/dlls/d3dx9_36/math.c
https://github.com/devyn/wine · C · 401 lines · 298 code · 37 blank · 66 comment · 22 complexity · c531d1078ebcfd43456cfc22b6451ac8 MD5 · raw file
- /*
- * 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 "wine/debug.h"
- #include "d3dx9.h"
- WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
- /*************************************************************************
- * 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=0.0f;
- }
- else
- {
- sca.x=0.0f;
- sca.y=0.0f;
- sca.z=0.0f;
- }
- 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;
- TRACE("\n");
- 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;
- TRACE("\n");
- 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;
- TRACE("\n");
- 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;
- TRACE("\n");
- 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;
- TRACE("\n");
- 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;
- TRACE("\n");
- 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;
- TRACE("\n");
- 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;
- TRACE("\n");
- 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;
- TRACE("\n");
- 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;
- TRACE("\n");
- for (i = 0; i < elements; ++i) {
- D3DXVec4Transform(
- (D3DXVECTOR4*)((char*)out + outstride * i),
- (CONST D3DXVECTOR4*)((const char*)in + instride * i),
- matrix);
- }
- return out;
- }