📄 d3dx9math.h
字号:
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx9math.h
// Content: D3DX math types and functions
//
//////////////////////////////////////////////////////////////////////////////
#include "d3dx9.h"
#ifndef __D3DX9MATH_H__
#define __D3DX9MATH_H__
#include <math.h>
#if _MSC_VER >= 1200
#pragma warning(push)
#endif
#pragma warning(disable:4201) // anonymous unions warning
//===========================================================================
//
// General purpose utilities
//
//===========================================================================
#define D3DX_PI ((FLOAT) 3.141592654f)
#define D3DX_1BYPI ((FLOAT) 0.318309886f)
#define D3DXToRadian( degree ) ((degree) * (D3DX_PI / 180.0f))
#define D3DXToDegree( radian ) ((radian) * (180.0f / D3DX_PI))
//===========================================================================
//
// 16 bit floating point numbers
//
//===========================================================================
#define D3DX_16F_DIG 3 // # of decimal digits of precision
#define D3DX_16F_EPSILON 4.8875809e-4f // smallest such that 1.0 + epsilon != 1.0
#define D3DX_16F_MANT_DIG 11 // # of bits in mantissa
#define D3DX_16F_MAX 6.550400e+004 // max value
#define D3DX_16F_MAX_10_EXP 4 // max decimal exponent
#define D3DX_16F_MAX_EXP 15 // max binary exponent
#define D3DX_16F_MIN 6.1035156e-5f // min positive value
#define D3DX_16F_MIN_10_EXP (-4) // min decimal exponent
#define D3DX_16F_MIN_EXP (-12) // min binary exponent
#define D3DX_16F_RADIX 2 // exponent radix
#define D3DX_16F_ROUNDS 1 // addition rounding: near
typedef struct D3DXFLOAT16
{
#ifdef __cplusplus
public:
D3DXFLOAT16() {};
D3DXFLOAT16( FLOAT );
D3DXFLOAT16( CONST D3DXFLOAT16& );
// casting
operator FLOAT ();
// binary operators
BOOL operator == ( CONST D3DXFLOAT16& ) const;
BOOL operator != ( CONST D3DXFLOAT16& ) const;
protected:
#endif //__cplusplus
WORD value;
} D3DXFLOAT16, *LPD3DXFLOAT16;
//===========================================================================
//
// Vectors
//
//===========================================================================
//--------------------------
// 2D Vector
//--------------------------
typedef struct D3DXVECTOR2
{
#ifdef __cplusplus
public:
D3DXVECTOR2() {};
D3DXVECTOR2( CONST FLOAT * );
D3DXVECTOR2( CONST D3DXFLOAT16 * );
D3DXVECTOR2( FLOAT x, FLOAT y );
// casting
operator FLOAT* ();
operator CONST FLOAT* () const;
// assignment operators
D3DXVECTOR2& operator += ( CONST D3DXVECTOR2& );
D3DXVECTOR2& operator -= ( CONST D3DXVECTOR2& );
D3DXVECTOR2& operator *= ( FLOAT );
D3DXVECTOR2& operator /= ( FLOAT );
// unary operators
D3DXVECTOR2 operator + () const;
D3DXVECTOR2 operator - () const;
// binary operators
D3DXVECTOR2 operator + ( CONST D3DXVECTOR2& ) const;
D3DXVECTOR2 operator - ( CONST D3DXVECTOR2& ) const;
D3DXVECTOR2 operator * ( FLOAT ) const;
D3DXVECTOR2 operator / ( FLOAT ) const;
friend D3DXVECTOR2 operator * ( FLOAT, CONST D3DXVECTOR2& );
BOOL operator == ( CONST D3DXVECTOR2& ) const;
BOOL operator != ( CONST D3DXVECTOR2& ) const;
public:
#endif //__cplusplus
FLOAT x, y;
} D3DXVECTOR2, *LPD3DXVECTOR2;
//--------------------------
// 2D Vector (16 bit)
//--------------------------
typedef struct D3DXVECTOR2_16F
{
#ifdef __cplusplus
public:
D3DXVECTOR2_16F() {};
D3DXVECTOR2_16F( CONST FLOAT * );
D3DXVECTOR2_16F( CONST D3DXFLOAT16 * );
D3DXVECTOR2_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y );
// casting
operator D3DXFLOAT16* ();
operator CONST D3DXFLOAT16* () const;
// binary operators
BOOL operator == ( CONST D3DXVECTOR2_16F& ) const;
BOOL operator != ( CONST D3DXVECTOR2_16F& ) const;
public:
#endif //__cplusplus
D3DXFLOAT16 x, y;
} D3DXVECTOR2_16F, *LPD3DXVECTOR2_16F;
//--------------------------
// 3D Vector
//--------------------------
#ifdef __cplusplus
typedef struct D3DXVECTOR3 : public D3DVECTOR
{
public:
D3DXVECTOR3() {};
D3DXVECTOR3( CONST FLOAT * );
D3DXVECTOR3( CONST D3DVECTOR& );
D3DXVECTOR3( CONST D3DXFLOAT16 * );
D3DXVECTOR3( FLOAT x, FLOAT y, FLOAT z );
// casting
operator FLOAT* ();
operator CONST FLOAT* () const;
// assignment operators
D3DXVECTOR3& operator += ( CONST D3DXVECTOR3& );
D3DXVECTOR3& operator -= ( CONST D3DXVECTOR3& );
D3DXVECTOR3& operator *= ( FLOAT );
D3DXVECTOR3& operator /= ( FLOAT );
// unary operators
D3DXVECTOR3 operator + () const;
D3DXVECTOR3 operator - () const;
// binary operators
D3DXVECTOR3 operator + ( CONST D3DXVECTOR3& ) const;
D3DXVECTOR3 operator - ( CONST D3DXVECTOR3& ) const;
D3DXVECTOR3 operator * ( FLOAT ) const;
D3DXVECTOR3 operator / ( FLOAT ) const;
friend D3DXVECTOR3 operator * ( FLOAT, CONST struct D3DXVECTOR3& );
BOOL operator == ( CONST D3DXVECTOR3& ) const;
BOOL operator != ( CONST D3DXVECTOR3& ) const;
} D3DXVECTOR3, *LPD3DXVECTOR3;
#else //!__cplusplus
typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
#endif //!__cplusplus
//--------------------------
// 3D Vector (16 bit)
//--------------------------
typedef struct D3DXVECTOR3_16F
{
#ifdef __cplusplus
public:
D3DXVECTOR3_16F() {};
D3DXVECTOR3_16F( CONST FLOAT * );
D3DXVECTOR3_16F( CONST D3DVECTOR& );
D3DXVECTOR3_16F( CONST D3DXFLOAT16 * );
D3DXVECTOR3_16F( CONST D3DXFLOAT16 &x, CONST D3DXFLOAT16 &y, CONST D3DXFLOAT16 &z );
// casting
operator D3DXFLOAT16* ();
operator CONST D3DXFLOAT16* () const;
// binary operators
BOOL operator == ( CONST D3DXVECTOR3_16F& ) const;
BOOL operator != ( CONST D3DXVECTOR3_16F& ) const;
public:
#endif //__cplusplus
D3DXFLOAT16 x, y, z;
} D3DXVECTOR3_16F, *LPD3DXVECTOR3_16F;
//--------------------------
// 4D Vector
//--------------------------
typedef struct D3DXVECTOR4
{
#ifdef __cplusplus
public:
D3DXVECTOR4() {};
D3DXVECTOR4( CONST FLOAT* );
D3DXVECTOR4( CONST D3DXFLOAT16 * );
D3DXVECTOR4( FLOAT x, FLOAT y, FLOAT z, FLOAT w );
// casting
operator FLOAT* ();
operator CONST FLOAT* () const;
// assignment operators
D3DXVECTOR4& operator += ( CONST D3DXVECTOR4& );
D3DXVECTOR4& operator -= ( CONST D3DXVECTOR4& );
D3DXVECTOR4& operator *= ( FLOAT );
D3DXVECTOR4& operator /= ( FLOAT );
// unary operators
D3DXVECTOR4 operator + () const;
D3DXVECTOR4 operator - () const;
// binary operators
D3DXVECTOR4 operator + ( CONST D3DXVECTOR4& ) const;
D3DXVECTOR4 operator - ( CONST D3DXVECTOR4& ) const;
D3DXVECTOR4 operator * ( FLOAT ) const;
D3DXVECTOR4 operator / ( FLOAT ) const;
friend D3DXVECTOR4 operator * ( FLOAT, CONST D3DXVECTOR4& );
BOOL operator == ( CONST D3DXVECTOR4& ) const;
BOOL operator != ( CONST D3DXVECTOR4& ) const;
public:
#endif //__cplusplus
FLOAT x, y, z, w;
} D3DXVECTOR4, *LPD3DXVECTOR4;
//--------------------------
// 4D Vector (16 bit)
//--------------------------
typedef struct D3DXVECTOR4_16F
{
#ifdef __cplusplus
public:
D3DXVECTOR4_16F() {};
D3DXVECTOR4_16F( CONST FLOAT * );
D3DXVECTOR4_16F( CONST D3DXFLOAT16 * );
D3DXVECTOR4_16F( CONST D3DXFLOAT16& x, CONST D3DXFLOAT16& y, CONST D3DXFLOAT16& z, CONST D3DXFLOAT16& w );
// casting
operator D3DXFLOAT16* ();
operator CONST D3DXFLOAT16* () const;
// binary operators
BOOL operator == ( CONST D3DXVECTOR4_16F& ) const;
BOOL operator != ( CONST D3DXVECTOR4_16F& ) const;
public:
#endif //__cplusplus
D3DXFLOAT16 x, y, z, w;
} D3DXVECTOR4_16F, *LPD3DXVECTOR4_16F;
//===========================================================================
//
// Matrices
//
//===========================================================================
#ifdef __cplusplus
typedef struct D3DXMATRIX : public D3DMATRIX
{
public:
D3DXMATRIX() {};
D3DXMATRIX( CONST FLOAT * );
D3DXMATRIX( CONST D3DMATRIX& );
D3DXMATRIX( CONST D3DXFLOAT16 * );
D3DXMATRIX( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14,
FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24,
FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34,
FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 );
// access grants
FLOAT& operator () ( UINT Row, UINT Col );
FLOAT operator () ( UINT Row, UINT Col ) const;
// casting operators
operator FLOAT* ();
operator CONST FLOAT* () const;
// assignment operators
D3DXMATRIX& operator *= ( CONST D3DXMATRIX& );
D3DXMATRIX& operator += ( CONST D3DXMATRIX& );
D3DXMATRIX& operator -= ( CONST D3DXMATRIX& );
D3DXMATRIX& operator *= ( FLOAT );
D3DXMATRIX& operator /= ( FLOAT );
// unary operators
D3DXMATRIX operator + () const;
D3DXMATRIX operator - () const;
// binary operators
D3DXMATRIX operator * ( CONST D3DXMATRIX& ) const;
D3DXMATRIX operator + ( CONST D3DXMATRIX& ) const;
D3DXMATRIX operator - ( CONST D3DXMATRIX& ) const;
D3DXMATRIX operator * ( FLOAT ) const;
D3DXMATRIX operator / ( FLOAT ) const;
friend D3DXMATRIX operator * ( FLOAT, CONST D3DXMATRIX& );
BOOL operator == ( CONST D3DXMATRIX& ) const;
BOOL operator != ( CONST D3DXMATRIX& ) const;
} D3DXMATRIX, *LPD3DXMATRIX;
#else //!__cplusplus
typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
#endif //!__cplusplus
//---------------------------------------------------------------------------
// Aligned Matrices
//
// This class helps keep matrices 16-byte aligned as preferred by P4 cpus.
// It aligns matrices on the stack and on the heap or in global scope.
// It does this using __declspec(align(16)) which works on VC7 and on VC 6
// with the processor pack. Unfortunately there is no way to detect the
// latter so this is turned on only on VC7. On other compilers this is the
// the same as D3DXMATRIX.
//
// Using this class on a compiler that does not actually do the alignment
// can be dangerous since it will not expose bugs that ignore alignment.
// E.g if an object of this class in inside a struct or class, and some code
// memcopys data in it assuming tight packing. This could break on a compiler
// that eventually start aligning the matrix.
//---------------------------------------------------------------------------
#ifdef __cplusplus
typedef struct _D3DXMATRIXA16 : public D3DXMATRIX
{
_D3DXMATRIXA16() {}
_D3DXMATRIXA16( CONST FLOAT * );
_D3DXMATRIXA16( CONST D3DMATRIX& );
_D3DXMATRIXA16( CONST D3DXFLOAT16 * );
_D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14,
FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24,
FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34,
FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 );
// new operators
void* operator new ( size_t );
void* operator new[] ( size_t );
// delete operators
void operator delete ( void* ); // These are NOT virtual; Do not
void operator delete[] ( void* ); // cast to D3DXMATRIX and delete.
// assignment operators
_D3DXMATRIXA16& operator = ( CONST D3DXMATRIX& );
} _D3DXMATRIXA16;
#else //!__cplusplus
typedef D3DXMATRIX _D3DXMATRIXA16;
#endif //!__cplusplus
#if _MSC_VER >= 1300 // VC7
#define D3DX_ALIGN16 __declspec(align(16))
#else
#define D3DX_ALIGN16 // Earlier compiler may not understand this, do nothing.
#endif
typedef D3DX_ALIGN16 _D3DXMATRIXA16 D3DXMATRIXA16, *LPD3DXMATRIXA16;
//===========================================================================
//
// Quaternions
//
//===========================================================================
typedef struct D3DXQUATERNION
{
#ifdef __cplusplus
public:
D3DXQUATERNION() {}
D3DXQUATERNION( CONST FLOAT * );
D3DXQUATERNION( CONST D3DXFLOAT16 * );
D3DXQUATERNION( FLOAT x, FLOAT y, FLOAT z, FLOAT w );
// casting
operator FLOAT* ();
operator CONST FLOAT* () const;
// assignment operators
D3DXQUATERNION& operator += ( CONST D3DXQUATERNION& );
D3DXQUATERNION& operator -= ( CONST D3DXQUATERNION& );
D3DXQUATERNION& operator *= ( CONST D3DXQUATERNION& );
D3DXQUATERNION& operator *= ( FLOAT );
D3DXQUATERNION& operator /= ( FLOAT );
// unary operators
D3DXQUATERNION operator + () const;
D3DXQUATERNION operator - () const;
// binary operators
D3DXQUATERNION operator + ( CONST D3DXQUATERNION& ) const;
D3DXQUATERNION operator - ( CONST D3DXQUATERNION& ) const;
D3DXQUATERNION operator * ( CONST D3DXQUATERNION& ) const;
D3DXQUATERNION operator * ( FLOAT ) const;
D3DXQUATERNION operator / ( FLOAT ) const;
friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION& );
BOOL operator == ( CONST D3DXQUATERNION& ) const;
BOOL operator != ( CONST D3DXQUATERNION& ) const;
#endif //__cplusplus
FLOAT x, y, z, w;
} D3DXQUATERNION, *LPD3DXQUATERNION;
//===========================================================================
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -