Closed walbourn closed 2 years ago
The original D3DXmath interface is:
DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
{
//
// IUnknown methods
//
STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
//
// ID3DXMatrixStack methods
//
// Pops the top of the stack, returns the current top
// *after* popping the top.
STDMETHOD(Pop)(THIS) PURE;
// Pushes the stack by one, duplicating the current matrix.
STDMETHOD(Push)(THIS) PURE;
// Loads identity in the current matrix.
STDMETHOD(LoadIdentity)(THIS) PURE;
// Loads the given matrix into the current matrix
STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
// Right-Multiplies the given matrix to the current matrix.
// (transformation is about the current world origin)
STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
// Left-Multiplies the given matrix to the current matrix
// (transformation is about the local origin of the object)
STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE;
// Right multiply the current matrix with the computed rotation
// matrix, counterclockwise about the given axis with the given angle.
// (rotation is about the current world origin)
STDMETHOD(RotateAxis)
(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
// Left multiply the current matrix with the computed rotation
// matrix, counterclockwise about the given axis with the given angle.
// (rotation is about the local origin of the object)
STDMETHOD(RotateAxisLocal)
(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
// Right multiply the current matrix with the computed rotation
// matrix. All angles are counterclockwise. (rotation is about the
// current world origin)
// The rotation is composed of a yaw around the Y axis, a pitch around
// the X axis, and a roll around the Z axis.
STDMETHOD(RotateYawPitchRoll)
(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
// Left multiply the current matrix with the computed rotation
// matrix. All angles are counterclockwise. (rotation is about the
// local origin of the object)
// The rotation is composed of a yaw around the Y axis, a pitch around
// the X axis, and a roll around the Z axis.
STDMETHOD(RotateYawPitchRollLocal)
(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
// Right multiply the current matrix with the computed scale
// matrix. (transformation is about the current world origin)
STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
// Left multiply the current matrix with the computed scale
// matrix. (transformation is about the local origin of the object)
STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
// Right multiply the current matrix with the computed translation
// matrix. (transformation is about the current world origin)
STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
// Left multiply the current matrix with the computed translation
// matrix. (transformation is about the local origin of the object)
STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
// Obtain the current matrix at the top of the stack
STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
};
Seems odd to me that that D3DX Matrix Stack didn't maintain an inverse as well, which is kinda of the point of maintaining a matrix stack in many cases, but my focus here it to just replace the original D3DXMath functionality.
Implementation of the legacy D3DXmath MatrixStack implemented using DirectXMath.