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1085 lines
33 KiB
1085 lines
33 KiB
//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) Microsoft Corporation. All Rights Reserved.
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//
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// File: d3dxmath.h
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// Content: D3DX math types and functions
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3DXMATH_H__
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#define __D3DXMATH_H__
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#include <d3d.h>
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#include <math.h>
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#include <limits.h>
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#include "d3dxerr.h"
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#ifndef D3DXINLINE
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#ifdef __cplusplus
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#define D3DXINLINE inline
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#else
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#define D3DXINLINE _inline
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#endif
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#endif
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#pragma warning(disable:4201) // anonymous unions warning
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typedef struct ID3DXMatrixStack *LPD3DXMATRIXSTACK;
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// {E3357330-CC5E-11d2-A434-00A0C90629A8}
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DEFINE_GUID( IID_ID3DXMatrixStack,
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0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8);
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//===========================================================================
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//
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// General purpose utilities
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//
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//===========================================================================
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#define D3DX_PI ((float) 3.141592654f)
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#define D3DX_1BYPI ((float) 0.318309886f)
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#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f))
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#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI))
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//===========================================================================
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//
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// Vectors
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//
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//===========================================================================
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//--------------------------
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// 2D Vector
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//--------------------------
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typedef struct D3DXVECTOR2
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{
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#ifdef __cplusplus
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public:
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D3DXVECTOR2() {};
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D3DXVECTOR2( const float * );
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D3DXVECTOR2( float x, float y );
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// casting
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operator float* ();
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operator const float* () const;
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// assignment operators
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D3DXVECTOR2& operator += ( const D3DXVECTOR2& );
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D3DXVECTOR2& operator -= ( const D3DXVECTOR2& );
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D3DXVECTOR2& operator *= ( float );
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D3DXVECTOR2& operator /= ( float );
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// unary operators
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D3DXVECTOR2 operator + () const;
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D3DXVECTOR2 operator - () const;
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// binary operators
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D3DXVECTOR2 operator + ( const D3DXVECTOR2& ) const;
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D3DXVECTOR2 operator - ( const D3DXVECTOR2& ) const;
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D3DXVECTOR2 operator * ( float ) const;
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D3DXVECTOR2 operator / ( float ) const;
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friend D3DXVECTOR2 operator * ( float, const D3DXVECTOR2& );
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BOOL operator == ( const D3DXVECTOR2& ) const;
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BOOL operator != ( const D3DXVECTOR2& ) const;
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public:
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#endif //__cplusplus
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float x, y;
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} D3DXVECTOR2, *LPD3DXVECTOR2;
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//--------------------------
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// 3D Vector
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//--------------------------
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typedef struct D3DXVECTOR3
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{
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#ifdef __cplusplus
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public:
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D3DXVECTOR3() {};
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D3DXVECTOR3( const float * );
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D3DXVECTOR3( const D3DVECTOR& );
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D3DXVECTOR3( float x, float y, float z );
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// casting
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operator float* ();
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operator const float* () const;
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operator D3DVECTOR* ();
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operator const D3DVECTOR* () const;
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operator D3DVECTOR& ();
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operator const D3DVECTOR& () const;
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// assignment operators
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D3DXVECTOR3& operator += ( const D3DXVECTOR3& );
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D3DXVECTOR3& operator -= ( const D3DXVECTOR3& );
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D3DXVECTOR3& operator *= ( float );
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D3DXVECTOR3& operator /= ( float );
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// unary operators
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D3DXVECTOR3 operator + () const;
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D3DXVECTOR3 operator - () const;
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// binary operators
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D3DXVECTOR3 operator + ( const D3DXVECTOR3& ) const;
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D3DXVECTOR3 operator - ( const D3DXVECTOR3& ) const;
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D3DXVECTOR3 operator * ( float ) const;
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D3DXVECTOR3 operator / ( float ) const;
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friend D3DXVECTOR3 operator * ( float, const struct D3DXVECTOR3& );
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BOOL operator == ( const D3DXVECTOR3& ) const;
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BOOL operator != ( const D3DXVECTOR3& ) const;
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public:
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#endif //__cplusplus
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float x, y, z;
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} D3DXVECTOR3, *LPD3DXVECTOR3;
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//--------------------------
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// 4D Vector
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//--------------------------
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typedef struct D3DXVECTOR4
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{
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#ifdef __cplusplus
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public:
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D3DXVECTOR4() {};
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D3DXVECTOR4( const float* );
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D3DXVECTOR4( float x, float y, float z, float w );
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// casting
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operator float* ();
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operator const float* () const;
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// assignment operators
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D3DXVECTOR4& operator += ( const D3DXVECTOR4& );
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D3DXVECTOR4& operator -= ( const D3DXVECTOR4& );
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D3DXVECTOR4& operator *= ( float );
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D3DXVECTOR4& operator /= ( float );
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// unary operators
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D3DXVECTOR4 operator + () const;
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D3DXVECTOR4 operator - () const;
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// binary operators
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D3DXVECTOR4 operator + ( const D3DXVECTOR4& ) const;
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D3DXVECTOR4 operator - ( const D3DXVECTOR4& ) const;
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D3DXVECTOR4 operator * ( float ) const;
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D3DXVECTOR4 operator / ( float ) const;
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friend D3DXVECTOR4 operator * ( float, const D3DXVECTOR4& );
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BOOL operator == ( const D3DXVECTOR4& ) const;
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BOOL operator != ( const D3DXVECTOR4& ) const;
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public:
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#endif //__cplusplus
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float x, y, z, w;
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} D3DXVECTOR4, *LPD3DXVECTOR4;
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//===========================================================================
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//
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// Matrices
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//
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//===========================================================================
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typedef struct D3DXMATRIX
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{
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#ifdef __cplusplus
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public:
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D3DXMATRIX() {};
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D3DXMATRIX( const float * );
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D3DXMATRIX( const D3DMATRIX& );
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D3DXMATRIX( float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33 );
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// access grants
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float& operator () ( UINT iRow, UINT iCol );
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float operator () ( UINT iRow, UINT iCol ) const;
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// casting operators
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operator float* ();
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operator const float* () const;
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operator D3DMATRIX* ();
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operator const D3DMATRIX* () const;
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operator D3DMATRIX& ();
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operator const D3DMATRIX& () const;
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// assignment operators
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D3DXMATRIX& operator *= ( const D3DXMATRIX& );
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D3DXMATRIX& operator += ( const D3DXMATRIX& );
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D3DXMATRIX& operator -= ( const D3DXMATRIX& );
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D3DXMATRIX& operator *= ( float );
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D3DXMATRIX& operator /= ( float );
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// unary operators
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D3DXMATRIX operator + () const;
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D3DXMATRIX operator - () const;
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// binary operators
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D3DXMATRIX operator * ( const D3DXMATRIX& ) const;
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D3DXMATRIX operator + ( const D3DXMATRIX& ) const;
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D3DXMATRIX operator - ( const D3DXMATRIX& ) const;
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D3DXMATRIX operator * ( float ) const;
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D3DXMATRIX operator / ( float ) const;
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friend D3DXMATRIX operator * ( float, const D3DXMATRIX& );
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BOOL operator == ( const D3DXMATRIX& ) const;
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BOOL operator != ( const D3DXMATRIX& ) const;
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#endif //__cplusplus
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union
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{
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float m[4][4];
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#ifdef __cplusplus
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struct
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{
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float m00, m01, m02, m03;
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float m10, m11, m12, m13;
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float m20, m21, m22, m23;
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float m30, m31, m32, m33;
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};
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#endif //__cplusplus
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};
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} D3DXMATRIX, *LPD3DXMATRIX;
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//===========================================================================
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//
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// Quaternions
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//
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//===========================================================================
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typedef struct D3DXQUATERNION
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{
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#ifdef __cplusplus
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public:
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D3DXQUATERNION() {}
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D3DXQUATERNION( const float * );
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D3DXQUATERNION( float x, float y, float z, float w );
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// casting
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operator float* ();
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operator const float* () const;
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// assignment operators
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D3DXQUATERNION& operator += ( const D3DXQUATERNION& );
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D3DXQUATERNION& operator -= ( const D3DXQUATERNION& );
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D3DXQUATERNION& operator *= ( const D3DXQUATERNION& );
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D3DXQUATERNION& operator *= ( float );
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D3DXQUATERNION& operator /= ( float );
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// unary operators
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D3DXQUATERNION operator + () const;
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D3DXQUATERNION operator - () const;
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// binary operators
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D3DXQUATERNION operator + ( const D3DXQUATERNION& ) const;
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D3DXQUATERNION operator - ( const D3DXQUATERNION& ) const;
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D3DXQUATERNION operator * ( const D3DXQUATERNION& ) const;
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D3DXQUATERNION operator * ( float ) const;
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D3DXQUATERNION operator / ( float ) const;
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friend D3DXQUATERNION operator * (float, const D3DXQUATERNION& );
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BOOL operator == ( const D3DXQUATERNION& ) const;
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BOOL operator != ( const D3DXQUATERNION& ) const;
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#endif //__cplusplus
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float x, y, z, w;
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} D3DXQUATERNION, *LPD3DXQUATERNION;
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//===========================================================================
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//
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// Planes
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//
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//===========================================================================
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typedef struct D3DXPLANE
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{
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#ifdef __cplusplus
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public:
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D3DXPLANE() {}
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D3DXPLANE( const float* );
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D3DXPLANE( float a, float b, float c, float d );
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// casting
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operator float* ();
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operator const float* () const;
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// unary operators
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D3DXPLANE operator + () const;
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D3DXPLANE operator - () const;
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// binary operators
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BOOL operator == ( const D3DXPLANE& ) const;
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BOOL operator != ( const D3DXPLANE& ) const;
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#endif //__cplusplus
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float a, b, c, d;
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} D3DXPLANE, *LPD3DXPLANE;
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//===========================================================================
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//
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// Colors
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//
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//===========================================================================
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typedef struct D3DXCOLOR
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{
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#ifdef __cplusplus
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public:
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D3DXCOLOR() {}
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D3DXCOLOR( DWORD argb );
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D3DXCOLOR( const float * );
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D3DXCOLOR( const D3DCOLORVALUE& );
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D3DXCOLOR( float r, float g, float b, float a );
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// casting
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operator DWORD () const;
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operator float* ();
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operator const float* () const;
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operator D3DCOLORVALUE* ();
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operator const D3DCOLORVALUE* () const;
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operator D3DCOLORVALUE& ();
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operator const D3DCOLORVALUE& () const;
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// assignment operators
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D3DXCOLOR& operator += ( const D3DXCOLOR& );
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D3DXCOLOR& operator -= ( const D3DXCOLOR& );
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D3DXCOLOR& operator *= ( float );
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D3DXCOLOR& operator /= ( float );
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// unary operators
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D3DXCOLOR operator + () const;
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D3DXCOLOR operator - () const;
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// binary operators
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D3DXCOLOR operator + ( const D3DXCOLOR& ) const;
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D3DXCOLOR operator - ( const D3DXCOLOR& ) const;
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D3DXCOLOR operator * ( float ) const;
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D3DXCOLOR operator / ( float ) const;
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friend D3DXCOLOR operator * (float, const D3DXCOLOR& );
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BOOL operator == ( const D3DXCOLOR& ) const;
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BOOL operator != ( const D3DXCOLOR& ) const;
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#endif //__cplusplus
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FLOAT r, g, b, a;
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} D3DXCOLOR, *LPD3DXCOLOR;
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//===========================================================================
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//
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// D3DX math functions:
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//
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// NOTE:
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// * All these functions can take the same object as in and out parameters.
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//
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// * Out parameters are typically also returned as return values, so that
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// the output of one function may be used as a parameter to another.
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//
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//===========================================================================
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//--------------------------
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// 2D Vector
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//--------------------------
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// inline
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float D3DXVec2Length
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( const D3DXVECTOR2 *pV );
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float D3DXVec2LengthSq
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( const D3DXVECTOR2 *pV );
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float D3DXVec2Dot
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( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
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// Z component of ((x1,y1,0) cross (x2,y2,0))
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float D3DXVec2CCW
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( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
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D3DXVECTOR2* D3DXVec2Add
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
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D3DXVECTOR2* D3DXVec2Subtract
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
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// Minimize each component. x = min(x1, x2), y = min(y1, y2)
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D3DXVECTOR2* D3DXVec2Minimize
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
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// Maximize each component. x = max(x1, x2), y = max(y1, y2)
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D3DXVECTOR2* D3DXVec2Maximize
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 );
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D3DXVECTOR2* D3DXVec2Scale
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, float s );
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// Linear interpolation. V1 + s(V2-V1)
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D3DXVECTOR2* D3DXVec2Lerp
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2,
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float s );
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// non-inline
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#ifdef __cplusplus
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extern "C" {
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#endif
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D3DXVECTOR2* WINAPI D3DXVec2Normalize
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV );
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// Hermite interpolation between position V1, tangent T1 (when s == 0)
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// and position V2, tangent T2 (when s == 1).
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D3DXVECTOR2* WINAPI D3DXVec2Hermite
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pT1,
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const D3DXVECTOR2 *pV2, const D3DXVECTOR2 *pT2, float s );
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// Barycentric coordinates. V1 + f(V2-V1) + g(V3-V1)
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D3DXVECTOR2* WINAPI D3DXVec2BaryCentric
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2,
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D3DXVECTOR2 *pV3, float f, float g);
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// Transform (x, y, 0, 1) by matrix.
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D3DXVECTOR4* WINAPI D3DXVec2Transform
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( D3DXVECTOR4 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM );
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// Transform (x, y, 0, 1) by matrix, project result back into w=1.
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D3DXVECTOR2* WINAPI D3DXVec2TransformCoord
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM );
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// Transform (x, y, 0, 0) by matrix.
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D3DXVECTOR2* WINAPI D3DXVec2TransformNormal
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( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, const D3DXMATRIX *pM );
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#ifdef __cplusplus
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}
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#endif
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//--------------------------
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// 3D Vector
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//--------------------------
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// inline
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float D3DXVec3Length
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( const D3DXVECTOR3 *pV );
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float D3DXVec3LengthSq
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( const D3DXVECTOR3 *pV );
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float D3DXVec3Dot
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( const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 );
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D3DXVECTOR3* D3DXVec3Cross
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 );
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D3DXVECTOR3* D3DXVec3Add
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 );
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D3DXVECTOR3* D3DXVec3Subtract
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( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 );
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// Minimize each component. x = min(x1, x2), y = min(y1, y2), ...
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D3DXVECTOR3* D3DXVec3Minimize
|
|
( 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 );
|
|
|
|
// 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.
|
|
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal
|
|
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, const D3DXMATRIX *pM );
|
|
|
|
#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 );
|
|
|
|
// 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 );
|
|
|
|
// 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 );
|
|
|
|
D3DXMATRIX* WINAPI D3DXMatrixTranspose
|
|
( D3DXMATRIX *pOut, const D3DXMATRIX *pM );
|
|
|
|
// 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 *pfDeterminant, 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 D3DXMatrixLookAt
|
|
( 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 D3DXMatrixPerspective
|
|
( 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 D3DXMatrixPerspectiveFov
|
|
( 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 D3DXMatrixPerspectiveOffCenter
|
|
( 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 D3DXMatrixOrtho
|
|
( 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 D3DXMatrixOrthoOffCenter
|
|
( 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 (s == 0) and Q2 (s == 1).
|
|
// Expects unit quaternions.
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp
|
|
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1,
|
|
const D3DXQUATERNION *pQ2, float t );
|
|
|
|
// Spherical quadrangle interpolation.
|
|
// Slerp(Slerp(Q1, Q4, t), Slerp(Q2, Q3, t), 2t(1-t))
|
|
D3DXQUATERNION* WINAPI D3DXQuaternionSquad
|
|
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1,
|
|
const D3DXQUATERNION *pQ2, const D3DXQUATERNION *pQ3,
|
|
const D3DXQUATERNION *pQ4, float t );
|
|
|
|
// 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 must be an affine transform.
|
|
D3DXPLANE* WINAPI D3DXPlaneTransform
|
|
( D3DXPLANE *pOut, const D3DXPLANE *pP, const D3DXMATRIX *pM );
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
|
|
//--------------------------
|
|
// Color
|
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//--------------------------
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// inline
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// (1-r, 1-g, 1-b, a)
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D3DXCOLOR* D3DXColorNegative
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC);
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D3DXCOLOR* D3DXColorAdd
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2);
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D3DXCOLOR* D3DXColorSubtract
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2);
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D3DXCOLOR* D3DXColorScale
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s);
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// (r1*r2, g1*g2, b1*b2, a1*a2)
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D3DXCOLOR* D3DXColorModulate
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2);
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// Linear interpolation of r,g,b, and a. C1 + s(C2-C1)
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D3DXCOLOR* D3DXColorLerp
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2, float s);
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// non-inline
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Interpolate r,g,b between desaturated color and color.
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// DesaturatedColor + s(Color - DesaturatedColor)
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D3DXCOLOR* WINAPI D3DXColorAdjustSaturation
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s);
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// Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey)
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D3DXCOLOR* WINAPI D3DXColorAdjustContrast
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(D3DXCOLOR *pOut, const D3DXCOLOR *pC, float c);
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#ifdef __cplusplus
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}
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#endif
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//===========================================================================
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//
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// Matrix Stack
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//
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//===========================================================================
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DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
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{
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//
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// IUnknown methods
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//
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STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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//
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// ID3DXMatrixStack methods
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//
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// Pops the top of the stack, returns the current top
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// *after* popping the top.
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STDMETHOD(Pop)(THIS) PURE;
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// Pushes the stack by one, duplicating the current matrix.
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STDMETHOD(Push)(THIS) PURE;
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// Loads identity in the current matrix.
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STDMETHOD(LoadIdentity)(THIS) PURE;
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// Loads the given matrix into the current matrix
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STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
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// Right-Multiplies the given matrix to the current matrix.
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// (transformation is about the current world origin)
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STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
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// Left-Multiplies the given matrix to the current matrix
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// (transformation is about the local origin of the object)
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STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE;
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// Right multiply the current matrix with the computed rotation
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// matrix, counterclockwise about the given axis with the given angle.
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// (rotation is about the current world origin)
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STDMETHOD(RotateAxis)
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(THIS_ const D3DXVECTOR3* pV, float angle) PURE;
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// Left multiply the current matrix with the computed rotation
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// matrix, counterclockwise about the given axis with the given angle.
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// (rotation is about the local origin of the object)
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STDMETHOD(RotateAxisLocal)
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(THIS_ const D3DXVECTOR3* pV, float angle) PURE;
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// Right multiply the current matrix with the computed rotation
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// matrix. All angles are counterclockwise. (rotation is about the
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// current world origin)
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// The rotation is composed of a yaw around the Y axis, a pitch around
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// the X axis, and a roll around the Z axis.
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STDMETHOD(RotateYawPitchRoll)
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(THIS_ float yaw, float pitch, float roll) PURE;
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// Left multiply the current matrix with the computed rotation
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// matrix. All angles are counterclockwise. (rotation is about the
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// local origin of the object)
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// The rotation is composed of a yaw around the Y axis, a pitch around
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// the X axis, and a roll around the Z axis.
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STDMETHOD(RotateYawPitchRollLocal)
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(THIS_ float yaw, float pitch, float roll) PURE;
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// Right multiply the current matrix with the computed scale
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// matrix. (transformation is about the current world origin)
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STDMETHOD(Scale)(THIS_ float x, float y, float z) PURE;
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// Left multiply the current matrix with the computed scale
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// matrix. (transformation is about the local origin of the object)
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STDMETHOD(ScaleLocal)(THIS_ float x, float y, float z) PURE;
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// Right multiply the current matrix with the computed translation
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// matrix. (transformation is about the current world origin)
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STDMETHOD(Translate)(THIS_ float x, float y, float z ) PURE;
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// Left multiply the current matrix with the computed translation
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// matrix. (transformation is about the local origin of the object)
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STDMETHOD(TranslateLocal)(THIS_ float x, float y, float z) PURE;
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// Obtain the current matrix at the top of the stack
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STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
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};
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#ifdef __cplusplus
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extern "C" {
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#endif
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HRESULT WINAPI D3DXCreateMatrixStack( DWORD flags, LPD3DXMATRIXSTACK *ppStack );
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#ifdef __cplusplus
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}
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#endif
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#include "d3dxmath.inl"
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#pragma warning(default:4201)
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#endif // __D3DXMATH_H__
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