1 /***********************************************************************\
2 *                              d3dx10math.d                             *
3 *                                                                       *
4 *                       Windows API header module                       *
5 *                                                                       *
6 *                       Placed into public domain                       *
7 \***********************************************************************/
8 module win32.directx.d3dx10math;
9 version(Windows):
10 
11 version(Tango) {
12     import tango.math.Math;
13     alias sqrt sqrtf;
14 } else {
15     import std.c.math;
16 }
17 
18 private import win32.windows;
19 private import win32.directx.d3dx10;
20 
21 struct D3DVECTOR {
22 	float x;
23 	float y;
24 	float z;
25 }
26 
27 struct D3DMATRIX {
28 	union {
29 		struct {
30 			float _11, _12, _13, _14;
31 			float _21, _22, _23, _24;
32 			float _31, _32, _33, _34;
33 			float _41, _42, _43, _44;
34 		}
35 		float[4][4] m;
36 	}
37 }
38 
39 const D3DX_PI = 3.14159265358979323846;
40 const D3DX_1BYPI = 1.0 / D3DX_PI;
41 
42 float D3DXToRadian(float degree) {
43 	return degree * (D3DX_PI / 180.0);
44 }
45 
46 float D3DXToDegree(float radian) {
47 	return radian * (180.0 / D3DX_PI);
48 }
49 
50 const D3DX_16F_DIG			= 3;
51 const D3DX_16F_EPSILON		= 4.8875809e-4f;
52 const D3DX_16F_MANT_DIG		= 11;
53 const D3DX_16F_MAX			= 6.550400e+004;
54 const D3DX_16F_MAX_10_EXP	= 4;
55 const D3DX_16F_MAX_EXP		= 15;
56 const D3DX_16F_MIN			= 6.1035156e-5f;
57 const D3DX_16F_MIN_10_EXP	= -4;
58 const D3DX_16F_MIN_EXP		= -14;
59 const D3DX_16F_RADIX		= 2;
60 const D3DX_16F_ROUNDS		= 1;
61 const D3DX_16F_SIGN_MASK	= 0x8000;
62 const D3DX_16F_EXP_MASK		= 0x7C00;
63 const D3DX_16F_FRAC_MASK	= 0x03FF;
64 
65 struct D3DXFLOAT16 {
66 	//TODO
67 protected:
68     WORD value;
69 }
70 
71 struct D3DXVECTOR2 {
72 	//TODO
73 	float x, y;
74 }
75 
76 struct D3DXVECTOR2_16F {
77 	//TODO
78 	D3DXFLOAT16 x, y;
79 }
80 
81 struct D3DXVECTOR3 {
82 	//TODO
83 	float x, y, z;
84 }
85 
86 struct D3DXVECTOR3_16F {
87 	//TODO
88 	D3DXFLOAT16 x, y, z;
89 }
90 
91 struct D3DXVECTOR4 {
92 	//TODO
93 	float x, y, z, w;
94 }
95 
96 struct D3DXVECTOR4_16F {
97 	//TODO
98 	D3DXFLOAT16 x, y, z, w;
99 }
100 
101 struct D3DXMATRIX {
102 	//TODO
103 	union {
104 		struct {
105 			float _11, _12, _13, _14;
106 			float _21, _22, _23, _24;
107 			float _31, _32, _33, _34;
108 			float _41, _42, _43, _44;
109 		}
110 		float[4][4] m;
111 	}
112 }
113 
114 //TODO struct _D3DXMATRIXA16 : D3DXMATRIX
115 
116 struct D3DXQUATERNION {
117 	//TODO
118 	float x, y, z, w;
119 }
120 
121 struct D3DXPLANE {
122 	//TODO
123 	float a, b, c, d;
124 }
125 
126 struct D3DXCOLOR {
127 	//TODO
128 	float r, g, b, a;
129 }
130 
131 extern(Windows) {
132 	D3DXFLOAT16* D3DXFloat32To16Array(D3DXFLOAT16* pOut, float* pIn, UINT n);
133 	float* D3DXFloat16To32Array(float* pOut, D3DXFLOAT16* pIn, UINT n);
134 }
135 
136 float D3DXVec2Length(D3DXVECTOR2* pV) {
137 	debug(D3DX10_DEBUG) {
138 		if (pV is null) return 0.0;
139 	}
140 	return sqrtf((pV.x * pV.x) + (pV.y * pV.y));
141 }
142 
143 float D3DXVec2LengthSq(D3DXVECTOR2* pV) {
144 	debug(D3DX10_DEBUG) {
145 		if (pV is null) return 0.0;
146 	}
147 	return (pV.x * pV.x) + (pV.y * pV.y);
148 }
149 
150 float D3DXVec2Dot(D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
151 	debug(D3DX10_DEBUG) {
152 		if ((pV1 is null) || (pV2 is null)) return 0.0;
153 	}
154 	return (pV1.x * pV2.x) + (pV1.y * pV2.y);
155 }
156 
157 float D3DXVec2CCW(D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
158 	debug(D3DX10_DEBUG) {
159 		if ((pV1 is null) || (pV2 is null)) return 0.0;
160 	}
161 	return (pV1.x * pV2.y) + (pV1.y * pV2.x);
162 }
163 
164 D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
165 	debug(D3DX10_DEBUG) {
166 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
167 	}
168 	pOut.x = pV1.x + pV2.x;
169 	pOut.y = pV1.y + pV2.y;
170 	return pOut;
171 }
172 
173 D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
174 	debug(D3DX10_DEBUG) {
175 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
176 	}
177 	pOut.x = pV1.x - pV2.x;
178 	pOut.y = pV1.y - pV2.y;
179 	return pOut;
180 }
181 
182 D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
183 	debug(D3DX10_DEBUG) {
184 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
185 	}
186 	pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x;
187 	pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y;
188 	return pOut;
189 }
190 
191 D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2) {
192 	debug(D3DX10_DEBUG) {
193 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
194 	}
195 	pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x;
196 	pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y;
197 	return pOut;
198 }
199 
200 D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, float s) {
201 	debug(D3DX10_DEBUG) {
202 		if ((pOut is null) || (pV is null)) return null;
203 	}
204 	pOut.x = pV.x * s;
205 	pOut.y = pV.y * s;
206 	return pOut;
207 }
208 
209 D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, float s) {
210 	debug(D3DX10_DEBUG) {
211 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
212 	}
213 	pOut.x = pV1.x + s * (pV2.x - pV1.x);
214 	pOut.y = pV1.y + s * (pV2.y - pV1.y);
215 	return pOut;
216 }
217 
218 extern(Windows) {
219 	D3DXVECTOR2* D3DXVec2Normalize(D3DXVECTOR2* pOut, D3DXVECTOR2* pV);
220 	D3DXVECTOR2* D3DXVec2Hermite(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pT1, D3DXVECTOR2* pV2, D3DXVECTOR2* pT2, float s);
221 	D3DXVECTOR2* D3DXVec2CatmullRom(D3DXVECTOR2* pOut, D3DXVECTOR2* pV0, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, D3DXVECTOR2* pV3, float s);
222 	D3DXVECTOR2* D3DXVec2BaryCentric(D3DXVECTOR2* pOut, D3DXVECTOR2* pV1, D3DXVECTOR2* pV2, D3DXVECTOR2* pV3, float f, float g);
223 	D3DXVECTOR4* D3DXVec2Transform(D3DXVECTOR4* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM);
224 	D3DXVECTOR2* D3DXVec2TransformCoord(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM);
225 	D3DXVECTOR2* D3DXVec2TransformNormal(D3DXVECTOR2* pOut, D3DXVECTOR2* pV, D3DXMATRIX* pM);
226 	D3DXVECTOR4* D3DXVec2TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
227 	D3DXVECTOR2* D3DXVec2TransformCoordArray(D3DXVECTOR2* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
228 	D3DXVECTOR2* D3DXVec2TransformNormalArray(D3DXVECTOR2* pOut, UINT OutStride, D3DXVECTOR2* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
229 }
230 
231 float D3DXVec3Length(D3DXVECTOR3* pV) {
232 	debug(D3DX10_DEBUG) {
233 		if (pV is null) return 0.0;
234 	}
235 	return sqrtf((pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z));
236 }
237 
238 float D3DXVec3LengthSq(D3DXVECTOR3* pV) {
239 	debug(D3DX10_DEBUG) {
240 		if (pV is null) return 0.0;
241 	}
242 	return (pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z);
243 }
244 
245 float D3DXVec3Dot(D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
246 	debug(D3DX10_DEBUG) {
247 		if ((pV1 is null) || (pV2 is null)) return 0.0;
248 	}
249 	return (pV1.x * pV2.x) + (pV1.y * pV2.y) + (pV1.z * pV2.z);
250 }
251 
252 D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
253 	debug(D3DX10_DEBUG) {
254 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return 0.0;
255 	}
256 	D3DXVECTOR3 v;
257 	v.x = (pV1.y * pV2.z) - (pV1.z * pV2.y);
258 	v.y = (pV1.z * pV2.x) - (pV1.x * pV2.z);
259 	v.z = (pV1.x * pV2.y) - (pV1.y * pV2.x);
260 	*pOut = v;
261 	return pOut;
262 }
263 
264 D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
265 	debug(D3DX10_DEBUG) {
266 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
267 	}
268 	pOut.x = pV1.x + pV2.x;
269 	pOut.y = pV1.y + pV2.y;
270 	pOut.z = pV1.z + pV2.z;
271 	return pOut;
272 }
273 
274 D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
275 	debug(D3DX10_DEBUG) {
276 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
277 	}
278 	pOut.x = pV1.x - pV2.x;
279 	pOut.y = pV1.y - pV2.y;
280 	pOut.z = pV1.z - pV2.z;
281 	return pOut;
282 }
283 
284 D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
285 	debug(D3DX10_DEBUG) {
286 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
287 	}
288 	pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x;
289 	pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y;
290 	pOut.z = pV1.z < pV2.z ? pV1.z : pV2.z;
291 	return pOut;
292 }
293 
294 D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2) {
295 	debug(D3DX10_DEBUG) {
296 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
297 	}
298 	pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x;
299 	pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y;
300 	pOut.z = pV1.z > pV2.z ? pV1.z : pV2.z;
301 	return pOut;
302 }
303 
304 D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, float s) {
305 	debug(D3DX10_DEBUG) {
306 		if ((pOut is null) || (pV is null)) return null;
307 	}
308 	pOut.x = pV.x * s;
309 	pOut.y = pV.y * s;
310 	pOut.z = pV.z * s;
311 	return pOut;
312 }
313 
314 D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, float s) {
315 	debug(D3DX10_DEBUG) {
316 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
317 	}
318 	pOut.x = pV1.x + s * (pV2.x - pV1.x);
319 	pOut.y = pV1.y + s * (pV2.y - pV1.y);
320 	pOut.z = pV1.z + s * (pV2.z - pV1.z);
321 	return pOut;
322 }
323 
324 extern(Windows) {
325 	D3DXVECTOR3* D3DXVec3Normalize(D3DXVECTOR3* pOut, D3DXVECTOR3* pV);
326 	D3DXVECTOR3* D3DXVec3Hermite(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pT1, D3DXVECTOR3* pV2, D3DXVECTOR3* pT2, FLOAT s);
327 	D3DXVECTOR3* D3DXVec3CatmullRom(D3DXVECTOR3* pOut, D3DXVECTOR3* pV0, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3, FLOAT s);
328 	D3DXVECTOR3* D3DXVec3BaryCentric(D3DXVECTOR3* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3, FLOAT f, FLOAT g);
329 	D3DXVECTOR4* D3DXVec3Transform(D3DXVECTOR4* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM);
330 	D3DXVECTOR3* D3DXVec3TransformCoord(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM);
331 	D3DXVECTOR3* D3DXVec3TransformNormal(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3DXMATRIX* pM);
332 	D3DXVECTOR4* D3DXVec3TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
333 	D3DXVECTOR3* D3DXVec3TransformCoordArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
334 	D3DXVECTOR3* D3DXVec3TransformNormalArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
335 	D3DXVECTOR3* D3DXVec3Project(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld);
336 	D3DXVECTOR3* D3DXVec3Unproject(D3DXVECTOR3* pOut, D3DXVECTOR3* pV, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld);
337 	D3DXVECTOR3* D3DXVec3ProjectArray(D3DXVECTOR3* pOut, UINT OutStride,D3DXVECTOR3* pV, UINT VStride,D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld, UINT n);
338 	D3DXVECTOR3* D3DXVec3UnprojectArray(D3DXVECTOR3* pOut, UINT OutStride, D3DXVECTOR3* pV, UINT VStride, D3D10_VIEWPORT* pViewport, D3DXMATRIX* pProjection, D3DXMATRIX* pView, D3DXMATRIX* pWorld, UINT n);
339 }
340 
341 float D3DXVec4Length(D3DXVECTOR4* pV) {
342 	debug(D3DX10_DEBUG) {
343 		if (pV is null) return 0.0;
344 	}
345 	return sqrtf((pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z) + (pV.w * pV.w));
346 }
347 
348 float D3DXVec4LengthSq(D3DXVECTOR4* pV) {
349 	debug(D3DX10_DEBUG) {
350 		if (pV is null) return 0.0;
351 	}
352 	return (pV.x * pV.x) + (pV.y * pV.y) + (pV.z * pV.z) + (pV.w * pV.w);
353 }
354 
355 float D3DXVec4Dot(D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
356 	debug(D3DX10_DEBUG) {
357 		if ((pV1 is null) || (pV2 is null)) return 0.0;
358 	}
359 	return (pV1.x * pV2.x) + (pV1.y * pV2.y) + (pV1.z * pV2.z) + (pV1.w * pV2.w);
360 }
361 
362 D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
363 	debug(D3DX10_DEBUG) {
364 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
365 	}
366 	pOut.x = pV1.x + pV2.x;
367 	pOut.y = pV1.y + pV2.y;
368 	pOut.z = pV1.z + pV2.z;
369 	pOut.w = pV1.w + pV2.w;
370 	return pOut;
371 }
372 
373 D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
374 	debug(D3DX10_DEBUG) {
375 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
376 	}
377 	pOut.x = pV1.x - pV2.x;
378 	pOut.y = pV1.y - pV2.y;
379 	pOut.z = pV1.z - pV2.z;
380 	pOut.w = pV1.w - pV2.w;
381 	return pOut;
382 }
383 
384 D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
385 	debug(D3DX10_DEBUG) {
386 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
387 	}
388 	pOut.x = pV1.x < pV2.x ? pV1.x : pV2.x;
389 	pOut.y = pV1.y < pV2.y ? pV1.y : pV2.y;
390 	pOut.z = pV1.z < pV2.z ? pV1.z : pV2.z;
391 	pOut.w = pV1.w < pV2.w ? pV1.w : pV2.w;
392 	return pOut;
393 }
394 
395 D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2) {
396 	debug(D3DX10_DEBUG) {
397 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
398 	}
399 	pOut.x = pV1.x > pV2.x ? pV1.x : pV2.x;
400 	pOut.y = pV1.y > pV2.y ? pV1.y : pV2.y;
401 	pOut.z = pV1.z > pV2.z ? pV1.z : pV2.z;
402 	pOut.w = pV1.w > pV2.w ? pV1.w : pV2.w;
403 	return pOut;
404 }
405 
406 D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4* pOut, D3DXVECTOR4* pV, float s) {
407 	debug(D3DX10_DEBUG) {
408 		if ((pOut is null) || (pV is null)) return null;
409 	}
410 	pOut.x = pV.x * s;
411 	pOut.y = pV.y * s;
412 	pOut.z = pV.z * s;
413 	pOut.w = pV.w * s;
414 	return pOut;
415 }
416 
417 D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, float s) {
418 	debug(D3DX10_DEBUG) {
419 		if ((pOut is null) || (pV1 is null) || (pV2 is null)) return null;
420 	}
421 	pOut.x = pV1.x + s * (pV2.x - pV1.x);
422 	pOut.y = pV1.y + s * (pV2.y - pV1.y);
423 	pOut.z = pV1.z + s * (pV2.z - pV1.z);
424 	pOut.w = pV1.w + s * (pV2.w - pV1.w);
425 	return pOut;
426 }
427 
428 extern(Windows) {
429 	D3DXVECTOR4* D3DXVec4Cross(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3);
430 	D3DXVECTOR4* D3DXVec4Normalize(D3DXVECTOR4* pOut, D3DXVECTOR4* pV);
431 	D3DXVECTOR4* D3DXVec4Hermite(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pT1, D3DXVECTOR4* pV2, D3DXVECTOR4* pT2, FLOAT s);
432 	D3DXVECTOR4* D3DXVec4CatmullRom(D3DXVECTOR4* pOut, D3DXVECTOR4* pV0, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3, FLOAT s);
433 	D3DXVECTOR4* D3DXVec4BaryCentric(D3DXVECTOR4* pOut, D3DXVECTOR4* pV1, D3DXVECTOR4* pV2, D3DXVECTOR4* pV3, FLOAT f, FLOAT g);
434 	D3DXVECTOR4* D3DXVec4Transform(D3DXVECTOR4* pOut, D3DXVECTOR4* pV, D3DXMATRIX* pM);
435 	D3DXVECTOR4* D3DXVec4TransformArray(D3DXVECTOR4* pOut, UINT OutStride, D3DXVECTOR4* pV, UINT VStride, D3DXMATRIX* pM, UINT n);
436 }
437 
438 D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pOut) {
439 	debug(D3DX10_DEBUG) {
440 		if (pOut is null) return NULL;
441 	}
442 	pOut.m[0][1] = pOut.m[0][2] = pOut.m[0][3] =
443 	pOut.m[1][0] = pOut.m[1][2] = pOut.m[1][3] =
444 	pOut.m[2][0] = pOut.m[2][1] = pOut.m[2][3] =
445 	pOut.m[3][0] = pOut.m[3][1] = pOut.m[3][2] = 0.0;
446 	pOut.m[0][0] = pOut.m[1][1] = pOut.m[2][2] = pOut.m[3][3] = 1.0;
447 	return pOut;
448 }
449 
450 
451 BOOL D3DXMatrixIsIdentity(D3DXMATRIX *pM) {
452 	debug(D3DX10_DEBUG) {
453 		if(pM is null) return FALSE;
454 	}
455 	return (pM.m[0][0] == 1.0f) && (pM.m[0][1] == 0.0f) && (pM.m[0][2] == 0.0f) && (pM.m[0][3] == 0.0f) &&
456 	       (pM.m[1][0] == 0.0f) && (pM.m[1][1] == 1.0f) && (pM.m[1][2] == 0.0f) && (pM.m[1][3] == 0.0f) &&
457 	       (pM.m[2][0] == 0.0f) && (pM.m[2][1] == 0.0f) && (pM.m[2][2] == 1.0f) && (pM.m[2][3] == 0.0f) &&
458 	       (pM.m[3][0] == 0.0f) && (pM.m[3][1] == 0.0f) && (pM.m[3][2] == 0.0f) && (pM.m[3][3] == 1.0f);
459 }
460 
461 extern(Windows) {
462 	FLOAT D3DXMatrixDeterminant(D3DXMATRIX* pM);
463 	HRESULT D3DXMatrixDecompose(D3DXVECTOR3* pOutScale, D3DXQUATERNION* pOutRotation, D3DXVECTOR3* pOutTranslation, D3DXMATRIX* pM);
464 	D3DXMATRIX* D3DXMatrixTranspose(D3DXMATRIX* pOut, D3DXMATRIX* pM);
465 	D3DXMATRIX* D3DXMatrixMultiply(D3DXMATRIX* pOut, D3DXMATRIX* pM1, D3DXMATRIX* pM2);
466 	D3DXMATRIX* D3DXMatrixMultiplyTranspose(D3DXMATRIX* pOut, D3DXMATRIX* pM1, D3DXMATRIX* pM2);
467 	D3DXMATRIX* D3DXMatrixInverse(D3DXMATRIX* pOut, FLOAT* pDeterminant, D3DXMATRIX* pM);
468 	D3DXMATRIX* D3DXMatrixScaling(D3DXMATRIX* pOut, FLOAT sx, FLOAT sy, FLOAT sz);
469 	D3DXMATRIX* D3DXMatrixTranslation(D3DXMATRIX* pOut, FLOAT x, FLOAT y, FLOAT z);
470 	D3DXMATRIX* D3DXMatrixRotationX(D3DXMATRIX* pOut, FLOAT Angle);
471 	D3DXMATRIX* D3DXMatrixRotationY(D3DXMATRIX* pOut, FLOAT Angle);
472 	D3DXMATRIX* D3DXMatrixRotationZ(D3DXMATRIX* pOut, FLOAT Angle);
473 	D3DXMATRIX* D3DXMatrixRotationAxis(D3DXMATRIX* pOut, D3DXVECTOR3* pV, FLOAT Angle);
474 	D3DXMATRIX* D3DXMatrixRotationQuaternion(D3DXMATRIX* pOut, D3DXQUATERNION* pQ);
475 	D3DXMATRIX* D3DXMatrixRotationYawPitchRoll(D3DXMATRIX* pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll);
476 	D3DXMATRIX* D3DXMatrixTransformation(D3DXMATRIX* pOut, D3DXVECTOR3* pScalingCenter, D3DXQUATERNION* pScalingRotation, D3DXVECTOR3* pScaling, D3DXVECTOR3* pRotationCenter, D3DXQUATERNION* pRotation, D3DXVECTOR3* pTranslation);
477 	D3DXMATRIX* D3DXMatrixTransformation2D(D3DXMATRIX* pOut, D3DXVECTOR2* pScalingCenter, FLOAT ScalingRotation, D3DXVECTOR2* pScaling, D3DXVECTOR2* pRotationCenter, FLOAT Rotation, D3DXVECTOR2* pTranslation);
478 	D3DXMATRIX* D3DXMatrixAffineTransformation(D3DXMATRIX* pOut, FLOAT Scaling, D3DXVECTOR3* pRotationCenter, D3DXQUATERNION* pRotation, D3DXVECTOR3* pTranslation);
479 	D3DXMATRIX* D3DXMatrixAffineTransformation2D(D3DXMATRIX* pOut, FLOAT Scaling, D3DXVECTOR2* pRotationCenter, FLOAT Rotation, D3DXVECTOR2* pTranslation);
480 	D3DXMATRIX* D3DXMatrixLookAtRH(D3DXMATRIX* pOut, D3DXVECTOR3* pEye, D3DXVECTOR3* pAt, D3DXVECTOR3* pUp);
481 	D3DXMATRIX* D3DXMatrixLookAtLH(D3DXMATRIX* pOut, D3DXVECTOR3* pEye, D3DXVECTOR3* pAt, D3DXVECTOR3* pUp);
482 	D3DXMATRIX* D3DXMatrixPerspectiveRH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
483 	D3DXMATRIX* D3DXMatrixPerspectiveLH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
484 	D3DXMATRIX* D3DXMatrixPerspectiveFovRH(D3DXMATRIX* pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf);
485 	D3DXMATRIX* D3DXMatrixPerspectiveFovLH(D3DXMATRIX* pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf);
486 	D3DXMATRIX* D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
487 	D3DXMATRIX* D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
488 	D3DXMATRIX* D3DXMatrixOrthoRH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
489 	D3DXMATRIX* D3DXMatrixOrthoLH(D3DXMATRIX* pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
490 	D3DXMATRIX* D3DXMatrixOrthoOffCenterRH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
491 	D3DXMATRIX* D3DXMatrixOrthoOffCenterLH(D3DXMATRIX* pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
492 	D3DXMATRIX* D3DXMatrixShadow(D3DXMATRIX* pOut, D3DXVECTOR4* pLight, D3DXPLANE* pPlane);
493 	D3DXMATRIX* D3DXMatrixReflect(D3DXMATRIX* pOut, D3DXPLANE* pPlane);
494 }
495 
496 float D3DXQuaternionLength(D3DXQUATERNION *pQ) {
497 	debug(D3DX10_DEBUG) {
498 		if (pQ is null) return 0.0f;
499 	}
500     return sqrtf((pQ.x * pQ.x) + (pQ.y * pQ.y) + (pQ.z * pQ.z) + (pQ.w * pQ.w));
501 }
502 
503 float D3DXQuaternionLengthSq(D3DXQUATERNION *pQ) {
504 	debug(D3DX10_DEBUG) {
505 		if(pQ is null) return 0.0f;
506 	}
507     return (pQ.x * pQ.x) + (pQ.y * pQ.y) + (pQ.z * pQ.z) + (pQ.w * pQ.w);
508 }
509 
510 float D3DXQuaternionDot(D3DXQUATERNION *pQ1, D3DXQUATERNION *pQ2) {
511 	debug(D3DX10_DEBUG) {
512 		if((pQ1 is null) || (pQ2 is null)) return 0.0f;
513 	}
514     return (pQ1.x * pQ2.x) + (pQ1.y * pQ2.y) + (pQ1.z * pQ2.z) + (pQ1.w * pQ2.w);
515 }
516 
517 D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pOut) {
518 	debug(D3DX10_DEBUG) {
519 		if(pOut is null) return null;
520 	}
521     pOut.x = pOut.y = pOut.z = 0.0f;
522     pOut.w = 1.0f;
523     return pOut;
524 }
525 
526 bool D3DXQuaternionIsIdentity(D3DXQUATERNION *pQ) {
527 	debug(D3DX10_DEBUG) {
528 		if(pQ is null) return false;
529 	}
530     return (pQ.x == 0.0f) && (pQ.y == 0.0f) && (pQ.z == 0.0f) && (pQ.w == 1.0f);
531 }
532 
533 D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pOut, D3DXQUATERNION *pQ) {
534 	debug(D3DX10_DEBUG) {
535 		if((pOut is null) || (pQis is null)) return null;
536 	}
537     pOut.x = -pQ.x;
538     pOut.y = -pQ.y;
539     pOut.z = -pQ.z;
540     pOut.w =  pQ.w;
541     return pOut;
542 }
543 
544 extern(Windows) {
545 	void D3DXQuaternionToAxisAngle(D3DXQUATERNION* pQ, D3DXVECTOR3* pAxis, FLOAT* pAngle);
546 	D3DXQUATERNION* D3DXQuaternionRotationMatrix(D3DXQUATERNION* pOut, D3DXMATRIX* pM);
547 	D3DXQUATERNION* D3DXQuaternionRotationAxis(D3DXQUATERNION* pOut, D3DXVECTOR3* pV, FLOAT Angle);
548 	D3DXQUATERNION* D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION* pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll);
549 	D3DXQUATERNION* D3DXQuaternionMultiply(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2);
550 	D3DXQUATERNION* D3DXQuaternionNormalize(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
551 	D3DXQUATERNION* D3DXQuaternionInverse(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
552 	D3DXQUATERNION* D3DXQuaternionLn(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
553 	D3DXQUATERNION* D3DXQuaternionExp(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ);
554 	D3DXQUATERNION* D3DXQuaternionSlerp(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, FLOAT t);
555 	D3DXQUATERNION* D3DXQuaternionSquad(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pA, D3DXQUATERNION* pB, D3DXQUATERNION* pC, FLOAT t);
556 	void D3DXQuaternionSquadSetup(D3DXQUATERNION* pAOut, D3DXQUATERNION* pBOut, D3DXQUATERNION* pCOut, D3DXQUATERNION* pQ0, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, D3DXQUATERNION* pQ3);
557 	D3DXQUATERNION* D3DXQuaternionBaryCentric(D3DXQUATERNION* pOut, D3DXQUATERNION* pQ1, D3DXQUATERNION* pQ2, D3DXQUATERNION* pQ3, FLOAT f, FLOAT g);
558 }
559 
560 float D3DXPlaneDot(D3DXPLANE *pP, D3DXVECTOR4 *pV) {
561 	debug(D3DX10_DEBUG) {
562 		if((pP is null) || (pV is null)) return 0.0f;
563 	}
564     return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z) + (pP.d * pV.w);
565 }
566 
567 float D3DXPlaneDotCoord(D3DXPLANE *pP, D3DXVECTOR3 *pV) {
568 	debug(D3DX10_DEBUG) {
569 		if((pP is null) || (pV is null)) return 0.0f;
570 	}
571     return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z) + pP.d;
572 }
573 
574 float D3DXPlaneDotNormal(D3DXPLANE *pP, D3DXVECTOR3 *pV) {
575 	debug(D3DX10_DEBUG) {
576 		if((pP is null) || (pV is null)) return 0.0f;
577 	}
578     return (pP.a * pV.x) + (pP.b * pV.y) + (pP.c * pV.z);
579 }
580 
581 D3DXPLANE* D3DXPlaneScale(D3DXPLANE *pOut, D3DXPLANE *pP, float s) {
582 	debug(D3DX10_DEBUG) {
583 		if((pOut is null) || (pP is null)) return null;
584 	}
585     pOut.a = pP.a * s;
586     pOut.b = pP.b * s;
587     pOut.c = pP.c * s;
588     pOut.d = pP.d * s;
589     return pOut;
590 }
591 
592 extern(Windows) {
593 	D3DXPLANE* D3DXPlaneNormalize(D3DXPLANE* pOut, D3DXPLANE* pP);
594 	D3DXVECTOR3* D3DXPlaneIntersectLine(D3DXVECTOR3* pOut, D3DXPLANE* pP, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2);
595 	D3DXPLANE* D3DXPlaneFromPointNormal(D3DXPLANE* pOut, D3DXVECTOR3* pPoint, D3DXVECTOR3* pNormal);
596 	D3DXPLANE* D3DXPlaneFromPoints(D3DXPLANE* pOut, D3DXVECTOR3* pV1, D3DXVECTOR3* pV2, D3DXVECTOR3* pV3);
597 	D3DXPLANE* D3DXPlaneTransform(D3DXPLANE* pOut, D3DXPLANE* pP, D3DXMATRIX* pM);
598 	D3DXPLANE* D3DXPlaneTransformArray(D3DXPLANE* pOut, UINT OutStride, D3DXPLANE* pP, UINT PStride, D3DXMATRIX* pM, UINT n);
599 }
600 
601 D3DXCOLOR* D3DXColorNegative(D3DXCOLOR* pOut, D3DXCOLOR* pC) {
602 	debug(D3DX10_DEBUG) {
603 		if((pOut is null) || (pC is null)) return null;
604 	}
605     pOut.r = 1.0f - pC.r;
606     pOut.g = 1.0f - pC.g;
607     pOut.b = 1.0f - pC.b;
608     pOut.a = pC.a;
609     return pOut;
610 }
611 
612 D3DXCOLOR* D3DXColorAdd(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) {
613 	debug(D3DX10_DEBUG) {
614 		if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
615 	}
616     pOut.r = pC1.r + pC2.r;
617     pOut.g = pC1.g + pC2.g;
618     pOut.b = pC1.b + pC2.b;
619     pOut.a = pC1.a + pC2.a;
620     return pOut;
621 }
622 
623 D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) {
624 	debug(D3DX10_DEBUG) {
625 		if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
626 	}
627     pOut.r = pC1.r - pC2.r;
628     pOut.g = pC1.g - pC2.g;
629     pOut.b = pC1.b - pC2.b;
630     pOut.a = pC1.a - pC2.a;
631     return pOut;
632 }
633 
634 D3DXCOLOR* D3DXColorScale(D3DXCOLOR* pOut, D3DXCOLOR* pC, float s) {
635 	debug(D3DX10_DEBUG) {
636 		if((pOut is null) || (pC is null)) return null;
637 	}
638     pOut.r = pC.r * s;
639     pOut.g = pC.g * s;
640     pOut.b = pC.b * s;
641     pOut.a = pC.a * s;
642     return pOut;
643 }
644 
645 D3DXCOLOR* D3DXColorModulate(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2) {
646 	debug(D3DX10_DEBUG) {
647 		if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
648 	}
649     pOut.r = pC1.r * pC2.r;
650     pOut.g = pC1.g * pC2.g;
651     pOut.b = pC1.b * pC2.b;
652     pOut.a = pC1.a * pC2.a;
653     return pOut;
654 }
655 
656 D3DXCOLOR* D3DXColorLerp(D3DXCOLOR* pOut, D3DXCOLOR* pC1, D3DXCOLOR* pC2, float s) {
657 	debug(D3DX10_DEBUG) {
658 		if((pOut is null) || (pC1 is null) || (pC2 is null)) return null;
659 	}
660     pOut.r = pC1.r + s * (pC2.r - pC1.r);
661     pOut.g = pC1.g + s * (pC2.g - pC1.g);
662     pOut.b = pC1.b + s * (pC2.b - pC1.b);
663     pOut.a = pC1.a + s * (pC2.a - pC1.a);
664     return pOut;
665 }
666 
667 extern(Windows) {
668 	D3DXCOLOR* D3DXColorAdjustSaturation(D3DXCOLOR* pOut, D3DXCOLOR* pC, float s);
669 	D3DXCOLOR* D3DXColorAdjustContrast(D3DXCOLOR* pOut, D3DXCOLOR* pC, float c);
670 	FLOAT D3DXFresnelTerm(float CosTheta, float RefractionIndex);
671 }
672 
673 extern (C) const GUID IID_ID3DXMatrixStack = {0xc7885ba7, 0xf990, 0x4fe7, [0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85]};
674 
675 interface ID3DXMatrixStack : IUnknown {
676 	extern(Windows) :
677 	HRESULT Pop();
678 	HRESULT Push();
679 	HRESULT LoadIdentity();
680 	HRESULT LoadMatrix(D3DXMATRIX* pM );
681 	HRESULT MultMatrix(D3DXMATRIX* pM );
682 	HRESULT MultMatrixLocal(D3DXMATRIX* pM );
683 	HRESULT RotateAxis(D3DXVECTOR3* pV, float Angle);
684 	HRESULT RotateAxisLocal(D3DXVECTOR3* pV, float Angle);
685 	HRESULT RotateYawPitchRoll(float Yaw, float Pitch, float Roll);
686 	HRESULT RotateYawPitchRollLocal(float Yaw, float Pitch, float Roll);
687 	HRESULT Scale(float x, float y, float z);
688 	HRESULT ScaleLocal(float x, float y, float z);
689 	HRESULT Translate(float x, float y, float z );
690 	HRESULT TranslateLocal(float x, float y, float z);
691 	D3DXMATRIX* GetTop();
692 }
693 
694 //TODO extern(Windows) HRESULT D3DXCreateMatrixStack(UINT Flags, D3DXMATRIXSTACK* ppStack);
695 
696 const D3DXSH_MINORDER = 2;
697 const D3DXSH_MAXORDER = 6;
698 
699 extern(Windows) {
700 	float* D3DXSHEvalDirection(float* pOut, UINT Order, D3DXVECTOR3* pDir);
701 	float* D3DXSHRotate(float* pOut, UINT Order, D3DXMATRIX* pMatrix, float* pIn);
702 	float* D3DXSHRotateZ(float* pOut, UINT Order, float Angle, float* pIn);
703 	float* D3DXSHAdd(float* pOut, UINT Order, float* pA, float* pB);
704 	float* D3DXSHScale(float* pOut, UINT Order, float* pIn, float Scale);
705 	float D3DXSHDot(UINT Order, float* pA, float* pB);
706 	float* D3DXSHMultiply2(float* pOut, float* pF, float* pG);
707 	float* D3DXSHMultiply3(float* pOut, float* pF, float* pG);
708 	float* D3DXSHMultiply4(float* pOut, float* pF, float* pG);
709 	float* D3DXSHMultiply5(float* pOut, float* pF, float* pG);
710 	float* D3DXSHMultiply6(float* pOut, float* pF, float* pG);
711 	HRESULT D3DXSHEvalDirectionalLight(UINT Order, D3DXVECTOR3* pDir, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut);
712 	HRESULT D3DXSHEvalSphericalLight(UINT Order, D3DXVECTOR3* pPos, float Radius, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut);
713 	HRESULT D3DXSHEvalConeLight(UINT Order, D3DXVECTOR3* pDir, float Radius, float RIntensity, float GIntensity, float BIntensity, float* pROut, float* pGOut, float* pBOut);
714 	HRESULT D3DXSHEvalHemisphereLight(UINT Order, D3DXVECTOR3* pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, float* pROut, float* pGOut, float* pBOut);
715 	BOOL D3DXIntersectTri(D3DXVECTOR3* p0, D3DXVECTOR3* p1, D3DXVECTOR3* p2, D3DXVECTOR3* pRayPos, D3DXVECTOR3* pRayDir, float* pU, float* pV, float* pDist);
716 	BOOL D3DXSphereBoundProbe(D3DXVECTOR3* pCenter, float Radius, D3DXVECTOR3* pRayPosition, D3DXVECTOR3* pRayDirection);
717 	BOOL D3DXBoxBoundProbe(D3DXVECTOR3* pMin, D3DXVECTOR3* pMax, D3DXVECTOR3* pRayPosition, D3DXVECTOR3* pRayDirection);
718 	HRESULT D3DXComputeBoundingSphere(D3DXVECTOR3* pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3* pCenter, float* pRadius);
719 	HRESULT D3DXComputeBoundingBox(D3DXVECTOR3* pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3* pMin, D3DXVECTOR3* pMax);
720 }
721 
722 enum D3DX_CPU_OPTIMIZATION {
723 	D3DX_NOT_OPTIMIZED = 0,
724 	D3DX_3DNOW_OPTIMIZED,
725 	D3DX_SSE2_OPTIMIZED,
726 	D3DX_SSE_OPTIMIZED
727 }
728 
729 extern(Windows) D3DX_CPU_OPTIMIZATION D3DXCpuOptimizations(bool Enable);