/*
* Copyright (C) 2007 David Adam
* Copyright (C) 2007 Tony Wasserka
*
* 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
*/
/*
* Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
* other than GPL or LGPL is available it will apply instead, Oracle elects to use only
* the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
* a choice of LGPL license versions is made available with the language indicating
* that LGPLv2 or any later version may be used, or where a choice of which version
* of the LGPL is applied is otherwise unspecified.
*/
#include <d3dx9.h>
#ifndef __D3DX9MATH_H__
#define __D3DX9MATH_H__
#include <math.h>
typedef struct D3DXVECTOR2
{
#ifdef __cplusplus
D3DXVECTOR2();
D3DXVECTOR2 operator + () const;
D3DXVECTOR2 operator - () const;
#endif /* __cplusplus */
FLOAT x, y;
#ifdef __cplusplus
{
D3DXVECTOR3();
D3DXVECTOR3(const D3DVECTOR& v);
D3DXVECTOR3 operator + () const;
D3DXVECTOR3 operator - () const;
#else /* !__cplusplus */
#endif /* !__cplusplus */
typedef struct D3DXVECTOR4
{
#ifdef __cplusplus
D3DXVECTOR4();
D3DXVECTOR4 operator + () const;
D3DXVECTOR4 operator - () const;
#endif /* __cplusplus */
FLOAT x, y, z, w;
#ifdef __cplusplus
{
D3DXMATRIX();
D3DXMATRIX operator + () const;
D3DXMATRIX operator - () const;
#else /* !__cplusplus */
#endif /* !__cplusplus */
typedef struct D3DXQUATERNION
{
#ifdef __cplusplus
D3DXQUATERNION operator + () const;
D3DXQUATERNION operator - () const;
#endif /* __cplusplus */
FLOAT x, y, z, w;
typedef struct D3DXPLANE
{
#ifdef __cplusplus
D3DXPLANE();
#endif /* __cplusplus */
FLOAT a, b, c, d;
typedef struct D3DXCOLOR
{
#ifdef __cplusplus
D3DXCOLOR();
operator D3DCOLORVALUE* ();
operator const D3DCOLORVALUE* () const;
operator D3DCOLORVALUE& ();
operator const D3DCOLORVALUE& () const;
#endif /* __cplusplus */
FLOAT r, g, b, a;
typedef struct D3DXFLOAT16
{
#ifdef __cplusplus
D3DXFLOAT16();
D3DXFLOAT16(FLOAT f);
D3DXFLOAT16(const D3DXFLOAT16 &f);
#endif /* __cplusplus */
#ifdef __cplusplus
extern "C" {
#endif
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation,
const D3DXVECTOR3 *translation);
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation,
const D3DXVECTOR2 *ptranslation);
HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm);
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane);
D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter,
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling,
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal);
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3);
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2);
D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm);
D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n);
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, const D3DXVECTOR3 *pv, FLOAT angle);
D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, FLOAT t);
D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3,
void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0,
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s);
D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s);
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s);
D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s);
D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport,
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DVIEWPORT9 *pviewport, const D3DXMATRIX *pprojection,
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DVIEWPORT9 *pviewport,
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s);
D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3);
D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s);
D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm);
D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR4 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, FLOAT *rout, FLOAT *gout, FLOAT *bout);
HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
#ifdef __cplusplus
}
#endif
0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
{
};
#if !defined(__cplusplus) || defined(CINTERFACE)
#define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
#endif
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
}
#endif
#endif /* __D3DX9MATH_H__ */