D3DMATH.H

/*========================================================================== 
*
* Copyright (C) 1995, 1996 Microsoft Corporation. All Rights Reserved.
*
* File: d3dmath.h
*
***************************************************************************/
#ifndef __D3DMATH_H__
#define __D3DMATH_H__

#include <math.h>

#ifdef __cplusplus
extern "C" {
#endif
/*
* Normalises the vector v
*/
LPD3DVECTOR D3DVECTORNormalise(LPD3DVECTOR v);

/*
* Calculates cross product of a and b.
*/
LPD3DVECTOR D3DVECTORCrossProduct(LPD3DVECTOR lpd, LPD3DVECTOR lpa, LPD3DVECTOR lpb);

/*
* lpDst = lpSrc1 * lpSrc2
* lpDst can be equal to lpSrc1 or lpSrc2
*/
LPD3DMATRIX MultiplyD3DMATRIX(LPD3DMATRIX lpDst, LPD3DMATRIX lpSrc1,
LPD3DMATRIX lpSrc2);
/*
* -1 d = a
*/
LPD3DMATRIX D3DMATRIXInvert(LPD3DMATRIX d, LPD3DMATRIX a);

/*
* Set the rotation part of a matrix such that the vector lpD is the new
* z-axis and lpU is the new y-axis.
*/
LPD3DMATRIX D3DMATRIXSetRotation(LPD3DMATRIX lpM, LPD3DVECTOR lpD, LPD3DVECTOR lpU);

/*
* Calculates a point along a B-Spline curve defined by four points. p
* n output, contain the point. t Position
* along the curve between p2 and p3. This position is a float between 0
* and 1. p1, p2, p3, p4 Points defining spline curve. p, at parameter
* t along the spline curve
*/
void spline(LPD3DVECTOR p, float t, LPD3DVECTOR p1, LPD3DVECTOR p2,
LPD3DVECTOR p3, LPD3DVECTOR p4);

#ifdef __cplusplus
};
#endif

#endif // __D3DMATH_H__