| /* |
| * 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; |
| } |