86 lines
3.6 KiB
C
86 lines
3.6 KiB
C
//-----------------------------------------------------------------------------
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// File: D3DMath.h
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//
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// Desc: Math functions and shortcuts for Direct3D programming.
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//
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//
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// Copyright (C) 1997 Microsoft Corporation. All rights reserved
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//-----------------------------------------------------------------------------
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#ifndef D3DMATH_H
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#define D3DMATH_H
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#include <ddraw.h>
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#include <d3d.h>
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//-----------------------------------------------------------------------------
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// Useful Math constants
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//-----------------------------------------------------------------------------
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const FLOAT g_PI = 3.14159265358979323846f; // Pi
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const FLOAT g_2_PI = 6.28318530717958623200f; // 2 * Pi
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const FLOAT g_PI_DIV_2 = 1.57079632679489655800f; // Pi / 2
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const FLOAT g_PI_DIV_4 = 0.78539816339744827900f; // Pi / 4
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const FLOAT g_INV_PI = 0.31830988618379069122f; // 1 / Pi
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const FLOAT g_DEGTORAD = 0.01745329251994329547f; // Degrees to Radians
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const FLOAT g_RADTODEG = 57.29577951308232286465f; // Radians to Degrees
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const FLOAT g_HUGE = 1.0e+38f; // Huge number for FLOAT
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const FLOAT g_EPSILON = 1.0e-5f; // Tolerance for FLOATs
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//-----------------------------------------------------------------------------
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// Fuzzy compares (within tolerance)
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//-----------------------------------------------------------------------------
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inline BOOL D3DMath_IsZero( FLOAT a, FLOAT fTol = g_EPSILON )
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{ return ( a <= 0.0f ) ? ( a >= -fTol ) : ( a <= fTol ); }
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//-----------------------------------------------------------------------------
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// Matrix functions
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//-----------------------------------------------------------------------------
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VOID D3DMath_MatrixMultiply( D3DMATRIX& q, D3DMATRIX& a, D3DMATRIX& b );
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HRESULT D3DMath_MatrixInvert( D3DMATRIX& q, D3DMATRIX& a );
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//-----------------------------------------------------------------------------
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// Vector functions
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//-----------------------------------------------------------------------------
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HRESULT D3DMath_VectorMatrixMultiply( D3DVECTOR& vDest, D3DVECTOR& vSrc,
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D3DMATRIX& mat);
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HRESULT D3DMath_VertexMatrixMultiply( D3DVERTEX& vDest, D3DVERTEX& vSrc,
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D3DMATRIX& mat );
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//-----------------------------------------------------------------------------
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// Quaternion functions
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//-----------------------------------------------------------------------------
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VOID D3DMath_QuaternionFromRotation( FLOAT& x, FLOAT& y, FLOAT& z, FLOAT& w,
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D3DVECTOR& v, FLOAT fTheta );
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VOID D3DMath_RotationFromQuaternion( D3DVECTOR& v, FLOAT& fTheta,
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FLOAT x, FLOAT y, FLOAT z, FLOAT w );
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VOID D3DMath_QuaternionFromAngles( FLOAT& x, FLOAT& y, FLOAT& z, FLOAT& w,
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FLOAT fYaw, FLOAT fPitch, FLOAT fRoll );
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VOID D3DMath_MatrixFromQuaternion( D3DMATRIX& mat, FLOAT x, FLOAT y, FLOAT z,
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FLOAT w );
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VOID D3DMath_QuaternionFromMatrix( FLOAT &x, FLOAT &y, FLOAT &z, FLOAT &w,
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D3DMATRIX& mat );
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VOID D3DMath_QuaternionMultiply( FLOAT& Qx, FLOAT& Qy, FLOAT& Qz, FLOAT& Qw,
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FLOAT Ax, FLOAT Ay, FLOAT Az, FLOAT Aw,
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FLOAT Bx, FLOAT By, FLOAT Bz, FLOAT Bw );
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VOID D3DMath_QuaternionSlerp( FLOAT& Qx, FLOAT& Qy, FLOAT& Qz, FLOAT& Qw,
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FLOAT Ax, FLOAT Ay, FLOAT Az, FLOAT Aw,
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FLOAT Bx, FLOAT By, FLOAT Bz, FLOAT Bw,
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FLOAT fAlpha );
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#endif // D3DMATH_H
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