Commit f90bdedd authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3drm: Avoid LPD3DVECTOR.

parent e650f49f
......@@ -755,9 +755,8 @@ static HRESULT WINAPI IDirect3DRMFrame2Impl_GetParent(IDirect3DRMFrame2* iface,
return D3DRM_OK;
}
static HRESULT WINAPI IDirect3DRMFrame2Impl_GetPosition(IDirect3DRMFrame2* iface,
LPDIRECT3DRMFRAME reference,
LPD3DVECTOR return_position)
static HRESULT WINAPI IDirect3DRMFrame2Impl_GetPosition(IDirect3DRMFrame2 *iface,
IDirect3DRMFrame *reference, D3DVECTOR *return_position)
{
IDirect3DRMFrameImpl *This = impl_from_IDirect3DRMFrame2(iface);
......@@ -817,10 +816,8 @@ static HRESULT WINAPI IDirect3DRMFrame2Impl_GetTransform(IDirect3DRMFrame2* ifac
return D3DRM_OK;
}
static HRESULT WINAPI IDirect3DRMFrame2Impl_GetVelocity(IDirect3DRMFrame2* iface,
LPDIRECT3DRMFRAME reference,
LPD3DVECTOR return_velocity,
BOOL with_rotation)
static HRESULT WINAPI IDirect3DRMFrame2Impl_GetVelocity(IDirect3DRMFrame2 *iface,
IDirect3DRMFrame *reference, D3DVECTOR *return_velocity, BOOL with_rotation)
{
IDirect3DRMFrameImpl *This = impl_from_IDirect3DRMFrame2(iface);
......@@ -829,9 +826,8 @@ static HRESULT WINAPI IDirect3DRMFrame2Impl_GetVelocity(IDirect3DRMFrame2* iface
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMFrame2Impl_GetOrientation(IDirect3DRMFrame2* iface,
LPDIRECT3DRMFRAME reference,
LPD3DVECTOR dir, LPD3DVECTOR up)
static HRESULT WINAPI IDirect3DRMFrame2Impl_GetOrientation(IDirect3DRMFrame2 *iface,
IDirect3DRMFrame *reference, D3DVECTOR *dir, D3DVECTOR *up)
{
IDirect3DRMFrameImpl *This = impl_from_IDirect3DRMFrame2(iface);
......@@ -1282,8 +1278,8 @@ static BOOL WINAPI IDirect3DRMFrame2Impl_GetBoxEnable(IDirect3DRMFrame2* iface)
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMFrame2Impl_GetAxes(IDirect3DRMFrame2* iface,
LPD3DVECTOR dir, LPD3DVECTOR up)
static HRESULT WINAPI IDirect3DRMFrame2Impl_GetAxes(IDirect3DRMFrame2 *iface,
D3DVECTOR *dir, D3DVECTOR *up)
{
IDirect3DRMFrameImpl *This = impl_from_IDirect3DRMFrame2(iface);
......@@ -1842,9 +1838,8 @@ static HRESULT WINAPI IDirect3DRMFrame3Impl_GetParent(IDirect3DRMFrame3* iface,
return D3DRM_OK;
}
static HRESULT WINAPI IDirect3DRMFrame3Impl_GetPosition(IDirect3DRMFrame3* iface,
LPDIRECT3DRMFRAME3 reference,
LPD3DVECTOR return_position)
static HRESULT WINAPI IDirect3DRMFrame3Impl_GetPosition(IDirect3DRMFrame3 *iface,
IDirect3DRMFrame3 *reference, D3DVECTOR *return_position)
{
IDirect3DRMFrameImpl *This = impl_from_IDirect3DRMFrame3(iface);
......@@ -1908,10 +1903,8 @@ static HRESULT WINAPI IDirect3DRMFrame3Impl_GetTransform(IDirect3DRMFrame3* ifac
return D3DRM_OK;
}
static HRESULT WINAPI IDirect3DRMFrame3Impl_GetVelocity(IDirect3DRMFrame3* iface,
LPDIRECT3DRMFRAME3 reference,
LPD3DVECTOR return_velocity,
BOOL with_rotation)
static HRESULT WINAPI IDirect3DRMFrame3Impl_GetVelocity(IDirect3DRMFrame3 *iface,
IDirect3DRMFrame3 *reference, D3DVECTOR *return_velocity, BOOL with_rotation)
{
IDirect3DRMFrameImpl *This = impl_from_IDirect3DRMFrame3(iface);
......@@ -1920,9 +1913,8 @@ static HRESULT WINAPI IDirect3DRMFrame3Impl_GetVelocity(IDirect3DRMFrame3* iface
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMFrame3Impl_GetOrientation(IDirect3DRMFrame3* iface,
LPDIRECT3DRMFRAME3 reference,
LPD3DVECTOR dir, LPD3DVECTOR up)
static HRESULT WINAPI IDirect3DRMFrame3Impl_GetOrientation(IDirect3DRMFrame3 *iface,
IDirect3DRMFrame3 *reference, D3DVECTOR *dir, D3DVECTOR *up)
{
IDirect3DRMFrameImpl *This = impl_from_IDirect3DRMFrame3(iface);
......@@ -2362,8 +2354,7 @@ static BOOL WINAPI IDirect3DRMFrame3Impl_GetBoxEnable(IDirect3DRMFrame3* iface)
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMFrame3Impl_GetAxes(IDirect3DRMFrame3* iface,
LPD3DVECTOR dir, LPD3DVECTOR up)
static HRESULT WINAPI IDirect3DRMFrame3Impl_GetAxes(IDirect3DRMFrame3 *iface, D3DVECTOR *dir, D3DVECTOR *up)
{
IDirect3DRMFrameImpl *This = impl_from_IDirect3DRMFrame3(iface);
......@@ -2484,10 +2475,8 @@ static HRESULT WINAPI IDirect3DRMFrame3Impl_Save(IDirect3DRMFrame3* iface, LPCST
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMFrame3Impl_TransformVectors(IDirect3DRMFrame3* iface,
LPDIRECT3DRMFRAME3 reference,
DWORD num, LPD3DVECTOR dst,
LPD3DVECTOR src)
static HRESULT WINAPI IDirect3DRMFrame3Impl_TransformVectors(IDirect3DRMFrame3 *iface,
IDirect3DRMFrame3 *reference, DWORD num, D3DVECTOR *dst, D3DVECTOR *src)
{
IDirect3DRMFrameImpl *This = impl_from_IDirect3DRMFrame3(iface);
......@@ -2496,10 +2485,8 @@ static HRESULT WINAPI IDirect3DRMFrame3Impl_TransformVectors(IDirect3DRMFrame3*
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMFrame3Impl_InverseTransformVectors(IDirect3DRMFrame3* iface,
LPDIRECT3DRMFRAME3 reference,
DWORD num, LPD3DVECTOR dst,
LPD3DVECTOR src)
static HRESULT WINAPI IDirect3DRMFrame3Impl_InverseTransformVectors(IDirect3DRMFrame3 *iface,
IDirect3DRMFrame3 *reference, DWORD num, D3DVECTOR *dst, D3DVECTOR *src)
{
IDirect3DRMFrameImpl *This = impl_from_IDirect3DRMFrame3(iface);
......
......@@ -117,7 +117,7 @@ void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, LPD3DRMQUATERNION q)
}
/* Return a unit quaternion that represents a rotation of an angle around an axis */
LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION q, LPD3DVECTOR v, D3DVALUE theta)
D3DRMQUATERNION * WINAPI D3DRMQuaternionFromRotation(D3DRMQUATERNION *q, D3DVECTOR *v, D3DVALUE theta)
{
q->s = cos(theta/2.0);
D3DRMVectorScale(&q->v, D3DRMVectorNormalize(v), sin(theta/2.0));
......@@ -153,7 +153,7 @@ LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATER
}
/* Add Two Vectors */
LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
D3DVECTOR * WINAPI D3DRMVectorAdd(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
{
D3DVECTOR temp;
......@@ -166,7 +166,7 @@ LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
}
/* Subtract Two Vectors */
LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
D3DVECTOR * WINAPI D3DRMVectorSubtract(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
{
D3DVECTOR temp;
......@@ -179,7 +179,7 @@ LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTO
}
/* Cross Product of Two Vectors */
LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
D3DVECTOR * WINAPI D3DRMVectorCrossProduct(D3DVECTOR *d, D3DVECTOR *s1, D3DVECTOR *s2)
{
D3DVECTOR temp;
......@@ -192,7 +192,7 @@ LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DV
}
/* Dot Product of Two vectors */
D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR s1, LPD3DVECTOR s2)
D3DVALUE WINAPI D3DRMVectorDotProduct(D3DVECTOR *s1, D3DVECTOR *s2)
{
D3DVALUE dot_product;
dot_product=s1->u1.x * s2->u1.x + s1->u2.y * s2->u2.y + s1->u3.z * s2->u3.z;
......@@ -200,7 +200,7 @@ D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR s1, LPD3DVECTOR s2)
}
/* Norm of a vector */
D3DVALUE WINAPI D3DRMVectorModulus(LPD3DVECTOR v)
D3DVALUE WINAPI D3DRMVectorModulus(D3DVECTOR *v)
{
D3DVALUE result;
result=sqrt(v->u1.x * v->u1.x + v->u2.y * v->u2.y + v->u3.z * v->u3.z);
......@@ -208,7 +208,7 @@ D3DVALUE WINAPI D3DRMVectorModulus(LPD3DVECTOR v)
}
/* Normalize a vector. Returns (1,0,0) if INPUT is the NULL vector. */
LPD3DVECTOR WINAPI D3DRMVectorNormalize(LPD3DVECTOR u)
D3DVECTOR * WINAPI D3DRMVectorNormalize(D3DVECTOR *u)
{
D3DVALUE modulus = D3DRMVectorModulus(u);
if(modulus)
......@@ -225,7 +225,7 @@ LPD3DVECTOR WINAPI D3DRMVectorNormalize(LPD3DVECTOR u)
}
/* Returns a random unit vector */
LPD3DVECTOR WINAPI D3DRMVectorRandom(LPD3DVECTOR d)
D3DVECTOR * WINAPI D3DRMVectorRandom(D3DVECTOR *d)
{
d->u1.x = rand();
d->u2.y = rand();
......@@ -235,7 +235,7 @@ LPD3DVECTOR WINAPI D3DRMVectorRandom(LPD3DVECTOR d)
}
/* Reflection of a vector on a surface */
LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTOR norm)
D3DVECTOR * WINAPI D3DRMVectorReflect(D3DVECTOR *r, D3DVECTOR *ray, D3DVECTOR *norm)
{
D3DVECTOR sca, temp;
D3DRMVectorSubtract(&temp, D3DRMVectorScale(&sca, norm, 2.0*D3DRMVectorDotProduct(ray,norm)), ray);
......@@ -245,7 +245,7 @@ LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTO
}
/* Rotation of a vector */
LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta)
D3DVECTOR * WINAPI D3DRMVectorRotate(D3DVECTOR *r, D3DVECTOR *v, D3DVECTOR *axis, D3DVALUE theta)
{
D3DRMQUATERNION quaternion1, quaternion2, quaternion3;
D3DVECTOR norm;
......@@ -265,7 +265,7 @@ LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR a
}
/* Scale a vector */
LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR d, LPD3DVECTOR s, D3DVALUE factor)
D3DVECTOR * WINAPI D3DRMVectorScale(D3DVECTOR *d, D3DVECTOR *s, D3DVALUE factor)
{
D3DVECTOR temp;
......
......@@ -2231,8 +2231,8 @@ static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_GetFace(IDirect3DRMMeshBuilder
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_GetVertex(IDirect3DRMMeshBuilder3* iface,
DWORD index, LPD3DVECTOR vector)
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_GetVertex(IDirect3DRMMeshBuilder3 *iface,
DWORD index, D3DVECTOR *vector)
{
IDirect3DRMMeshBuilderImpl *This = impl_from_IDirect3DRMMeshBuilder3(iface);
......@@ -2241,8 +2241,8 @@ static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_GetVertex(IDirect3DRMMeshBuild
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_GetNormal(IDirect3DRMMeshBuilder3* iface,
DWORD index, LPD3DVECTOR vector)
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_GetNormal(IDirect3DRMMeshBuilder3 *iface,
DWORD index, D3DVECTOR *vector)
{
IDirect3DRMMeshBuilderImpl *This = impl_from_IDirect3DRMMeshBuilder3(iface);
......@@ -2382,9 +2382,8 @@ static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_AddTriangles(IDirect3DRMMeshBu
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_SetVertices(IDirect3DRMMeshBuilder3* iface,
DWORD IndexFirst, DWORD count,
LPD3DVECTOR vector)
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_SetVertices(IDirect3DRMMeshBuilder3 *iface,
DWORD IndexFirst, DWORD count, D3DVECTOR *vector)
{
IDirect3DRMMeshBuilderImpl *This = impl_from_IDirect3DRMMeshBuilder3(iface);
......@@ -2393,9 +2392,8 @@ static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_SetVertices(IDirect3DRMMeshBui
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_GetVertices(IDirect3DRMMeshBuilder3* iface,
DWORD IndexFirst, LPDWORD vcount,
LPD3DVECTOR vertices)
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_GetVertices(IDirect3DRMMeshBuilder3 *iface,
DWORD IndexFirst, DWORD *vcount, D3DVECTOR *vertices)
{
IDirect3DRMMeshBuilderImpl *This = impl_from_IDirect3DRMMeshBuilder3(iface);
DWORD count = This->nb_vertices - IndexFirst;
......@@ -2410,9 +2408,8 @@ static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_GetVertices(IDirect3DRMMeshBui
return D3DRM_OK;
}
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_SetNormals(IDirect3DRMMeshBuilder3* iface,
DWORD IndexFirst, DWORD count,
LPD3DVECTOR vector)
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_SetNormals(IDirect3DRMMeshBuilder3 *iface,
DWORD IndexFirst, DWORD count, D3DVECTOR *vector)
{
IDirect3DRMMeshBuilderImpl *This = impl_from_IDirect3DRMMeshBuilder3(iface);
......@@ -2421,9 +2418,8 @@ static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_SetNormals(IDirect3DRMMeshBuil
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_GetNormals(IDirect3DRMMeshBuilder3* iface,
DWORD IndexFirst, LPDWORD count,
LPD3DVECTOR vector)
static HRESULT WINAPI IDirect3DRMMeshBuilder3Impl_GetNormals(IDirect3DRMMeshBuilder3 *iface,
DWORD IndexFirst, DWORD *count, D3DVECTOR *vector)
{
IDirect3DRMMeshBuilderImpl *This = impl_from_IDirect3DRMMeshBuilder3(iface);
......
......@@ -68,16 +68,16 @@
static HMODULE d3drm_handle = 0;
static void (WINAPI * pD3DRMMatrixFromQuaternion)(D3DRMMATRIX4D, LPD3DRMQUATERNION);
static LPD3DVECTOR (WINAPI* pD3DRMVectorAdd)(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
static LPD3DVECTOR (WINAPI* pD3DRMVectorCrossProduct)(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
static D3DVALUE (WINAPI* pD3DRMVectorDotProduct)(LPD3DVECTOR, LPD3DVECTOR);
static D3DVALUE (WINAPI* pD3DRMVectorModulus)(LPD3DVECTOR);
static LPD3DVECTOR (WINAPI * pD3DRMVectorNormalize)(LPD3DVECTOR);
static LPD3DVECTOR (WINAPI * pD3DRMVectorReflect)(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
static LPD3DVECTOR (WINAPI * pD3DRMVectorRotate)(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR, D3DVALUE);
static LPD3DVECTOR (WINAPI * pD3DRMVectorScale)(LPD3DVECTOR, LPD3DVECTOR, D3DVALUE);
static LPD3DVECTOR (WINAPI * pD3DRMVectorSubtract)(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
static LPD3DRMQUATERNION (WINAPI * pD3DRMQuaternionFromRotation)(LPD3DRMQUATERNION, LPD3DVECTOR, D3DVALUE);
static D3DVECTOR *(WINAPI *pD3DRMVectorAdd)(D3DVECTOR *, D3DVECTOR *, D3DVECTOR *);
static D3DVECTOR *(WINAPI *pD3DRMVectorCrossProduct)(D3DVECTOR *, D3DVECTOR *, D3DVECTOR *);
static D3DVALUE (WINAPI *pD3DRMVectorDotProduct)(D3DVECTOR *, D3DVECTOR *);
static D3DVALUE (WINAPI *pD3DRMVectorModulus)(D3DVECTOR *);
static D3DVECTOR *(WINAPI *pD3DRMVectorNormalize)(D3DVECTOR *);
static D3DVECTOR *(WINAPI *pD3DRMVectorReflect)(D3DVECTOR *, D3DVECTOR *, D3DVECTOR *);
static D3DVECTOR *(WINAPI *pD3DRMVectorRotate)(D3DVECTOR *, D3DVECTOR *, D3DVECTOR *, D3DVALUE);
static D3DVECTOR *(WINAPI *pD3DRMVectorScale)(D3DVECTOR *, D3DVECTOR *, D3DVALUE);
static D3DVECTOR *(WINAPI *pD3DRMVectorSubtract)(D3DVECTOR *, D3DVECTOR *, D3DVECTOR *);
static D3DRMQUATERNION *(WINAPI *pD3DRMQuaternionFromRotation)(D3DRMQUATERNION*, D3DVECTOR *, D3DVALUE);
static LPD3DRMQUATERNION (WINAPI * pD3DRMQuaternionSlerp)(LPD3DRMQUATERNION, LPD3DRMQUATERNION, LPD3DRMQUATERNION, D3DVALUE);
static D3DCOLOR (WINAPI * pD3DRMCreateColorRGB)(D3DVALUE, D3DVALUE, D3DVALUE);
static D3DCOLOR (WINAPI * pD3DRMCreateColorRGBA)(D3DVALUE, D3DVALUE, D3DVALUE, D3DVALUE);
......
......@@ -894,10 +894,8 @@ static HRESULT WINAPI IDirect3DRMViewport2Impl_GetDirect3DViewport(IDirect3DRMVi
}
/*** IDirect3DRMViewport2 methods ***/
static HRESULT WINAPI IDirect3DRMViewport2Impl_TransformVectors(IDirect3DRMViewport2* iface,
DWORD numvectors,
LPD3DRMVECTOR4D dstvectors,
LPD3DVECTOR srcvectors)
static HRESULT WINAPI IDirect3DRMViewport2Impl_TransformVectors(IDirect3DRMViewport2 *iface,
DWORD numvectors, D3DRMVECTOR4D *dstvectors, D3DVECTOR *srcvectors)
{
IDirect3DRMViewportImpl *This = impl_from_IDirect3DRMViewport2(iface);
......@@ -906,10 +904,8 @@ static HRESULT WINAPI IDirect3DRMViewport2Impl_TransformVectors(IDirect3DRMViewp
return E_NOTIMPL;
}
static HRESULT WINAPI IDirect3DRMViewport2Impl_InverseTransformVectors(IDirect3DRMViewport2* iface,
DWORD numvectors,
LPD3DVECTOR dstvectors,
LPD3DRMVECTOR4D srcvectors)
static HRESULT WINAPI IDirect3DRMViewport2Impl_InverseTransformVectors(IDirect3DRMViewport2 *iface,
DWORD numvectors, D3DVECTOR *dstvectors, D3DRMVECTOR4D *srcvectors)
{
IDirect3DRMViewportImpl *This = impl_from_IDirect3DRMViewport2(iface);
......
......@@ -53,8 +53,7 @@ typedef struct _D3DRMBOX {
D3DVECTOR max;
} D3DRMBOX, *LPD3DRMBOX;
typedef void (*D3DRMWRAPCALLBACK)
(LPD3DVECTOR, int* u, int* v, LPD3DVECTOR a, LPD3DVECTOR b, LPVOID);
typedef void (*D3DRMWRAPCALLBACK)(D3DVECTOR *vec, int *u, int *v, D3DVECTOR *a, D3DVECTOR *b, void *ctx);
typedef enum _D3DRMLIGHTTYPE {
D3DRMLIGHT_AMBIENT,
......@@ -432,23 +431,23 @@ static const D3DRMGROUPINDEX D3DRMGROUP_ALLGROUPS = -1;
void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D, LPD3DRMQUATERNION);
LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION ,LPD3DVECTOR,D3DVALUE);
LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(D3DRMQUATERNION *x, D3DVECTOR *axis, D3DVALUE theta);
LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION, LPD3DRMQUATERNION, LPD3DRMQUATERNION);
LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION, LPD3DRMQUATERNION, LPD3DRMQUATERNION, D3DVALUE);
LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR, LPD3DVECTOR);
LPD3DVECTOR WINAPI D3DRMVectorNormalize(LPD3DVECTOR);
D3DVECTOR * WINAPI D3DRMVectorAdd(D3DVECTOR *ret, D3DVECTOR *x, D3DVECTOR *y);
D3DVECTOR * WINAPI D3DRMVectorCrossProduct(D3DVECTOR *ret, D3DVECTOR *x, D3DVECTOR *y);
D3DVALUE WINAPI D3DRMVectorDotProduct(D3DVECTOR *x, D3DVECTOR *y);
D3DVECTOR * WINAPI D3DRMVectorNormalize(D3DVECTOR *x);
#define D3DRMVectorNormalise D3DRMVectorNormalize
D3DVALUE WINAPI D3DRMVectorModulus(LPD3DVECTOR);
LPD3DVECTOR WINAPI D3DRMVectorRandom(LPD3DVECTOR);
LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR, D3DVALUE);
LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR, LPD3DVECTOR, D3DVALUE);
LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
D3DVALUE WINAPI D3DRMVectorModulus(D3DVECTOR *x);
D3DVECTOR * WINAPI D3DRMVectorRandom(D3DVECTOR *ret);
D3DVECTOR * WINAPI D3DRMVectorRotate(D3DVECTOR *ret, D3DVECTOR *x, D3DVECTOR *axis, D3DVALUE theta);
D3DVECTOR * WINAPI D3DRMVectorReflect(D3DVECTOR *ret, D3DVECTOR *ray, D3DVECTOR *normal);
D3DVECTOR * WINAPI D3DRMVectorScale(D3DVECTOR *ret, D3DVECTOR *x, D3DVALUE scale);
D3DVECTOR * WINAPI D3DRMVectorSubtract(D3DVECTOR *ret, D3DVECTOR *x, D3DVECTOR *y);
D3DCOLOR WINAPI D3DRMCreateColorRGB(D3DVALUE, D3DVALUE, D3DVALUE);
D3DCOLOR WINAPI D3DRMCreateColorRGBA(D3DVALUE, D3DVALUE, D3DVALUE, D3DVALUE);
......
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