| 1 | 
 /* | 
 
 
 
 
 
 | 2 | 
  * Copyright (C) 2007 David Adam | 
 
 
 
 
 
 | 3 | 
  * Copyright (C) 2007 Tony Wasserka | 
 
 
 
 
 
 | 4 | 
  * | 
 
 
 
 
 
 | 5 | 
  * This library is free software; you can redistribute it and/or | 
 
 
 
 
 
 | 6 | 
  * modify it under the terms of the GNU Lesser General Public | 
 
 
 
 
 
 | 7 | 
  * License as published by the Free Software Foundation; either | 
 
 
 
 
 
 | 8 | 
  * version 2.1 of the License, or (at your option) any later version. | 
 
 
 
 
 
 | 9 | 
  * | 
 
 
 
 
 
 | 10 | 
  * 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. | 
 
 
 
 
 
 | 14 | 
  * | 
 
 
 
 
 
 | 15 | 
  * You should have received a copy of the GNU Lesser General Public | 
 
 
 
 
 
 | 16 | 
  * License along with this library; if not, write to the Free Software | 
 
 
 
 
 
 | 17 | 
  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA | 
 
 
 
 
 
 | 18 | 
  */ | 
 
 
 
 
 
 | 19 | 
  | 
 
 
 
 
 
 | 20 | 
 #ifndef __D3DX9MATH_INL__ | 
 
 
 
 
 
 | 21 | 
 #define __D3DX9MATH_INL__ | 
 
 
 
 
 
 | 22 | 
  | 
 
 
 
 
 
 | 23 | 
 /* constructors & operators */ | 
 
 
 
 
 
 | 24 | 
 #ifdef __cplusplus | 
 
 
 
 
 
 | 25 | 
  | 
 
 
 
 
 
 | 26 | 
 inline D3DXVECTOR2::D3DXVECTOR2() | 
 
 
 
 
 
 | 27 | 
 { | 
 
 
 
 
 
 | 28 | 
 } | 
 
 
 
 
 
 | 29 | 
  | 
 
 
 
 
 
 | 30 | 
 inline D3DXVECTOR2::D3DXVECTOR2(const FLOAT *pf) | 
 
 
 
 
 
 | 31 | 
 { | 
 
 
 
 
 
 | 32 | 
     if(!pf) return; | 
 
 
 
 
 
 | 33 | 
     x = pf[0]; | 
 
 
 
 
 
 | 34 | 
     y = pf[1]; | 
 
 
 
 
 
 | 35 | 
 } | 
 
 
 
 
 
 | 36 | 
  | 
 
 
 
 
 
 | 37 | 
 inline D3DXVECTOR2::D3DXVECTOR2(FLOAT fx, FLOAT fy) | 
 
 
 
 
 
 | 38 | 
 { | 
 
 
 
 
 
 | 39 | 
     x = fx; | 
 
 
 
 
 
 | 40 | 
     y = fy; | 
 
 
 
 
 
 | 41 | 
 } | 
 
 
 
 
 
 | 42 | 
  | 
 
 
 
 
 
 | 43 | 
 inline D3DXVECTOR2::operator FLOAT* () | 
 
 
 
 
 
 | 44 | 
 { | 
 
 
 
 
 
 | 45 | 
     return (FLOAT*)&x; | 
 
 
 
 
 
 | 46 | 
 } | 
 
 
 
 
 
 | 47 | 
  | 
 
 
 
 
 
 | 48 | 
 inline D3DXVECTOR2::operator const FLOAT* () const | 
 
 
 
 
 
 | 49 | 
 { | 
 
 
 
 
 
 | 50 | 
     return (const FLOAT*)&x; | 
 
 
 
 
 
 | 51 | 
 } | 
 
 
 
 
 
 | 52 | 
  | 
 
 
 
 
 
 | 53 | 
 inline D3DXVECTOR2& D3DXVECTOR2::operator += (const D3DXVECTOR2& v) | 
 
 
 
 
 
 | 54 | 
 { | 
 
 
 
 
 
 | 55 | 
     x += v.x; | 
 
 
 
 
 
 | 56 | 
     y += v.y; | 
 
 
 
 
 
 | 57 | 
     return *this; | 
 
 
 
 
 
 | 58 | 
 } | 
 
 
 
 
 
 | 59 | 
  | 
 
 
 
 
 
 | 60 | 
 inline D3DXVECTOR2& D3DXVECTOR2::operator -= (const D3DXVECTOR2& v) | 
 
 
 
 
 
 | 61 | 
 { | 
 
 
 
 
 
 | 62 | 
     x -= v.x; | 
 
 
 
 
 
 | 63 | 
     y -= v.y; | 
 
 
 
 
 
 | 64 | 
     return *this; | 
 
 
 
 
 
 | 65 | 
 } | 
 
 
 
 
 
 | 66 | 
  | 
 
 
 
 
 
 | 67 | 
 inline D3DXVECTOR2& D3DXVECTOR2::operator *= (FLOAT f) | 
 
 
 
 
 
 | 68 | 
 { | 
 
 
 
 
 
 | 69 | 
     x *= f; | 
 
 
 
 
 
 | 70 | 
     y *= f; | 
 
 
 
 
 
 | 71 | 
     return *this; | 
 
 
 
 
 
 | 72 | 
 } | 
 
 
 
 
 
 | 73 | 
  | 
 
 
 
 
 
 | 74 | 
 inline D3DXVECTOR2& D3DXVECTOR2::operator /= (FLOAT f) | 
 
 
 
 
 
 | 75 | 
 { | 
 
 
 
 
 
 | 76 | 
     x /= f; | 
 
 
 
 
 
 | 77 | 
     y /= f; | 
 
 
 
 
 
 | 78 | 
     return *this; | 
 
 
 
 
 
 | 79 | 
 } | 
 
 
 
 
 
 | 80 | 
  | 
 
 
 
 
 
 | 81 | 
 inline D3DXVECTOR2 D3DXVECTOR2::operator + () const | 
 
 
 
 
 
 | 82 | 
 { | 
 
 
 
 
 
 | 83 | 
     return *this; | 
 
 
 
 
 
 | 84 | 
 } | 
 
 
 
 
 
 | 85 | 
  | 
 
 
 
 
 
 | 86 | 
 inline D3DXVECTOR2 D3DXVECTOR2::operator - () const | 
 
 
 
 
 
 | 87 | 
 { | 
 
 
 
 
 
 | 88 | 
     return D3DXVECTOR2(-x, -y); | 
 
 
 
 
 
 | 89 | 
 } | 
 
 
 
 
 
 | 90 | 
  | 
 
 
 
 
 
 | 91 | 
 inline D3DXVECTOR2 D3DXVECTOR2::operator + (const D3DXVECTOR2& v) const | 
 
 
 
 
 
 | 92 | 
 { | 
 
 
 
 
 
 | 93 | 
     return D3DXVECTOR2(x + v.x, y + v.y); | 
 
 
 
 
 
 | 94 | 
 } | 
 
 
 
 
 
 | 95 | 
  | 
 
 
 
 
 
 | 96 | 
 inline D3DXVECTOR2 D3DXVECTOR2::operator - (const D3DXVECTOR2& v) const | 
 
 
 
 
 
 | 97 | 
 { | 
 
 
 
 
 
 | 98 | 
     return D3DXVECTOR2(x - v.x, y - v.y); | 
 
 
 
 
 
 | 99 | 
 } | 
 
 
 
 
 
 | 100 | 
  | 
 
 
 
 
 
 | 101 | 
 inline D3DXVECTOR2 D3DXVECTOR2::operator * (FLOAT f) const | 
 
 
 
 
 
 | 102 | 
 { | 
 
 
 
 
 
 | 103 | 
     return D3DXVECTOR2(x * f, y * f); | 
 
 
 
 
 
 | 104 | 
 } | 
 
 
 
 
 
 | 105 | 
  | 
 
 
 
 
 
 | 106 | 
 inline D3DXVECTOR2 D3DXVECTOR2::operator / (FLOAT f) const | 
 
 
 
 
 
 | 107 | 
 { | 
 
 
 
 
 
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     return D3DXVECTOR2(x / f, y / f); | 
 
 
 
 
 
 | 109 | 
 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
 | 111 | 
 inline D3DXVECTOR2 operator * (FLOAT f, const D3DXVECTOR2& v) | 
 
 
 
 
 
 | 112 | 
 { | 
 
 
 
 
 
 | 113 | 
     return D3DXVECTOR2(f * v.x, f * v.y); | 
 
 
 
 
 
 | 114 | 
 } | 
 
 
 
 
 
 | 115 | 
  | 
 
 
 
 
 
 | 116 | 
 inline WINBOOL D3DXVECTOR2::operator == (const D3DXVECTOR2& v) const | 
 
 
 
 
 
 | 117 | 
 { | 
 
 
 
 
 
 | 118 | 
     return x == v.x && y == v.y; | 
 
 
 
 
 
 | 119 | 
 } | 
 
 
 
 
 
 | 120 | 
  | 
 
 
 
 
 
 | 121 | 
 inline WINBOOL D3DXVECTOR2::operator != (const D3DXVECTOR2& v) const | 
 
 
 
 
 
 | 122 | 
 { | 
 
 
 
 
 
 | 123 | 
     return x != v.x || y != v.y; | 
 
 
 
 
 
 | 124 | 
 } | 
 
 
 
 
 
 | 125 | 
  | 
 
 
 
 
 
 | 126 | 
 inline D3DXVECTOR3::D3DXVECTOR3() | 
 
 
 
 
 
 | 127 | 
 { | 
 
 
 
 
 
 | 128 | 
 } | 
 
 
 
 
 
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  | 
 
 
 
 
 
 | 130 | 
 inline D3DXVECTOR3::D3DXVECTOR3(const FLOAT *pf) | 
 
 
 
 
 
 | 131 | 
 { | 
 
 
 
 
 
 | 132 | 
     if(!pf) return; | 
 
 
 
 
 
 | 133 | 
     x = pf[0]; | 
 
 
 
 
 
 | 134 | 
     y = pf[1]; | 
 
 
 
 
 
 | 135 | 
     z = pf[2]; | 
 
 
 
 
 
 | 136 | 
 } | 
 
 
 
 
 
 | 137 | 
  | 
 
 
 
 
 
 | 138 | 
 inline D3DXVECTOR3::D3DXVECTOR3(const D3DVECTOR& v) | 
 
 
 
 
 
 | 139 | 
 { | 
 
 
 
 
 
 | 140 | 
     x = v.x; | 
 
 
 
 
 
 | 141 | 
     y = v.y; | 
 
 
 
 
 
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     z = v.z; | 
 
 
 
 
 
 | 143 | 
 } | 
 
 
 
 
 
 | 144 | 
  | 
 
 
 
 
 
 | 145 | 
 inline D3DXVECTOR3::D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz) | 
 
 
 
 
 
 | 146 | 
 { | 
 
 
 
 
 
 | 147 | 
     x = fx; | 
 
 
 
 
 
 | 148 | 
     y = fy; | 
 
 
 
 
 
 | 149 | 
     z = fz; | 
 
 
 
 
 
 | 150 | 
 } | 
 
 
 
 
 
 | 151 | 
  | 
 
 
 
 
 
 | 152 | 
 inline D3DXVECTOR3::operator FLOAT* () | 
 
 
 
 
 
 | 153 | 
 { | 
 
 
 
 
 
 | 154 | 
     return (FLOAT*)&x; | 
 
 
 
 
 
 | 155 | 
 } | 
 
 
 
 
 
 | 156 | 
  | 
 
 
 
 
 
 | 157 | 
 inline D3DXVECTOR3::operator const FLOAT* () const | 
 
 
 
 
 
 | 158 | 
 { | 
 
 
 
 
 
 | 159 | 
     return (const FLOAT*)&x; | 
 
 
 
 
 
 | 160 | 
 } | 
 
 
 
 
 
 | 161 | 
  | 
 
 
 
 
 
 | 162 | 
 inline D3DXVECTOR3& D3DXVECTOR3::operator += (const D3DXVECTOR3& v) | 
 
 
 
 
 
 | 163 | 
 { | 
 
 
 
 
 
 | 164 | 
     x += v.x; | 
 
 
 
 
 
 | 165 | 
     y += v.y; | 
 
 
 
 
 
 | 166 | 
     z += v.z; | 
 
 
 
 
 
 | 167 | 
     return *this; | 
 
 
 
 
 
 | 168 | 
 } | 
 
 
 
 
 
 | 169 | 
  | 
 
 
 
 
 
 | 170 | 
 inline D3DXVECTOR3& D3DXVECTOR3::operator -= (const D3DXVECTOR3& v) | 
 
 
 
 
 
 | 171 | 
 { | 
 
 
 
 
 
 | 172 | 
     x -= v.x; | 
 
 
 
 
 
 | 173 | 
     y -= v.y; | 
 
 
 
 
 
 | 174 | 
     z -= v.z; | 
 
 
 
 
 
 | 175 | 
     return *this; | 
 
 
 
 
 
 | 176 | 
 } | 
 
 
 
 
 
 | 177 | 
  | 
 
 
 
 
 
 | 178 | 
 inline D3DXVECTOR3& D3DXVECTOR3::operator *= (FLOAT f) | 
 
 
 
 
 
 | 179 | 
 { | 
 
 
 
 
 
 | 180 | 
     x *= f; | 
 
 
 
 
 
 | 181 | 
     y *= f; | 
 
 
 
 
 
 | 182 | 
     z *= f; | 
 
 
 
 
 
 | 183 | 
     return *this; | 
 
 
 
 
 
 | 184 | 
 } | 
 
 
 
 
 
 | 185 | 
  | 
 
 
 
 
 
 | 186 | 
 inline D3DXVECTOR3& D3DXVECTOR3::operator /= (FLOAT f) | 
 
 
 
 
 
 | 187 | 
 { | 
 
 
 
 
 
 | 188 | 
     x /= f; | 
 
 
 
 
 
 | 189 | 
     y /= f; | 
 
 
 
 
 
 | 190 | 
     z /= f; | 
 
 
 
 
 
 | 191 | 
     return *this; | 
 
 
 
 
 
 | 192 | 
 } | 
 
 
 
 
 
 | 193 | 
  | 
 
 
 
 
 
 | 194 | 
 inline D3DXVECTOR3 D3DXVECTOR3::operator + () const | 
 
 
 
 
 
 | 195 | 
 { | 
 
 
 
 
 
 | 196 | 
     return *this; | 
 
 
 
 
 
 | 197 | 
 } | 
 
 
 
 
 
 | 198 | 
  | 
 
 
 
 
 
 | 199 | 
 inline D3DXVECTOR3 D3DXVECTOR3::operator - () const | 
 
 
 
 
 
 | 200 | 
 { | 
 
 
 
 
 
 | 201 | 
     return D3DXVECTOR3(-x, -y, -z); | 
 
 
 
 
 
 | 202 | 
 } | 
 
 
 
 
 
 | 203 | 
  | 
 
 
 
 
 
 | 204 | 
 inline D3DXVECTOR3 D3DXVECTOR3::operator + (const D3DXVECTOR3& v) const | 
 
 
 
 
 
 | 205 | 
 { | 
 
 
 
 
 
 | 206 | 
     return D3DXVECTOR3(x + v.x, y + v.y, z + v.z); | 
 
 
 
 
 
 | 207 | 
 } | 
 
 
 
 
 
 | 208 | 
  | 
 
 
 
 
 
 | 209 | 
 inline D3DXVECTOR3 D3DXVECTOR3::operator - (const D3DXVECTOR3& v) const | 
 
 
 
 
 
 | 210 | 
 { | 
 
 
 
 
 
 | 211 | 
     return D3DXVECTOR3(x - v.x, y - v.y, z - v.z); | 
 
 
 
 
 
 | 212 | 
 } | 
 
 
 
 
 
 | 213 | 
  | 
 
 
 
 
 
 | 214 | 
 inline D3DXVECTOR3 D3DXVECTOR3::operator * (FLOAT f) const | 
 
 
 
 
 
 | 215 | 
 { | 
 
 
 
 
 
 | 216 | 
     return D3DXVECTOR3(x * f, y * f, z * f); | 
 
 
 
 
 
 | 217 | 
 } | 
 
 
 
 
 
 | 218 | 
  | 
 
 
 
 
 
 | 219 | 
 inline D3DXVECTOR3 D3DXVECTOR3::operator / (FLOAT f) const | 
 
 
 
 
 
 | 220 | 
 { | 
 
 
 
 
 
 | 221 | 
     return D3DXVECTOR3(x / f, y / f, z / f); | 
 
 
 
 
 
 | 222 | 
 } | 
 
 
 
 
 
 | 223 | 
  | 
 
 
 
 
 
 | 224 | 
 inline D3DXVECTOR3 operator * (FLOAT f, const D3DXVECTOR3& v) | 
 
 
 
 
 
 | 225 | 
 { | 
 
 
 
 
 
 | 226 | 
     return D3DXVECTOR3(f * v.x, f * v.y, f * v.z); | 
 
 
 
 
 
 | 227 | 
 } | 
 
 
 
 
 
 | 228 | 
  | 
 
 
 
 
 
 | 229 | 
 inline WINBOOL D3DXVECTOR3::operator == (const D3DXVECTOR3& v) const | 
 
 
 
 
 
 | 230 | 
 { | 
 
 
 
 
 
 | 231 | 
     return x == v.x && y == v.y && z == v.z; | 
 
 
 
 
 
 | 232 | 
 } | 
 
 
 
 
 
 | 233 | 
  | 
 
 
 
 
 
 | 234 | 
 inline WINBOOL D3DXVECTOR3::operator != (const D3DXVECTOR3& v) const | 
 
 
 
 
 
 | 235 | 
 { | 
 
 
 
 
 
 | 236 | 
     return x != v.x || y != v.y || z != v.z; | 
 
 
 
 
 
 | 237 | 
 } | 
 
 
 
 
 
 | 238 | 
  | 
 
 
 
 
 
 | 239 | 
 inline D3DXVECTOR4::D3DXVECTOR4() | 
 
 
 
 
 
 | 240 | 
 { | 
 
 
 
 
 
 | 241 | 
 } | 
 
 
 
 
 
 | 242 | 
  | 
 
 
 
 
 
 | 243 | 
 inline D3DXVECTOR4::D3DXVECTOR4(const FLOAT *pf) | 
 
 
 
 
 
 | 244 | 
 { | 
 
 
 
 
 
 | 245 | 
     if(!pf) return; | 
 
 
 
 
 
 | 246 | 
     x = pf[0]; | 
 
 
 
 
 
 | 247 | 
     y = pf[1]; | 
 
 
 
 
 
 | 248 | 
     z = pf[2]; | 
 
 
 
 
 
 | 249 | 
     w = pf[3]; | 
 
 
 
 
 
 | 250 | 
 } | 
 
 
 
 
 
 | 251 | 
  | 
 
 
 
 
 
 | 252 | 
 inline D3DXVECTOR4::D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw) | 
 
 
 
 
 
 | 253 | 
 { | 
 
 
 
 
 
 | 254 | 
     x = fx; | 
 
 
 
 
 
 | 255 | 
     y = fy; | 
 
 
 
 
 
 | 256 | 
     z = fz; | 
 
 
 
 
 
 | 257 | 
     w = fw; | 
 
 
 
 
 
 | 258 | 
 } | 
 
 
 
 
 
 | 259 | 
  | 
 
 
 
 
 
 | 260 | 
 inline D3DXVECTOR4::operator FLOAT* () | 
 
 
 
 
 
 | 261 | 
 { | 
 
 
 
 
 
 | 262 | 
     return (FLOAT*)&x; | 
 
 
 
 
 
 | 263 | 
 } | 
 
 
 
 
 
 | 264 | 
  | 
 
 
 
 
 
 | 265 | 
 inline D3DXVECTOR4::operator const FLOAT* () const | 
 
 
 
 
 
 | 266 | 
 { | 
 
 
 
 
 
 | 267 | 
     return (const FLOAT*)&x; | 
 
 
 
 
 
 | 268 | 
 } | 
 
 
 
 
 
 | 269 | 
  | 
 
 
 
 
 
 | 270 | 
 inline D3DXVECTOR4& D3DXVECTOR4::operator += (const D3DXVECTOR4& v) | 
 
 
 
 
 
 | 271 | 
 { | 
 
 
 
 
 
 | 272 | 
     x += v.x; | 
 
 
 
 
 
 | 273 | 
     y += v.y; | 
 
 
 
 
 
 | 274 | 
     z += v.z; | 
 
 
 
 
 
 | 275 | 
     w += v.w; | 
 
 
 
 
 
 | 276 | 
     return *this; | 
 
 
 
 
 
 | 277 | 
 } | 
 
 
 
 
 
 | 278 | 
  | 
 
 
 
 
 
 | 279 | 
 inline D3DXVECTOR4& D3DXVECTOR4::operator -= (const D3DXVECTOR4& v) | 
 
 
 
 
 
 | 280 | 
 { | 
 
 
 
 
 
 | 281 | 
     x -= v.x; | 
 
 
 
 
 
 | 282 | 
     y -= v.y; | 
 
 
 
 
 
 | 283 | 
     z -= v.z; | 
 
 
 
 
 
 | 284 | 
     w -= v.w; | 
 
 
 
 
 
 | 285 | 
     return *this; | 
 
 
 
 
 
 | 286 | 
 } | 
 
 
 
 
 
 | 287 | 
  | 
 
 
 
 
 
 | 288 | 
 inline D3DXVECTOR4& D3DXVECTOR4::operator *= (FLOAT f) | 
 
 
 
 
 
 | 289 | 
 { | 
 
 
 
 
 
 | 290 | 
     x *= f; | 
 
 
 
 
 
 | 291 | 
     y *= f; | 
 
 
 
 
 
 | 292 | 
     z *= f; | 
 
 
 
 
 
 | 293 | 
     w *= f; | 
 
 
 
 
 
 | 294 | 
     return *this; | 
 
 
 
 
 
 | 295 | 
 } | 
 
 
 
 
 
 | 296 | 
  | 
 
 
 
 
 
 | 297 | 
 inline D3DXVECTOR4& D3DXVECTOR4::operator /= (FLOAT f) | 
 
 
 
 
 
 | 298 | 
 { | 
 
 
 
 
 
 | 299 | 
     x /= f; | 
 
 
 
 
 
 | 300 | 
     y /= f; | 
 
 
 
 
 
 | 301 | 
     z /= f; | 
 
 
 
 
 
 | 302 | 
     w /= f; | 
 
 
 
 
 
 | 303 | 
     return *this; | 
 
 
 
 
 
 | 304 | 
 } | 
 
 
 
 
 
 | 305 | 
  | 
 
 
 
 
 
 | 306 | 
 inline D3DXVECTOR4 D3DXVECTOR4::operator + () const | 
 
 
 
 
 
 | 307 | 
 { | 
 
 
 
 
 
 | 308 | 
     return *this; | 
 
 
 
 
 
 | 309 | 
 } | 
 
 
 
 
 
 | 310 | 
  | 
 
 
 
 
 
 | 311 | 
 inline D3DXVECTOR4 D3DXVECTOR4::operator - () const | 
 
 
 
 
 
 | 312 | 
 { | 
 
 
 
 
 
 | 313 | 
     return D3DXVECTOR4(-x, -y, -z, -w); | 
 
 
 
 
 
 | 314 | 
 } | 
 
 
 
 
 
 | 315 | 
  | 
 
 
 
 
 
 | 316 | 
 inline D3DXVECTOR4 D3DXVECTOR4::operator + (const D3DXVECTOR4& v) const | 
 
 
 
 
 
 | 317 | 
 { | 
 
 
 
 
 
 | 318 | 
     return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w); | 
 
 
 
 
 
 | 319 | 
 } | 
 
 
 
 
 
 | 320 | 
  | 
 
 
 
 
 
 | 321 | 
 inline D3DXVECTOR4 D3DXVECTOR4::operator - (const D3DXVECTOR4& v) const | 
 
 
 
 
 
 | 322 | 
 { | 
 
 
 
 
 
 | 323 | 
     return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w); | 
 
 
 
 
 
 | 324 | 
 } | 
 
 
 
 
 
 | 325 | 
  | 
 
 
 
 
 
 | 326 | 
 inline D3DXVECTOR4 D3DXVECTOR4::operator * (FLOAT f) const | 
 
 
 
 
 
 | 327 | 
 { | 
 
 
 
 
 
 | 328 | 
     return D3DXVECTOR4(x * f, y * f, z * f, w * f); | 
 
 
 
 
 
 | 329 | 
 } | 
 
 
 
 
 
 | 330 | 
  | 
 
 
 
 
 
 | 331 | 
 inline D3DXVECTOR4 D3DXVECTOR4::operator / (FLOAT f) const | 
 
 
 
 
 
 | 332 | 
 { | 
 
 
 
 
 
 | 333 | 
     return D3DXVECTOR4(x / f, y / f, z / f, w / f); | 
 
 
 
 
 
 | 334 | 
 } | 
 
 
 
 
 
 | 335 | 
  | 
 
 
 
 
 
 | 336 | 
 inline D3DXVECTOR4 operator * (FLOAT f, const D3DXVECTOR4& v) | 
 
 
 
 
 
 | 337 | 
 { | 
 
 
 
 
 
 | 338 | 
     return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w); | 
 
 
 
 
 
 | 339 | 
 } | 
 
 
 
 
 
 | 340 | 
  | 
 
 
 
 
 
 | 341 | 
 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 | 
  | 
 
 
 
 
 
 | 355 | 
 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 |