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