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+/*
+ * 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
+ */
+
+/*
+ * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
+ * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
+ * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
+ * a choice of LGPL license versions is made available with the language indicating
+ * that LGPLv2 or any later version may be used, or where a choice of which version
+ * of the LGPL is applied is otherwise unspecified.
+ */
+
+#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&);
+
+ BOOL operator == (const D3DXVECTOR2&) const;
+ BOOL 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&);
+
+ BOOL operator == (const D3DXVECTOR3&) const;
+ BOOL 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&);
+
+ BOOL operator == (const D3DXVECTOR4&) const;
+ BOOL 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&);
+
+ BOOL operator == (const D3DXMATRIX&) const;
+ BOOL 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&);
+
+ BOOL operator == (const D3DXQUATERNION&) const;
+ BOOL 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;
+
+ BOOL operator == (const D3DXPLANE&) const;
+ BOOL 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&);
+
+ BOOL operator == (const D3DXCOLOR&) const;
+ BOOL 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 ();
+
+ BOOL operator == (const D3DXFLOAT16 &) const;
+ BOOL 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);
+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__ */