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ReactOS Development > Doxygen

math.c File Reference
#include "config.h"
#include "windef.h"
#include "wingdi.h"
#include "d3dx9_36_private.h"
#include "wine/debug.h"

Go to the source code of this file.

Defines

#define NONAMELESSUNION

Functions

 WINE_DEFAULT_DEBUG_CHANNEL (d3dx)
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)
HRESULT WINAPI D3DXCreateMatrixStack (DWORD flags, LPD3DXMATRIXSTACK *ppstack)
static HRESULT WINAPI ID3DXMatrixStackImpl_QueryInterface (ID3DXMatrixStack *iface, REFIID riid, void **ppobj)
static ULONG WINAPI ID3DXMatrixStackImpl_AddRef (ID3DXMatrixStack *iface)
static ULONG WINAPI ID3DXMatrixStackImpl_Release (ID3DXMatrixStack *iface)
static D3DXMATRIX *WINAPI ID3DXMatrixStackImpl_GetTop (ID3DXMatrixStack *iface)
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadIdentity (ID3DXMatrixStack *iface)
static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix (ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix (ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal (ID3DXMatrixStack *iface, CONST D3DXMATRIX *pm)
static HRESULT WINAPI ID3DXMatrixStackImpl_Pop (ID3DXMatrixStack *iface)
static HRESULT WINAPI ID3DXMatrixStackImpl_Push (ID3DXMatrixStack *iface)
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis (ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal (ID3DXMatrixStack *iface, CONST D3DXVECTOR3 *pv, FLOAT angle)
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
static HRESULT WINAPI ID3DXMatrixStackImpl_Scale (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
static HRESULT WINAPI ID3DXMatrixStackImpl_Translate (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal (ID3DXMatrixStack *iface, FLOAT x, FLOAT y, FLOAT z)
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 *out, UINT outstride, CONST D3DXPLANE *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)
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 *out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoord (D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoordArray (D3DXVECTOR2 *out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormal (D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormalArray (D3DXVECTOR2 *out, UINT outstride, CONST D3DXVECTOR2 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)
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 *out, UINT outstride, CONST D3DXVECTOR3 *in, UINT instride, CONST D3DVIEWPORT9 *viewport, CONST D3DXMATRIX *projection, CONST D3DXMATRIX *view, CONST D3DXMATRIX *world, UINT elements)
D3DXVECTOR4 *WINAPI D3DXVec3Transform (D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR4 *WINAPI D3DXVec3TransformArray (D3DXVECTOR4 *out, UINT outstride, CONST D3DXVECTOR3 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoord (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoordArray (D3DXVECTOR3 *out, UINT outstride, CONST D3DXVECTOR3 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormal (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm)
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormalArray (D3DXVECTOR3 *out, UINT outstride, CONST D3DXVECTOR3 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)
D3DXVECTOR3 *WINAPI D3DXVec3Unproject (D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, CONST D3DVIEWPORT9 *pviewport, CONST D3DXMATRIX *pprojection, CONST D3DXMATRIX *pview, CONST D3DXMATRIX *pworld)
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)
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 *out, UINT outstride, CONST D3DXVECTOR4 *in, UINT instride, CONST D3DXMATRIX *matrix, UINT elements)

Variables

static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl
static const unsigned int INITIAL_STACK_SIZE = 32

Generated on Sun May 27 2012 05:04:11 for ReactOS by doxygen 1.7.6.1

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