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1183 lines
35 KiB
C++
1183 lines
35 KiB
C++
/*
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*
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* Copyright (C) Microsoft Corporation. All Rights Reserved.
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*
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* File: d3dx8math.h
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* Content: D3DX math types and functions
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*
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*/
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#include "d3dx8.h"
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#ifndef __D3DX8MATH_H__
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#define __D3DX8MATH_H__
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#include <math.h>
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#pragma warning(disable:4201) /* anonymous unions warning */
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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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#ifdef __cplusplus
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typedef struct D3DXVECTOR3 : public D3DVECTOR
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{
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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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/* 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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} D3DXVECTOR3, *LPD3DXVECTOR3;
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#else /* !__cplusplus */
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typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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#endif /* !__cplusplus */
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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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#ifdef __cplusplus
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typedef struct D3DXMATRIX : public D3DMATRIX
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{
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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 _11, FLOAT _12, FLOAT _13, FLOAT _14,
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FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24,
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FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34,
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FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 );
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/* access grants */
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FLOAT& operator () ( UINT Row, UINT Col );
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FLOAT operator () ( UINT Row, UINT Col ) 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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/* 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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} D3DXMATRIX, *LPD3DXMATRIX;
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#else /* !__cplusplus */
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typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
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#endif /* !__cplusplus */
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/*
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*
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* Aligned Matrices
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*
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* This class helps keep matrices 16-byte aligned as preferred by P4 cpus.
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* It aligns matrices on the stack and on the heap or in global scope.
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* It does this using __declspec(align(16)) which works on VC7 and on VC 6
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* with the processor pack. Unfortunately there is no way to detect the
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* latter so this is turned on only on VC7. On other compilers this is the
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* the same as D3DXMATRIX.
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* Using this class on a compiler that does not actually do the alignment
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* can be dangerous since it will not expose bugs that ignore alignment.
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* E.g if an object of this class in inside a struct or class, and some code
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* memcopys data in it assuming tight packing. This could break on a compiler
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* that eventually start aligning the matrix.
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*
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*/
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#ifdef __cplusplus
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typedef struct _D3DXMATRIXA16 : public D3DXMATRIX
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{
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_D3DXMATRIXA16() {}
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_D3DXMATRIXA16( CONST FLOAT * f): D3DXMATRIX(f) {}
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_D3DXMATRIXA16( CONST D3DMATRIX& m): D3DXMATRIX(m) {}
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_D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14,
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FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24,
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FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34,
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FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ) :
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D3DXMATRIX(_11, _12, _13, _14,
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_21, _22, _23, _24,
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_31, _32, _33, _34,
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_41, _42, _43, _44) {}
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void* operator new(size_t s)
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{
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LPBYTE p = ::new BYTE[s + 16];
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if (p)
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{
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BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15));
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p += offset;
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p[-1] = offset;
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}
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return p;
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};
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void* operator new[](size_t s)
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{
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LPBYTE p = ::new BYTE[s + 16];
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if (p)
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{
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BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15));
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p += offset;
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p[-1] = offset;
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}
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return p;
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};
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/* This is NOT a virtual operator. If you cast
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* to D3DXMATRIX, do not delete using that */
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void operator delete(void* p)
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{
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if(p)
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{
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BYTE* pb = static_cast<BYTE*>(p);
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pb -= pb[-1];
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::delete [] pb;
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}
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};
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/* This is NOT a virtual operator. If you cast
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* to D3DXMATRIX, do not delete using that */
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void operator delete[](void* p)
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{
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if(p)
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{
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BYTE* pb = static_cast<BYTE*>(p);
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pb -= pb[-1];
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::delete [] pb;
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}
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};
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struct _D3DXMATRIXA16& operator=(CONST D3DXMATRIX& rhs)
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{
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memcpy(&_11, &rhs, sizeof(D3DXMATRIX));
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return *this;
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};
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} _D3DXMATRIXA16;
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#else /* !__cplusplus */
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typedef D3DXMATRIX _D3DXMATRIXA16;
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#endif /* !__cplusplus */
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#if _MSC_VER >= 1300 /* VC7 */
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#define _ALIGN_16 __declspec(align(16))
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#else
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#define _ALIGN_16 /* Earlier compiler may not understand this, do nothing. */
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#endif
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#define D3DXMATRIXA16 _ALIGN_16 _D3DXMATRIXA16
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typedef D3DXMATRIXA16 *LPD3DXMATRIXA16;
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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) */
|
|
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
|
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( CONST D3DXQUATERNION *pQ );
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/* (-x, -y, -z, w) */
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D3DXQUATERNION* D3DXQuaternionConjugate
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( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
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/* non-inline */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Compute a quaternin's axis and angle of rotation. Expects unit quaternions. */
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void WINAPI D3DXQuaternionToAxisAngle
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( CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle );
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/* Build a quaternion from a rotation matrix. */
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix
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( D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM);
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/* Rotation about arbitrary axis. */
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis
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( D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle );
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/* Yaw around the Y axis, a pitch around the X axis,
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* and a roll around the Z axis. */
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D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll
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( D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll );
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/* Quaternion multiplication. The result represents the rotation Q2
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* followed by the rotation Q1. (Out = Q2 * Q1) */
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply
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( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
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CONST D3DXQUATERNION *pQ2 );
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D3DXQUATERNION* WINAPI D3DXQuaternionNormalize
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( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
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/* Conjugate and re-norm */
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse
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( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
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/* Expects unit quaternions.
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* if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v) */
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D3DXQUATERNION* WINAPI D3DXQuaternionLn
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( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
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/* Expects pure quaternions. (w == 0) w is ignored in calculation.
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* if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v) */
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D3DXQUATERNION* WINAPI D3DXQuaternionExp
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( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ );
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/* Spherical linear interpolation between Q1 (t == 0) and Q2 (t == 1).
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* Expects unit quaternions. */
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D3DXQUATERNION* WINAPI D3DXQuaternionSlerp
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( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
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CONST D3DXQUATERNION *pQ2, FLOAT t );
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/* Spherical quadrangle interpolation.
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* Slerp(Slerp(Q1, C, t), Slerp(A, B, t), 2t(1-t)) */
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D3DXQUATERNION* WINAPI D3DXQuaternionSquad
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( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
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CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB,
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CONST D3DXQUATERNION *pC, FLOAT t );
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/* Setup control points for spherical quadrangle interpolation
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* from Q1 to Q2. The control points are chosen in such a way
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* to ensure the continuity of tangents with adjacent segments. */
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void WINAPI D3DXQuaternionSquadSetup
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( D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut,
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CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1,
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CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3 );
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/* Barycentric interpolation.
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* Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g)) */
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D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric
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( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1,
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CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3,
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FLOAT f, FLOAT g );
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#ifdef __cplusplus
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}
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#endif
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/*
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* Plane
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*/
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/* inline */
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/* ax + by + cz + dw */
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FLOAT D3DXPlaneDot
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( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV);
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/* ax + by + cz + d */
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FLOAT D3DXPlaneDotCoord
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( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV);
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/* ax + by + cz */
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FLOAT D3DXPlaneDotNormal
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( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV);
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/* non-inline */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Normalize plane (so that |a,b,c| == 1) */
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D3DXPLANE* WINAPI D3DXPlaneNormalize
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( D3DXPLANE *pOut, CONST D3DXPLANE *pP);
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/* Find the intersection between a plane and a line. If the line is
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* parallel to the plane, NULL is returned. */
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D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine
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( D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1,
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CONST D3DXVECTOR3 *pV2);
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/* Construct a plane from a point and a normal */
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D3DXPLANE* WINAPI D3DXPlaneFromPointNormal
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( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal);
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/* Construct a plane from 3 points */
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D3DXPLANE* WINAPI D3DXPlaneFromPoints
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( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,
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CONST D3DXVECTOR3 *pV3);
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/* Transform a plane by a matrix. The vector (a,b,c) must be normal.
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* M should be the inverse transpose of the transformation desired. */
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D3DXPLANE* WINAPI D3DXPlaneTransform
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( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM );
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#ifdef __cplusplus
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}
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#endif
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/*
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* Color
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*/
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/* inline */
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/* (1-r, 1-g, 1-b, a) */
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D3DXCOLOR* D3DXColorNegative
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(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC);
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D3DXCOLOR* D3DXColorAdd
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(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
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D3DXCOLOR* D3DXColorSubtract
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(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
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D3DXCOLOR* D3DXColorScale
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(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s);
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/* (r1*r2, g1*g2, b1*b2, a1*a2) */
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D3DXCOLOR* D3DXColorModulate
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(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2);
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/* Linear interpolation of r,g,b, and a. C1 + s(C2-C1) */
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D3DXCOLOR* D3DXColorLerp
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(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s);
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/* non-inline */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Interpolate r,g,b between desaturated color and color.
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* DesaturatedColor + s(Color - DesaturatedColor) */
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D3DXCOLOR* WINAPI D3DXColorAdjustSaturation
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(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s);
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/* Interpolate r,g,b between 50% grey and color. Grey + s(Color - Grey) */
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D3DXCOLOR* WINAPI D3DXColorAdjustContrast
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(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c);
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#ifdef __cplusplus
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}
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#endif
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/*
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* Misc
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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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/* Calculate Fresnel term given the cosine of theta (likely obtained by
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* taking the dot of two normals), and the refraction index of the material. */
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FLOAT WINAPI D3DXFresnelTerm
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(FLOAT CosTheta, FLOAT RefractionIndex);
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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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typedef interface ID3DXMatrixStack ID3DXMatrixStack;
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typedef interface 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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#undef INTERFACE
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#define INTERFACE ID3DXMatrixStack
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DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
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{
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/* IUnknown methods */
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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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/* ID3DXMatrixStack methods */
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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
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D3DXCreateMatrixStack(
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DWORD Flags,
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LPD3DXMATRIXSTACK* ppStack);
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#ifdef __cplusplus
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}
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#endif
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#include "d3dx8math.inl"
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#pragma warning(default:4201)
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#endif /* __D3DX8MATH_H__ */
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