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📄 d3dxmath.h

📁 Direct8.1SDK 游戏编程必备SDK 8.1版适用范围广些
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    ( D3DXMATRIX *pOut, float w, float h, float zn, float zf );

// Build a perspective projection matrix. (left-handed)
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH
    ( D3DXMATRIX *pOut, float w, float h, float zn, float zf );

// Build a perspective projection matrix. (right-handed)
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFov
    ( D3DXMATRIX *pOut, float fovy, float aspect, float zn, float zf );

// Build a perspective projection matrix. (left-handed)
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH
    ( D3DXMATRIX *pOut, float fovy, float aspect, float zn, float zf );

// Build a perspective projection matrix. (right-handed)
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenter
    ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn,
      float zf );

// Build a perspective projection matrix. (left-handed)
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH
    ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn,
      float zf );

// Build an ortho projection matrix. (right-handed)
D3DXMATRIX* WINAPI D3DXMatrixOrtho
    ( D3DXMATRIX *pOut, float w, float h, float zn, float zf );

// Build an ortho projection matrix. (left-handed)
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH
    ( D3DXMATRIX *pOut, float w, float h, float zn, float zf );

// Build an ortho projection matrix. (right-handed)
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenter
    ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn,
      float zf );

// Build an ortho projection matrix. (left-handed)
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH
    ( D3DXMATRIX *pOut, float l, float r, float b, float t, float zn,
      float zf );

// Build a matrix which flattens geometry into a plane, as if casting
// a shadow from a light.
D3DXMATRIX* WINAPI D3DXMatrixShadow
    ( D3DXMATRIX *pOut, const D3DXVECTOR4 *pLight,
      const D3DXPLANE *pPlane );

// Build a matrix which reflects the coordinate system about a plane
D3DXMATRIX* WINAPI D3DXMatrixReflect
    ( D3DXMATRIX *pOut, const D3DXPLANE *pPlane );

#ifdef __cplusplus
}
#endif


//--------------------------
// Quaternion
//--------------------------

// inline

float D3DXQuaternionLength
    ( const D3DXQUATERNION *pQ );

// Length squared, or "norm"
float D3DXQuaternionLengthSq
    ( const D3DXQUATERNION *pQ );

float D3DXQuaternionDot
    ( const D3DXQUATERNION *pQ1, const D3DXQUATERNION *pQ2 );

// (0, 0, 0, 1)
D3DXQUATERNION* D3DXQuaternionIdentity
    ( D3DXQUATERNION *pOut );

BOOL D3DXQuaternionIsIdentity
    ( const D3DXQUATERNION *pQ );

// (-x, -y, -z, w)
D3DXQUATERNION* D3DXQuaternionConjugate
    ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ );


// non-inline
#ifdef __cplusplus
extern "C" {
#endif

// Compute a quaternin's axis and angle of rotation. Expects unit quaternions.
void WINAPI D3DXQuaternionToAxisAngle
    ( const D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, float *pAngle );

// Build a quaternion from a rotation matrix.
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix
    ( D3DXQUATERNION *pOut, const D3DXMATRIX *pM);

// Rotation about arbitrary axis.
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis
    ( D3DXQUATERNION *pOut, const D3DXVECTOR3 *pV, float angle );

// Yaw around the Y axis, a pitch around the X axis,
// and a roll around the Z axis.
D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll
    ( D3DXQUATERNION *pOut, float yaw, float pitch, float roll );

// Quaternion multiplication.  The result represents the rotation Q2 
// followed by the rotation Q1.  (Out = Q2 * Q1)
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply
    ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1,
      const D3DXQUATERNION *pQ2 );

D3DXQUATERNION* WINAPI D3DXQuaternionNormalize
    ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ );

// Conjugate and re-norm
D3DXQUATERNION* WINAPI D3DXQuaternionInverse
    ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ );

// Expects unit quaternions.
// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v)
D3DXQUATERNION* WINAPI D3DXQuaternionLn
    ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ );

// Expects pure quaternions. (w == 0)  w is ignored in calculation.
// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v)
D3DXQUATERNION* WINAPI D3DXQuaternionExp
    ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ );

// Spherical linear interpolation between Q1 (s == 0) and Q2 (s == 1).
// Expects unit quaternions.
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp
    ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1,
      const D3DXQUATERNION *pQ2, float t );

// Spherical quadrangle interpolation.
// Slerp(Slerp(Q1, Q4, t), Slerp(Q2, Q3, t), 2t(1-t))
D3DXQUATERNION* WINAPI D3DXQuaternionSquad
    ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1,
      const D3DXQUATERNION *pQ2, const D3DXQUATERNION *pQ3,
      const D3DXQUATERNION *pQ4, float t );

// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g))
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric
    ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ1,
      const D3DXQUATERNION *pQ2, const D3DXQUATERNION *pQ3,
      float f, float g );

#ifdef __cplusplus
}
#endif


//--------------------------
// Plane
//--------------------------

// inline

// ax + by + cz + dw
float D3DXPlaneDot
    ( const D3DXPLANE *pP, const D3DXVECTOR4 *pV);

// ax + by + cz + d
float D3DXPlaneDotCoord
    ( const D3DXPLANE *pP, const D3DXVECTOR3 *pV);

// ax + by + cz
float D3DXPlaneDotNormal
    ( const D3DXPLANE *pP, const D3DXVECTOR3 *pV);

// non-inline
#ifdef __cplusplus
extern "C" {
#endif

// Normalize plane (so that |a,b,c| == 1)
D3DXPLANE* WINAPI D3DXPlaneNormalize
    ( D3DXPLANE *pOut, const D3DXPLANE *pP);

// Find the intersection between a plane and a line.  If the line is
// parallel to the plane, NULL is returned.
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine
    ( D3DXVECTOR3 *pOut, const D3DXPLANE *pP, const D3DXVECTOR3 *pV1,
      const D3DXVECTOR3 *pV2);

// Construct a plane from a point and a normal
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal
    ( D3DXPLANE *pOut, const D3DXVECTOR3 *pPoint, const D3DXVECTOR3 *pNormal);

// Construct a plane from 3 points
D3DXPLANE* WINAPI D3DXPlaneFromPoints
    ( D3DXPLANE *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2,
      const D3DXVECTOR3 *pV3);

// Transform a plane by a matrix.  The vector (a,b,c) must be normal.
// M must be an affine transform.
D3DXPLANE* WINAPI D3DXPlaneTransform
    ( D3DXPLANE *pOut, const D3DXPLANE *pP, const D3DXMATRIX *pM );

#ifdef __cplusplus
}
#endif


//--------------------------
// Color
//--------------------------

// inline

// (1-r, 1-g, 1-b, a)
D3DXCOLOR* D3DXColorNegative
    (D3DXCOLOR *pOut, const D3DXCOLOR *pC);

D3DXCOLOR* D3DXColorAdd
    (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2);

D3DXCOLOR* D3DXColorSubtract
    (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2);

D3DXCOLOR* D3DXColorScale
    (D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s);

// (r1*r2, g1*g2, b1*b2, a1*a2)
D3DXCOLOR* D3DXColorModulate
    (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2);

// Linear interpolation of r,g,b, and a. C1 + s(C2-C1)
D3DXCOLOR* D3DXColorLerp
    (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2, float s);

// non-inline
#ifdef __cplusplus
extern "C" {
#endif

// Interpolate r,g,b between desaturated color and color.
// DesaturatedColor + s(Color - DesaturatedColor)
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation
    (D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s);

// Interpolate r,g,b between 50% grey and color.  Grey + s(Color - Grey)
D3DXCOLOR* WINAPI D3DXColorAdjustContrast
    (D3DXCOLOR *pOut, const D3DXCOLOR *pC, float c);

#ifdef __cplusplus
}
#endif






//===========================================================================
//
//    Matrix Stack
//
//===========================================================================

DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
{
    //
    // IUnknown methods
    //
    STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
    STDMETHOD_(ULONG,AddRef)(THIS) PURE;
    STDMETHOD_(ULONG,Release)(THIS) PURE;

    //
    // ID3DXMatrixStack methods
    //

    // Pops the top of the stack, returns the current top
    // *after* popping the top.
    STDMETHOD(Pop)(THIS) PURE;

    // Pushes the stack by one, duplicating the current matrix.
    STDMETHOD(Push)(THIS) PURE;

    // Loads identity in the current matrix.
    STDMETHOD(LoadIdentity)(THIS) PURE;

    // Loads the given matrix into the current matrix
    STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;

    // Right-Multiplies the given matrix to the current matrix.
    // (transformation is about the current world origin)
    STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;

    // Left-Multiplies the given matrix to the current matrix
    // (transformation is about the local origin of the object)
    STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE;

    // Right multiply the current matrix with the computed rotation
    // matrix, counterclockwise about the given axis with the given angle.
    // (rotation is about the current world origin)
    STDMETHOD(RotateAxis)
        (THIS_ const D3DXVECTOR3* pV, float angle) PURE;

    // Left multiply the current matrix with the computed rotation
    // matrix, counterclockwise about the given axis with the given angle.
    // (rotation is about the local origin of the object)
    STDMETHOD(RotateAxisLocal)
        (THIS_ const D3DXVECTOR3* pV, float angle) PURE;

    // Right multiply the current matrix with the computed rotation
    // matrix. All angles are counterclockwise. (rotation is about the
    // current world origin)

    // The rotation is composed of a yaw around the Y axis, a pitch around
    // the X axis, and a roll around the Z axis.
    STDMETHOD(RotateYawPitchRoll)
        (THIS_ float yaw, float pitch, float roll) PURE;

    // Left multiply the current matrix with the computed rotation
    // matrix. All angles are counterclockwise. (rotation is about the
    // local origin of the object)

    // The rotation is composed of a yaw around the Y axis, a pitch around
    // the X axis, and a roll around the Z axis.
    STDMETHOD(RotateYawPitchRollLocal)
        (THIS_ float yaw, float pitch, float roll) PURE;

    // Right multiply the current matrix with the computed scale
    // matrix. (transformation is about the current world origin)
    STDMETHOD(Scale)(THIS_ float x, float y, float z) PURE;

    // Left multiply the current matrix with the computed scale
    // matrix. (transformation is about the local origin of the object)
    STDMETHOD(ScaleLocal)(THIS_ float x, float y, float z) PURE;

    // Right multiply the current matrix with the computed translation
    // matrix. (transformation is about the current world origin)
    STDMETHOD(Translate)(THIS_ float x, float y, float z ) PURE;

    // Left multiply the current matrix with the computed translation
    // matrix. (transformation is about the local origin of the object)
    STDMETHOD(TranslateLocal)(THIS_ float x, float y, float z) PURE;

    // Obtain the current matrix at the top of the stack
    STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
};

#ifdef __cplusplus
extern "C" {
#endif

HRESULT WINAPI D3DXCreateMatrixStack( DWORD flags, LPD3DXMATRIXSTACK *ppStack );

#ifdef __cplusplus
}
#endif

#include "d3dxmath.inl"

#pragma warning(default:4201)

#endif // __D3DXMATH_H__

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