[3][3] * pv->w;
1756 *pout = out;
1757 return pout;
1760 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride, CONST D3DXMATRIX* matrix, UINT elements)
1762 UINT i;
1764 for (i = 0; i < elements; ++i) {
1765 D3DXVec4Transform(
1766 (D3DXVECTOR4*)((char*)out + outstride * i),
1767 (CONST D3DXVECTOR4*)((const char*)in + instride * i),
1768 matrix);
1770 return out;