| 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 | { |
| 108 | return D3DXVECTOR2(x / f, y / f); |
| 109 | } |
| 110 | |
| 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 | } |
| 129 | |
| 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; |
| 142 | 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 |