From a786dd45a4ebc6b91936b5e46d0ef0a9befc05af Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Sun, 2 Aug 2020 19:36:50 +0300 Subject: Move sdk and eax --- dxsdk/Include/d3dx8math.h | 1215 --------------------------------------------- 1 file changed, 1215 deletions(-) delete mode 100644 dxsdk/Include/d3dx8math.h (limited to 'dxsdk/Include/d3dx8math.h') diff --git a/dxsdk/Include/d3dx8math.h b/dxsdk/Include/d3dx8math.h deleted file mode 100644 index 9c8f2030..00000000 --- a/dxsdk/Include/d3dx8math.h +++ /dev/null @@ -1,1215 +0,0 @@ -////////////////////////////////////////////////////////////////////////////// -// -// Copyright (C) Microsoft Corporation. All Rights Reserved. -// -// File: d3dx8math.h -// Content: D3DX math types and functions -// -////////////////////////////////////////////////////////////////////////////// - -#include "d3dx8.h" - -#ifndef __D3DX8MATH_H__ -#define __D3DX8MATH_H__ - -#include -#pragma warning(disable:4201) // anonymous unions warning - - - -//=========================================================================== -// -// General purpose utilities -// -//=========================================================================== -#define D3DX_PI ((FLOAT) 3.141592654f) -#define D3DX_1BYPI ((FLOAT) 0.318309886f) - -#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f)) -#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI)) - - - -//=========================================================================== -// -// Vectors -// -//=========================================================================== - -//-------------------------- -// 2D Vector -//-------------------------- -typedef struct D3DXVECTOR2 -{ -#ifdef __cplusplus -public: - D3DXVECTOR2() {}; - D3DXVECTOR2( CONST FLOAT * ); - D3DXVECTOR2( FLOAT x, FLOAT y ); - - // casting - operator FLOAT* (); - operator CONST FLOAT* () const; - - // assignment operators - D3DXVECTOR2& operator += ( CONST D3DXVECTOR2& ); - D3DXVECTOR2& operator -= ( CONST D3DXVECTOR2& ); - D3DXVECTOR2& operator *= ( FLOAT ); - D3DXVECTOR2& operator /= ( FLOAT ); - - // unary operators - D3DXVECTOR2 operator + () const; - D3DXVECTOR2 operator - () const; - - // binary operators - D3DXVECTOR2 operator + ( CONST D3DXVECTOR2& ) const; - D3DXVECTOR2 operator - ( CONST D3DXVECTOR2& ) const; - D3DXVECTOR2 operator * ( FLOAT ) const; - D3DXVECTOR2 operator / ( FLOAT ) const; - - friend D3DXVECTOR2 operator * ( FLOAT, CONST D3DXVECTOR2& ); - - BOOL operator == ( CONST D3DXVECTOR2& ) const; - BOOL operator != ( CONST D3DXVECTOR2& ) const; - - -public: -#endif //__cplusplus - FLOAT x, y; -} D3DXVECTOR2, *LPD3DXVECTOR2; - - -//-------------------------- -// 3D Vector -//-------------------------- -#ifdef __cplusplus -typedef struct D3DXVECTOR3 : public D3DVECTOR -{ -public: - D3DXVECTOR3() {}; - D3DXVECTOR3( CONST FLOAT * ); - D3DXVECTOR3( CONST D3DVECTOR& ); - D3DXVECTOR3( FLOAT x, FLOAT y, FLOAT z ); - - // casting - operator FLOAT* (); - operator CONST FLOAT* () const; - - // assignment operators - D3DXVECTOR3& operator += ( CONST D3DXVECTOR3& ); - D3DXVECTOR3& operator -= ( CONST D3DXVECTOR3& ); - D3DXVECTOR3& operator *= ( FLOAT ); - D3DXVECTOR3& operator /= ( FLOAT ); - - // unary operators - D3DXVECTOR3 operator + () const; - D3DXVECTOR3 operator - () const; - - // binary operators - D3DXVECTOR3 operator + ( CONST D3DXVECTOR3& ) const; - D3DXVECTOR3 operator - ( CONST D3DXVECTOR3& ) const; - D3DXVECTOR3 operator * ( FLOAT ) const; - D3DXVECTOR3 operator / ( FLOAT ) const; - - friend D3DXVECTOR3 operator * ( FLOAT, CONST struct D3DXVECTOR3& ); - - BOOL operator == ( CONST D3DXVECTOR3& ) const; - BOOL operator != ( CONST D3DXVECTOR3& ) const; - -} D3DXVECTOR3, *LPD3DXVECTOR3; - -#else //!__cplusplus -typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3; -#endif //!__cplusplus - - -//-------------------------- -// 4D Vector -//-------------------------- -typedef struct D3DXVECTOR4 -{ -#ifdef __cplusplus -public: - D3DXVECTOR4() {}; - D3DXVECTOR4( CONST FLOAT* ); - D3DXVECTOR4( FLOAT x, FLOAT y, FLOAT z, FLOAT w ); - - // casting - operator FLOAT* (); - operator CONST FLOAT* () const; - - // assignment operators - D3DXVECTOR4& operator += ( CONST D3DXVECTOR4& ); - D3DXVECTOR4& operator -= ( CONST D3DXVECTOR4& ); - D3DXVECTOR4& operator *= ( FLOAT ); - D3DXVECTOR4& operator /= ( FLOAT ); - - // unary operators - D3DXVECTOR4 operator + () const; - D3DXVECTOR4 operator - () const; - - // binary operators - D3DXVECTOR4 operator + ( CONST D3DXVECTOR4& ) const; - D3DXVECTOR4 operator - ( CONST D3DXVECTOR4& ) const; - D3DXVECTOR4 operator * ( FLOAT ) const; - D3DXVECTOR4 operator / ( FLOAT ) const; - - friend D3DXVECTOR4 operator * ( FLOAT, CONST D3DXVECTOR4& ); - - BOOL operator == ( CONST D3DXVECTOR4& ) const; - BOOL operator != ( CONST D3DXVECTOR4& ) const; - -public: -#endif //__cplusplus - FLOAT x, y, z, w; -} D3DXVECTOR4, *LPD3DXVECTOR4; - - -//=========================================================================== -// -// Matrices -// -//=========================================================================== -#ifdef __cplusplus -typedef struct D3DXMATRIX : public D3DMATRIX -{ -public: - D3DXMATRIX() {}; - D3DXMATRIX( CONST FLOAT * ); - D3DXMATRIX( CONST D3DMATRIX& ); - D3DXMATRIX( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, - FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, - FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, - FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ); - - - // access grants - FLOAT& operator () ( UINT Row, UINT Col ); - FLOAT operator () ( UINT Row, UINT Col ) const; - - // casting operators - operator FLOAT* (); - operator CONST FLOAT* () const; - - // assignment operators - D3DXMATRIX& operator *= ( CONST D3DXMATRIX& ); - D3DXMATRIX& operator += ( CONST D3DXMATRIX& ); - D3DXMATRIX& operator -= ( CONST D3DXMATRIX& ); - D3DXMATRIX& operator *= ( FLOAT ); - D3DXMATRIX& operator /= ( FLOAT ); - - // unary operators - D3DXMATRIX operator + () const; - D3DXMATRIX operator - () const; - - // binary operators - D3DXMATRIX operator * ( CONST D3DXMATRIX& ) const; - D3DXMATRIX operator + ( CONST D3DXMATRIX& ) const; - D3DXMATRIX operator - ( CONST D3DXMATRIX& ) const; - D3DXMATRIX operator * ( FLOAT ) const; - D3DXMATRIX operator / ( FLOAT ) const; - - friend D3DXMATRIX operator * ( FLOAT, CONST D3DXMATRIX& ); - - BOOL operator == ( CONST D3DXMATRIX& ) const; - BOOL operator != ( CONST D3DXMATRIX& ) const; - -} D3DXMATRIX, *LPD3DXMATRIX; - -#else //!__cplusplus -typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX; -#endif //!__cplusplus - -//=========================================================================== -// -// Aligned Matrices -// -// This class helps keep matrices 16-byte aligned as preferred by P4 cpus. -// It aligns matrices on the stack and on the heap or in global scope. -// It does this using __declspec(align(16)) which works on VC7 and on VC 6 -// with the processor pack. Unfortunately there is no way to detect the -// latter so this is turned on only on VC7. On other compilers this is the -// the same as D3DXMATRIX. -// Using this class on a compiler that does not actually do the alignment -// can be dangerous since it will not expose bugs that ignore alignment. -// E.g if an object of this class in inside a struct or class, and some code -// memcopys data in it assuming tight packing. This could break on a compiler -// that eventually start aligning the matrix. -// -//=========================================================================== -#ifdef __cplusplus -typedef struct _D3DXMATRIXA16 : public D3DXMATRIX -{ - _D3DXMATRIXA16() {} - _D3DXMATRIXA16( CONST FLOAT * f): D3DXMATRIX(f) {} - _D3DXMATRIXA16( CONST D3DMATRIX& m): D3DXMATRIX(m) {} - _D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, - FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, - FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, - FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ) : - D3DXMATRIX(_11, _12, _13, _14, - _21, _22, _23, _24, - _31, _32, _33, _34, - _41, _42, _43, _44) {} - void* operator new(size_t s) - { - LPBYTE p = ::new BYTE[s + 16]; - if (p) - { - BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15)); - p += offset; - p[-1] = offset; - } - return p; - }; - - void* operator new[](size_t s) - { - LPBYTE p = ::new BYTE[s + 16]; - if (p) - { - BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15)); - p += offset; - p[-1] = offset; - } - return p; - }; - - // This is NOT a virtual operator. If you cast - // to D3DXMATRIX, do not delete using that - void operator delete(void* p) - { - if(p) - { - BYTE* pb = static_cast(p); - pb -= pb[-1]; - ::delete [] pb; - } - }; - - // This is NOT a virtual operator. If you cast - // to D3DXMATRIX, do not delete using that - void operator delete[](void* p) - { - if(p) - { - BYTE* pb = static_cast(p); - pb -= pb[-1]; - ::delete [] pb; - } - }; - - struct _D3DXMATRIXA16& operator=(CONST D3DXMATRIX& rhs) - { - memcpy(&_11, &rhs, sizeof(D3DXMATRIX)); - return *this; - }; -} _D3DXMATRIXA16; - -#else //!__cplusplus -typedef D3DXMATRIX _D3DXMATRIXA16; -#endif //!__cplusplus - -#if _MSC_VER >= 1300 // VC7 -#define _ALIGN_16 __declspec(align(16)) -#else -#define _ALIGN_16 // Earlier compiler may not understand this, do nothing. -#endif - -#define D3DXMATRIXA16 _ALIGN_16 _D3DXMATRIXA16 - -typedef D3DXMATRIXA16 *LPD3DXMATRIXA16; - -//=========================================================================== -// -// Quaternions -// -//=========================================================================== -typedef struct D3DXQUATERNION -{ -#ifdef __cplusplus -public: - D3DXQUATERNION() {} - D3DXQUATERNION( CONST FLOAT * ); - D3DXQUATERNION( FLOAT x, FLOAT y, FLOAT z, FLOAT w ); - - // casting - operator FLOAT* (); - operator CONST FLOAT* () const; - - // assignment operators - D3DXQUATERNION& operator += ( CONST D3DXQUATERNION& ); - D3DXQUATERNION& operator -= ( CONST D3DXQUATERNION& ); - D3DXQUATERNION& operator *= ( CONST D3DXQUATERNION& ); - D3DXQUATERNION& operator *= ( FLOAT ); - D3DXQUATERNION& operator /= ( FLOAT ); - - // unary operators - D3DXQUATERNION operator + () const; - D3DXQUATERNION operator - () const; - - // binary operators - D3DXQUATERNION operator + ( CONST D3DXQUATERNION& ) const; - D3DXQUATERNION operator - ( CONST D3DXQUATERNION& ) const; - D3DXQUATERNION operator * ( CONST D3DXQUATERNION& ) const; - D3DXQUATERNION operator * ( FLOAT ) const; - D3DXQUATERNION operator / ( FLOAT ) const; - - friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION& ); - - BOOL operator == ( CONST D3DXQUATERNION& ) const; - BOOL operator != ( CONST D3DXQUATERNION& ) const; - -#endif //__cplusplus - FLOAT x, y, z, w; -} D3DXQUATERNION, *LPD3DXQUATERNION; - - -//=========================================================================== -// -// Planes -// -//=========================================================================== -typedef struct D3DXPLANE -{ -#ifdef __cplusplus -public: - D3DXPLANE() {} - D3DXPLANE( CONST FLOAT* ); - D3DXPLANE( FLOAT a, FLOAT b, FLOAT c, FLOAT d ); - - // casting - operator FLOAT* (); - operator CONST FLOAT* () const; - - // unary operators - D3DXPLANE operator + () const; - D3DXPLANE operator - () const; - - // binary operators - BOOL operator == ( CONST D3DXPLANE& ) const; - BOOL operator != ( CONST D3DXPLANE& ) const; - -#endif //__cplusplus - FLOAT a, b, c, d; -} D3DXPLANE, *LPD3DXPLANE; - - -//=========================================================================== -// -// Colors -// -//=========================================================================== - -typedef struct D3DXCOLOR -{ -#ifdef __cplusplus -public: - D3DXCOLOR() {} - D3DXCOLOR( DWORD argb ); - D3DXCOLOR( CONST FLOAT * ); - D3DXCOLOR( CONST D3DCOLORVALUE& ); - D3DXCOLOR( FLOAT r, FLOAT g, FLOAT b, FLOAT a ); - - // casting - operator DWORD () const; - - operator FLOAT* (); - operator CONST FLOAT* () const; - - operator D3DCOLORVALUE* (); - operator CONST D3DCOLORVALUE* () const; - - operator D3DCOLORVALUE& (); - operator CONST D3DCOLORVALUE& () const; - - // assignment operators - D3DXCOLOR& operator += ( CONST D3DXCOLOR& ); - D3DXCOLOR& operator -= ( CONST D3DXCOLOR& ); - D3DXCOLOR& operator *= ( FLOAT ); - D3DXCOLOR& operator /= ( FLOAT ); - - // unary operators - D3DXCOLOR operator + () const; - D3DXCOLOR operator - () const; - - // binary operators - D3DXCOLOR operator + ( CONST D3DXCOLOR& ) const; - D3DXCOLOR operator - ( CONST D3DXCOLOR& ) const; - D3DXCOLOR operator * ( FLOAT ) const; - D3DXCOLOR operator / ( FLOAT ) const; - - friend D3DXCOLOR operator * (FLOAT, CONST D3DXCOLOR& ); - - BOOL operator == ( CONST D3DXCOLOR& ) const; - BOOL operator != ( CONST D3DXCOLOR& ) const; - -#endif //__cplusplus - FLOAT r, g, b, a; -} D3DXCOLOR, *LPD3DXCOLOR; - - - -//=========================================================================== -// -// D3DX math functions: -// -// NOTE: -// * All these functions can take the same object as in and out parameters. -// -// * Out parameters are typically also returned as return values, so that -// the output of one function may be used as a parameter to another. -// -//=========================================================================== - -//-------------------------- -// 2D Vector -//-------------------------- - -// inline - -FLOAT D3DXVec2Length - ( CONST D3DXVECTOR2 *pV ); - -FLOAT D3DXVec2LengthSq - ( CONST D3DXVECTOR2 *pV ); - -FLOAT D3DXVec2Dot - ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); - -// Z component of ((x1,y1,0) cross (x2,y2,0)) -FLOAT D3DXVec2CCW - ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); - -D3DXVECTOR2* D3DXVec2Add - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); - -D3DXVECTOR2* D3DXVec2Subtract - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); - -// Minimize each component. x = min(x1, x2), y = min(y1, y2) -D3DXVECTOR2* D3DXVec2Minimize - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); - -// Maximize each component. x = max(x1, x2), y = max(y1, y2) -D3DXVECTOR2* D3DXVec2Maximize - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); - -D3DXVECTOR2* D3DXVec2Scale - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ); - -// Linear interpolation. V1 + s(V2-V1) -D3DXVECTOR2* D3DXVec2Lerp - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, - FLOAT s ); - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -D3DXVECTOR2* WINAPI D3DXVec2Normalize - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV ); - -// Hermite interpolation between position V1, tangent T1 (when s == 0) -// and position V2, tangent T2 (when s == 1). -D3DXVECTOR2* WINAPI D3DXVec2Hermite - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1, - CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s ); - -// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) -D3DXVECTOR2* WINAPI D3DXVec2CatmullRom - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1, - CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s ); - -// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) -D3DXVECTOR2* WINAPI D3DXVec2BaryCentric - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, - CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g); - -// Transform (x, y, 0, 1) by matrix. -D3DXVECTOR4* WINAPI D3DXVec2Transform - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); - -// Transform (x, y, 0, 1) by matrix, project result back into w=1. -D3DXVECTOR2* WINAPI D3DXVec2TransformCoord - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); - -// Transform (x, y, 0, 0) by matrix. -D3DXVECTOR2* WINAPI D3DXVec2TransformNormal - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); - -#ifdef __cplusplus -} -#endif - - -//-------------------------- -// 3D Vector -//-------------------------- - -// inline - -FLOAT D3DXVec3Length - ( CONST D3DXVECTOR3 *pV ); - -FLOAT D3DXVec3LengthSq - ( CONST D3DXVECTOR3 *pV ); - -FLOAT D3DXVec3Dot - ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); - -D3DXVECTOR3* D3DXVec3Cross - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); - -D3DXVECTOR3* D3DXVec3Add - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); - -D3DXVECTOR3* D3DXVec3Subtract - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); - -// Minimize each component. x = min(x1, x2), y = min(y1, y2), ... -D3DXVECTOR3* D3DXVec3Minimize - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); - -// Maximize each component. x = max(x1, x2), y = max(y1, y2), ... -D3DXVECTOR3* D3DXVec3Maximize - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); - -D3DXVECTOR3* D3DXVec3Scale - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s); - -// Linear interpolation. V1 + s(V2-V1) -D3DXVECTOR3* D3DXVec3Lerp - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, - FLOAT s ); - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -D3DXVECTOR3* WINAPI D3DXVec3Normalize - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV ); - -// Hermite interpolation between position V1, tangent T1 (when s == 0) -// and position V2, tangent T2 (when s == 1). -D3DXVECTOR3* WINAPI D3DXVec3Hermite - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, - CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s ); - -// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) -D3DXVECTOR3* WINAPI D3DXVec3CatmullRom - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1, - CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s ); - -// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) -D3DXVECTOR3* WINAPI D3DXVec3BaryCentric - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, - CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g); - -// Transform (x, y, z, 1) by matrix. -D3DXVECTOR4* WINAPI D3DXVec3Transform - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); - -// Transform (x, y, z, 1) by matrix, project result back into w=1. -D3DXVECTOR3* WINAPI D3DXVec3TransformCoord - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); - -// Transform (x, y, z, 0) by matrix. If you transforming a normal by a -// non-affine matrix, the matrix you pass to this function should be the -// transpose of the inverse of the matrix you would use to transform a coord. -D3DXVECTOR3* WINAPI D3DXVec3TransformNormal - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); - -// Project vector from object space into screen space -D3DXVECTOR3* WINAPI D3DXVec3Project - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT8 *pViewport, - CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); - -// Project vector from screen space into object space -D3DXVECTOR3* WINAPI D3DXVec3Unproject - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT8 *pViewport, - CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); - -#ifdef __cplusplus -} -#endif - - - -//-------------------------- -// 4D Vector -//-------------------------- - -// inline - -FLOAT D3DXVec4Length - ( CONST D3DXVECTOR4 *pV ); - -FLOAT D3DXVec4LengthSq - ( CONST D3DXVECTOR4 *pV ); - -FLOAT D3DXVec4Dot - ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ); - -D3DXVECTOR4* D3DXVec4Add - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); - -D3DXVECTOR4* D3DXVec4Subtract - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); - -// Minimize each component. x = min(x1, x2), y = min(y1, y2), ... -D3DXVECTOR4* D3DXVec4Minimize - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); - -// Maximize each component. x = max(x1, x2), y = max(y1, y2), ... -D3DXVECTOR4* D3DXVec4Maximize - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); - -D3DXVECTOR4* D3DXVec4Scale - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s); - -// Linear interpolation. V1 + s(V2-V1) -D3DXVECTOR4* D3DXVec4Lerp - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, - FLOAT s ); - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -// Cross-product in 4 dimensions. -D3DXVECTOR4* WINAPI D3DXVec4Cross - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, - CONST D3DXVECTOR4 *pV3); - -D3DXVECTOR4* WINAPI D3DXVec4Normalize - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV ); - -// Hermite interpolation between position V1, tangent T1 (when s == 0) -// and position V2, tangent T2 (when s == 1). -D3DXVECTOR4* WINAPI D3DXVec4Hermite - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1, - CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s ); - -// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) -D3DXVECTOR4* WINAPI D3DXVec4CatmullRom - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1, - CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s ); - -// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1) -D3DXVECTOR4* WINAPI D3DXVec4BaryCentric - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, - CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g); - -// Transform vector by matrix. -D3DXVECTOR4* WINAPI D3DXVec4Transform - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM ); - -#ifdef __cplusplus -} -#endif - - -//-------------------------- -// 4D Matrix -//-------------------------- - -// inline - -D3DXMATRIX* D3DXMatrixIdentity - ( D3DXMATRIX *pOut ); - -BOOL D3DXMatrixIsIdentity - ( CONST D3DXMATRIX *pM ); - - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -FLOAT WINAPI D3DXMatrixfDeterminant - ( CONST D3DXMATRIX *pM ); - -D3DXMATRIX* WINAPI D3DXMatrixTranspose - ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM ); - -// Matrix multiplication. The result represents the transformation M2 -// followed by the transformation M1. (Out = M1 * M2) -D3DXMATRIX* WINAPI D3DXMatrixMultiply - ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); - -// Matrix multiplication, followed by a transpose. (Out = T(M1 * M2)) -D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose - ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); - -// Calculate inverse of matrix. Inversion my fail, in which case NULL will -// be returned. The determinant of pM is also returned it pfDeterminant -// is non-NULL. -D3DXMATRIX* WINAPI D3DXMatrixInverse - ( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM ); - -// Build a matrix which scales by (sx, sy, sz) -D3DXMATRIX* WINAPI D3DXMatrixScaling - ( D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz ); - -// Build a matrix which translates by (x, y, z) -D3DXMATRIX* WINAPI D3DXMatrixTranslation - ( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z ); - -// Build a matrix which rotates around the X axis -D3DXMATRIX* WINAPI D3DXMatrixRotationX - ( D3DXMATRIX *pOut, FLOAT Angle ); - -// Build a matrix which rotates around the Y axis -D3DXMATRIX* WINAPI D3DXMatrixRotationY - ( D3DXMATRIX *pOut, FLOAT Angle ); - -// Build a matrix which rotates around the Z axis -D3DXMATRIX* WINAPI D3DXMatrixRotationZ - ( D3DXMATRIX *pOut, FLOAT Angle ); - -// Build a matrix which rotates around an arbitrary axis -D3DXMATRIX* WINAPI D3DXMatrixRotationAxis - ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); - -// Build a matrix from a quaternion -D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion - ( D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ); - -// Yaw around the Y axis, a pitch around the X axis, -// and a roll around the Z axis. -D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll - ( D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); - - -// Build transformation matrix. NULL arguments are treated as identity. -// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt -D3DXMATRIX* WINAPI D3DXMatrixTransformation - ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter, - CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling, - CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, - CONST D3DXVECTOR3 *pTranslation); - -// Build affine transformation matrix. NULL arguments are treated as identity. -// Mout = Ms * Mrc-1 * Mr * Mrc * Mt -D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation - ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, - CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation); - -// Build a lookat matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixLookAtRH - ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, - CONST D3DXVECTOR3 *pUp ); - -// Build a lookat matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixLookAtLH - ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, - CONST D3DXVECTOR3 *pUp ); - -// Build a perspective projection matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH - ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); - -// Build a perspective projection matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH - ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); - -// Build a perspective projection matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH - ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); - -// Build a perspective projection matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH - ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); - -// Build a perspective projection matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH - ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, - FLOAT zf ); - -// Build a perspective projection matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH - ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, - FLOAT zf ); - -// Build an ortho projection matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixOrthoRH - ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); - -// Build an ortho projection matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixOrthoLH - ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); - -// Build an ortho projection matrix. (right-handed) -D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH - ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, - FLOAT zf ); - -// Build an ortho projection matrix. (left-handed) -D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH - ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, - FLOAT zf ); - -// Build a matrix which flattens geometry into a plane, as if casting -// a shadow from a light. -D3DXMATRIX* WINAPI D3DXMatrixShadow - ( D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight, - CONST D3DXPLANE *pPlane ); - -// Build a matrix which reflects the coordinate system about a plane -D3DXMATRIX* WINAPI D3DXMatrixReflect - ( D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane ); - -#ifdef __cplusplus -} -#endif - - -//-------------------------- -// Quaternion -//-------------------------- - -// inline - -FLOAT D3DXQuaternionLength - ( CONST D3DXQUATERNION *pQ ); - -// Length squared, or "norm" -FLOAT D3DXQuaternionLengthSq - ( CONST D3DXQUATERNION *pQ ); - -FLOAT D3DXQuaternionDot - ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ); - -// (0, 0, 0, 1) -D3DXQUATERNION* D3DXQuaternionIdentity - ( D3DXQUATERNION *pOut ); - -BOOL D3DXQuaternionIsIdentity - ( CONST D3DXQUATERNION *pQ ); - -// (-x, -y, -z, w) -D3DXQUATERNION* D3DXQuaternionConjugate - ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); - - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -// Compute a quaternin's axis and angle of rotation. Expects unit quaternions. -void WINAPI D3DXQuaternionToAxisAngle - ( CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle ); - -// Build a quaternion from a rotation matrix. -D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix - ( D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM); - -// Rotation about arbitrary axis. -D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis - ( D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); - -// Yaw around the Y axis, a pitch around the X axis, -// and a roll around the Z axis. -D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll - ( D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); - -// Quaternion multiplication. The result represents the rotation Q2 -// followed by the rotation Q1. (Out = Q2 * Q1) -D3DXQUATERNION* WINAPI D3DXQuaternionMultiply - ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, - CONST D3DXQUATERNION *pQ2 ); - -D3DXQUATERNION* WINAPI D3DXQuaternionNormalize - ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); - -// Conjugate and re-norm -D3DXQUATERNION* WINAPI D3DXQuaternionInverse - ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); - -// Expects unit quaternions. -// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v) -D3DXQUATERNION* WINAPI D3DXQuaternionLn - ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); - -// Expects pure quaternions. (w == 0) w is ignored in calculation. -// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v) -D3DXQUATERNION* WINAPI D3DXQuaternionExp - ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); - -// Spherical linear interpolation between Q1 (t == 0) and Q2 (t == 1). -// Expects unit quaternions. -D3DXQUATERNION* WINAPI D3DXQuaternionSlerp - ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, - CONST D3DXQUATERNION *pQ2, FLOAT t ); - -// Spherical quadrangle interpolation. -// Slerp(Slerp(Q1, C, t), Slerp(A, B, t), 2t(1-t)) -D3DXQUATERNION* WINAPI D3DXQuaternionSquad - ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, - CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB, - CONST D3DXQUATERNION *pC, FLOAT t ); - -// Setup control points for spherical quadrangle interpolation -// from Q1 to Q2. The control points are chosen in such a way -// to ensure the continuity of tangents with adjacent segments. -void WINAPI D3DXQuaternionSquadSetup - ( D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut, - CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1, - CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3 ); - -// Barycentric interpolation. -// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g)) -D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric - ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, - CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, - FLOAT f, FLOAT g ); - -#ifdef __cplusplus -} -#endif - - -//-------------------------- -// Plane -//-------------------------- - -// inline - -// ax + by + cz + dw -FLOAT D3DXPlaneDot - ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV); - -// ax + by + cz + d -FLOAT D3DXPlaneDotCoord - ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); - -// ax + by + cz -FLOAT D3DXPlaneDotNormal - ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -// Normalize plane (so that |a,b,c| == 1) -D3DXPLANE* WINAPI D3DXPlaneNormalize - ( D3DXPLANE *pOut, CONST D3DXPLANE *pP); - -// Find the intersection between a plane and a line. If the line is -// parallel to the plane, NULL is returned. -D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine - ( D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1, - CONST D3DXVECTOR3 *pV2); - -// Construct a plane from a point and a normal -D3DXPLANE* WINAPI D3DXPlaneFromPointNormal - ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal); - -// Construct a plane from 3 points -D3DXPLANE* WINAPI D3DXPlaneFromPoints - ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, - CONST D3DXVECTOR3 *pV3); - -// Transform a plane by a matrix. The vector (a,b,c) must be normal. -// M should be the inverse transpose of the transformation desired. -D3DXPLANE* WINAPI D3DXPlaneTransform - ( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM ); - -#ifdef __cplusplus -} -#endif - - -//-------------------------- -// Color -//-------------------------- - -// inline - -// (1-r, 1-g, 1-b, a) -D3DXCOLOR* D3DXColorNegative - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC); - -D3DXCOLOR* D3DXColorAdd - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); - -D3DXCOLOR* D3DXColorSubtract - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); - -D3DXCOLOR* D3DXColorScale - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); - -// (r1*r2, g1*g2, b1*b2, a1*a2) -D3DXCOLOR* D3DXColorModulate - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); - -// Linear interpolation of r,g,b, and a. C1 + s(C2-C1) -D3DXCOLOR* D3DXColorLerp - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s); - -// non-inline -#ifdef __cplusplus -extern "C" { -#endif - -// Interpolate r,g,b between desaturated color and color. -// DesaturatedColor + s(Color - DesaturatedColor) -D3DXCOLOR* WINAPI D3DXColorAdjustSaturation - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); - -// Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey) -D3DXCOLOR* WINAPI D3DXColorAdjustContrast - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c); - -#ifdef __cplusplus -} -#endif - - - - -//-------------------------- -// Misc -//-------------------------- - -#ifdef __cplusplus -extern "C" { -#endif - -// Calculate Fresnel term given the cosine of theta (likely obtained by -// taking the dot of two normals), and the refraction index of the material. -FLOAT WINAPI D3DXFresnelTerm - (FLOAT CosTheta, FLOAT RefractionIndex); - -#ifdef __cplusplus -} -#endif - - - -//=========================================================================== -// -// Matrix Stack -// -//=========================================================================== - -typedef interface ID3DXMatrixStack ID3DXMatrixStack; -typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK; - -// {E3357330-CC5E-11d2-A434-00A0C90629A8} -DEFINE_GUID( IID_ID3DXMatrixStack, -0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8); - - -#undef INTERFACE -#define INTERFACE ID3DXMatrixStack - -DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) -{ - // - // IUnknown methods - // - STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE; - STDMETHOD_(ULONG,AddRef)(THIS) PURE; - STDMETHOD_(ULONG,Release)(THIS) PURE; - - // - // ID3DXMatrixStack methods - // - - // Pops the top of the stack, returns the current top - // *after* popping the top. - STDMETHOD(Pop)(THIS) PURE; - - // Pushes the stack by one, duplicating the current matrix. - STDMETHOD(Push)(THIS) PURE; - - // Loads identity in the current matrix. - STDMETHOD(LoadIdentity)(THIS) PURE; - - // Loads the given matrix into the current matrix - STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; - - // Right-Multiplies the given matrix to the current matrix. - // (transformation is about the current world origin) - STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; - - // Left-Multiplies the given matrix to the current matrix - // (transformation is about the local origin of the object) - STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE; - - // Right multiply the current matrix with the computed rotation - // matrix, counterclockwise about the given axis with the given angle. - // (rotation is about the current world origin) - STDMETHOD(RotateAxis) - (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; - - // Left multiply the current matrix with the computed rotation - // matrix, counterclockwise about the given axis with the given angle. - // (rotation is about the local origin of the object) - STDMETHOD(RotateAxisLocal) - (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; - - // Right multiply the current matrix with the computed rotation - // matrix. All angles are counterclockwise. (rotation is about the - // current world origin) - - // The rotation is composed of a yaw around the Y axis, a pitch around - // the X axis, and a roll around the Z axis. - STDMETHOD(RotateYawPitchRoll) - (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; - - // Left multiply the current matrix with the computed rotation - // matrix. All angles are counterclockwise. (rotation is about the - // local origin of the object) - - // The rotation is composed of a yaw around the Y axis, a pitch around - // the X axis, and a roll around the Z axis. - STDMETHOD(RotateYawPitchRollLocal) - (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; - - // Right multiply the current matrix with the computed scale - // matrix. (transformation is about the current world origin) - STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; - - // Left multiply the current matrix with the computed scale - // matrix. (transformation is about the local origin of the object) - STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; - - // Right multiply the current matrix with the computed translation - // matrix. (transformation is about the current world origin) - STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE; - - // Left multiply the current matrix with the computed translation - // matrix. (transformation is about the local origin of the object) - STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; - - // Obtain the current matrix at the top of the stack - STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; -}; - -#ifdef __cplusplus -extern "C" { -#endif - -HRESULT WINAPI - D3DXCreateMatrixStack( - DWORD Flags, - LPD3DXMATRIXSTACK* ppStack); - -#ifdef __cplusplus -} -#endif - -#include "d3dx8math.inl" - -#pragma warning(default:4201) - -#endif // __D3DX8MATH_H__ -- cgit v1.2.3