|  | #undef INTERFACE | 
|  | /* | 
|  | * Copyright (C) 2007 David Adam | 
|  | * Copyright (C) 2007 Tony Wasserka | 
|  | * | 
|  | * This library is free software; you can redistribute it and/or | 
|  | * modify it under the terms of the GNU Lesser General Public | 
|  | * License as published by the Free Software Foundation; either | 
|  | * version 2.1 of the License, or (at your option) any later version. | 
|  | * | 
|  | * This library is distributed in the hope that it will be useful, | 
|  | * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
|  | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU | 
|  | * Lesser General Public License for more details. | 
|  | * | 
|  | * You should have received a copy of the GNU Lesser General Public | 
|  | * License along with this library; if not, write to the Free Software | 
|  | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA | 
|  | */ | 
|  |  | 
|  | #include "d3dx9.h" | 
|  |  | 
|  | #ifndef __D3DX9MATH_H__ | 
|  | #define __D3DX9MATH_H__ | 
|  |  | 
|  | #include <math.h> | 
|  |  | 
|  | #define D3DX_PI    ((FLOAT)3.141592654) | 
|  | #define D3DX_1BYPI ((FLOAT)0.318309886) | 
|  |  | 
|  | #define D3DXSH_MINORDER 2 | 
|  | #define D3DXSH_MAXORDER 6 | 
|  |  | 
|  | #define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f)) | 
|  | #define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI)) | 
|  |  | 
|  | typedef struct D3DXVECTOR2 | 
|  | { | 
|  | #ifdef __cplusplus | 
|  | D3DXVECTOR2(); | 
|  | D3DXVECTOR2(const FLOAT *pf); | 
|  | D3DXVECTOR2(FLOAT fx, FLOAT fy); | 
|  |  | 
|  | operator FLOAT* (); | 
|  | operator const FLOAT* () const; | 
|  |  | 
|  | D3DXVECTOR2& operator += (const D3DXVECTOR2&); | 
|  | D3DXVECTOR2& operator -= (const D3DXVECTOR2&); | 
|  | D3DXVECTOR2& operator *= (FLOAT); | 
|  | D3DXVECTOR2& operator /= (FLOAT); | 
|  |  | 
|  | D3DXVECTOR2 operator + () const; | 
|  | D3DXVECTOR2 operator - () const; | 
|  |  | 
|  | D3DXVECTOR2 operator + (const D3DXVECTOR2&) const; | 
|  | D3DXVECTOR2 operator - (const D3DXVECTOR2&) const; | 
|  | D3DXVECTOR2 operator * (FLOAT) const; | 
|  | D3DXVECTOR2 operator / (FLOAT) const; | 
|  |  | 
|  | friend D3DXVECTOR2 operator * (FLOAT, const D3DXVECTOR2&); | 
|  |  | 
|  | WINBOOL operator == (const D3DXVECTOR2&) const; | 
|  | WINBOOL operator != (const D3DXVECTOR2&) const; | 
|  | #endif /* __cplusplus */ | 
|  | FLOAT x, y; | 
|  | } D3DXVECTOR2, *LPD3DXVECTOR2; | 
|  |  | 
|  | #ifdef __cplusplus | 
|  | typedef struct D3DXVECTOR3 : public D3DVECTOR | 
|  | { | 
|  | D3DXVECTOR3(); | 
|  | D3DXVECTOR3(const FLOAT *pf); | 
|  | D3DXVECTOR3(const D3DVECTOR& v); | 
|  | D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz); | 
|  |  | 
|  | operator FLOAT* (); | 
|  | operator const FLOAT* () const; | 
|  |  | 
|  | D3DXVECTOR3& operator += (const D3DXVECTOR3&); | 
|  | D3DXVECTOR3& operator -= (const D3DXVECTOR3&); | 
|  | D3DXVECTOR3& operator *= (FLOAT); | 
|  | D3DXVECTOR3& operator /= (FLOAT); | 
|  |  | 
|  | D3DXVECTOR3 operator + () const; | 
|  | D3DXVECTOR3 operator - () const; | 
|  |  | 
|  | 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&); | 
|  |  | 
|  | WINBOOL operator == (const D3DXVECTOR3&) const; | 
|  | WINBOOL operator != (const D3DXVECTOR3&) const; | 
|  | } D3DXVECTOR3, *LPD3DXVECTOR3; | 
|  | #else /* !__cplusplus */ | 
|  | typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3; | 
|  | #endif /* !__cplusplus */ | 
|  |  | 
|  | typedef struct D3DXVECTOR4 | 
|  | { | 
|  | #ifdef __cplusplus | 
|  | D3DXVECTOR4(); | 
|  | D3DXVECTOR4(const FLOAT *pf); | 
|  | D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw); | 
|  |  | 
|  | operator FLOAT* (); | 
|  | operator const FLOAT* () const; | 
|  |  | 
|  | D3DXVECTOR4& operator += (const D3DXVECTOR4&); | 
|  | D3DXVECTOR4& operator -= (const D3DXVECTOR4&); | 
|  | D3DXVECTOR4& operator *= (FLOAT); | 
|  | D3DXVECTOR4& operator /= (FLOAT); | 
|  |  | 
|  | D3DXVECTOR4 operator + () const; | 
|  | D3DXVECTOR4 operator - () const; | 
|  |  | 
|  | D3DXVECTOR4 operator + (const D3DXVECTOR4&) const; | 
|  | D3DXVECTOR4 operator - (const D3DXVECTOR4&) const; | 
|  | D3DXVECTOR4 operator * (FLOAT) const; | 
|  | D3DXVECTOR4 operator / (FLOAT) const; | 
|  |  | 
|  | friend D3DXVECTOR4 operator * (FLOAT, const D3DXVECTOR4&); | 
|  |  | 
|  | WINBOOL operator == (const D3DXVECTOR4&) const; | 
|  | WINBOOL operator != (const D3DXVECTOR4&) const; | 
|  | #endif /* __cplusplus */ | 
|  | FLOAT x, y, z, w; | 
|  | } D3DXVECTOR4, *LPD3DXVECTOR4; | 
|  |  | 
|  | #ifdef __cplusplus | 
|  | typedef struct D3DXMATRIX : public D3DMATRIX | 
|  | { | 
|  | D3DXMATRIX(); | 
|  | D3DXMATRIX(const FLOAT *pf); | 
|  | D3DXMATRIX(const D3DMATRIX& mat); | 
|  | D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14, | 
|  | FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24, | 
|  | FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34, | 
|  | FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44); | 
|  |  | 
|  | FLOAT& operator () (UINT row, UINT col); | 
|  | FLOAT operator () (UINT row, UINT col) const; | 
|  |  | 
|  | operator FLOAT* (); | 
|  | operator const FLOAT* () const; | 
|  |  | 
|  | D3DXMATRIX& operator *= (const D3DXMATRIX&); | 
|  | D3DXMATRIX& operator += (const D3DXMATRIX&); | 
|  | D3DXMATRIX& operator -= (const D3DXMATRIX&); | 
|  | D3DXMATRIX& operator *= (FLOAT); | 
|  | D3DXMATRIX& operator /= (FLOAT); | 
|  |  | 
|  | D3DXMATRIX operator + () const; | 
|  | D3DXMATRIX operator - () const; | 
|  |  | 
|  | 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&); | 
|  |  | 
|  | WINBOOL operator == (const D3DXMATRIX&) const; | 
|  | WINBOOL operator != (const D3DXMATRIX&) const; | 
|  | } D3DXMATRIX, *LPD3DXMATRIX; | 
|  | #else /* !__cplusplus */ | 
|  | typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX; | 
|  | #endif /* !__cplusplus */ | 
|  |  | 
|  | typedef struct D3DXQUATERNION | 
|  | { | 
|  | #ifdef __cplusplus | 
|  | D3DXQUATERNION(); | 
|  | D3DXQUATERNION(const FLOAT *pf); | 
|  | D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw); | 
|  |  | 
|  | operator FLOAT* (); | 
|  | operator const FLOAT* () const; | 
|  |  | 
|  | D3DXQUATERNION& operator += (const D3DXQUATERNION&); | 
|  | D3DXQUATERNION& operator -= (const D3DXQUATERNION&); | 
|  | D3DXQUATERNION& operator *= (const D3DXQUATERNION&); | 
|  | D3DXQUATERNION& operator *= (FLOAT); | 
|  | D3DXQUATERNION& operator /= (FLOAT); | 
|  |  | 
|  | D3DXQUATERNION  operator + () const; | 
|  | D3DXQUATERNION  operator - () const; | 
|  |  | 
|  | 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&); | 
|  |  | 
|  | WINBOOL operator == (const D3DXQUATERNION&) const; | 
|  | WINBOOL operator != (const D3DXQUATERNION&) const; | 
|  | #endif /* __cplusplus */ | 
|  | FLOAT x, y, z, w; | 
|  | } D3DXQUATERNION, *LPD3DXQUATERNION; | 
|  |  | 
|  | typedef struct D3DXPLANE | 
|  | { | 
|  | #ifdef __cplusplus | 
|  | D3DXPLANE(); | 
|  | D3DXPLANE(const FLOAT *pf); | 
|  | D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd); | 
|  |  | 
|  | operator FLOAT* (); | 
|  | operator const FLOAT* () const; | 
|  |  | 
|  | D3DXPLANE operator + () const; | 
|  | D3DXPLANE operator - () const; | 
|  |  | 
|  | WINBOOL operator == (const D3DXPLANE&) const; | 
|  | WINBOOL operator != (const D3DXPLANE&) const; | 
|  | #endif /* __cplusplus */ | 
|  | FLOAT a, b, c, d; | 
|  | } D3DXPLANE, *LPD3DXPLANE; | 
|  |  | 
|  | typedef struct D3DXCOLOR | 
|  | { | 
|  | #ifdef __cplusplus | 
|  | D3DXCOLOR(); | 
|  | D3DXCOLOR(DWORD col); | 
|  | D3DXCOLOR(const FLOAT *pf); | 
|  | D3DXCOLOR(const D3DCOLORVALUE& col); | 
|  | D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa); | 
|  |  | 
|  | operator DWORD () const; | 
|  |  | 
|  | operator FLOAT* (); | 
|  | operator const FLOAT* () const; | 
|  |  | 
|  | operator D3DCOLORVALUE* (); | 
|  | operator const D3DCOLORVALUE* () const; | 
|  |  | 
|  | operator D3DCOLORVALUE& (); | 
|  | operator const D3DCOLORVALUE& () const; | 
|  |  | 
|  | D3DXCOLOR& operator += (const D3DXCOLOR&); | 
|  | D3DXCOLOR& operator -= (const D3DXCOLOR&); | 
|  | D3DXCOLOR& operator *= (FLOAT); | 
|  | D3DXCOLOR& operator /= (FLOAT); | 
|  |  | 
|  | D3DXCOLOR operator + () const; | 
|  | D3DXCOLOR operator - () const; | 
|  |  | 
|  | D3DXCOLOR operator + (const D3DXCOLOR&) const; | 
|  | D3DXCOLOR operator - (const D3DXCOLOR&) const; | 
|  | D3DXCOLOR operator * (FLOAT) const; | 
|  | D3DXCOLOR operator / (FLOAT) const; | 
|  |  | 
|  | friend D3DXCOLOR operator * (FLOAT, const D3DXCOLOR&); | 
|  |  | 
|  | WINBOOL operator == (const D3DXCOLOR&) const; | 
|  | WINBOOL operator != (const D3DXCOLOR&) const; | 
|  | #endif /* __cplusplus */ | 
|  | FLOAT r, g, b, a; | 
|  | } D3DXCOLOR, *LPD3DXCOLOR; | 
|  |  | 
|  | typedef struct D3DXFLOAT16 | 
|  | { | 
|  | #ifdef __cplusplus | 
|  | D3DXFLOAT16(); | 
|  | D3DXFLOAT16(FLOAT f); | 
|  | D3DXFLOAT16(const D3DXFLOAT16 &f); | 
|  |  | 
|  | operator FLOAT (); | 
|  |  | 
|  | WINBOOL operator == (const D3DXFLOAT16 &) const; | 
|  | WINBOOL operator != (const D3DXFLOAT16 &) const; | 
|  | #endif /* __cplusplus */ | 
|  | WORD value; | 
|  | } D3DXFLOAT16, *LPD3DXFLOAT16; | 
|  |  | 
|  | #ifdef __cplusplus | 
|  | extern "C" { | 
|  | #endif | 
|  |  | 
|  | 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 D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0, | 
|  | const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3); | 
|  | 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); | 
|  |  | 
|  | D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n); | 
|  | FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n); | 
|  |  | 
|  | FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b); | 
|  | FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b); | 
|  | HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout); | 
|  | FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir); | 
|  | HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout); | 
|  | HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, FLOAT *rout, FLOAT *gout, FLOAT *bout); | 
|  | HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout); | 
|  | FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b); | 
|  | FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b); | 
|  | FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b); | 
|  | HRESULT WINAPI D3DXSHProjectCubeMap(UINT order, IDirect3DCubeTexture9 *texture, FLOAT *red, FLOAT *green, FLOAT *blue); | 
|  | FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in); | 
|  | FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in); | 
|  | FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale); | 
|  |  | 
|  | #ifdef __cplusplus | 
|  | } | 
|  | #endif | 
|  |  | 
|  | typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK; | 
|  |  | 
|  | DEFINE_GUID(IID_ID3DXMatrixStack, | 
|  | 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85); | 
|  |  | 
|  | #undef INTERFACE | 
|  | #define INTERFACE ID3DXMatrixStack | 
|  |  | 
|  | DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) | 
|  | { | 
|  | STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **out) PURE; | 
|  | STDMETHOD_(ULONG,AddRef)(THIS) PURE; | 
|  | STDMETHOD_(ULONG,Release)(THIS) PURE; | 
|  | STDMETHOD(Pop)(THIS) PURE; | 
|  | STDMETHOD(Push)(THIS) PURE; | 
|  | STDMETHOD(LoadIdentity)(THIS) PURE; | 
|  | STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; | 
|  | STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE; | 
|  | STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE; | 
|  | STDMETHOD(RotateAxis)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE; | 
|  | STDMETHOD(RotateAxisLocal)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE; | 
|  | STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; | 
|  | STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; | 
|  | STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; | 
|  | STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; | 
|  | STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE; | 
|  | STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; | 
|  | STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; | 
|  | }; | 
|  |  | 
|  | #undef INTERFACE | 
|  |  | 
|  | #if !defined(__cplusplus) || defined(CINTERFACE) | 
|  |  | 
|  | #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) | 
|  |  | 
|  | #endif | 
|  |  | 
|  | #ifdef __cplusplus | 
|  | extern "C" { | 
|  | #endif | 
|  |  | 
|  | HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack); | 
|  |  | 
|  | #ifdef __cplusplus | 
|  | } | 
|  | #endif | 
|  |  | 
|  | #include "d3dx9math.inl" | 
|  |  | 
|  | #endif /* __D3DX9MATH_H__ */ |