www.pudn.com > SGSDK.rar > D3DX10math.h, change:2006-01-25,size:58900b


////////////////////////////////////////////////////////////////////////////// 
// 
//  Copyright (C) Microsoft Corporation.  All Rights Reserved. 
// 
//  File:       D3DX10math.h 
//  Content:    D3DX10 math types and functions 
// 
////////////////////////////////////////////////////////////////////////////// 
 
#include "D3DX10.h" 
 
// D3DX10 and D3DX9 math look the same. You can include either one into your project. 
// We are intentionally using the header define from D3DX9 math to prevent double-inclusion. 
#ifndef __D3DX9MATH_H__ 
#define __D3DX9MATH_H__ 
 
#include <math.h> 
#if _MSC_VER >= 1200 
#pragma warning(push) 
#endif 
#pragma warning(disable:4201) // anonymous unions warning 
 
//=========================================================================== 
// 
// Type definitions from D3D9 
// 
//=========================================================================== 
 
#ifndef D3DVECTOR_DEFINED 
typedef struct _D3DVECTOR { 
    float x; 
    float y; 
    float z; 
} D3DVECTOR; 
#define D3DVECTOR_DEFINED 
#endif 
 
#ifndef D3DMATRIX_DEFINED 
typedef struct _D3DMATRIX { 
    union { 
        struct { 
            float        _11, _12, _13, _14; 
            float        _21, _22, _23, _24; 
            float        _31, _32, _33, _34; 
            float        _41, _42, _43, _44; 
 
        }; 
        float m[4][4]; 
    }; 
} D3DMATRIX; 
#define D3DMATRIX_DEFINED 
#endif 
 
//=========================================================================== 
// 
// 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( CONST D3DVECTOR& xyz, FLOAT w ); 
    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 D3DXVECTOR3_16F& xyz, CONST D3DXFLOAT16& w ); 
    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; 
 
 
//=========================================================================== 
// 
// Planes 
// 
//=========================================================================== 
typedef struct D3DXPLANE 
{ 
#ifdef __cplusplus 
public: 
    D3DXPLANE() {}; 
    D3DXPLANE( CONST FLOAT* ); 
    D3DXPLANE( CONST D3DXFLOAT16* ); 
    D3DXPLANE( FLOAT a, FLOAT b, FLOAT c, FLOAT d ); 
 
    // casting 
    operator FLOAT* (); 
    operator CONST FLOAT* () const; 
 
    // assignment operators 
    D3DXPLANE& operator *= ( FLOAT ); 
    D3DXPLANE& operator /= ( FLOAT ); 
 
    // unary operators 
    D3DXPLANE operator + () const; 
    D3DXPLANE operator - () const; 
 
    // binary operators 
    D3DXPLANE operator * ( FLOAT ) const; 
    D3DXPLANE operator / ( FLOAT ) const; 
 
    friend D3DXPLANE operator * ( FLOAT, CONST D3DXPLANE& ); 
 
    BOOL operator == ( CONST D3DXPLANE& ) const; 
    BOOL operator != ( CONST D3DXPLANE& ) const; 
 
#endif //__cplusplus 
    FLOAT a, b, c, d; 
} D3DXPLANE, *LPD3DXPLANE; 
 
 
//=========================================================================== 
// 
// Colors 
// 
//=========================================================================== 
 
typedef struct D3DXCOLOR 
{ 
#ifdef __cplusplus 
public: 
    D3DXCOLOR() {}; 
    D3DXCOLOR( UINT  argb ); 
    D3DXCOLOR( CONST FLOAT * ); 
    D3DXCOLOR( CONST D3DXFLOAT16 * ); 
    D3DXCOLOR( FLOAT r, FLOAT g, FLOAT b, FLOAT a ); 
 
    // casting 
    operator UINT  () const; 
 
    operator FLOAT* (); 
    operator CONST FLOAT* () const; 
 
    // assignment operators 
    D3DXCOLOR& operator += ( CONST D3DXCOLOR& ); 
    D3DXCOLOR& operator -= ( CONST D3DXCOLOR& ); 
    D3DXCOLOR& operator *= ( FLOAT ); 
    D3DXCOLOR& operator /= ( FLOAT ); 
 
    // unary operators 
    D3DXCOLOR operator + () const; 
    D3DXCOLOR operator - () const; 
 
    // binary operators 
    D3DXCOLOR operator + ( CONST D3DXCOLOR& ) const; 
    D3DXCOLOR operator - ( CONST D3DXCOLOR& ) const; 
    D3DXCOLOR operator * ( FLOAT ) const; 
    D3DXCOLOR operator / ( FLOAT ) const; 
 
    friend D3DXCOLOR operator * ( FLOAT, CONST D3DXCOLOR& ); 
 
    BOOL operator == ( CONST D3DXCOLOR& ) const; 
    BOOL operator != ( CONST D3DXCOLOR& ) const; 
 
#endif //__cplusplus 
    FLOAT r, g, b, a; 
} D3DXCOLOR, *LPD3DXCOLOR; 
 
 
 
//=========================================================================== 
// 
// D3DX math functions: 
// 
// NOTE: 
//  * All these functions can take the same object as in and out parameters. 
// 
//  * Out parameters are typically also returned as return values, so that 
//    the output of one function may be used as a parameter to another. 
// 
//=========================================================================== 
 
//-------------------------- 
// Float16 
//-------------------------- 
 
// non-inline 
#ifdef __cplusplus 
extern "C" { 
#endif 
 
// Converts an array 32-bit floats to 16-bit floats 
D3DXFLOAT16* WINAPI D3DXFloat32To16Array 
    ( D3DXFLOAT16 *pOut, CONST FLOAT *pIn, UINT n ); 
 
// Converts an array 16-bit floats to 32-bit floats 
FLOAT* WINAPI D3DXFloat16To32Array 
    ( FLOAT *pOut, CONST D3DXFLOAT16 *pIn, UINT n ); 
 
#ifdef __cplusplus 
} 
#endif 
 
 
//-------------------------- 
// 2D Vector 
//-------------------------- 
 
// inline 
 
FLOAT D3DXVec2Length 
    ( CONST D3DXVECTOR2 *pV ); 
 
FLOAT D3DXVec2LengthSq 
    ( CONST D3DXVECTOR2 *pV ); 
 
FLOAT D3DXVec2Dot 
    ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
 
// Z component of ((x1,y1,0) cross (x2,y2,0)) 
FLOAT D3DXVec2CCW 
    ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
 
D3DXVECTOR2* D3DXVec2Add 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
 
D3DXVECTOR2* D3DXVec2Subtract 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
 
// Minimize each component.  x = min(x1, x2), y = min(y1, y2) 
D3DXVECTOR2* D3DXVec2Minimize 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
 
// Maximize each component.  x = max(x1, x2), y = max(y1, y2) 
D3DXVECTOR2* D3DXVec2Maximize 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ); 
 
D3DXVECTOR2* D3DXVec2Scale 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ); 
 
// Linear interpolation. V1 + s(V2-V1) 
D3DXVECTOR2* D3DXVec2Lerp 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, 
      FLOAT s ); 
 
// non-inline 
#ifdef __cplusplus 
extern "C" { 
#endif 
 
D3DXVECTOR2* WINAPI D3DXVec2Normalize 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV ); 
 
// Hermite interpolation between position V1, tangent T1 (when s == 0) 
// and position V2, tangent T2 (when s == 1). 
D3DXVECTOR2* WINAPI D3DXVec2Hermite 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1, 
      CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s ); 
 
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) 
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1, 
      CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s ); 
 
// Barycentric coordinates.  V1 + f(V2-V1) + g(V3-V1) 
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, 
      CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g); 
 
// Transform (x, y, 0, 1) by matrix. 
D3DXVECTOR4* WINAPI D3DXVec2Transform 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); 
 
// Transform (x, y, 0, 1) by matrix, project result back into w=1. 
D3DXVECTOR2* WINAPI D3DXVec2TransformCoord 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); 
 
// Transform (x, y, 0, 0) by matrix. 
D3DXVECTOR2* WINAPI D3DXVec2TransformNormal 
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM ); 
      
// Transform Array (x, y, 0, 1) by matrix. 
D3DXVECTOR4* WINAPI D3DXVec2TransformArray 
    ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n); 
 
// Transform Array (x, y, 0, 1) by matrix, project result back into w=1. 
D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray 
    ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
 
// Transform Array (x, y, 0, 0) by matrix. 
D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray 
    ( D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
     
     
 
#ifdef __cplusplus 
} 
#endif 
 
 
//-------------------------- 
// 3D Vector 
//-------------------------- 
 
// inline 
 
FLOAT D3DXVec3Length 
    ( CONST D3DXVECTOR3 *pV ); 
 
FLOAT D3DXVec3LengthSq 
    ( CONST D3DXVECTOR3 *pV ); 
 
FLOAT D3DXVec3Dot 
    ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
 
D3DXVECTOR3* D3DXVec3Cross 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
 
D3DXVECTOR3* D3DXVec3Add 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
 
D3DXVECTOR3* D3DXVec3Subtract 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
 
// Minimize each component.  x = min(x1, x2), y = min(y1, y2), ... 
D3DXVECTOR3* D3DXVec3Minimize 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
 
// Maximize each component.  x = max(x1, x2), y = max(y1, y2), ... 
D3DXVECTOR3* D3DXVec3Maximize 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ); 
 
D3DXVECTOR3* D3DXVec3Scale 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s); 
 
// Linear interpolation. V1 + s(V2-V1) 
D3DXVECTOR3* D3DXVec3Lerp 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, 
      FLOAT s ); 
 
// non-inline 
#ifdef __cplusplus 
extern "C" { 
#endif 
 
D3DXVECTOR3* WINAPI D3DXVec3Normalize 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV ); 
 
// Hermite interpolation between position V1, tangent T1 (when s == 0) 
// and position V2, tangent T2 (when s == 1). 
D3DXVECTOR3* WINAPI D3DXVec3Hermite 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, 
      CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s ); 
 
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) 
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1, 
      CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s ); 
 
// Barycentric coordinates.  V1 + f(V2-V1) + g(V3-V1) 
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, 
      CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g); 
 
// Transform (x, y, z, 1) by matrix. 
D3DXVECTOR4* WINAPI D3DXVec3Transform 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); 
 
// Transform (x, y, z, 1) by matrix, project result back into w=1. 
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); 
 
// Transform (x, y, z, 0) by matrix.  If you transforming a normal by a  
// non-affine matrix, the matrix you pass to this function should be the  
// transpose of the inverse of the matrix you would use to transform a coord. 
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM ); 
     
     
// Transform Array (x, y, z, 1) by matrix.  
D3DXVECTOR4* WINAPI D3DXVec3TransformArray 
    ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
 
// Transform Array (x, y, z, 1) by matrix, project result back into w=1. 
D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray 
    ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
 
// Transform (x, y, z, 0) by matrix.  If you transforming a normal by a  
// non-affine matrix, the matrix you pass to this function should be the  
// transpose of the inverse of the matrix you would use to transform a coord. 
D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray 
    ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
 
// Project vector from object space into screen space 
D3DXVECTOR3* WINAPI D3DXVec3Project 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, 
      CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); 
 
// Project vector from screen space into object space 
D3DXVECTOR3* WINAPI D3DXVec3Unproject 
    ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, 
      CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld); 
       
// Project vector Array from object space into screen space 
D3DXVECTOR3* WINAPI D3DXVec3ProjectArray 
    ( D3DXVECTOR3 *pOut, UINT OutStride,CONST D3DXVECTOR3 *pV, UINT VStride,CONST D3D10_VIEWPORT *pViewport, 
      CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n); 
 
// Project vector Array from screen space into object space 
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray 
    ( D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3D10_VIEWPORT *pViewport, 
      CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n); 
 
 
#ifdef __cplusplus 
} 
#endif 
 
 
 
//-------------------------- 
// 4D Vector 
//-------------------------- 
 
// inline 
 
FLOAT D3DXVec4Length 
    ( CONST D3DXVECTOR4 *pV ); 
 
FLOAT D3DXVec4LengthSq 
    ( CONST D3DXVECTOR4 *pV ); 
 
FLOAT D3DXVec4Dot 
    ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ); 
 
D3DXVECTOR4* D3DXVec4Add 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); 
 
D3DXVECTOR4* D3DXVec4Subtract 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); 
 
// Minimize each component.  x = min(x1, x2), y = min(y1, y2), ... 
D3DXVECTOR4* D3DXVec4Minimize 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); 
 
// Maximize each component.  x = max(x1, x2), y = max(y1, y2), ... 
D3DXVECTOR4* D3DXVec4Maximize 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2); 
 
D3DXVECTOR4* D3DXVec4Scale 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s); 
 
// Linear interpolation. V1 + s(V2-V1) 
D3DXVECTOR4* D3DXVec4Lerp 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, 
      FLOAT s ); 
 
// non-inline 
#ifdef __cplusplus 
extern "C" { 
#endif 
 
// Cross-product in 4 dimensions. 
D3DXVECTOR4* WINAPI D3DXVec4Cross 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, 
      CONST D3DXVECTOR4 *pV3); 
 
D3DXVECTOR4* WINAPI D3DXVec4Normalize 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV ); 
 
// Hermite interpolation between position V1, tangent T1 (when s == 0) 
// and position V2, tangent T2 (when s == 1). 
D3DXVECTOR4* WINAPI D3DXVec4Hermite 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1, 
      CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s ); 
 
// CatmullRom interpolation between V1 (when s == 0) and V2 (when s == 1) 
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1, 
      CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s ); 
 
// Barycentric coordinates.  V1 + f(V2-V1) + g(V3-V1) 
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, 
      CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g); 
 
// Transform vector by matrix. 
D3DXVECTOR4* WINAPI D3DXVec4Transform 
    ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM ); 
     
// Transform vector array by matrix. 
D3DXVECTOR4* WINAPI D3DXVec4TransformArray 
    ( D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR4 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n ); 
 
#ifdef __cplusplus 
} 
#endif 
 
 
//-------------------------- 
// 4D Matrix 
//-------------------------- 
 
// inline 
 
D3DXMATRIX* D3DXMatrixIdentity 
    ( D3DXMATRIX *pOut ); 
 
BOOL D3DXMatrixIsIdentity 
    ( CONST D3DXMATRIX *pM ); 
 
 
// non-inline 
#ifdef __cplusplus 
extern "C" { 
#endif 
 
FLOAT WINAPI D3DXMatrixDeterminant 
    ( CONST D3DXMATRIX *pM ); 
 
HRESULT WINAPI D3DXMatrixDecompose 
    ( D3DXVECTOR3 *pOutScale, D3DXQUATERNION *pOutRotation,  
	  D3DXVECTOR3 *pOutTranslation, CONST D3DXMATRIX *pM ); 
 
D3DXMATRIX* WINAPI D3DXMatrixTranspose 
    ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM ); 
 
// Matrix multiplication.  The result represents the transformation M2 
// followed by the transformation M1.  (Out = M1 * M2) 
D3DXMATRIX* WINAPI D3DXMatrixMultiply 
    ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); 
 
// Matrix multiplication, followed by a transpose. (Out = T(M1 * M2)) 
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose 
    ( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2 ); 
 
// Calculate inverse of matrix.  Inversion my fail, in which case NULL will 
// be returned.  The determinant of pM is also returned it pfDeterminant 
// is non-NULL. 
D3DXMATRIX* WINAPI D3DXMatrixInverse 
    ( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM ); 
 
// Build a matrix which scales by (sx, sy, sz) 
D3DXMATRIX* WINAPI D3DXMatrixScaling 
    ( D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz ); 
 
// Build a matrix which translates by (x, y, z) 
D3DXMATRIX* WINAPI D3DXMatrixTranslation 
    ( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z ); 
 
// Build a matrix which rotates around the X axis 
D3DXMATRIX* WINAPI D3DXMatrixRotationX 
    ( D3DXMATRIX *pOut, FLOAT Angle ); 
 
// Build a matrix which rotates around the Y axis 
D3DXMATRIX* WINAPI D3DXMatrixRotationY 
    ( D3DXMATRIX *pOut, FLOAT Angle ); 
 
// Build a matrix which rotates around the Z axis 
D3DXMATRIX* WINAPI D3DXMatrixRotationZ 
    ( D3DXMATRIX *pOut, FLOAT Angle ); 
 
// Build a matrix which rotates around an arbitrary axis 
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis 
    ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); 
 
// Build a matrix from a quaternion 
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion 
    ( D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ); 
 
// Yaw around the Y axis, a pitch around the X axis, 
// and a roll around the Z axis. 
D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll 
    ( D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); 
 
// Build transformation matrix.  NULL arguments are treated as identity. 
// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt 
D3DXMATRIX* WINAPI D3DXMatrixTransformation 
    ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter, 
      CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling, 
      CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, 
      CONST D3DXVECTOR3 *pTranslation); 
 
// Build 2D transformation matrix in XY plane.  NULL arguments are treated as identity. 
// Mout = Msc-1 * Msr-1 * Ms * Msr * Msc * Mrc-1 * Mr * Mrc * Mt 
D3DXMATRIX* WINAPI D3DXMatrixTransformation2D 
    ( D3DXMATRIX *pOut, CONST D3DXVECTOR2* pScalingCenter,  
      FLOAT ScalingRotation, CONST D3DXVECTOR2* pScaling,  
      CONST D3DXVECTOR2* pRotationCenter, FLOAT Rotation,  
      CONST D3DXVECTOR2* pTranslation); 
 
// Build affine transformation matrix.  NULL arguments are treated as identity. 
// Mout = Ms * Mrc-1 * Mr * Mrc * Mt 
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation 
    ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, 
      CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation); 
 
// Build 2D affine transformation matrix in XY plane.  NULL arguments are treated as identity. 
// Mout = Ms * Mrc-1 * Mr * Mrc * Mt 
D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D 
    ( D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR2* pRotationCenter,  
      FLOAT Rotation, CONST D3DXVECTOR2* pTranslation); 
 
// Build a lookat matrix. (right-handed) 
D3DXMATRIX* WINAPI D3DXMatrixLookAtRH 
    ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, 
      CONST D3DXVECTOR3 *pUp ); 
 
// Build a lookat matrix. (left-handed) 
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH 
    ( D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, 
      CONST D3DXVECTOR3 *pUp ); 
 
// Build a perspective projection matrix. (right-handed) 
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH 
    ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); 
 
// Build a perspective projection matrix. (left-handed) 
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH 
    ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); 
 
// Build a perspective projection matrix. (right-handed) 
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH 
    ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); 
 
// Build a perspective projection matrix. (left-handed) 
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH 
    ( D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf ); 
 
// Build a perspective projection matrix. (right-handed) 
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH 
    ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, 
      FLOAT zf ); 
 
// Build a perspective projection matrix. (left-handed) 
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH 
    ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, 
      FLOAT zf ); 
 
// Build an ortho projection matrix. (right-handed) 
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH 
    ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); 
 
// Build an ortho projection matrix. (left-handed) 
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH 
    ( D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf ); 
 
// Build an ortho projection matrix. (right-handed) 
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH 
    ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, 
      FLOAT zf ); 
 
// Build an ortho projection matrix. (left-handed) 
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH 
    ( D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, 
      FLOAT zf ); 
 
// Build a matrix which flattens geometry into a plane, as if casting 
// a shadow from a light. 
D3DXMATRIX* WINAPI D3DXMatrixShadow 
    ( D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight, 
      CONST D3DXPLANE *pPlane ); 
 
// Build a matrix which reflects the coordinate system about a plane 
D3DXMATRIX* WINAPI D3DXMatrixReflect 
    ( D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane ); 
 
#ifdef __cplusplus 
} 
#endif 
 
 
//-------------------------- 
// Quaternion 
//-------------------------- 
 
// inline 
 
FLOAT D3DXQuaternionLength 
    ( CONST D3DXQUATERNION *pQ ); 
 
// Length squared, or "norm" 
FLOAT D3DXQuaternionLengthSq 
    ( CONST D3DXQUATERNION *pQ ); 
 
FLOAT D3DXQuaternionDot 
    ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ); 
 
// (0, 0, 0, 1) 
D3DXQUATERNION* D3DXQuaternionIdentity 
    ( D3DXQUATERNION *pOut ); 
 
BOOL D3DXQuaternionIsIdentity 
    ( CONST D3DXQUATERNION *pQ ); 
 
// (-x, -y, -z, w) 
D3DXQUATERNION* D3DXQuaternionConjugate 
    ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); 
 
 
// non-inline 
#ifdef __cplusplus 
extern "C" { 
#endif 
 
// Compute a quaternin's axis and angle of rotation. Expects unit quaternions. 
void WINAPI D3DXQuaternionToAxisAngle 
    ( CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle ); 
 
// Build a quaternion from a rotation matrix. 
D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix 
    ( D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM); 
 
// Rotation about arbitrary axis. 
D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis 
    ( D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle ); 
 
// Yaw around the Y axis, a pitch around the X axis, 
// and a roll around the Z axis. 
D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll 
    ( D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll ); 
 
// Quaternion multiplication.  The result represents the rotation Q2 
// followed by the rotation Q1.  (Out = Q2 * Q1) 
D3DXQUATERNION* WINAPI D3DXQuaternionMultiply 
    ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, 
      CONST D3DXQUATERNION *pQ2 ); 
 
D3DXQUATERNION* WINAPI D3DXQuaternionNormalize 
    ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); 
 
// Conjugate and re-norm 
D3DXQUATERNION* WINAPI D3DXQuaternionInverse 
    ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); 
 
// Expects unit quaternions. 
// if q = (cos(theta), sin(theta) * v); ln(q) = (0, theta * v) 
D3DXQUATERNION* WINAPI D3DXQuaternionLn 
    ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); 
 
// Expects pure quaternions. (w == 0)  w is ignored in calculation. 
// if q = (0, theta * v); exp(q) = (cos(theta), sin(theta) * v) 
D3DXQUATERNION* WINAPI D3DXQuaternionExp 
    ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ); 
       
// Spherical linear interpolation between Q1 (t == 0) and Q2 (t == 1). 
// Expects unit quaternions. 
D3DXQUATERNION* WINAPI D3DXQuaternionSlerp 
    ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, 
      CONST D3DXQUATERNION *pQ2, FLOAT t ); 
 
// Spherical quadrangle interpolation. 
// Slerp(Slerp(Q1, C, t), Slerp(A, B, t), 2t(1-t)) 
D3DXQUATERNION* WINAPI D3DXQuaternionSquad 
    ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, 
      CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB, 
      CONST D3DXQUATERNION *pC, FLOAT t ); 
 
// Setup control points for spherical quadrangle interpolation 
// from Q1 to Q2.  The control points are chosen in such a way  
// to ensure the continuity of tangents with adjacent segments. 
void WINAPI D3DXQuaternionSquadSetup 
    ( D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut, 
      CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1,  
      CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3 ); 
 
// Barycentric interpolation. 
// Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g)) 
D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric 
    ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, 
      CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, 
      FLOAT f, FLOAT g ); 
 
#ifdef __cplusplus 
} 
#endif 
 
 
//-------------------------- 
// Plane 
//-------------------------- 
 
// inline 
 
// ax + by + cz + dw 
FLOAT D3DXPlaneDot 
    ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV); 
 
// ax + by + cz + d 
FLOAT D3DXPlaneDotCoord 
    ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); 
 
// ax + by + cz 
FLOAT D3DXPlaneDotNormal 
    ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV); 
 
D3DXPLANE* D3DXPlaneScale 
    (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s); 
 
// non-inline 
#ifdef __cplusplus 
extern "C" { 
#endif 
 
// Normalize plane (so that |a,b,c| == 1) 
D3DXPLANE* WINAPI D3DXPlaneNormalize 
    ( D3DXPLANE *pOut, CONST D3DXPLANE *pP); 
 
// Find the intersection between a plane and a line.  If the line is 
// parallel to the plane, NULL is returned. 
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine 
    ( D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1, 
      CONST D3DXVECTOR3 *pV2); 
 
// Construct a plane from a point and a normal 
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal 
    ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal); 
 
// Construct a plane from 3 points 
D3DXPLANE* WINAPI D3DXPlaneFromPoints 
    ( D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, 
      CONST D3DXVECTOR3 *pV3); 
 
// Transform a plane by a matrix.  The vector (a,b,c) must be normal. 
// M should be the inverse transpose of the transformation desired. 
D3DXPLANE* WINAPI D3DXPlaneTransform 
    ( D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM ); 
     
// Transform an array of planes by a matrix.  The vectors (a,b,c) must be normal. 
// M should be the inverse transpose of the transformation desired. 
D3DXPLANE* WINAPI D3DXPlaneTransformArray 
    ( D3DXPLANE *pOut, UINT OutStride, CONST D3DXPLANE *pP, UINT PStride, CONST D3DXMATRIX *pM, UINT n ); 
 
#ifdef __cplusplus 
} 
#endif 
 
 
//-------------------------- 
// Color 
//-------------------------- 
 
// inline 
 
// (1-r, 1-g, 1-b, a) 
D3DXCOLOR* D3DXColorNegative 
    (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC); 
 
D3DXCOLOR* D3DXColorAdd 
    (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); 
 
D3DXCOLOR* D3DXColorSubtract 
    (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); 
 
D3DXCOLOR* D3DXColorScale 
    (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); 
 
// (r1*r2, g1*g2, b1*b2, a1*a2) 
D3DXCOLOR* D3DXColorModulate 
    (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2); 
 
// Linear interpolation of r,g,b, and a. C1 + s(C2-C1) 
D3DXCOLOR* D3DXColorLerp 
    (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s); 
 
// non-inline 
#ifdef __cplusplus 
extern "C" { 
#endif 
 
// Interpolate r,g,b between desaturated color and color. 
// DesaturatedColor + s(Color - DesaturatedColor) 
D3DXCOLOR* WINAPI D3DXColorAdjustSaturation 
    (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s); 
 
// Interpolate r,g,b between 50% grey and color.  Grey + s(Color - Grey) 
D3DXCOLOR* WINAPI D3DXColorAdjustContrast 
    (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c); 
 
#ifdef __cplusplus 
} 
#endif 
 
 
 
 
//-------------------------- 
// Misc 
//-------------------------- 
 
#ifdef __cplusplus 
extern "C" { 
#endif 
 
// Calculate Fresnel term given the cosine of theta (likely obtained by 
// taking the dot of two normals), and the refraction index of the material. 
FLOAT WINAPI D3DXFresnelTerm 
    (FLOAT CosTheta, FLOAT RefractionIndex);      
 
#ifdef __cplusplus 
} 
#endif 
 
 
 
//=========================================================================== 
// 
//    Matrix Stack 
// 
//=========================================================================== 
 
typedef interface ID3DXMatrixStack ID3DXMatrixStack; 
typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK; 
 
// {C7885BA7-F990-4fe7-922D-8515E477DD85} 
DEFINE_GUID(IID_ID3DXMatrixStack,  
0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85); 
 
 
#undef INTERFACE 
#define INTERFACE ID3DXMatrixStack 
 
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown) 
{ 
    // 
    // IUnknown methods 
    // 
    STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE; 
    STDMETHOD_(ULONG,AddRef)(THIS) PURE; 
    STDMETHOD_(ULONG,Release)(THIS) PURE; 
 
    // 
    // ID3DXMatrixStack methods 
    // 
 
    // Pops the top of the stack, returns the current top 
    // *after* popping the top. 
    STDMETHOD(Pop)(THIS) PURE; 
 
    // Pushes the stack by one, duplicating the current matrix. 
    STDMETHOD(Push)(THIS) PURE; 
 
    // Loads identity in the current matrix. 
    STDMETHOD(LoadIdentity)(THIS) PURE; 
 
    // Loads the given matrix into the current matrix 
    STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; 
 
    // Right-Multiplies the given matrix to the current matrix. 
    // (transformation is about the current world origin) 
    STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE; 
 
    // Left-Multiplies the given matrix to the current matrix 
    // (transformation is about the local origin of the object) 
    STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE; 
 
    // Right multiply the current matrix with the computed rotation 
    // matrix, counterclockwise about the given axis with the given angle. 
    // (rotation is about the current world origin) 
    STDMETHOD(RotateAxis) 
        (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; 
 
    // Left multiply the current matrix with the computed rotation 
    // matrix, counterclockwise about the given axis with the given angle. 
    // (rotation is about the local origin of the object) 
    STDMETHOD(RotateAxisLocal) 
        (THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE; 
 
    // Right multiply the current matrix with the computed rotation 
    // matrix. All angles are counterclockwise. (rotation is about the 
    // current world origin) 
 
    // The rotation is composed of a yaw around the Y axis, a pitch around 
    // the X axis, and a roll around the Z axis. 
    STDMETHOD(RotateYawPitchRoll) 
        (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; 
 
    // Left multiply the current matrix with the computed rotation 
    // matrix. All angles are counterclockwise. (rotation is about the 
    // local origin of the object) 
 
    // The rotation is composed of a yaw around the Y axis, a pitch around 
    // the X axis, and a roll around the Z axis. 
    STDMETHOD(RotateYawPitchRollLocal) 
        (THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE; 
 
    // Right multiply the current matrix with the computed scale 
    // matrix. (transformation is about the current world origin) 
    STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; 
 
    // Left multiply the current matrix with the computed scale 
    // matrix. (transformation is about the local origin of the object) 
    STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; 
 
    // Right multiply the current matrix with the computed translation 
    // matrix. (transformation is about the current world origin) 
    STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE; 
 
    // Left multiply the current matrix with the computed translation 
    // matrix. (transformation is about the local origin of the object) 
    STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE; 
 
    // Obtain the current matrix at the top of the stack 
    STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE; 
}; 
 
#ifdef __cplusplus 
extern "C" { 
#endif 
 
HRESULT WINAPI  
    D3DXCreateMatrixStack(  
        UINT                Flags,  
        LPD3DXMATRIXSTACK*  ppStack); 
 
#ifdef __cplusplus 
} 
#endif 
 
// non-inline 
#ifdef __cplusplus 
extern "C" { 
#endif 
 
//============================================================================ 
// 
//  Basic Spherical Harmonic math routines 
// 
//============================================================================ 
 
#define D3DXSH_MINORDER 2 
#define D3DXSH_MAXORDER 6 
 
//============================================================================ 
// 
//  D3DXSHEvalDirection: 
//  -------------------- 
//  Evaluates the Spherical Harmonic basis functions 
// 
//  Parameters: 
//   pOut 
//      Output SH coefficients - basis function Ylm is stored at l*l + m+l 
//      This is the pointer that is returned. 
//   Order 
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
//   pDir 
//      Direction to evaluate in - assumed to be normalized 
// 
//============================================================================ 
 
FLOAT* WINAPI D3DXSHEvalDirection 
    (  FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir ); 
     
//============================================================================ 
// 
//  D3DXSHRotate: 
//  -------------------- 
//  Rotates SH vector by a rotation matrix 
// 
//  Parameters: 
//   pOut 
//      Output SH coefficients - basis function Ylm is stored at l*l + m+l 
//      This is the pointer that is returned (should not alias with pIn.) 
//   Order 
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
//   pMatrix 
//      Matrix used for rotation - rotation sub matrix should be orthogonal 
//      and have a unit determinant. 
//   pIn 
//      Input SH coeffs (rotated), incorect results if this is also output. 
// 
//============================================================================ 
 
FLOAT* WINAPI D3DXSHRotate 
    ( FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn ); 
     
//============================================================================ 
// 
//  D3DXSHRotateZ: 
//  -------------------- 
//  Rotates the SH vector in the Z axis by an angle 
// 
//  Parameters: 
//   pOut 
//      Output SH coefficients - basis function Ylm is stored at l*l + m+l 
//      This is the pointer that is returned (should not alias with pIn.) 
//   Order 
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
//   Angle 
//      Angle in radians to rotate around the Z axis. 
//   pIn 
//      Input SH coeffs (rotated), incorect results if this is also output. 
// 
//============================================================================ 
 
 
FLOAT* WINAPI D3DXSHRotateZ 
    ( FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn ); 
     
//============================================================================ 
// 
//  D3DXSHAdd: 
//  -------------------- 
//  Adds two SH vectors, pOut[i] = pA[i] + pB[i]; 
// 
//  Parameters: 
//   pOut 
//      Output SH coefficients - basis function Ylm is stored at l*l + m+l 
//      This is the pointer that is returned. 
//   Order 
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
//   pA 
//      Input SH coeffs. 
//   pB 
//      Input SH coeffs (second vector.) 
// 
//============================================================================ 
 
FLOAT* WINAPI D3DXSHAdd 
    ( FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); 
 
//============================================================================ 
// 
//  D3DXSHScale: 
//  -------------------- 
//  Adds two SH vectors, pOut[i] = pA[i]*Scale; 
// 
//  Parameters: 
//   pOut 
//      Output SH coefficients - basis function Ylm is stored at l*l + m+l 
//      This is the pointer that is returned. 
//   Order 
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
//   pIn 
//      Input SH coeffs. 
//   Scale 
//      Scale factor. 
// 
//============================================================================ 
 
FLOAT* WINAPI D3DXSHScale 
    ( FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale ); 
     
//============================================================================ 
// 
//  D3DXSHDot: 
//  -------------------- 
//  Computes the dot product of two SH vectors 
// 
//  Parameters: 
//   Order 
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
//   pA 
//      Input SH coeffs. 
//   pB 
//      Second set of input SH coeffs. 
// 
//============================================================================ 
 
FLOAT WINAPI D3DXSHDot 
    ( UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); 
 
//============================================================================ 
// 
//  Basic Spherical Harmonic lighting routines 
// 
//============================================================================ 
 
//============================================================================ 
// 
//  D3DXSHEvalDirectionalLight: 
//  -------------------- 
//  Evaluates a directional light and returns spectral SH data.  The output  
//  vector is computed so that if the intensity of R/G/B is unit the resulting 
//  exit radiance of a point directly under the light on a diffuse object with 
//  an albedo of 1 would be 1.0.  This will compute 3 spectral samples, pROut 
//  has to be specified, while pGout and pBout are optional. 
// 
//  Parameters: 
//   Order 
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
//   pDir 
//      Direction light is coming from (assumed to be normalized.) 
//   RIntensity 
//      Red intensity of light. 
//   GIntensity 
//      Green intensity of light. 
//   BIntensity 
//      Blue intensity of light. 
//   pROut 
//      Output SH vector for Red. 
//   pGOut 
//      Output SH vector for Green (optional.) 
//   pBOut 
//      Output SH vector for Blue (optional.)         
// 
//============================================================================ 
 
HRESULT WINAPI D3DXSHEvalDirectionalLight 
    ( UINT Order, CONST D3DXVECTOR3 *pDir,  
      FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, 
      FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); 
 
//============================================================================ 
// 
//  D3DXSHEvalSphericalLight: 
//  -------------------- 
//  Evaluates a spherical light and returns spectral SH data.  There is no  
//  normalization of the intensity of the light like there is for directional 
//  lights, care has to be taken when specifiying the intensities.  This will  
//  compute 3 spectral samples, pROut has to be specified, while pGout and  
//  pBout are optional. 
// 
//  Parameters: 
//   Order 
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
//   pPos 
//      Position of light - reciever is assumed to be at the origin. 
//   Radius 
//      Radius of the spherical light source. 
//   RIntensity 
//      Red intensity of light. 
//   GIntensity 
//      Green intensity of light. 
//   BIntensity 
//      Blue intensity of light. 
//   pROut 
//      Output SH vector for Red. 
//   pGOut 
//      Output SH vector for Green (optional.) 
//   pBOut 
//      Output SH vector for Blue (optional.)         
// 
//============================================================================ 
 
HRESULT WINAPI D3DXSHEvalSphericalLight 
    ( UINT Order, CONST D3DXVECTOR3 *pPos, FLOAT Radius, 
      FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, 
      FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); 
 
//============================================================================ 
// 
//  D3DXSHEvalConeLight: 
//  -------------------- 
//  Evaluates a light that is a cone of constant intensity and returns spectral 
//  SH data.  The output vector is computed so that if the intensity of R/G/B is 
//  unit the resulting exit radiance of a point directly under the light oriented 
//  in the cone direction on a diffuse object with an albedo of 1 would be 1.0. 
//  This will compute 3 spectral samples, pROut has to be specified, while pGout 
//  and pBout are optional. 
// 
//  Parameters: 
//   Order 
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
//   pDir 
//      Direction light is coming from (assumed to be normalized.) 
//   Radius 
//      Radius of cone in radians. 
//   RIntensity 
//      Red intensity of light. 
//   GIntensity 
//      Green intensity of light. 
//   BIntensity 
//      Blue intensity of light. 
//   pROut 
//      Output SH vector for Red. 
//   pGOut 
//      Output SH vector for Green (optional.) 
//   pBOut 
//      Output SH vector for Blue (optional.)         
// 
//============================================================================ 
 
HRESULT WINAPI D3DXSHEvalConeLight 
    ( UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT Radius, 
      FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, 
      FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); 
       
//============================================================================ 
// 
//  D3DXSHEvalHemisphereLight: 
//  -------------------- 
//  Evaluates a light that is a linear interpolant between two colors over the 
//  sphere.  The interpolant is linear along the axis of the two points, not 
//  over the surface of the sphere (ie: if the axis was (0,0,1) it is linear in 
//  Z, not in the azimuthal angle.)  The resulting spherical lighting function 
//  is normalized so that a point on a perfectly diffuse surface with no 
//  shadowing and a normal pointed in the direction pDir would result in exit 
//  radiance with a value of 1 if the top color was white and the bottom color 
//  was black.  This is a very simple model where Top represents the intensity  
//  of the "sky" and Bottom represents the intensity of the "ground". 
// 
//  Parameters: 
//   Order 
//      Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 
//   pDir 
//      Axis of the hemisphere. 
//   Top 
//      Color of the upper hemisphere. 
//   Bottom 
//      Color of the lower hemisphere. 
//   pROut 
//      Output SH vector for Red. 
//   pGOut 
//      Output SH vector for Green 
//   pBOut 
//      Output SH vector for Blue         
// 
//============================================================================ 
 
HRESULT WINAPI D3DXSHEvalHemisphereLight 
    ( UINT Order, CONST D3DXVECTOR3 *pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, 
      FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); 
 
// Math intersection functions 
 
BOOL WINAPI D3DXIntersectTri  
( 
    CONST D3DXVECTOR3 *p0,           // Triangle vertex 0 position 
    CONST D3DXVECTOR3 *p1,           // Triangle vertex 1 position 
    CONST D3DXVECTOR3 *p2,           // Triangle vertex 2 position 
    CONST D3DXVECTOR3 *pRayPos,      // Ray origin 
    CONST D3DXVECTOR3 *pRayDir,      // Ray direction 
    FLOAT *pU,                         // Barycentric Hit Coordinates 
    FLOAT *pV,                         // Barycentric Hit Coordinates 
    FLOAT *pDist);                     // Ray-Intersection Parameter Distance 
 
BOOL WINAPI 
    D3DXSphereBoundProbe( 
        CONST D3DXVECTOR3 *pCenter, 
        FLOAT Radius, 
        CONST D3DXVECTOR3 *pRayPosition, 
        CONST D3DXVECTOR3 *pRayDirection); 
 
BOOL WINAPI  
    D3DXBoxBoundProbe( 
        CONST D3DXVECTOR3 *pMin,  
        CONST D3DXVECTOR3 *pMax, 
        CONST D3DXVECTOR3 *pRayPosition, 
        CONST D3DXVECTOR3 *pRayDirection); 
 
HRESULT WINAPI  
    D3DXComputeBoundingSphere( 
        CONST D3DXVECTOR3 *pFirstPosition,	// pointer to first position 
        DWORD NumVertices,  
        DWORD dwStride,							// count in bytes to subsequent position vectors 
        D3DXVECTOR3 *pCenter,  
        FLOAT *pRadius); 
 
HRESULT WINAPI  
    D3DXComputeBoundingBox( 
        CONST D3DXVECTOR3 *pFirstPosition,	// pointer to first position 
        DWORD NumVertices,  
        DWORD dwStride,							// count in bytes to subsequent position vectors 
        D3DXVECTOR3 *pMin,  
        D3DXVECTOR3 *pMax); 
 
 
#ifdef __cplusplus 
} 
#endif 
 
 
#include "D3DX10math.inl" 
 
#if _MSC_VER >= 1200 
#pragma warning(pop) 
#else 
#pragma warning(default:4201) 
#endif 
 
#endif // __D3DX9MATH_H__