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itgmania212121/stepmania/src/RageMath.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: RageMath
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Peter S. May (GetHashForString implementation)
-----------------------------------------------------------------------------
*/
#include "RageMath.h"
#include "RageTypes.h"
#include "D3DX8Math.h"
void RageVec2Normalize( RageVector2* pOut, const RageVector2* pV )
{
D3DXVec2Normalize( (D3DXVECTOR2*)pOut, (const D3DXVECTOR2*)pV );
}
void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM )
{
D3DXVec3TransformCoord( (D3DXVECTOR3*)pOut, (const D3DXVECTOR3*)pV, (const D3DXMATRIX*)pM );
}
void RageMatrixIdentity( RageMatrix* pOut )
{
D3DXMatrixIdentity( (D3DXMATRIX*)pOut );
}
void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatrix* pB )
{
D3DXMatrixMultiply( (D3DXMATRIX*)pOut, (const D3DXMATRIX*)pA, (const D3DXMATRIX*)pB );
}
void RageMatrixTranslation( RageMatrix* pOut, float x, float y, float z )
{
D3DXMatrixTranslation( (D3DXMATRIX*)pOut, x, y, z );
}
void RageMatrixScaling( RageMatrix* pOut, float x, float y, float z )
{
D3DXMatrixScaling( (D3DXMATRIX*)pOut, x, y, z );
}
void RageMatrixRotationX( RageMatrix* pOut, float theta )
{
D3DXMatrixRotationX( (D3DXMATRIX*)pOut, theta );
}
void RageMatrixRotationY( RageMatrix* pOut, float theta )
{
D3DXMatrixRotationY( (D3DXMATRIX*)pOut, theta );
}
void RageMatrixRotationZ( RageMatrix* pOut, float theta )
{
D3DXMatrixRotationZ( (D3DXMATRIX*)pOut, theta );
}
void RageMatrixOrthoOffCenterLH( RageMatrix* pOut, float l, float r, float b, float t, float zn, float zf )
{
D3DXMatrixOrthoOffCenterLH( (D3DXMATRIX*)pOut, l, r, b, t, zn, zf );
}
void RageMatrixLookAtLH( RageMatrix* pOut, const RageVector3* pEye, const RageVector3* pAt, const RageVector3* pUp )
{
D3DXMatrixLookAtLH( (D3DXMATRIX*)pOut, (const D3DXVECTOR3*)pEye, (const D3DXVECTOR3*)pAt, (const D3DXVECTOR3*)pUp );
}
void RageMatrixPerspectiveFovLH( RageMatrix* pOut, float fovy, float Aspect, float zn, float zf )
{
D3DXMatrixPerspectiveFovLH( (D3DXMATRIX*)pOut, fovy, Aspect, zn, zf );
}