wine/dlls/d3dx9_36/math.c

400 lines
11 KiB
C

/*
* Mathematical operations specific to D3DX9.
*
* Copyright (C) 2008 David Adam
* Copyright (C) 2008 Philip Nilsson
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define NONAMELESSUNION
#include "config.h"
#include "windef.h"
#include "wingdi.h"
#include "d3dx9.h"
/*************************************************************************
* D3DXMatrixAffineTransformation2D
*/
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(
D3DXMATRIX *pout, FLOAT scaling,
CONST D3DXVECTOR2 *protationcenter, FLOAT rotation,
CONST D3DXVECTOR2 *ptranslation)
{
D3DXMATRIX m1, m2, m3, m4, m5;
D3DXQUATERNION rot;
D3DXVECTOR3 rot_center, trans;
rot.w=cos(rotation/2.0f);
rot.x=0.0f;
rot.y=0.0f;
rot.z=sin(rotation/2.0f);
if ( protationcenter )
{
rot_center.x=protationcenter->x;
rot_center.y=protationcenter->y;
rot_center.z=0.0f;
}
else
{
rot_center.x=0.0f;
rot_center.y=0.0f;
rot_center.z=0.0f;
}
if ( ptranslation )
{
trans.x=ptranslation->x;
trans.y=ptranslation->y;
trans.z=0.0f;
}
else
{
trans.x=0.0f;
trans.y=0.0f;
trans.z=0.0f;
}
D3DXMatrixScaling(&m1, scaling, scaling, 1.0f);
D3DXMatrixTranslation(&m2, -rot_center.x, -rot_center.y, -rot_center.z);
D3DXMatrixTranslation(&m4, rot_center.x, rot_center.y, rot_center.z);
D3DXMatrixRotationQuaternion(&m3, &rot);
D3DXMatrixTranslation(&m5, trans.x, trans.y, trans.z);
D3DXMatrixMultiply(&m1, &m1, &m2);
D3DXMatrixMultiply(&m1, &m1, &m3);
D3DXMatrixMultiply(&m1, &m1, &m4);
D3DXMatrixMultiply(pout, &m1, &m5);
return pout;
}
/*************************************************************************
* D3DXMatrixDecompose
*/
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, D3DXMATRIX *pm)
{
D3DXMATRIX normalized;
D3DXVECTOR3 vec;
/*Compute the scaling part.*/
vec.x=pm->u.m[0][0];
vec.y=pm->u.m[0][1];
vec.z=pm->u.m[0][2];
poutscale->x=D3DXVec3Length(&vec);
vec.x=pm->u.m[1][0];
vec.y=pm->u.m[1][1];
vec.z=pm->u.m[1][2];
poutscale->y=D3DXVec3Length(&vec);
vec.x=pm->u.m[2][0];
vec.y=pm->u.m[2][1];
vec.z=pm->u.m[2][2];
poutscale->z=D3DXVec3Length(&vec);
/*Compute the translation part.*/
pouttranslation->x=pm->u.m[3][0];
pouttranslation->y=pm->u.m[3][1];
pouttranslation->z=pm->u.m[3][2];
/*Let's calculate the rotation now*/
if ( (poutscale->x == 0.0f) || (poutscale->y == 0.0f) || (poutscale->z == 0.0f) )
{
return D3DERR_INVALIDCALL;
}
normalized.u.m[0][0]=pm->u.m[0][0]/poutscale->x;
normalized.u.m[0][1]=pm->u.m[0][1]/poutscale->x;
normalized.u.m[0][2]=pm->u.m[0][2]/poutscale->x;
normalized.u.m[1][0]=pm->u.m[1][0]/poutscale->y;
normalized.u.m[1][1]=pm->u.m[1][1]/poutscale->y;
normalized.u.m[1][2]=pm->u.m[1][2]/poutscale->y;
normalized.u.m[2][0]=pm->u.m[2][0]/poutscale->z;
normalized.u.m[2][1]=pm->u.m[2][1]/poutscale->z;
normalized.u.m[2][2]=pm->u.m[2][2]/poutscale->z;
D3DXQuaternionRotationMatrix(poutrotation,&normalized);
return S_OK;
}
/*************************************************************************
* D3DXMatrixTransformation2D
*/
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(
D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter,
FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling,
CONST D3DXVECTOR2 *protationcenter, FLOAT rotation,
CONST D3DXVECTOR2 *ptranslation)
{
D3DXQUATERNION rot, sca_rot;
D3DXVECTOR3 rot_center, sca, sca_center, trans;
if ( pscalingcenter )
{
sca_center.x=pscalingcenter->x;
sca_center.y=pscalingcenter->y;
sca_center.z=0.0f;
}
else
{
sca_center.x=0.0f;
sca_center.y=0.0f;
sca_center.z=0.0f;
}
if ( pscaling )
{
sca.x=pscaling->x;
sca.y=pscaling->y;
sca.z=1.0f;
}
else
{
sca.x=1.0f;
sca.y=1.0f;
sca.z=1.0f;
}
if ( protationcenter )
{
rot_center.x=protationcenter->x;
rot_center.y=protationcenter->y;
rot_center.z=0.0f;
}
else
{
rot_center.x=0.0f;
rot_center.y=0.0f;
rot_center.z=0.0f;
}
if ( ptranslation )
{
trans.x=ptranslation->x;
trans.y=ptranslation->y;
trans.z=0.0f;
}
else
{
trans.x=0.0f;
trans.y=0.0f;
trans.z=0.0f;
}
rot.w=cos(rotation/2.0f);
rot.x=0.0f;
rot.y=0.0f;
rot.z=sin(rotation/2.0f);
sca_rot.w=cos(scalingrotation/2.0f);
sca_rot.x=0.0f;
sca_rot.y=0.0f;
sca_rot.z=sin(scalingrotation/2.0f);
D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
return pout;
}
/*************************************************************************
* D3DXPlaneTransformArray
*/
D3DXPLANE* WINAPI D3DXPlaneTransformArray(
D3DXPLANE* out, UINT outstride, CONST D3DXPLANE* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
for (i = 0; i < elements; ++i) {
D3DXPlaneTransform(
(D3DXPLANE*)((char*)out + outstride * i),
(CONST D3DXPLANE*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec2TransformArray
*
* Transform an array of vectors by a matrix.
*/
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
for (i = 0; i < elements; ++i) {
D3DXVec2Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec2TransformCoordArray
*/
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(
D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
for (i = 0; i < elements; ++i) {
D3DXVec2TransformCoord(
(D3DXVECTOR2*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec2TransformNormalArray
*/
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(
D3DXVECTOR2* out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride,
CONST D3DXMATRIX *matrix, UINT elements)
{
UINT i;
for (i = 0; i < elements; ++i) {
D3DXVec2TransformNormal(
(D3DXVECTOR2*)((char*)out + outstride * i),
(CONST D3DXVECTOR2*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec3ProjectArray
*
* Projects an array of vectors to the screen.
*/
D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
{
UINT i;
for (i = 0; i < elements; ++i) {
D3DXVec3Project(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
viewport, projection, view, world);
}
return out;
}
/*************************************************************************
* D3DXVec3TransformArray
*/
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
for (i = 0; i < elements; ++i) {
D3DXVec3Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec3TransformCoordArray
*/
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
for (i = 0; i < elements; ++i) {
D3DXVec3TransformCoord(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec3TransformNormalArray
*/
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
for (i = 0; i < elements; ++i) {
D3DXVec3TransformNormal(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
matrix);
}
return out;
}
/*************************************************************************
* D3DXVec3UnprojectArray
*/
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(
D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
{
UINT i;
for (i = 0; i < elements; ++i) {
D3DXVec3Unproject(
(D3DXVECTOR3*)((char*)out + outstride * i),
(CONST D3DXVECTOR3*)((const char*)in + instride * i),
viewport, projection, view, world);
}
return out;
}
/*************************************************************************
* D3DXVec4TransformArray
*/
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(
D3DXVECTOR4* out, UINT outstride, CONST D3DXVECTOR4* in, UINT instride,
CONST D3DXMATRIX* matrix, UINT elements)
{
UINT i;
for (i = 0; i < elements; ++i) {
D3DXVec4Transform(
(D3DXVECTOR4*)((char*)out + outstride * i),
(CONST D3DXVECTOR4*)((const char*)in + instride * i),
matrix);
}
return out;
}