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#include <d3dx9.h>
#include <math.h>
#include <d3dx9math.inl>
Go to the source code of this file.
Data Structures |
| struct | LPD3DXVECTOR2 |
| struct | LPD3DXVECTOR4 |
| struct | LPD3DXQUATERNION |
| struct | LPD3DXPLANE |
| struct | LPD3DXCOLOR |
Defines |
| #define | D3DX_PI ((FLOAT)3.141592654) |
| #define | D3DX_1BYPI ((FLOAT)0.318309886) |
| #define | D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f)) |
| #define | D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI)) |
| #define | INTERFACE ID3DXMatrixStack |
| #define | ID3DXMatrixStack_QueryInterface(p, a, b) (p)->lpVtbl->QueryInterface(p,a,b) |
| #define | ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p) |
| #define | ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p) |
| #define | ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p) |
| #define | ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p) |
| #define | ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p) |
| #define | ID3DXMatrixStack_LoadMatrix(p, a) (p)->lpVtbl->LoadMatrix(p,a) |
| #define | ID3DXMatrixStack_MultMatrix(p, a) (p)->lpVtbl->MultMatrix(p,a) |
| #define | ID3DXMatrixStack_MultMatrixLocal(p, a) (p)->lpVtbl->MultMatrixLocal(p,a) |
| #define | ID3DXMatrixStack_RotateAxis(p, a, b) (p)->lpVtbl->RotateAxis(p,a,b) |
| #define | ID3DXMatrixStack_RotateAxisLocal(p, a, b) (p)->lpVtbl->RotateAxisLocal(p,a,b) |
| #define | ID3DXMatrixStack_RotateYawPitchRoll(p, a, b, c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c) |
| #define | ID3DXMatrixStack_RotateYawPitchRollLocal(p, a, b, c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c) |
| #define | ID3DXMatrixStack_Scale(p, a, b, c) (p)->lpVtbl->Scale(p,a,b,c) |
| #define | ID3DXMatrixStack_ScaleLocal(p, a, b, c) (p)->lpVtbl->ScaleLocal(p,a,b,c) |
| #define | ID3DXMatrixStack_Translate(p, a, b, c) (p)->lpVtbl->Translate(p,a,b,c) |
| #define | ID3DXMatrixStack_TranslateLocal(p, a, b, c) (p)->lpVtbl->TranslateLocal(p,a,b,c) |
| #define | ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p) |
Typedefs |
| typedef struct _D3DVECTOR | D3DXVECTOR3 |
| typedef struct _D3DVECTOR * | LPD3DXVECTOR3 |
| typedef struct _D3DMATRIX | D3DXMATRIX |
| typedef struct _D3DMATRIX * | LPD3DXMATRIX |
typedef interface
ID3DXMatrixStack * | LPD3DXMATRIXSTACK |
Functions |
| D3DXCOLOR *WINAPI | D3DXColorAdjustContrast (D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s) |
| D3DXCOLOR *WINAPI | D3DXColorAdjustSaturation (D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s) |
| FLOAT WINAPI | D3DXFresnelTerm (FLOAT costheta, FLOAT refractionindex) |
| 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) |
| FLOAT WINAPI | D3DXMatrixDeterminant (CONST D3DXMATRIX *pm) |
| D3DXMATRIX *WINAPI | D3DXMatrixInverse (D3DXMATRIX *pout, FLOAT *pdeterminant, 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 | D3DXMatrixOrthoLH (D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) |
| 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 | D3DXMatrixOrthoRH (D3DXMATRIX *pout, FLOAT w, FLOAT h, 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 | D3DXMatrixPerspectiveLH (D3DXMATRIX *pout, FLOAT w, FLOAT h, 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 | D3DXMatrixPerspectiveRH (D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) |
| D3DXMATRIX *WINAPI | D3DXMatrixReflect (D3DXMATRIX *pout, CONST D3DXPLANE *pplane) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationAxis (D3DXMATRIX *pout, CONST D3DXVECTOR3 *pv, FLOAT angle) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationQuaternion (D3DXMATRIX *pout, CONST D3DXQUATERNION *pq) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationX (D3DXMATRIX *pout, FLOAT angle) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationY (D3DXMATRIX *pout, FLOAT angle) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationYawPitchRoll (D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll) |
| D3DXMATRIX *WINAPI | D3DXMatrixRotationZ (D3DXMATRIX *pout, FLOAT angle) |
| D3DXMATRIX *WINAPI | D3DXMatrixScaling (D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz) |
| 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, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation) |
| D3DXMATRIX *WINAPI | D3DXMatrixTransformation2D (D3DXMATRIX *pout, CONST D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, CONST D3DXVECTOR2 *pscaling, CONST D3DXVECTOR2 *protationcenter, FLOAT rotation, CONST D3DXVECTOR2 *ptranslation) |
| D3DXMATRIX *WINAPI | D3DXMatrixTranslation (D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) |
| D3DXMATRIX *WINAPI | D3DXMatrixTranspose (D3DXMATRIX *pout, CONST D3DXMATRIX *pm) |
| 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 | D3DXPlaneNormalize (D3DXPLANE *pout, CONST D3DXPLANE *pp) |
| 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 | D3DXQuaternionExp (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionInverse (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionLn (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionMultiply (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionNormalize (D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionRotationAxis (D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle) |
| D3DXQUATERNION *WINAPI | D3DXQuaternionRotationMatrix (D3DXQUATERNION *pout, CONST D3DXMATRIX *pm) |
| 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, CONST D3DXQUATERNION *pq4, FLOAT t) |
| void WINAPI | D3DXQuaternionToAxisAngle (CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) |
| 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) |
| D3DXVECTOR2 *WINAPI | D3DXVec2Normalize (D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv) |
| 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 | D3DXVec3Normalize (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv) |
| D3DXVECTOR3 *WINAPI | D3DXVec3Project (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld) |
| D3DXVECTOR3 *WINAPI | D3DXVec3ProjectArray (D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n) |
| 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, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld) |
| D3DXVECTOR3 *WINAPI | D3DXVec3UnprojectArray (D3DXVECTOR3 *pout, UINT outstride, CONST D3DXVECTOR3 *pv, UINT vstride, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld, UINT n) |
| 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 | D3DXVec4Normalize (D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv) |
| 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) |
| | DEFINE_GUID (IID_ID3DXMatrixStack, 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85) |
| | DECLARE_INTERFACE_ (ID3DXMatrixStack, IUnknown) |
| HRESULT WINAPI | D3DXCreateMatrixStack (DWORD flags, LPD3DXMATRIXSTACK *ppstack) |
Generated on Sun May 27 2012 05:35:19 for ReactOS by
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