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/* |
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* Copyright (C) 2007 David Adam |
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* Copyright (C) 2007 Tony Wasserka |
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* |
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* This library is free software; you can redistribute it and/or |
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* modify it under the terms of the GNU Lesser General Public |
| 7 |
* License as published by the Free Software Foundation; either |
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* version 2.1 of the License, or (at your option) any later version. |
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* |
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* This library is distributed in the hope that it will be useful, |
| 11 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 12 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| 13 |
* Lesser General Public License for more details. |
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* |
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* You should have received a copy of the GNU Lesser General Public |
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* License along with this library; if not, write to the Free Software |
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
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*/ |
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|
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#ifndef __D3DX9MATH_INL__ |
| 21 |
#define __D3DX9MATH_INL__ |
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|
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/* constructors & operators */ |
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#ifdef __cplusplus |
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|
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inline D3DXVECTOR2::D3DXVECTOR2() |
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{ |
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} |
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|
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inline D3DXVECTOR2::D3DXVECTOR2(const FLOAT *pf) |
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{ |
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if(!pf) return; |
| 33 |
x = pf[0]; |
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y = pf[1]; |
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} |
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|
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inline D3DXVECTOR2::D3DXVECTOR2(FLOAT fx, FLOAT fy) |
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{ |
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x = fx; |
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y = fy; |
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} |
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|
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inline D3DXVECTOR2::operator FLOAT* () |
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{ |
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return (FLOAT*)&x; |
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} |
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|
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inline D3DXVECTOR2::operator const FLOAT* () const |
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{ |
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return (const FLOAT*)&x; |
| 51 |
} |
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|
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inline D3DXVECTOR2& D3DXVECTOR2::operator += (const D3DXVECTOR2& v) |
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{ |
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x += v.x; |
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y += v.y; |
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return *this; |
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} |
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|
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inline D3DXVECTOR2& D3DXVECTOR2::operator -= (const D3DXVECTOR2& v) |
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{ |
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x -= v.x; |
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y -= v.y; |
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return *this; |
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} |
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|
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inline D3DXVECTOR2& D3DXVECTOR2::operator *= (FLOAT f) |
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{ |
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x *= f; |
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y *= f; |
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return *this; |
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} |
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|
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inline D3DXVECTOR2& D3DXVECTOR2::operator /= (FLOAT f) |
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{ |
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x /= f; |
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y /= f; |
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return *this; |
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} |
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|
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inline D3DXVECTOR2 D3DXVECTOR2::operator + () const |
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{ |
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return *this; |
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} |
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|
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inline D3DXVECTOR2 D3DXVECTOR2::operator - () const |
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{ |
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return D3DXVECTOR2(-x, -y); |
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} |
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|
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inline D3DXVECTOR2 D3DXVECTOR2::operator + (const D3DXVECTOR2& v) const |
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{ |
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return D3DXVECTOR2(x + v.x, y + v.y); |
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} |
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|
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inline D3DXVECTOR2 D3DXVECTOR2::operator - (const D3DXVECTOR2& v) const |
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{ |
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return D3DXVECTOR2(x - v.x, y - v.y); |
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} |
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|
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inline D3DXVECTOR2 D3DXVECTOR2::operator * (FLOAT f) const |
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{ |
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return D3DXVECTOR2(x * f, y * f); |
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} |
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|
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inline D3DXVECTOR2 D3DXVECTOR2::operator / (FLOAT f) const |
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{ |
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return D3DXVECTOR2(x / f, y / f); |
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} |
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|
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inline D3DXVECTOR2 operator * (FLOAT f, const D3DXVECTOR2& v) |
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{ |
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return D3DXVECTOR2(f * v.x, f * v.y); |
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} |
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|
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inline WINBOOL D3DXVECTOR2::operator == (const D3DXVECTOR2& v) const |
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{ |
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return x == v.x && y == v.y; |
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} |
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|
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inline WINBOOL D3DXVECTOR2::operator != (const D3DXVECTOR2& v) const |
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{ |
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return x != v.x || y != v.y; |
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} |
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|
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inline D3DXVECTOR3::D3DXVECTOR3() |
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{ |
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} |
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|
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inline D3DXVECTOR3::D3DXVECTOR3(const FLOAT *pf) |
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{ |
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if(!pf) return; |
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x = pf[0]; |
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y = pf[1]; |
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z = pf[2]; |
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} |
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|
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inline D3DXVECTOR3::D3DXVECTOR3(const D3DVECTOR& v) |
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{ |
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x = v.x; |
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y = v.y; |
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z = v.z; |
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} |
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|
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inline D3DXVECTOR3::D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz) |
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{ |
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x = fx; |
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y = fy; |
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z = fz; |
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} |
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|
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inline D3DXVECTOR3::operator FLOAT* () |
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{ |
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return (FLOAT*)&x; |
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} |
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|
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inline D3DXVECTOR3::operator const FLOAT* () const |
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{ |
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return (const FLOAT*)&x; |
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} |
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|
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inline D3DXVECTOR3& D3DXVECTOR3::operator += (const D3DXVECTOR3& v) |
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{ |
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x += v.x; |
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y += v.y; |
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z += v.z; |
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return *this; |
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} |
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|
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inline D3DXVECTOR3& D3DXVECTOR3::operator -= (const D3DXVECTOR3& v) |
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{ |
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x -= v.x; |
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y -= v.y; |
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z -= v.z; |
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return *this; |
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} |
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|
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inline D3DXVECTOR3& D3DXVECTOR3::operator *= (FLOAT f) |
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{ |
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x *= f; |
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y *= f; |
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z *= f; |
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return *this; |
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} |
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|
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inline D3DXVECTOR3& D3DXVECTOR3::operator /= (FLOAT f) |
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{ |
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x /= f; |
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y /= f; |
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z /= f; |
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return *this; |
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} |
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|
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inline D3DXVECTOR3 D3DXVECTOR3::operator + () const |
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{ |
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return *this; |
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} |
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|
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inline D3DXVECTOR3 D3DXVECTOR3::operator - () const |
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{ |
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return D3DXVECTOR3(-x, -y, -z); |
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} |
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|
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inline D3DXVECTOR3 D3DXVECTOR3::operator + (const D3DXVECTOR3& v) const |
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{ |
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return D3DXVECTOR3(x + v.x, y + v.y, z + v.z); |
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} |
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|
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inline D3DXVECTOR3 D3DXVECTOR3::operator - (const D3DXVECTOR3& v) const |
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{ |
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return D3DXVECTOR3(x - v.x, y - v.y, z - v.z); |
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} |
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|
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inline D3DXVECTOR3 D3DXVECTOR3::operator * (FLOAT f) const |
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{ |
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return D3DXVECTOR3(x * f, y * f, z * f); |
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} |
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|
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inline D3DXVECTOR3 D3DXVECTOR3::operator / (FLOAT f) const |
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{ |
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return D3DXVECTOR3(x / f, y / f, z / f); |
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} |
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|
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inline D3DXVECTOR3 operator * (FLOAT f, const D3DXVECTOR3& v) |
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{ |
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return D3DXVECTOR3(f * v.x, f * v.y, f * v.z); |
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} |
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|
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inline WINBOOL D3DXVECTOR3::operator == (const D3DXVECTOR3& v) const |
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{ |
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return x == v.x && y == v.y && z == v.z; |
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} |
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|
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inline WINBOOL D3DXVECTOR3::operator != (const D3DXVECTOR3& v) const |
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{ |
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return x != v.x || y != v.y || z != v.z; |
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} |
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|
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inline D3DXVECTOR4::D3DXVECTOR4() |
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{ |
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} |
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|
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inline D3DXVECTOR4::D3DXVECTOR4(const FLOAT *pf) |
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{ |
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if(!pf) return; |
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x = pf[0]; |
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y = pf[1]; |
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z = pf[2]; |
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w = pf[3]; |
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} |
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|
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inline D3DXVECTOR4::D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw) |
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{ |
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x = fx; |
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y = fy; |
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z = fz; |
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w = fw; |
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} |
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|
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inline D3DXVECTOR4::operator FLOAT* () |
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{ |
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return (FLOAT*)&x; |
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} |
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|
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inline D3DXVECTOR4::operator const FLOAT* () const |
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{ |
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return (const FLOAT*)&x; |
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} |
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|
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inline D3DXVECTOR4& D3DXVECTOR4::operator += (const D3DXVECTOR4& v) |
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{ |
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x += v.x; |
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y += v.y; |
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z += v.z; |
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w += v.w; |
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return *this; |
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} |
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|
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inline D3DXVECTOR4& D3DXVECTOR4::operator -= (const D3DXVECTOR4& v) |
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{ |
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x -= v.x; |
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y -= v.y; |
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z -= v.z; |
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w -= v.w; |
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return *this; |
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} |
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|
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inline D3DXVECTOR4& D3DXVECTOR4::operator *= (FLOAT f) |
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{ |
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x *= f; |
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y *= f; |
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z *= f; |
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w *= f; |
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return *this; |
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} |
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|
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inline D3DXVECTOR4& D3DXVECTOR4::operator /= (FLOAT f) |
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{ |
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x /= f; |
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y /= f; |
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z /= f; |
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w /= f; |
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return *this; |
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} |
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|
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inline D3DXVECTOR4 D3DXVECTOR4::operator + () const |
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{ |
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return *this; |
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} |
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|
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inline D3DXVECTOR4 D3DXVECTOR4::operator - () const |
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{ |
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return D3DXVECTOR4(-x, -y, -z, -w); |
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} |
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|
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inline D3DXVECTOR4 D3DXVECTOR4::operator + (const D3DXVECTOR4& v) const |
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{ |
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return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w); |
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} |
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|
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inline D3DXVECTOR4 D3DXVECTOR4::operator - (const D3DXVECTOR4& v) const |
| 322 |
{ |
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return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w); |
| 324 |
} |
| 325 |
|
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inline D3DXVECTOR4 D3DXVECTOR4::operator * (FLOAT f) const |
| 327 |
{ |
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return D3DXVECTOR4(x * f, y * f, z * f, w * f); |
| 329 |
} |
| 330 |
|
| 331 |
inline D3DXVECTOR4 D3DXVECTOR4::operator / (FLOAT f) const |
| 332 |
{ |
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return D3DXVECTOR4(x / f, y / f, z / f, w / f); |
| 334 |
} |
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|
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inline D3DXVECTOR4 operator * (FLOAT f, const D3DXVECTOR4& v) |
| 337 |
{ |
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return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w); |
| 339 |
} |
| 340 |
|
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inline WINBOOL D3DXVECTOR4::operator == (const D3DXVECTOR4& v) const |
| 342 |
{ |
| 343 |
return x == v.x && y == v.y && z == v.z && w == v.w; |
| 344 |
} |
| 345 |
|
| 346 |
inline WINBOOL D3DXVECTOR4::operator != (const D3DXVECTOR4& v) const |
| 347 |
{ |
| 348 |
return x != v.x || y != v.y || z != v.z || w != v.w; |
| 349 |
} |
| 350 |
|
| 351 |
inline D3DXMATRIX::D3DXMATRIX() |
| 352 |
{ |
| 353 |
} |
| 354 |
|
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inline D3DXMATRIX::D3DXMATRIX(const FLOAT *pf) |
| 356 |
{ |
| 357 |
if(!pf) return; |
| 358 |
memcpy(&_11, pf, sizeof(D3DXMATRIX)); |
| 359 |
} |
| 360 |
|
| 361 |
inline D3DXMATRIX::D3DXMATRIX(const D3DMATRIX& mat) |
| 362 |
{ |
| 363 |
memcpy(&_11, &mat, sizeof(D3DXMATRIX)); |
| 364 |
} |
| 365 |
|
| 366 |
inline D3DXMATRIX::D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14, |
| 367 |
FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24, |
| 368 |
FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34, |
| 369 |
FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44) |
| 370 |
{ |
| 371 |
_11 = f11; _12 = f12; _13 = f13; _14 = f14; |
| 372 |
_21 = f21; _22 = f22; _23 = f23; _24 = f24; |
| 373 |
_31 = f31; _32 = f32; _33 = f33; _34 = f34; |
| 374 |
_41 = f41; _42 = f42; _43 = f43; _44 = f44; |
| 375 |
} |
| 376 |
|
| 377 |
inline FLOAT& D3DXMATRIX::operator () (UINT row, UINT col) |
| 378 |
{ |
| 379 |
return m[row][col]; |
| 380 |
} |
| 381 |
|
| 382 |
inline FLOAT D3DXMATRIX::operator () (UINT row, UINT col) const |
| 383 |
{ |
| 384 |
return m[row][col]; |
| 385 |
} |
| 386 |
|
| 387 |
inline D3DXMATRIX::operator FLOAT* () |
| 388 |
{ |
| 389 |
return (FLOAT*)&_11; |
| 390 |
} |
| 391 |
|
| 392 |
inline D3DXMATRIX::operator const FLOAT* () const |
| 393 |
{ |
| 394 |
return (const FLOAT*)&_11; |
| 395 |
} |
| 396 |
|
| 397 |
inline D3DXMATRIX& D3DXMATRIX::operator *= (const D3DXMATRIX& mat) |
| 398 |
{ |
| 399 |
D3DXMatrixMultiply(this, this, &mat); |
| 400 |
return *this; |
| 401 |
} |
| 402 |
|
| 403 |
inline D3DXMATRIX& D3DXMATRIX::operator += (const D3DXMATRIX& mat) |
| 404 |
{ |
| 405 |
_11 += mat._11; _12 += mat._12; _13 += mat._13; _14 += mat._14; |
| 406 |
_21 += mat._21; _22 += mat._22; _23 += mat._23; _24 += mat._24; |
| 407 |
_31 += mat._31; _32 += mat._32; _33 += mat._33; _34 += mat._34; |
| 408 |
_41 += mat._41; _42 += mat._42; _43 += mat._43; _44 += mat._44; |
| 409 |
return *this; |
| 410 |
} |
| 411 |
|
| 412 |
inline D3DXMATRIX& D3DXMATRIX::operator -= (const D3DXMATRIX& mat) |
| 413 |
{ |
| 414 |
_11 -= mat._11; _12 -= mat._12; _13 -= mat._13; _14 -= mat._14; |
| 415 |
_21 -= mat._21; _22 -= mat._22; _23 -= mat._23; _24 -= mat._24; |
| 416 |
_31 -= mat._31; _32 -= mat._32; _33 -= mat._33; _34 -= mat._34; |
| 417 |
_41 -= mat._41; _42 -= mat._42; _43 -= mat._43; _44 -= mat._44; |
| 418 |
return *this; |
| 419 |
} |
| 420 |
|
| 421 |
inline D3DXMATRIX& D3DXMATRIX::operator *= (FLOAT f) |
| 422 |
{ |
| 423 |
_11 *= f; _12 *= f; _13 *= f; _14 *= f; |
| 424 |
_21 *= f; _22 *= f; _23 *= f; _24 *= f; |
| 425 |
_31 *= f; _32 *= f; _33 *= f; _34 *= f; |
| 426 |
_41 *= f; _42 *= f; _43 *= f; _44 *= f; |
| 427 |
return *this; |
| 428 |
} |
| 429 |
|
| 430 |
inline D3DXMATRIX& D3DXMATRIX::operator /= (FLOAT f) |
| 431 |
{ |
| 432 |
FLOAT inv = 1.0f / f; |
| 433 |
_11 *= inv; _12 *= inv; _13 *= inv; _14 *= inv; |
| 434 |
_21 *= inv; _22 *= inv; _23 *= inv; _24 *= inv; |
| 435 |
_31 *= inv; _32 *= inv; _33 *= inv; _34 *= inv; |
| 436 |
_41 *= inv; _42 *= inv; _43 *= inv; _44 *= inv; |
| 437 |
return *this; |
| 438 |
} |
| 439 |
|
| 440 |
inline D3DXMATRIX D3DXMATRIX::operator + () const |
| 441 |
{ |
| 442 |
return *this; |
| 443 |
} |
| 444 |
|
| 445 |
inline D3DXMATRIX D3DXMATRIX::operator - () const |
| 446 |
{ |
| 447 |
return D3DXMATRIX(-_11, -_12, -_13, -_14, |
| 448 |
-_21, -_22, -_23, -_24, |
| 449 |
-_31, -_32, -_33, -_34, |
| 450 |
-_41, -_42, -_43, -_44); |
| 451 |
} |
| 452 |
|
| 453 |
inline D3DXMATRIX D3DXMATRIX::operator * (const D3DXMATRIX& mat) const |
| 454 |
{ |
| 455 |
D3DXMATRIX buf; |
| 456 |
D3DXMatrixMultiply(&buf, this, &mat); |
| 457 |
return buf; |
| 458 |
} |
| 459 |
|
| 460 |
inline D3DXMATRIX D3DXMATRIX::operator + (const D3DXMATRIX& mat) const |
| 461 |
{ |
| 462 |
return D3DXMATRIX(_11 + mat._11, _12 + mat._12, _13 + mat._13, _14 + mat._14, |
| 463 |
_21 + mat._21, _22 + mat._22, _23 + mat._23, _24 + mat._24, |
| 464 |
_31 + mat._31, _32 + mat._32, _33 + mat._33, _34 + mat._34, |
| 465 |
_41 + mat._41, _42 + mat._42, _43 + mat._43, _44 + mat._44); |
| 466 |
} |
| 467 |
|
| 468 |
inline D3DXMATRIX D3DXMATRIX::operator - (const D3DXMATRIX& mat) const |
| 469 |
{ |
| 470 |
return D3DXMATRIX(_11 - mat._11, _12 - mat._12, _13 - mat._13, _14 - mat._14, |
| 471 |
_21 - mat._21, _22 - mat._22, _23 - mat._23, _24 - mat._24, |
| 472 |
_31 - mat._31, _32 - mat._32, _33 - mat._33, _34 - mat._34, |
| 473 |
_41 - mat._41, _42 - mat._42, _43 - mat._43, _44 - mat._44); |
| 474 |
} |
| 475 |
|
| 476 |
inline D3DXMATRIX D3DXMATRIX::operator * (FLOAT f) const |
| 477 |
{ |
| 478 |
return D3DXMATRIX(_11 * f, _12 * f, _13 * f, _14 * f, |
| 479 |
_21 * f, _22 * f, _23 * f, _24 * f, |
| 480 |
_31 * f, _32 * f, _33 * f, _34 * f, |
| 481 |
_41 * f, _42 * f, _43 * f, _44 * f); |
| 482 |
} |
| 483 |
|
| 484 |
inline D3DXMATRIX D3DXMATRIX::operator / (FLOAT f) const |
| 485 |
{ |
| 486 |
FLOAT inv = 1.0f / f; |
| 487 |
return D3DXMATRIX(_11 * inv, _12 * inv, _13 * inv, _14 * inv, |
| 488 |
_21 * inv, _22 * inv, _23 * inv, _24 * inv, |
| 489 |
_31 * inv, _32 * inv, _33 * inv, _34 * inv, |
| 490 |
_41 * inv, _42 * inv, _43 * inv, _44 * inv); |
| 491 |
} |
| 492 |
|
| 493 |
inline D3DXMATRIX operator * (FLOAT f, const D3DXMATRIX& mat) |
| 494 |
{ |
| 495 |
return D3DXMATRIX(f * mat._11, f * mat._12, f * mat._13, f * mat._14, |
| 496 |
f * mat._21, f * mat._22, f * mat._23, f * mat._24, |
| 497 |
f * mat._31, f * mat._32, f * mat._33, f * mat._34, |
| 498 |
f * mat._41, f * mat._42, f * mat._43, f * mat._44); |
| 499 |
} |
| 500 |
|
| 501 |
inline WINBOOL D3DXMATRIX::operator == (const D3DXMATRIX& mat) const |
| 502 |
{ |
| 503 |
return (memcmp(this, &mat, sizeof(D3DXMATRIX)) == 0); |
| 504 |
} |
| 505 |
|
| 506 |
inline WINBOOL D3DXMATRIX::operator != (const D3DXMATRIX& mat) const |
| 507 |
{ |
| 508 |
return (memcmp(this, &mat, sizeof(D3DXMATRIX)) != 0); |
| 509 |
} |
| 510 |
|
| 511 |
inline D3DXQUATERNION::D3DXQUATERNION() |
| 512 |
{ |
| 513 |
} |
| 514 |
|
| 515 |
inline D3DXQUATERNION::D3DXQUATERNION(const FLOAT *pf) |
| 516 |
{ |
| 517 |
if(!pf) return; |
| 518 |
x = pf[0]; |
| 519 |
y = pf[1]; |
| 520 |
z = pf[2]; |
| 521 |
w = pf[3]; |
| 522 |
} |
| 523 |
|
| 524 |
inline D3DXQUATERNION::D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw) |
| 525 |
{ |
| 526 |
x = fx; |
| 527 |
y = fy; |
| 528 |
z = fz; |
| 529 |
w = fw; |
| 530 |
} |
| 531 |
|
| 532 |
inline D3DXQUATERNION::operator FLOAT* () |
| 533 |
{ |
| 534 |
return (FLOAT*)&x; |
| 535 |
} |
| 536 |
|
| 537 |
inline D3DXQUATERNION::operator const FLOAT* () const |
| 538 |
{ |
| 539 |
return (const FLOAT*)&x; |
| 540 |
} |
| 541 |
|
| 542 |
inline D3DXQUATERNION& D3DXQUATERNION::operator += (const D3DXQUATERNION& quat) |
| 543 |
{ |
| 544 |
x += quat.x; |
| 545 |
y += quat.y; |
| 546 |
z += quat.z; |
| 547 |
w += quat.w; |
| 548 |
return *this; |
| 549 |
} |
| 550 |
|
| 551 |
inline D3DXQUATERNION& D3DXQUATERNION::operator -= (const D3DXQUATERNION& quat) |
| 552 |
{ |
| 553 |
x -= quat.x; |
| 554 |
y -= quat.y; |
| 555 |
z -= quat.z; |
| 556 |
w -= quat.w; |
| 557 |
return *this; |
| 558 |
} |
| 559 |
|
| 560 |
inline D3DXQUATERNION& D3DXQUATERNION::operator *= (const D3DXQUATERNION& quat) |
| 561 |
{ |
| 562 |
D3DXQuaternionMultiply(this, this, &quat); |
| 563 |
return *this; |
| 564 |
} |
| 565 |
|
| 566 |
inline D3DXQUATERNION& D3DXQUATERNION::operator *= (FLOAT f) |
| 567 |
{ |
| 568 |
x *= f; |
| 569 |
y *= f; |
| 570 |
z *= f; |
| 571 |
w *= f; |
| 572 |
return *this; |
| 573 |
} |
| 574 |
|
| 575 |
inline D3DXQUATERNION& D3DXQUATERNION::operator /= (FLOAT f) |
| 576 |
{ |
| 577 |
FLOAT inv = 1.0f / f; |
| 578 |
x *= inv; |
| 579 |
y *= inv; |
| 580 |
z *= inv; |
| 581 |
w *= inv; |
| 582 |
return *this; |
| 583 |
} |
| 584 |
|
| 585 |
inline D3DXQUATERNION D3DXQUATERNION::operator + () const |
| 586 |
{ |
| 587 |
return *this; |
| 588 |
} |
| 589 |
|
| 590 |
inline D3DXQUATERNION D3DXQUATERNION::operator - () const |
| 591 |
{ |
| 592 |
return D3DXQUATERNION(-x, -y, -z, -w); |
| 593 |
} |
| 594 |
|
| 595 |
inline D3DXQUATERNION D3DXQUATERNION::operator + (const D3DXQUATERNION& quat) const |
| 596 |
{ |
| 597 |
return D3DXQUATERNION(x + quat.x, y + quat.y, z + quat.z, w + quat.w); |
| 598 |
} |
| 599 |
|
| 600 |
inline D3DXQUATERNION D3DXQUATERNION::operator - (const D3DXQUATERNION& quat) const |
| 601 |
{ |
| 602 |
return D3DXQUATERNION(x - quat.x, y - quat.y, z - quat.z, w - quat.w); |
| 603 |
} |
| 604 |
|
| 605 |
inline D3DXQUATERNION D3DXQUATERNION::operator * (const D3DXQUATERNION& quat) const |
| 606 |
{ |
| 607 |
D3DXQUATERNION buf; |
| 608 |
D3DXQuaternionMultiply(&buf, this, &quat); |
| 609 |
return buf; |
| 610 |
} |
| 611 |
|
| 612 |
inline D3DXQUATERNION D3DXQUATERNION::operator * (FLOAT f) const |
| 613 |
{ |
| 614 |
return D3DXQUATERNION(x * f, y * f, z * f, w * f); |
| 615 |
} |
| 616 |
|
| 617 |
inline D3DXQUATERNION D3DXQUATERNION::operator / (FLOAT f) const |
| 618 |
{ |
| 619 |
FLOAT inv = 1.0f / f; |
| 620 |
return D3DXQUATERNION(x * inv, y * inv, z * inv, w * inv); |
| 621 |
} |
| 622 |
|
| 623 |
inline D3DXQUATERNION operator * (FLOAT f, const D3DXQUATERNION& quat) |
| 624 |
{ |
| 625 |
return D3DXQUATERNION(f * quat.x, f * quat.y, f * quat.z, f * quat.w); |
| 626 |
} |
| 627 |
|
| 628 |
inline WINBOOL D3DXQUATERNION::operator == (const D3DXQUATERNION& quat) const |
| 629 |
{ |
| 630 |
return x == quat.x && y == quat.y && z == quat.z && w == quat.w; |
| 631 |
} |
| 632 |
|
| 633 |
inline WINBOOL D3DXQUATERNION::operator != (const D3DXQUATERNION& quat) const |
| 634 |
{ |
| 635 |
return x != quat.x || y != quat.y || z != quat.z || w != quat.w; |
| 636 |
} |
| 637 |
|
| 638 |
inline D3DXPLANE::D3DXPLANE() |
| 639 |
{ |
| 640 |
} |
| 641 |
|
| 642 |
inline D3DXPLANE::D3DXPLANE(const FLOAT *pf) |
| 643 |
{ |
| 644 |
if(!pf) return; |
| 645 |
a = pf[0]; |
| 646 |
b = pf[1]; |
| 647 |
c = pf[2]; |
| 648 |
d = pf[3]; |
| 649 |
} |
| 650 |
|
| 651 |
inline D3DXPLANE::D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd) |
| 652 |
{ |
| 653 |
a = fa; |
| 654 |
b = fb; |
| 655 |
c = fc; |
| 656 |
d = fd; |
| 657 |
} |
| 658 |
|
| 659 |
inline D3DXPLANE::operator FLOAT* () |
| 660 |
{ |
| 661 |
return (FLOAT*)&a; |
| 662 |
} |
| 663 |
|
| 664 |
inline D3DXPLANE::operator const FLOAT* () const |
| 665 |
{ |
| 666 |
return (const FLOAT*)&a; |
| 667 |
} |
| 668 |
|
| 669 |
inline D3DXPLANE D3DXPLANE::operator + () const |
| 670 |
{ |
| 671 |
return *this; |
| 672 |
} |
| 673 |
|
| 674 |
inline D3DXPLANE D3DXPLANE::operator - () const |
| 675 |
{ |
| 676 |
return D3DXPLANE(-a, -b, -c, -d); |
| 677 |
} |
| 678 |
|
| 679 |
inline WINBOOL D3DXPLANE::operator == (const D3DXPLANE& pl) const |
| 680 |
{ |
| 681 |
return a == pl.a && b == pl.b && c == pl.c && d == pl.d; |
| 682 |
} |
| 683 |
|
| 684 |
inline WINBOOL D3DXPLANE::operator != (const D3DXPLANE& pl) const |
| 685 |
{ |
| 686 |
return a != pl.a || b != pl.b || c != pl.c || d != pl.d; |
| 687 |
} |
| 688 |
|
| 689 |
inline D3DXCOLOR::D3DXCOLOR() |
| 690 |
{ |
| 691 |
} |
| 692 |
|
| 693 |
inline D3DXCOLOR::D3DXCOLOR(DWORD col) |
| 694 |
{ |
| 695 |
const FLOAT f = 1.0f / 255.0f; |
| 696 |
r = f * (FLOAT)(unsigned char)(col >> 16); |
| 697 |
g = f * (FLOAT)(unsigned char)(col >> 8); |
| 698 |
b = f * (FLOAT)(unsigned char)col; |
| 699 |
a = f * (FLOAT)(unsigned char)(col >> 24); |
| 700 |
} |
| 701 |
|
| 702 |
inline D3DXCOLOR::D3DXCOLOR(const FLOAT *pf) |
| 703 |
{ |
| 704 |
if(!pf) return; |
| 705 |
r = pf[0]; |
| 706 |
g = pf[1]; |
| 707 |
b = pf[2]; |
| 708 |
a = pf[3]; |
| 709 |
} |
| 710 |
|
| 711 |
inline D3DXCOLOR::D3DXCOLOR(const D3DCOLORVALUE& col) |
| 712 |
{ |
| 713 |
r = col.r; |
| 714 |
g = col.g; |
| 715 |
b = col.b; |
| 716 |
a = col.a; |
| 717 |
} |
| 718 |
|
| 719 |
inline D3DXCOLOR::D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa) |
| 720 |
{ |
| 721 |
r = fr; |
| 722 |
g = fg; |
| 723 |
b = fb; |
| 724 |
a = fa; |
| 725 |
} |
| 726 |
|
| 727 |
inline D3DXCOLOR::operator DWORD () const |
| 728 |
{ |
| 729 |
DWORD _r = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD)(r * 255.0f + 0.5f); |
| 730 |
DWORD _g = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD)(g * 255.0f + 0.5f); |
| 731 |
DWORD _b = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD)(b * 255.0f + 0.5f); |
| 732 |
DWORD _a = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD)(a * 255.0f + 0.5f); |
| 733 |
|
| 734 |
return (_a << 24) | (_r << 16) | (_g << 8) | _b; |
| 735 |
} |
| 736 |
|
| 737 |
inline D3DXCOLOR::operator FLOAT * () |
| 738 |
{ |
| 739 |
return (FLOAT*)&r; |
| 740 |
} |
| 741 |
|
| 742 |
inline D3DXCOLOR::operator const FLOAT * () const |
| 743 |
{ |
| 744 |
return (const FLOAT*)&r; |
| 745 |
} |
| 746 |
|
| 747 |
inline D3DXCOLOR::operator D3DCOLORVALUE * () |
| 748 |
{ |
| 749 |
return (D3DCOLORVALUE*)&r; |
| 750 |
} |
| 751 |
|
| 752 |
inline D3DXCOLOR::operator const D3DCOLORVALUE * () const |
| 753 |
{ |
| 754 |
return (const D3DCOLORVALUE*)&r; |
| 755 |
} |
| 756 |
|
| 757 |
inline D3DXCOLOR::operator D3DCOLORVALUE& () |
| 758 |
{ |
| 759 |
return *((D3DCOLORVALUE*)&r); |
| 760 |
} |
| 761 |
|
| 762 |
inline D3DXCOLOR::operator const D3DCOLORVALUE& () const |
| 763 |
{ |
| 764 |
return *((const D3DCOLORVALUE*)&r); |
| 765 |
} |
| 766 |
|
| 767 |
inline D3DXCOLOR& D3DXCOLOR::operator += (const D3DXCOLOR& col) |
| 768 |
{ |
| 769 |
r += col.r; |
| 770 |
g += col.g; |
| 771 |
b += col.b; |
| 772 |
a += col.a; |
| 773 |
return *this; |
| 774 |
} |
| 775 |
|
| 776 |
inline D3DXCOLOR& D3DXCOLOR::operator -= (const D3DXCOLOR& col) |
| 777 |
{ |
| 778 |
r -= col.r; |
| 779 |
g -= col.g; |
| 780 |
b -= col.b; |
| 781 |
a -= col.a; |
| 782 |
return *this; |
| 783 |
} |
| 784 |
|
| 785 |
inline D3DXCOLOR& D3DXCOLOR::operator *= (FLOAT f) |
| 786 |
{ |
| 787 |
r *= f; |
| 788 |
g *= f; |
| 789 |
b *= f; |
| 790 |
a *= f; |
| 791 |
return *this; |
| 792 |
} |
| 793 |
|
| 794 |
inline D3DXCOLOR& D3DXCOLOR::operator /= (FLOAT f) |
| 795 |
{ |
| 796 |
FLOAT inv = 1.0f / f; |
| 797 |
r *= inv; |
| 798 |
g *= inv; |
| 799 |
b *= inv; |
| 800 |
a *= inv; |
| 801 |
return *this; |
| 802 |
} |
| 803 |
|
| 804 |
inline D3DXCOLOR D3DXCOLOR::operator + () const |
| 805 |
{ |
| 806 |
return *this; |
| 807 |
} |
| 808 |
|
| 809 |
inline D3DXCOLOR D3DXCOLOR::operator - () const |
| 810 |
{ |
| 811 |
return D3DXCOLOR(-r, -g, -b, -a); |
| 812 |
} |
| 813 |
|
| 814 |
inline D3DXCOLOR D3DXCOLOR::operator + (const D3DXCOLOR& col) const |
| 815 |
{ |
| 816 |
return D3DXCOLOR(r + col.r, g + col.g, b + col.b, a + col.a); |
| 817 |
} |
| 818 |
|
| 819 |
inline D3DXCOLOR D3DXCOLOR::operator - (const D3DXCOLOR& col) const |
| 820 |
{ |
| 821 |
return D3DXCOLOR(r - col.r, g - col.g, b - col.b, a - col.a); |
| 822 |
} |
| 823 |
|
| 824 |
inline D3DXCOLOR D3DXCOLOR::operator * (FLOAT f) const |
| 825 |
{ |
| 826 |
return D3DXCOLOR(r * f, g * f, b * f, a * f); |
| 827 |
} |
| 828 |
|
| 829 |
inline D3DXCOLOR D3DXCOLOR::operator / (FLOAT f) const |
| 830 |
{ |
| 831 |
FLOAT inv = 1.0f / f; |
| 832 |
return D3DXCOLOR(r * inv, g * inv, b * inv, a * inv); |
| 833 |
} |
| 834 |
|
| 835 |
inline D3DXCOLOR operator * (FLOAT f, const D3DXCOLOR& col) |
| 836 |
{ |
| 837 |
return D3DXCOLOR(f * col.r, f * col.g, f * col.b, f * col.a); |
| 838 |
} |
| 839 |
|
| 840 |
inline WINBOOL D3DXCOLOR::operator == (const D3DXCOLOR& col) const |
| 841 |
{ |
| 842 |
return r == col.r && g == col.g && b == col.b && a == col.a; |
| 843 |
} |
| 844 |
|
| 845 |
inline WINBOOL D3DXCOLOR::operator != (const D3DXCOLOR& col) const |
| 846 |
{ |
| 847 |
return r != col.r || g != col.g || b != col.b || a != col.a; |
| 848 |
} |
| 849 |
|
| 850 |
inline D3DXFLOAT16::D3DXFLOAT16() |
| 851 |
{ |
| 852 |
} |
| 853 |
|
| 854 |
inline D3DXFLOAT16::D3DXFLOAT16(FLOAT f) |
| 855 |
{ |
| 856 |
D3DXFloat32To16Array(this, &f, 1); |
| 857 |
} |
| 858 |
|
| 859 |
inline D3DXFLOAT16::D3DXFLOAT16(const D3DXFLOAT16 &f) |
| 860 |
{ |
| 861 |
value = f.value; |
| 862 |
} |
| 863 |
|
| 864 |
inline D3DXFLOAT16::operator FLOAT () |
| 865 |
{ |
| 866 |
FLOAT f; |
| 867 |
D3DXFloat16To32Array(&f, this, 1); |
| 868 |
return f; |
| 869 |
} |
| 870 |
|
| 871 |
inline WINBOOL D3DXFLOAT16::operator == (const D3DXFLOAT16 &f) const |
| 872 |
{ |
| 873 |
return value == f.value; |
| 874 |
} |
| 875 |
|
| 876 |
inline WINBOOL D3DXFLOAT16::operator != (const D3DXFLOAT16 &f) const |
| 877 |
{ |
| 878 |
return value != f.value; |
| 879 |
} |
| 880 |
|
| 881 |
#endif /* __cplusplus */ |
| 882 |
|
| 883 |
/*_______________D3DXCOLOR_____________________*/ |
| 884 |
|
| 885 |
static inline D3DXCOLOR* D3DXColorAdd(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2) |
| 886 |
{ |
| 887 |
if ( !pout || !pc1 || !pc2 ) return NULL; |
| 888 |
pout->r = (pc1->r) + (pc2->r); |
| 889 |
pout->g = (pc1->g) + (pc2->g); |
| 890 |
pout->b = (pc1->b) + (pc2->b); |
| 891 |
pout->a = (pc1->a) + (pc2->a); |
| 892 |
return pout; |
| 893 |
} |
| 894 |
|
| 895 |
static inline D3DXCOLOR* D3DXColorLerp(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2, FLOAT s) |
| 896 |
{ |
| 897 |
if ( !pout || !pc1 || !pc2 ) return NULL; |
| 898 |
pout->r = (1-s) * (pc1->r) + s *(pc2->r); |
| 899 |
pout->g = (1-s) * (pc1->g) + s *(pc2->g); |
| 900 |
pout->b = (1-s) * (pc1->b) + s *(pc2->b); |
| 901 |
pout->a = (1-s) * (pc1->a) + s *(pc2->a); |
| 902 |
return pout; |
| 903 |
} |
| 904 |
|
| 905 |
static inline D3DXCOLOR* D3DXColorModulate(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2) |
| 906 |
{ |
| 907 |
if ( !pout || !pc1 || !pc2 ) return NULL; |
| 908 |
pout->r = (pc1->r) * (pc2->r); |
| 909 |
pout->g = (pc1->g) * (pc2->g); |
| 910 |
pout->b = (pc1->b) * (pc2->b); |
| 911 |
pout->a = (pc1->a) * (pc2->a); |
| 912 |
return pout; |
| 913 |
} |
| 914 |
|
| 915 |
static inline D3DXCOLOR* D3DXColorNegative(D3DXCOLOR *pout, const D3DXCOLOR *pc) |
| 916 |
{ |
| 917 |
if ( !pout || !pc ) return NULL; |
| 918 |
pout->r = 1.0f - pc->r; |
| 919 |
pout->g = 1.0f - pc->g; |
| 920 |
pout->b = 1.0f - pc->b; |
| 921 |
pout->a = pc->a; |
| 922 |
return pout; |
| 923 |
} |
| 924 |
|
| 925 |
static inline D3DXCOLOR* D3DXColorScale(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) |
| 926 |
{ |
| 927 |
if ( !pout || !pc ) return NULL; |
| 928 |
pout->r = s* (pc->r); |
| 929 |
pout->g = s* (pc->g); |
| 930 |
pout->b = s* (pc->b); |
| 931 |
pout->a = s* (pc->a); |
| 932 |
return pout; |
| 933 |
} |
| 934 |
|
| 935 |
static inline D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2) |
| 936 |
{ |
| 937 |
if ( !pout || !pc1 || !pc2 ) return NULL; |
| 938 |
pout->r = (pc1->r) - (pc2->r); |
| 939 |
pout->g = (pc1->g) - (pc2->g); |
| 940 |
pout->b = (pc1->b) - (pc2->b); |
| 941 |
pout->a = (pc1->a) - (pc2->a); |
| 942 |
return pout; |
| 943 |
} |
| 944 |
|
| 945 |
/*_______________D3DXVECTOR2________________________*/ |
| 946 |
|
| 947 |
static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) |
| 948 |
{ |
| 949 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 950 |
pout->x = pv1->x + pv2->x; |
| 951 |
pout->y = pv1->y + pv2->y; |
| 952 |
return pout; |
| 953 |
} |
| 954 |
|
| 955 |
static inline FLOAT D3DXVec2CCW(const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) |
| 956 |
{ |
| 957 |
if ( !pv1 || !pv2) return 0.0f; |
| 958 |
return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) ); |
| 959 |
} |
| 960 |
|
| 961 |
static inline FLOAT D3DXVec2Dot(const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) |
| 962 |
{ |
| 963 |
if ( !pv1 || !pv2) return 0.0f; |
| 964 |
return ( (pv1->x * pv2->x + pv1->y * pv2->y) ); |
| 965 |
} |
| 966 |
|
| 967 |
static inline FLOAT D3DXVec2Length(const D3DXVECTOR2 *pv) |
| 968 |
{ |
| 969 |
if (!pv) return 0.0f; |
| 970 |
return sqrtf( pv->x * pv->x + pv->y * pv->y ); |
| 971 |
} |
| 972 |
|
| 973 |
static inline FLOAT D3DXVec2LengthSq(const D3DXVECTOR2 *pv) |
| 974 |
{ |
| 975 |
if (!pv) return 0.0f; |
| 976 |
return( (pv->x) * (pv->x) + (pv->y) * (pv->y) ); |
| 977 |
} |
| 978 |
|
| 979 |
static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, FLOAT s) |
| 980 |
{ |
| 981 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 982 |
pout->x = (1-s) * (pv1->x) + s * (pv2->x); |
| 983 |
pout->y = (1-s) * (pv1->y) + s * (pv2->y); |
| 984 |
return pout; |
| 985 |
} |
| 986 |
|
| 987 |
static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) |
| 988 |
{ |
| 989 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 990 |
pout->x = pv1->x > pv2->x ? pv1->x : pv2->x; |
| 991 |
pout->y = pv1->y > pv2->y ? pv1->y : pv2->y; |
| 992 |
return pout; |
| 993 |
} |
| 994 |
|
| 995 |
static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) |
| 996 |
{ |
| 997 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 998 |
pout->x = pv1->x < pv2->x ? pv1->x : pv2->x; |
| 999 |
pout->y = pv1->y < pv2->y ? pv1->y : pv2->y; |
| 1000 |
return pout; |
| 1001 |
} |
| 1002 |
|
| 1003 |
static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, FLOAT s) |
| 1004 |
{ |
| 1005 |
if ( !pout || !pv) return NULL; |
| 1006 |
pout->x = s * (pv->x); |
| 1007 |
pout->y = s * (pv->y); |
| 1008 |
return pout; |
| 1009 |
} |
| 1010 |
|
| 1011 |
static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) |
| 1012 |
{ |
| 1013 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1014 |
pout->x = pv1->x - pv2->x; |
| 1015 |
pout->y = pv1->y - pv2->y; |
| 1016 |
return pout; |
| 1017 |
} |
| 1018 |
|
| 1019 |
/*__________________D3DXVECTOR3_______________________*/ |
| 1020 |
|
| 1021 |
static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) |
| 1022 |
{ |
| 1023 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1024 |
pout->x = pv1->x + pv2->x; |
| 1025 |
pout->y = pv1->y + pv2->y; |
| 1026 |
pout->z = pv1->z + pv2->z; |
| 1027 |
return pout; |
| 1028 |
} |
| 1029 |
|
| 1030 |
static inline D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) |
| 1031 |
{ |
| 1032 |
D3DXVECTOR3 temp; |
| 1033 |
|
| 1034 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1035 |
temp.x = (pv1->y) * (pv2->z) - (pv1->z) * (pv2->y); |
| 1036 |
temp.y = (pv1->z) * (pv2->x) - (pv1->x) * (pv2->z); |
| 1037 |
temp.z = (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x); |
| 1038 |
*pout = temp; |
| 1039 |
return pout; |
| 1040 |
} |
| 1041 |
|
| 1042 |
static inline FLOAT D3DXVec3Dot(const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) |
| 1043 |
{ |
| 1044 |
if ( !pv1 || !pv2 ) return 0.0f; |
| 1045 |
return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z); |
| 1046 |
} |
| 1047 |
|
| 1048 |
static inline FLOAT D3DXVec3Length(const D3DXVECTOR3 *pv) |
| 1049 |
{ |
| 1050 |
if (!pv) return 0.0f; |
| 1051 |
return sqrtf( pv->x * pv->x + pv->y * pv->y + pv->z * pv->z ); |
| 1052 |
} |
| 1053 |
|
| 1054 |
static inline FLOAT D3DXVec3LengthSq(const D3DXVECTOR3 *pv) |
| 1055 |
{ |
| 1056 |
if (!pv) return 0.0f; |
| 1057 |
return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z); |
| 1058 |
} |
| 1059 |
|
| 1060 |
static inline D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, FLOAT s) |
| 1061 |
{ |
| 1062 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1063 |
pout->x = (1-s) * (pv1->x) + s * (pv2->x); |
| 1064 |
pout->y = (1-s) * (pv1->y) + s * (pv2->y); |
| 1065 |
pout->z = (1-s) * (pv1->z) + s * (pv2->z); |
| 1066 |
return pout; |
| 1067 |
} |
| 1068 |
|
| 1069 |
static inline D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) |
| 1070 |
{ |
| 1071 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1072 |
pout->x = pv1->x > pv2->x ? pv1->x : pv2->x; |
| 1073 |
pout->y = pv1->y > pv2->y ? pv1->y : pv2->y; |
| 1074 |
pout->z = pv1->z > pv2->z ? pv1->z : pv2->z; |
| 1075 |
return pout; |
| 1076 |
} |
| 1077 |
|
| 1078 |
static inline D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) |
| 1079 |
{ |
| 1080 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1081 |
pout->x = pv1->x < pv2->x ? pv1->x : pv2->x; |
| 1082 |
pout->y = pv1->y < pv2->y ? pv1->y : pv2->y; |
| 1083 |
pout->z = pv1->z < pv2->z ? pv1->z : pv2->z; |
| 1084 |
return pout; |
| 1085 |
} |
| 1086 |
|
| 1087 |
static inline D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, FLOAT s) |
| 1088 |
{ |
| 1089 |
if ( !pout || !pv) return NULL; |
| 1090 |
pout->x = s * (pv->x); |
| 1091 |
pout->y = s * (pv->y); |
| 1092 |
pout->z = s * (pv->z); |
| 1093 |
return pout; |
| 1094 |
} |
| 1095 |
|
| 1096 |
static inline D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) |
| 1097 |
{ |
| 1098 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1099 |
pout->x = pv1->x - pv2->x; |
| 1100 |
pout->y = pv1->y - pv2->y; |
| 1101 |
pout->z = pv1->z - pv2->z; |
| 1102 |
return pout; |
| 1103 |
} |
| 1104 |
/*__________________D3DXVECTOR4_______________________*/ |
| 1105 |
|
| 1106 |
static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2) |
| 1107 |
{ |
| 1108 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1109 |
pout->x = pv1->x + pv2->x; |
| 1110 |
pout->y = pv1->y + pv2->y; |
| 1111 |
pout->z = pv1->z + pv2->z; |
| 1112 |
pout->w = pv1->w + pv2->w; |
| 1113 |
return pout; |
| 1114 |
} |
| 1115 |
|
| 1116 |
static inline FLOAT D3DXVec4Dot(const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2) |
| 1117 |
{ |
| 1118 |
if (!pv1 || !pv2 ) return 0.0f; |
| 1119 |
return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z) + (pv1->w) * (pv2->w); |
| 1120 |
} |
| 1121 |
|
| 1122 |
static inline FLOAT D3DXVec4Length(const D3DXVECTOR4 *pv) |
| 1123 |
{ |
| 1124 |
if (!pv) return 0.0f; |
| 1125 |
return sqrtf( pv->x * pv->x + pv->y * pv->y + pv->z * pv->z + pv->w * pv->w ); |
| 1126 |
} |
| 1127 |
|
| 1128 |
static inline FLOAT D3DXVec4LengthSq(const D3DXVECTOR4 *pv) |
| 1129 |
{ |
| 1130 |
if (!pv) return 0.0f; |
| 1131 |
return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w); |
| 1132 |
} |
| 1133 |
|
| 1134 |
static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, FLOAT s) |
| 1135 |
{ |
| 1136 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1137 |
pout->x = (1-s) * (pv1->x) + s * (pv2->x); |
| 1138 |
pout->y = (1-s) * (pv1->y) + s * (pv2->y); |
| 1139 |
pout->z = (1-s) * (pv1->z) + s * (pv2->z); |
| 1140 |
pout->w = (1-s) * (pv1->w) + s * (pv2->w); |
| 1141 |
return pout; |
| 1142 |
} |
| 1143 |
|
| 1144 |
|
| 1145 |
static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2) |
| 1146 |
{ |
| 1147 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1148 |
pout->x = pv1->x > pv2->x ? pv1->x : pv2->x; |
| 1149 |
pout->y = pv1->y > pv2->y ? pv1->y : pv2->y; |
| 1150 |
pout->z = pv1->z > pv2->z ? pv1->z : pv2->z; |
| 1151 |
pout->w = pv1->w > pv2->w ? pv1->w : pv2->w; |
| 1152 |
return pout; |
| 1153 |
} |
| 1154 |
|
| 1155 |
static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2) |
| 1156 |
{ |
| 1157 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1158 |
pout->x = pv1->x < pv2->x ? pv1->x : pv2->x; |
| 1159 |
pout->y = pv1->y < pv2->y ? pv1->y : pv2->y; |
| 1160 |
pout->z = pv1->z < pv2->z ? pv1->z : pv2->z; |
| 1161 |
pout->w = pv1->w < pv2->w ? pv1->w : pv2->w; |
| 1162 |
return pout; |
| 1163 |
} |
| 1164 |
|
| 1165 |
static inline D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, FLOAT s) |
| 1166 |
{ |
| 1167 |
if ( !pout || !pv) return NULL; |
| 1168 |
pout->x = s * (pv->x); |
| 1169 |
pout->y = s * (pv->y); |
| 1170 |
pout->z = s * (pv->z); |
| 1171 |
pout->w = s * (pv->w); |
| 1172 |
return pout; |
| 1173 |
} |
| 1174 |
|
| 1175 |
static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2) |
| 1176 |
{ |
| 1177 |
if ( !pout || !pv1 || !pv2) return NULL; |
| 1178 |
pout->x = pv1->x - pv2->x; |
| 1179 |
pout->y = pv1->y - pv2->y; |
| 1180 |
pout->z = pv1->z - pv2->z; |
| 1181 |
pout->w = pv1->w - pv2->w; |
| 1182 |
return pout; |
| 1183 |
} |
| 1184 |
|
| 1185 |
/*__________________D3DXMatrix____________________*/ |
| 1186 |
#ifdef NONAMELESSUNION |
| 1187 |
# define D3DX_U(x) (x).u |
| 1188 |
#else |
| 1189 |
# define D3DX_U(x) (x) |
| 1190 |
#endif |
| 1191 |
|
| 1192 |
static inline D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pout) |
| 1193 |
{ |
| 1194 |
if ( !pout ) return NULL; |
| 1195 |
D3DX_U(*pout).m[0][1] = 0.0f; |
| 1196 |
D3DX_U(*pout).m[0][2] = 0.0f; |
| 1197 |
D3DX_U(*pout).m[0][3] = 0.0f; |
| 1198 |
D3DX_U(*pout).m[1][0] = 0.0f; |
| 1199 |
D3DX_U(*pout).m[1][2] = 0.0f; |
| 1200 |
D3DX_U(*pout).m[1][3] = 0.0f; |
| 1201 |
D3DX_U(*pout).m[2][0] = 0.0f; |
| 1202 |
D3DX_U(*pout).m[2][1] = 0.0f; |
| 1203 |
D3DX_U(*pout).m[2][3] = 0.0f; |
| 1204 |
D3DX_U(*pout).m[3][0] = 0.0f; |
| 1205 |
D3DX_U(*pout).m[3][1] = 0.0f; |
| 1206 |
D3DX_U(*pout).m[3][2] = 0.0f; |
| 1207 |
D3DX_U(*pout).m[0][0] = 1.0f; |
| 1208 |
D3DX_U(*pout).m[1][1] = 1.0f; |
| 1209 |
D3DX_U(*pout).m[2][2] = 1.0f; |
| 1210 |
D3DX_U(*pout).m[3][3] = 1.0f; |
| 1211 |
return pout; |
| 1212 |
} |
| 1213 |
|
| 1214 |
static inline WINBOOL D3DXMatrixIsIdentity(D3DXMATRIX *pm) |
| 1215 |
{ |
| 1216 |
int i,j; |
| 1217 |
D3DXMATRIX testmatrix; |
| 1218 |
|
| 1219 |
if ( !pm ) return FALSE; |
| 1220 |
D3DXMatrixIdentity(&testmatrix); |
| 1221 |
for (i=0; i<4; i++) |
| 1222 |
{ |
| 1223 |
for (j=0; j<4; j++) |
| 1224 |
{ |
| 1225 |
if ( D3DX_U(*pm).m[i][j] != D3DX_U(testmatrix).m[i][j] ) return FALSE; |
| 1226 |
} |
| 1227 |
} |
| 1228 |
return TRUE; |
| 1229 |
} |
| 1230 |
#undef D3DX_U |
| 1231 |
|
| 1232 |
/*__________________D3DXPLANE____________________*/ |
| 1233 |
|
| 1234 |
static inline FLOAT D3DXPlaneDot(const D3DXPLANE *pp, const D3DXVECTOR4 *pv) |
| 1235 |
{ |
| 1236 |
if ( !pp || !pv ) return 0.0f; |
| 1237 |
return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) * (pv->w) ); |
| 1238 |
} |
| 1239 |
|
| 1240 |
static inline FLOAT D3DXPlaneDotCoord(const D3DXPLANE *pp, const D3DXVECTOR4 *pv) |
| 1241 |
{ |
| 1242 |
if ( !pp || !pv ) return 0.0f; |
| 1243 |
return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) ); |
| 1244 |
} |
| 1245 |
|
| 1246 |
static inline FLOAT D3DXPlaneDotNormal(const D3DXPLANE *pp, const D3DXVECTOR4 *pv) |
| 1247 |
{ |
| 1248 |
if ( !pp || !pv ) return 0.0f; |
| 1249 |
return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) ); |
| 1250 |
} |
| 1251 |
|
| 1252 |
/*__________________D3DXQUATERNION____________________*/ |
| 1253 |
|
| 1254 |
static inline D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pout, const D3DXQUATERNION *pq) |
| 1255 |
{ |
| 1256 |
if ( !pout || !pq) return NULL; |
| 1257 |
pout->x = -pq->x; |
| 1258 |
pout->y = -pq->y; |
| 1259 |
pout->z = -pq->z; |
| 1260 |
pout->w = pq->w; |
| 1261 |
return pout; |
| 1262 |
} |
| 1263 |
|
| 1264 |
static inline FLOAT D3DXQuaternionDot(const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2) |
| 1265 |
{ |
| 1266 |
if ( !pq1 || !pq2 ) return 0.0f; |
| 1267 |
return (pq1->x) * (pq2->x) + (pq1->y) * (pq2->y) + (pq1->z) * (pq2->z) + (pq1->w) * (pq2->w); |
| 1268 |
} |
| 1269 |
|
| 1270 |
static inline D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pout) |
| 1271 |
{ |
| 1272 |
if ( !pout) return NULL; |
| 1273 |
pout->x = 0.0f; |
| 1274 |
pout->y = 0.0f; |
| 1275 |
pout->z = 0.0f; |
| 1276 |
pout->w = 1.0f; |
| 1277 |
return pout; |
| 1278 |
} |
| 1279 |
|
| 1280 |
static inline WINBOOL D3DXQuaternionIsIdentity(D3DXQUATERNION *pq) |
| 1281 |
{ |
| 1282 |
if ( !pq) return FALSE; |
| 1283 |
return ( (pq->x == 0.0f) && (pq->y == 0.0f) && (pq->z == 0.0f) && (pq->w == 1.0f) ); |
| 1284 |
} |
| 1285 |
|
| 1286 |
static inline FLOAT D3DXQuaternionLength(const D3DXQUATERNION *pq) |
| 1287 |
{ |
| 1288 |
if (!pq) return 0.0f; |
| 1289 |
return sqrtf( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z + pq->w * pq->w ); |
| 1290 |
} |
| 1291 |
|
| 1292 |
static inline FLOAT D3DXQuaternionLengthSq(const D3DXQUATERNION *pq) |
| 1293 |
{ |
| 1294 |
if (!pq) return 0.0f; |
| 1295 |
return (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w); |
| 1296 |
} |
| 1297 |
|
| 1298 |
#endif |