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1 /***********************************************************************\
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2 * d3dx10math.d *
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3 * *
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4 * Windows API header module *
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5 * *
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6 * Placed into public domain *
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7 \***********************************************************************/
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8 module win32.directx.d3dx10math;
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9
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10 version(Tango) {
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11 import tango.math.Math;
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12 alias sqrt sqrtf;
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13 } else {
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14 import std.c.math;
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15 }
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16
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17 private import win32.windows;
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18 private import win32.directx.d3dx10;
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19
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20 struct D3DVECTOR {
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21 float x;
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22 float y;
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23 float z;
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24 }
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25
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26 struct D3DMATRIX {
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27 union {
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28 struct {
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29 float _11, _12, _13, _14;
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30 float _21, _22, _23, _24;
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31 float _31, _32, _33, _34;
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32 float _41, _42, _43, _44;
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33 }
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34 float[4][4] m;
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35 }
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36 }
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37
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38 const D3DX_PI = 3.14159265358979323846;
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39 const D3DX_1BYPI = 1.0 / D3DX_PI;
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40
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41 float D3DXToRadian(float degree) {
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42 return degree * (D3DX_PI / 180.0);
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43 }
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44
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45 float D3DXToDegree(float radian) {
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46 return radian * (180.0 / D3DX_PI);
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47 }
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48
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49 const D3DX_16F_DIG = 3;
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50 const D3DX_16F_EPSILON = 4.8875809e-4f;
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51 const D3DX_16F_MANT_DIG = 11;
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52 const D3DX_16F_MAX = 6.550400e+004;
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53 const D3DX_16F_MAX_10_EXP = 4;
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54 const D3DX_16F_MAX_EXP = 15;
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55 const D3DX_16F_MIN = 6.1035156e-5f;
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56 const D3DX_16F_MIN_10_EXP = -4;
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57 const D3DX_16F_MIN_EXP = -14;
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58 const D3DX_16F_RADIX = 2;
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59 const D3DX_16F_ROUNDS = 1;
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60 const D3DX_16F_SIGN_MASK = 0x8000;
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61 const D3DX_16F_EXP_MASK = 0x7C00;
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62 const D3DX_16F_FRAC_MASK = 0x03FF;
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63
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64 struct D3DXFLOAT16 {
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65 //TODO
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66 protected:
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67 WORD value;
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68 }
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69
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70 struct D3DXVECTOR2 {
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71 //TODO
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72 float x, y;
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73 }
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74
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75 struct D3DXVECTOR2_16F {
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76 //TODO
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77 D3DXFLOAT16 x, y;
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78 }
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79
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80 struct D3DXVECTOR3 {
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81 //TODO
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82 float x, y, z;
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83 }
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84
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85 struct D3DXVECTOR3_16F {
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86 //TODO
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87 D3DXFLOAT16 x, y, z;
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88 }
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89
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90 struct D3DXVECTOR4 {
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91 //TODO
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92 float x, y, z, w;
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93 }
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94
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95 struct D3DXVECTOR4_16F {
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96 //TODO
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97 D3DXFLOAT16 x, y, z, w;
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98 }
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99
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100 struct D3DXMATRIX {
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101 //TODO
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102 union {
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103 struct {
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104 float _11, _12, _13, _14;
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105 float _21, _22, _23, _24;
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106 float _31, _32, _33, _34;
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107 float _41, _42, _43, _44;
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108 }
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109 float[4][4] m;
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110 }
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111 }
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112
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113 //TODO struct _D3DXMATRIXA16 : D3DXMATRIX
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114
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115 struct D3DXQUATERNION {
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116 //TODO
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117 float x, y, z, w;
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118 }
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119
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120 struct D3DXPLANE {
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121 //TODO
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122 float a, b, c, d;
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123 }
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124
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125 struct D3DXCOLOR {
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126 //TODO
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127 float r, g, b, a;
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128 }
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129
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130 extern(Windows) {
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131 D3DXFLOAT16* D3DXFloat32To16Array(D3DXFLOAT16* pOut, float* pIn, UINT n);
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132 float* D3DXFloat16To32Array(float* pOut, D3DXFLOAT16* pIn, UINT n);
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133 }
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134
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135 float D3DXVec2Length(D3DXVECTOR2* pV) {
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136 debug(D3DX10_DEBUG) {
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137 if (pV is null) return 0.0;
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138 }
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139 return sqrtf((pV.x * pV.x) + (pV.y * pV.y));
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140 }
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141
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142 float D3DXVec2LengthSq(D3DXVECTOR2* pV) {
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143 debug(D3DX10_DEBUG) {
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144 if (pV is null) return 0.0;
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145 }
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146 return (pV.x * pV.x) + (pV.y * pV.y);
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147 }
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148
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149 float D3DXVec2Dot(D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
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150 debug(D3DX10_DEBUG) {
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151 if ((pV1 is null) || (pV2 is null)) return 0.0;
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152 }
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153 return (pV1.x * pV2.x) + (pV1.y * pV2.y);
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154 }
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155
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156 float D3DXVec2CCW(D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
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157 debug(D3DX10_DEBUG) {
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158 if ((pV1 is null) || (pV2 is null)) return 0.0;
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159 }
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160 return (pV1.x * pV2.y) + (pV1.y * pV2.x);
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161 }
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162
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163 D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
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164 debug(D3DX10_DEBUG) {
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165 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
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166 }
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167 pOut.x = pV1.x + pV2.x;
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168 pOut.y = pV1.y + pV2.y;
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169 return pOut;
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170 }
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171
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172 D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
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173 debug(D3DX10_DEBUG) {
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174 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
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175 }
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176 pOut.x = pV1.x - pV2.x;
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177 pOut.y = pV1.y - pV2.y;
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178 return pOut;
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179 }
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180
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181 D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
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182 debug(D3DX10_DEBUG) {
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183 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
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184 }
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185 pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x;
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186 pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y;
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187 return pOut;
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188 }
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189
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190 D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
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191 debug(D3DX10_DEBUG) {
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192 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
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193 }
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194 pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x;
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195 pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y;
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196 return pOut;
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197 }
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198
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199 D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, float s) {
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200 debug(D3DX10_DEBUG) {
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201 if ((pOut is null) || (pV is null)) return null;
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202 }
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203 pOut.x = pV.x * s;
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204 pOut.y = pV.y * s;
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205 return pOut;
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206 }
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207
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208 D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, float s) {
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209 debug(D3DX10_DEBUG) {
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210 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
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211 }
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212 pOut.x = pV1.x + s * (pV2.x - pV1.x);
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213 pOut.y = pV1.y + s * (pV2.y - pV1.y);
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214 return pOut;
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215 }
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216
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217 extern(Windows) {
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218 D3DXVECTOR2* D3DXVec2Normalize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV);
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219 D3DXVECTOR2* D3DXVec2Hermite(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pT1, D3DXVECTOR2* pV2, D3DXVECTOR2* pT2, float s);
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220 D3DXVECTOR2* D3DXVec2CatmullRom(D3DXVECTOR2* pOut, D3DXVECTOR2* pV0, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, D3DXVECTOR2* pV3, float s);
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221 D3DXVECTOR2* D3DXVec2BaryCentric(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, D3DXVECTOR2* pV3, float f, float g);
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222 D3DXVECTOR4* D3DXVec2Transform(D3DXVECTOR4* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM);
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223 D3DXVECTOR2* D3DXVec2TransformCoord(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM);
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224 D3DXVECTOR2* D3DXVec2TransformNormal(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM);
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225 D3DXVECTOR4* D3DXVec2TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
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226 D3DXVECTOR2* D3DXVec2TransformCoordArray(D3DXVECTOR2* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
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227 D3DXVECTOR2* D3DXVec2TransformNormalArray(D3DXVECTOR2* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
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228 }
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229
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230 float D3DXVec3Length(D3DXVECTOR3* pV) {
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231 debug(D3DX10_DEBUG) {
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232 if (pV is null) return 0.0;
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233 }
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234 return sqrtf((pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z));
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235 }
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236
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237 float D3DXVec3LengthSq(D3DXVECTOR3* pV) {
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238 debug(D3DX10_DEBUG) {
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239 if (pV is null) return 0.0;
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240 }
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241 return (pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z);
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242 }
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243
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244 float D3DXVec3Dot(D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
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245 debug(D3DX10_DEBUG) {
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246 if ((pV1 is null) || (pV2 is null)) return 0.0;
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247 }
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248 return (pV1.x * pV2.x) + (pV1.y * pV2.y) + (pV1.z * pV2.z);
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249 }
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250
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251 D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
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252 debug(D3DX10_DEBUG) {
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253 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return 0.0;
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254 }
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255 D3DXVECTOR3 v;
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256 v.x = (pV1.y * pV2.z) - (pV1.z * pV2.y);
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257 v.y = (pV1.z * pV2.x) - (pV1.x * pV2.z);
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258 v.z = (pV1.x * pV2.y) - (pV1.y * pV2.x);
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259 *pOut = v;
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260 return pOut;
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261 }
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262
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263 D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
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264 debug(D3DX10_DEBUG) {
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265 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
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266 }
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267 pOut.x = pV1.x + pV2.x;
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268 pOut.y = pV1.y + pV2.y;
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269 pOut.z = pV1.z + pV2.z;
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270 return pOut;
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271 }
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272
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273 D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
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274 debug(D3DX10_DEBUG) {
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275 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
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276 }
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277 pOut.x = pV1.x - pV2.x;
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278 pOut.y = pV1.y - pV2.y;
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279 pOut.z = pV1.z - pV2.z;
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280 return pOut;
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281 }
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282
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283 D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
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284 debug(D3DX10_DEBUG) {
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285 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
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286 }
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287 pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x;
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288 pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y;
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289 pOut.z = pV1.z < pV2.z ? pV1.z : pV2.z;
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290 return pOut;
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291 }
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292
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293 D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
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294 debug(D3DX10_DEBUG) {
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295 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
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296 }
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297 pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x;
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298 pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y;
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299 pOut.z = pV1.z > pV2.z ? pV1.z : pV2.z;
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300 return pOut;
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301 }
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302
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303 D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, float s) {
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304 debug(D3DX10_DEBUG) {
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305 if ((pOut is null) || (pV is null)) return null;
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306 }
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307 pOut.x = pV.x * s;
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308 pOut.y = pV.y * s;
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309 pOut.z = pV.z * s;
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310 return pOut;
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311 }
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312
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313 D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, float s) {
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314 debug(D3DX10_DEBUG) {
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315 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
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316 }
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317 pOut.x = pV1.x + s * (pV2.x - pV1.x);
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318 pOut.y = pV1.y + s * (pV2.y - pV1.y);
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319 pOut.z = pV1.z + s * (pV2.z - pV1.z);
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320 return pOut;
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321 }
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322
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323 extern(Windows) {
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324 D3DXVECTOR3* D3DXVec3Normalize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV);
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325 D3DXVECTOR3* D3DXVec3Hermite(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pT1, D3DXVECTOR3* pV2, D3DXVECTOR3* pT2, FLOAT s);
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326 D3DXVECTOR3* D3DXVec3CatmullRom(D3DXVECTOR3* pOut, D3DXVECTOR3* pV0, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3, FLOAT s);
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327 D3DXVECTOR3* D3DXVec3BaryCentric(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3, FLOAT f, FLOAT g);
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328 D3DXVECTOR4* D3DXVec3Transform(D3DXVECTOR4* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM);
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329 D3DXVECTOR3* D3DXVec3TransformCoord(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM);
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330 D3DXVECTOR3* D3DXVec3TransformNormal(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM);
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331 D3DXVECTOR4* D3DXVec3TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
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332 D3DXVECTOR3* D3DXVec3TransformCoordArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
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333 D3DXVECTOR3* D3DXVec3TransformNormalArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
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334 D3DXVECTOR3* D3DXVec3Project(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld);
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335 D3DXVECTOR3* D3DXVec3Unproject(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld);
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336 D3DXVECTOR3* D3DXVec3ProjectArray(D3DXVECTOR3* pOut, UINT OutStride,D3DXVECTOR3* pV, UINT VStride,D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld, UINT n);
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337 D3DXVECTOR3* D3DXVec3UnprojectArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld, UINT n);
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338 }
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339
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340 float D3DXVec4Length(D3DXVECTOR4* pV) {
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341 debug(D3DX10_DEBUG) {
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342 if (pV is null) return 0.0;
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343 }
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344 return sqrtf((pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z) + (pV.w * pV.w));
|
|
345 }
|
|
346
|
|
347 float D3DXVec4LengthSq(D3DXVECTOR4* pV) {
|
|
348 debug(D3DX10_DEBUG) {
|
|
349 if (pV is null) return 0.0;
|
|
350 }
|
|
351 return (pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z) + (pV.w * pV.w);
|
|
352 }
|
|
353
|
|
354 float D3DXVec4Dot(D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
|
|
355 debug(D3DX10_DEBUG) {
|
|
356 if ((pV1 is null) || (pV2 is null)) return 0.0;
|
|
357 }
|
|
358 return (pV1.x * pV2.x) + (pV1.y * pV2.y) + (pV1.z * pV2.z) + (pV1.w * pV2.w);
|
|
359 }
|
|
360
|
|
361 D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
|
|
362 debug(D3DX10_DEBUG) {
|
|
363 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
|
|
364 }
|
|
365 pOut.x = pV1.x + pV2.x;
|
|
366 pOut.y = pV1.y + pV2.y;
|
|
367 pOut.z = pV1.z + pV2.z;
|
|
368 pOut.w = pV1.w + pV2.w;
|
|
369 return pOut;
|
|
370 }
|
|
371
|
|
372 D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
|
|
373 debug(D3DX10_DEBUG) {
|
|
374 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
|
|
375 }
|
|
376 pOut.x = pV1.x - pV2.x;
|
|
377 pOut.y = pV1.y - pV2.y;
|
|
378 pOut.z = pV1.z - pV2.z;
|
|
379 pOut.w = pV1.w - pV2.w;
|
|
380 return pOut;
|
|
381 }
|
|
382
|
|
383 D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
|
|
384 debug(D3DX10_DEBUG) {
|
|
385 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
|
|
386 }
|
|
387 pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x;
|
|
388 pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y;
|
|
389 pOut.z = pV1.z < pV2.z ? pV1.z : pV2.z;
|
|
390 pOut.w = pV1.w < pV2.w ? pV1.w : pV2.w;
|
|
391 return pOut;
|
|
392 }
|
|
393
|
|
394 D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
|
|
395 debug(D3DX10_DEBUG) {
|
|
396 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
|
|
397 }
|
|
398 pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x;
|
|
399 pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y;
|
|
400 pOut.z = pV1.z > pV2.z ? pV1.z : pV2.z;
|
|
401 pOut.w = pV1.w > pV2.w ? pV1.w : pV2.w;
|
|
402 return pOut;
|
|
403 }
|
|
404
|
|
405 D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4* pOut, D3DXVECTOR4* pV, float s) {
|
|
406 debug(D3DX10_DEBUG) {
|
|
407 if ((pOut is null) || (pV is null)) return null;
|
|
408 }
|
|
409 pOut.x = pV.x * s;
|
|
410 pOut.y = pV.y * s;
|
|
411 pOut.z = pV.z * s;
|
|
412 pOut.w = pV.w * s;
|
|
413 return pOut;
|
|
414 }
|
|
415
|
|
416 D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, float s) {
|
|
417 debug(D3DX10_DEBUG) {
|
|
418 if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
|
|
419 }
|
|
420 pOut.x = pV1.x + s * (pV2.x - pV1.x);
|
|
421 pOut.y = pV1.y + s * (pV2.y - pV1.y);
|
|
422 pOut.z = pV1.z + s * (pV2.z - pV1.z);
|
|
423 pOut.w = pV1.w + s * (pV2.w - pV1.w);
|
|
424 return pOut;
|
|
425 }
|
|
426
|
|
427 extern(Windows) {
|
|
428 D3DXVECTOR4* D3DXVec4Cross(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3);
|
|
429 D3DXVECTOR4* D3DXVec4Normalize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV);
|
|
430 D3DXVECTOR4* D3DXVec4Hermite(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pT1, D3DXVECTOR4* pV2, D3DXVECTOR4* pT2, FLOAT s);
|
|
431 D3DXVECTOR4* D3DXVec4CatmullRom(D3DXVECTOR4* pOut, D3DXVECTOR4* pV0, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3, FLOAT s);
|
|
432 D3DXVECTOR4* D3DXVec4BaryCentric(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3, FLOAT f, FLOAT g);
|
|
433 D3DXVECTOR4* D3DXVec4Transform(D3DXVECTOR4* pOut, D3DXVECTOR4* pV, D3DXMATRIX* pM);
|
|
434 D3DXVECTOR4* D3DXVec4TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR4* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
|
|
435 }
|
|
436
|
|
437 D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pOut) {
|
|
438 debug(D3DX10_DEBUG) {
|
|
439 if (pOut is null) return NULL;
|
|
440 }
|
|
441 pOut.m[0][1] = pOut.m[0][2] = pOut.m[0][3] =
|
|
442 pOut.m[1][0] = pOut.m[1][2] = pOut.m[1][3] =
|
|
443 pOut.m[2][0] = pOut.m[2][1] = pOut.m[2][3] =
|
|
444 pOut.m[3][0] = pOut.m[3][1] = pOut.m[3][2] = 0.0;
|
|
445 pOut.m[0][0] = pOut.m[1][1] = pOut.m[2][2] = pOut.m[3][3] = 1.0;
|
|
446 return pOut;
|
|
447 }
|
|
448
|
|
449
|
|
450 BOOL D3DXMatrixIsIdentity(D3DXMATRIX *pM) {
|
|
451 debug(D3DX10_DEBUG) {
|
|
452 if(pM is null) return FALSE;
|
|
453 }
|
|
454 return (pM.m[0][0] == 1.0f) && (pM.m[0][1] == 0.0f) && (pM.m[0][2] == 0.0f) && (pM.m[0][3] == 0.0f) &&
|
|
455 (pM.m[1][0] == 0.0f) && (pM.m[1][1] == 1.0f) && (pM.m[1][2] == 0.0f) && (pM.m[1][3] == 0.0f) &&
|
|
456 (pM.m[2][0] == 0.0f) && (pM.m[2][1] == 0.0f) && (pM.m[2][2] == 1.0f) && (pM.m[2][3] == 0.0f) &&
|
|
457 (pM.m[3][0] == 0.0f) && (pM.m[3][1] == 0.0f) && (pM.m[3][2] == 0.0f) && (pM.m[3][3] == 1.0f);
|
|
458 }
|
|
459
|
|
460 extern(Windows) {
|
|
461 FLOAT D3DXMatrixDeterminant(D3DXMATRIX* pM);
|
|
462 HRESULT D3DXMatrixDecompose(D3DXVECTOR3* pOutScale, D3DXQUATERNION* pOutRotation, D3DXVECTOR3* pOutTranslation, D3DXMATRIX* pM);
|
|
463 D3DXMATRIX* D3DXMatrixTranspose(D3DXMATRIX* pOut, D3DXMATRIX* pM);
|
|
464 D3DXMATRIX* D3DXMatrixMultiply(D3DXMATRIX* pOut, D3DXMATRIX* pM1, D3DXMATRIX* pM2);
|
|
465 D3DXMATRIX* D3DXMatrixMultiplyTranspose(D3DXMATRIX* pOut, D3DXMATRIX* pM1, D3DXMATRIX* pM2);
|
|
466 D3DXMATRIX* D3DXMatrixInverse(D3DXMATRIX* pOut, FLOAT* pDeterminant, D3DXMATRIX* pM);
|
|
467 D3DXMATRIX* D3DXMatrixScaling(D3DXMATRIX* pOut, FLOAT sx, FLOAT sy, FLOAT sz);
|
|
468 D3DXMATRIX* D3DXMatrixTranslation(D3DXMATRIX* pOut, FLOAT x, FLOAT y, FLOAT z);
|
|
469 D3DXMATRIX* D3DXMatrixRotationX(D3DXMATRIX* pOut, FLOAT Angle);
|
|
470 D3DXMATRIX* D3DXMatrixRotationY(D3DXMATRIX* pOut, FLOAT Angle);
|
|
471 D3DXMATRIX* D3DXMatrixRotationZ(D3DXMATRIX* pOut, FLOAT Angle);
|
|
472 D3DXMATRIX* D3DXMatrixRotationAxis(D3DXMATRIX* pOut, D3DXVECTOR3* pV, FLOAT Angle);
|
|
473 D3DXMATRIX* D3DXMatrixRotationQuaternion(D3DXMATRIX* pOut, D3DXQUATERNION* pQ);
|
|
474 D3DXMATRIX* D3DXMatrixRotationYawPitchRoll(D3DXMATRIX* pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll);
|
|
475 D3DXMATRIX* D3DXMatrixTransformation(D3DXMATRIX* pOut, D3DXVECTOR3* pScalingCenter, D3DXQUATERNION* pScalingRotation, D3DXVECTOR3* pScaling, D3DXVECTOR3* pRotationCenter, D3DXQUATERNION* pRotation, D3DXVECTOR3* pTranslation);
|
|
476 D3DXMATRIX* D3DXMatrixTransformation2D(D3DXMATRIX* pOut, D3DXVECTOR2* pScalingCenter, FLOAT ScalingRotation, D3DXVECTOR2* pScaling, D3DXVECTOR2* pRotationCenter, FLOAT Rotation, D3DXVECTOR2* pTranslation);
|
|
477 D3DXMATRIX* D3DXMatrixAffineTransformation(D3DXMATRIX* pOut, FLOAT Scaling, D3DXVECTOR3* pRotationCenter, D3DXQUATERNION* pRotation, D3DXVECTOR3* pTranslation);
|
|
478 D3DXMATRIX* D3DXMatrixAffineTransformation2D(D3DXMATRIX* pOut, FLOAT Scaling, D3DXVECTOR2* pRotationCenter, FLOAT Rotation, D3DXVECTOR2* pTranslation);
|
|
479 D3DXMATRIX* D3DXMatrixLookAtRH(D3DXMATRIX* pOut, D3DXVECTOR3* pEye, D3DXVECTOR3* pAt, D3DXVECTOR3* pUp);
|
|
480 D3DXMATRIX* D3DXMatrixLookAtLH(D3DXMATRIX* pOut, D3DXVECTOR3* pEye, D3DXVECTOR3* pAt, D3DXVECTOR3* pUp);
|
|
481 D3DXMATRIX* D3DXMatrixPerspectiveRH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
|
|
482 D3DXMATRIX* D3DXMatrixPerspectiveLH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
|
|
483 D3DXMATRIX* D3DXMatrixPerspectiveFovRH(D3DXMATRIX* pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf);
|
|
484 D3DXMATRIX* D3DXMatrixPerspectiveFovLH(D3DXMATRIX* pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf);
|
|
485 D3DXMATRIX* D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
|
|
486 D3DXMATRIX* D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
|
|
487 D3DXMATRIX* D3DXMatrixOrthoRH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
|
|
488 D3DXMATRIX* D3DXMatrixOrthoLH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
|
|
489 D3DXMATRIX* D3DXMatrixOrthoOffCenterRH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
|
|
490 D3DXMATRIX* D3DXMatrixOrthoOffCenterLH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
|
|
491 D3DXMATRIX* D3DXMatrixShadow(D3DXMATRIX* pOut, D3DXVECTOR4* pLight, D3DXPLANE* pPlane);
|
|
492 D3DXMATRIX* D3DXMatrixReflect(D3DXMATRIX* pOut, D3DXPLANE* pPlane);
|
|
493 }
|
|
494
|
|
495 float D3DXQuaternionLength(D3DXQUATERNION *pQ) {
|
|
496 debug(D3DX10_DEBUG) {
|
|
497 if (pQ is null) return 0.0f;
|
|
498 }
|
|
499 return sqrtf((pQ.x * pQ.x) + (pQ.y * pQ.y) + (pQ.z * pQ.z) + (pQ.w * pQ.w));
|
|
500 }
|
|
501
|
|
502 float D3DXQuaternionLengthSq(D3DXQUATERNION *pQ) {
|
|
503 debug(D3DX10_DEBUG) {
|
|
504 if(pQ is null) return 0.0f;
|
|
505 }
|
|
506 return (pQ.x * pQ.x) + (pQ.y * pQ.y) + (pQ.z * pQ.z) + (pQ.w * pQ.w);
|
|
507 }
|
|
508
|
|
509 float D3DXQuaternionDot(D3DXQUATERNION *pQ1, D3DXQUATERNION *pQ2) {
|
|
510 debug(D3DX10_DEBUG) {
|
|
511 if((pQ1 is null) || (pQ2 is null)) return 0.0f;
|
|
512 }
|
|
513 return (pQ1.x * pQ2.x) + (pQ1.y * pQ2.y) + (pQ1.z * pQ2.z) + (pQ1.w * pQ2.w);
|
|
514 }
|
|
515
|
|
516 D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pOut) {
|
|
517 debug(D3DX10_DEBUG) {
|
|
518 if(pOut is null) return null;
|
|
519 }
|
|
520 pOut.x = pOut.y = pOut.z = 0.0f;
|
|
521 pOut.w = 1.0f;
|
|
522 return pOut;
|
|
523 }
|
|
524
|
|
525 bool D3DXQuaternionIsIdentity(D3DXQUATERNION *pQ) {
|
|
526 debug(D3DX10_DEBUG) {
|
|
527 if(pQ is null) return false;
|
|
528 }
|
|
529 return (pQ.x == 0.0f) && (pQ.y == 0.0f) && (pQ.z == 0.0f) && (pQ.w == 1.0f);
|
|
530 }
|
|
531
|
|
532 D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pOut, D3DXQUATERNION *pQ) {
|
|
533 debug(D3DX10_DEBUG) {
|
|
534 if((pOut is null) || (pQis is null)) return null;
|
|
535 }
|
|
536 pOut.x = -pQ.x;
|
|
537 pOut.y = -pQ.y;
|
|
538 pOut.z = -pQ.z;
|
|
539 pOut.w = pQ.w;
|
|
540 return pOut;
|
|
541 }
|
|
542
|
|
543 extern(Windows) {
|
|
544 void D3DXQuaternionToAxisAngle(D3DXQUATERNION* pQ, D3DXVECTOR3* pAxis, FLOAT* pAngle);
|
|
545 D3DXQUATERNION* D3DXQuaternionRotationMatrix(D3DXQUATERNION* pOut, D3DXMATRIX* pM);
|
|
546 D3DXQUATERNION* D3DXQuaternionRotationAxis(D3DXQUATERNION* pOut, D3DXVECTOR3* pV, FLOAT Angle);
|
|
547 D3DXQUATERNION* D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION* pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll);
|
|
548 D3DXQUATERNION* D3DXQuaternionMultiply(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2);
|
|
549 D3DXQUATERNION* D3DXQuaternionNormalize(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
|
|
550 D3DXQUATERNION* D3DXQuaternionInverse(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
|
|
551 D3DXQUATERNION* D3DXQuaternionLn(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
|
|
552 D3DXQUATERNION* D3DXQuaternionExp(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
|
|
553 D3DXQUATERNION* D3DXQuaternionSlerp(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, FLOAT t);
|
|
554 D3DXQUATERNION* D3DXQuaternionSquad(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pA, D3DXQUATERNION* pB, D3DXQUATERNION* pC, FLOAT t);
|
|
555 void D3DXQuaternionSquadSetup(D3DXQUATERNION* pAOut, D3DXQUATERNION* pBOut, D3DXQUATERNION* pCOut, D3DXQUATERNION* pQ0, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, D3DXQUATERNION* pQ3);
|
|
556 D3DXQUATERNION* D3DXQuaternionBaryCentric(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, D3DXQUATERNION* pQ3, FLOAT f, FLOAT g);
|
|
557 }
|
|
558
|
|
559 float D3DXPlaneDot(D3DXPLANE *pP, D3DXVECTOR4 *pV) {
|
|
560 debug(D3DX10_DEBUG) {
|
|
561 if((pP is null) || (pV is null)) return 0.0f;
|
|
562 }
|
|
563 return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z) + (pP.d * pV.w);
|
|
564 }
|
|
565
|
|
566 float D3DXPlaneDotCoord(D3DXPLANE *pP, D3DXVECTOR3 *pV) {
|
|
567 debug(D3DX10_DEBUG) {
|
|
568 if((pP is null) || (pV is null)) return 0.0f;
|
|
569 }
|
|
570 return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z) + pP.d;
|
|
571 }
|
|
572
|
|
573 float D3DXPlaneDotNormal(D3DXPLANE *pP, D3DXVECTOR3 *pV) {
|
|
574 debug(D3DX10_DEBUG) {
|
|
575 if((pP is null) || (pV is null)) return 0.0f;
|
|
576 }
|
|
577 return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z);
|
|
578 }
|
|
579
|
|
580 D3DXPLANE* D3DXPlaneScale(D3DXPLANE *pOut, D3DXPLANE *pP, float s) {
|
|
581 debug(D3DX10_DEBUG) {
|
|
582 if((pOut is null) || (pP is null)) return null;
|
|
583 }
|
|
584 pOut.a = pP.a * s;
|
|
585 pOut.b = pP.b * s;
|
|
586 pOut.c = pP.c * s;
|
|
587 pOut.d = pP.d * s;
|
|
588 return pOut;
|
|
589 }
|
|
590
|
|
591 extern(Windows) {
|
|
592 D3DXPLANE* D3DXPlaneNormalize(D3DXPLANE* pOut, D3DXPLANE* pP);
|
|
593 D3DXVECTOR3* D3DXPlaneIntersectLine(D3DXVECTOR3* pOut, D3DXPLANE* pP, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2);
|
|
594 D3DXPLANE* D3DXPlaneFromPointNormal(D3DXPLANE* pOut, D3DXVECTOR3* pPoint, D3DXVECTOR3* pNormal);
|
|
595 D3DXPLANE* D3DXPlaneFromPoints(D3DXPLANE* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3);
|
|
596 D3DXPLANE* D3DXPlaneTransform(D3DXPLANE* pOut, D3DXPLANE* pP, D3DXMATRIX* pM);
|
|
597 D3DXPLANE* D3DXPlaneTransformArray(D3DXPLANE* pOut, UINT OutStride, D3DXPLANE* pP, UINT PStride, D3DXMATRIX* pM, UINT n);
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598 }
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599
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600 D3DXCOLOR* D3DXColorNegative(D3DXCOLOR* pOut, D3DXCOLOR* pC) {
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601 debug(D3DX10_DEBUG) {
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602 if((pOut is null) || (pC is null)) return null;
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603 }
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604 pOut.r = 1.0f - pC.r;
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605 pOut.g = 1.0f - pC.g;
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606 pOut.b = 1.0f - pC.b;
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607 pOut.a = pC.a;
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608 return pOut;
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609 }
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610
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611 D3DXCOLOR* D3DXColorAdd(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) {
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612 debug(D3DX10_DEBUG) {
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613 if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
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614 }
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615 pOut.r = pC1.r + pC2.r;
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616 pOut.g = pC1.g + pC2.g;
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617 pOut.b = pC1.b + pC2.b;
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618 pOut.a = pC1.a + pC2.a;
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619 return pOut;
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620 }
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621
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622 D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) {
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623 debug(D3DX10_DEBUG) {
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624 if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
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625 }
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626 pOut.r = pC1.r - pC2.r;
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627 pOut.g = pC1.g - pC2.g;
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628 pOut.b = pC1.b - pC2.b;
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629 pOut.a = pC1.a - pC2.a;
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630 return pOut;
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631 }
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632
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633 D3DXCOLOR* D3DXColorScale(D3DXCOLOR* pOut, D3DXCOLOR* pC, float s) {
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634 debug(D3DX10_DEBUG) {
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635 if((pOut is null) || (pC is null)) return null;
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636 }
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637 pOut.r = pC.r * s;
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638 pOut.g = pC.g * s;
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639 pOut.b = pC.b * s;
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640 pOut.a = pC.a * s;
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641 return pOut;
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642 }
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643
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644 D3DXCOLOR* D3DXColorModulate(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) {
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645 debug(D3DX10_DEBUG) {
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646 if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
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647 }
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648 pOut.r = pC1.r * pC2.r;
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649 pOut.g = pC1.g * pC2.g;
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650 pOut.b = pC1.b * pC2.b;
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651 pOut.a = pC1.a * pC2.a;
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652 return pOut;
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653 }
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654
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655 D3DXCOLOR* D3DXColorLerp(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2, float s) {
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656 debug(D3DX10_DEBUG) {
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657 if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
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658 }
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659 pOut.r = pC1.r + s * (pC2.r - pC1.r);
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660 pOut.g = pC1.g + s * (pC2.g - pC1.g);
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661 pOut.b = pC1.b + s * (pC2.b - pC1.b);
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662 pOut.a = pC1.a + s * (pC2.a - pC1.a);
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663 return pOut;
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664 }
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665
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666 extern(Windows) {
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667 D3DXCOLOR* D3DXColorAdjustSaturation(D3DXCOLOR* pOut, D3DXCOLOR* pC, float s);
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|
668 D3DXCOLOR* D3DXColorAdjustContrast(D3DXCOLOR* pOut, D3DXCOLOR* pC, float c);
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669 FLOAT D3DXFresnelTerm(float CosTheta, float RefractionIndex);
|
|
670 }
|
|
671
|
|
672 extern (C) const GUID IID_ID3DXMatrixStack = {0xc7885ba7, 0xf990, 0x4fe7, [0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85]};
|
|
673
|
|
674 interface ID3DXMatrixStack : IUnknown {
|
|
675 extern(Windows) :
|
|
676 HRESULT Pop();
|
|
677 HRESULT Push();
|
|
678 HRESULT LoadIdentity();
|
|
679 HRESULT LoadMatrix(D3DXMATRIX* pM );
|
|
680 HRESULT MultMatrix(D3DXMATRIX* pM );
|
|
681 HRESULT MultMatrixLocal(D3DXMATRIX* pM );
|
|
682 HRESULT RotateAxis(D3DXVECTOR3* pV, float Angle);
|
|
683 HRESULT RotateAxisLocal(D3DXVECTOR3* pV, float Angle);
|
|
684 HRESULT RotateYawPitchRoll(float Yaw, float Pitch, float Roll);
|
|
685 HRESULT RotateYawPitchRollLocal(float Yaw, float Pitch, float Roll);
|
|
686 HRESULT Scale(float x, float y, float z);
|
|
687 HRESULT ScaleLocal(float x, float y, float z);
|
|
688 HRESULT Translate(float x, float y, float z );
|
|
689 HRESULT TranslateLocal(float x, float y, float z);
|
|
690 D3DXMATRIX* GetTop();
|
|
691 }
|
|
692
|
|
693 //TODO extern(Windows) HRESULT D3DXCreateMatrixStack(UINT Flags, D3DXMATRIXSTACK* ppStack);
|
|
694
|
|
695 const D3DXSH_MINORDER = 2;
|
|
696 const D3DXSH_MAXORDER = 6;
|
|
697
|
|
698 extern(Windows) {
|
|
699 float* D3DXSHEvalDirection(float* pOut, UINT Order, D3DXVECTOR3* pDir);
|
|
700 float* D3DXSHRotate(float* pOut, UINT Order, D3DXMATRIX* pMatrix, float* pIn);
|
|
701 float* D3DXSHRotateZ(float* pOut, UINT Order, float Angle, float* pIn);
|
|
702 float* D3DXSHAdd(float* pOut, UINT Order, float* pA, float* pB);
|
|
703 float* D3DXSHScale(float* pOut, UINT Order, float* pIn, float Scale);
|
|
704 float D3DXSHDot(UINT Order, float* pA, float* pB);
|
|
705 float* D3DXSHMultiply2(float* pOut, float* pF, float* pG);
|
|
706 float* D3DXSHMultiply3(float* pOut, float* pF, float* pG);
|
|
707 float* D3DXSHMultiply4(float* pOut, float* pF, float* pG);
|
|
708 float* D3DXSHMultiply5(float* pOut, float* pF, float* pG);
|
|
709 float* D3DXSHMultiply6(float* pOut, float* pF, float* pG);
|
|
710 HRESULT D3DXSHEvalDirectionalLight(UINT Order, D3DXVECTOR3* pDir, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut);
|
|
711 HRESULT D3DXSHEvalSphericalLight(UINT Order, D3DXVECTOR3* pPos, float Radius, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut);
|
|
712 HRESULT D3DXSHEvalConeLight(UINT Order, D3DXVECTOR3* pDir, float Radius, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut);
|
|
713 HRESULT D3DXSHEvalHemisphereLight(UINT Order, D3DXVECTOR3* pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, float* pROut, float* pGOut, float* pBOut);
|
|
714 BOOL D3DXIntersectTri(D3DXVECTOR3* p0, D3DXVECTOR3* p1, D3DXVECTOR3* p2, D3DXVECTOR3* pRayPos, D3DXVECTOR3* pRayDir, float* pU, float* pV, float* pDist);
|
|
715 BOOL D3DXSphereBoundProbe(D3DXVECTOR3* pCenter, float Radius, D3DXVECTOR3* pRayPosition, D3DXVECTOR3* pRayDirection);
|
|
716 BOOL D3DXBoxBoundProbe(D3DXVECTOR3* pMin, D3DXVECTOR3* pMax, D3DXVECTOR3* pRayPosition, D3DXVECTOR3* pRayDirection);
|
|
717 HRESULT D3DXComputeBoundingSphere(D3DXVECTOR3* pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3* pCenter, float* pRadius);
|
|
718 HRESULT D3DXComputeBoundingBox(D3DXVECTOR3* pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3* pMin, D3DXVECTOR3* pMax);
|
|
719 }
|
|
720
|
|
721 enum D3DX_CPU_OPTIMIZATION {
|
|
722 D3DX_NOT_OPTIMIZED = 0,
|
|
723 D3DX_3DNOW_OPTIMIZED,
|
|
724 D3DX_SSE2_OPTIMIZED,
|
|
725 D3DX_SSE_OPTIMIZED
|
|
726 }
|
|
727
|
|
728 extern(Windows) D3DX_CPU_OPTIMIZATION D3DXCpuOptimizations(bool Enable);
|