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author | Filip Gawin <filip.gawin@zoho.com> | 2020-12-29 18:53:36 +0100 |
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committer | Filip Gawin <filip.gawin@zoho.com> | 2020-12-29 18:53:36 +0100 |
commit | bffaceb579ba66ba675f5b99e93258423b3c97ab (patch) | |
tree | f1e0e8ef4002d2e5b444678c4c98dd8785cbe980 /sdk/dx8sdk/Include/d3dx8math.inl | |
parent | Reorder CEntity functions into their original order (diff) | |
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Diffstat (limited to 'sdk/dx8sdk/Include/d3dx8math.inl')
-rw-r--r-- | sdk/dx8sdk/Include/d3dx8math.inl | 1757 |
1 files changed, 0 insertions, 1757 deletions
diff --git a/sdk/dx8sdk/Include/d3dx8math.inl b/sdk/dx8sdk/Include/d3dx8math.inl deleted file mode 100644 index a64e5c54..00000000 --- a/sdk/dx8sdk/Include/d3dx8math.inl +++ /dev/null @@ -1,1757 +0,0 @@ -////////////////////////////////////////////////////////////////////////////// -// -// Copyright (C) Microsoft Corporation. All Rights Reserved. -// -// File: d3dx8math.inl -// Content: D3DX math inline functions -// -////////////////////////////////////////////////////////////////////////////// - -#ifndef __D3DX8MATH_INL__ -#define __D3DX8MATH_INL__ - - -//=========================================================================== -// -// Inline Class Methods -// -//=========================================================================== - -#ifdef __cplusplus - -//-------------------------- -// 2D Vector -//-------------------------- - -D3DXINLINE -D3DXVECTOR2::D3DXVECTOR2( CONST FLOAT *pf ) -{ -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - - x = pf[0]; - y = pf[1]; -} - -D3DXINLINE -D3DXVECTOR2::D3DXVECTOR2( FLOAT fx, FLOAT fy ) -{ - x = fx; - y = fy; -} - -// casting -D3DXINLINE -D3DXVECTOR2::operator FLOAT* () -{ - return (FLOAT *) &x; -} - -D3DXINLINE -D3DXVECTOR2::operator CONST FLOAT* () const -{ - return (CONST FLOAT *) &x; -} - -// assignment operators -D3DXINLINE D3DXVECTOR2& -D3DXVECTOR2::operator += ( CONST D3DXVECTOR2& v ) -{ - x += v.x; - y += v.y; - return *this; -} - -D3DXINLINE D3DXVECTOR2& -D3DXVECTOR2::operator -= ( CONST D3DXVECTOR2& v ) -{ - x -= v.x; - y -= v.y; - return *this; -} - -D3DXINLINE D3DXVECTOR2& -D3DXVECTOR2::operator *= ( FLOAT f ) -{ - x *= f; - y *= f; - return *this; -} - -D3DXINLINE D3DXVECTOR2& -D3DXVECTOR2::operator /= ( FLOAT f ) -{ - FLOAT fInv = 1.0f / f; - x *= fInv; - y *= fInv; - return *this; -} - -// unary operators -D3DXINLINE D3DXVECTOR2 -D3DXVECTOR2::operator + () const -{ - return *this; -} - -D3DXINLINE D3DXVECTOR2 -D3DXVECTOR2::operator - () const -{ - return D3DXVECTOR2(-x, -y); -} - -// binary operators -D3DXINLINE D3DXVECTOR2 -D3DXVECTOR2::operator + ( CONST D3DXVECTOR2& v ) const -{ - return D3DXVECTOR2(x + v.x, y + v.y); -} - -D3DXINLINE D3DXVECTOR2 -D3DXVECTOR2::operator - ( CONST D3DXVECTOR2& v ) const -{ - return D3DXVECTOR2(x - v.x, y - v.y); -} - -D3DXINLINE D3DXVECTOR2 -D3DXVECTOR2::operator * ( FLOAT f ) const -{ - return D3DXVECTOR2(x * f, y * f); -} - -D3DXINLINE D3DXVECTOR2 -D3DXVECTOR2::operator / ( FLOAT f ) const -{ - FLOAT fInv = 1.0f / f; - return D3DXVECTOR2(x * fInv, y * fInv); -} - - -D3DXINLINE D3DXVECTOR2 -operator * ( FLOAT f, CONST D3DXVECTOR2& v ) -{ - return D3DXVECTOR2(f * v.x, f * v.y); -} - -D3DXINLINE BOOL -D3DXVECTOR2::operator == ( CONST D3DXVECTOR2& v ) const -{ - return x == v.x && y == v.y; -} - -D3DXINLINE BOOL -D3DXVECTOR2::operator != ( CONST D3DXVECTOR2& v ) const -{ - return x != v.x || y != v.y; -} - - - - -//-------------------------- -// 3D Vector -//-------------------------- -D3DXINLINE -D3DXVECTOR3::D3DXVECTOR3( CONST FLOAT *pf ) -{ -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - - x = pf[0]; - y = pf[1]; - z = pf[2]; -} - -D3DXINLINE -D3DXVECTOR3::D3DXVECTOR3( CONST D3DVECTOR& v ) -{ - x = v.x; - y = v.y; - z = v.z; -} - -D3DXINLINE -D3DXVECTOR3::D3DXVECTOR3( FLOAT fx, FLOAT fy, FLOAT fz ) -{ - x = fx; - y = fy; - z = fz; -} - - -// casting -D3DXINLINE -D3DXVECTOR3::operator FLOAT* () -{ - return (FLOAT *) &x; -} - -D3DXINLINE -D3DXVECTOR3::operator CONST FLOAT* () const -{ - return (CONST FLOAT *) &x; -} - - -// assignment operators -D3DXINLINE D3DXVECTOR3& -D3DXVECTOR3::operator += ( CONST D3DXVECTOR3& v ) -{ - x += v.x; - y += v.y; - z += v.z; - return *this; -} - -D3DXINLINE D3DXVECTOR3& -D3DXVECTOR3::operator -= ( CONST D3DXVECTOR3& v ) -{ - x -= v.x; - y -= v.y; - z -= v.z; - return *this; -} - -D3DXINLINE D3DXVECTOR3& -D3DXVECTOR3::operator *= ( FLOAT f ) -{ - x *= f; - y *= f; - z *= f; - return *this; -} - -D3DXINLINE D3DXVECTOR3& -D3DXVECTOR3::operator /= ( FLOAT f ) -{ - FLOAT fInv = 1.0f / f; - x *= fInv; - y *= fInv; - z *= fInv; - return *this; -} - - -// unary operators -D3DXINLINE D3DXVECTOR3 -D3DXVECTOR3::operator + () const -{ - return *this; -} - -D3DXINLINE D3DXVECTOR3 -D3DXVECTOR3::operator - () const -{ - return D3DXVECTOR3(-x, -y, -z); -} - - -// binary operators -D3DXINLINE D3DXVECTOR3 -D3DXVECTOR3::operator + ( CONST D3DXVECTOR3& v ) const -{ - return D3DXVECTOR3(x + v.x, y + v.y, z + v.z); -} - -D3DXINLINE D3DXVECTOR3 -D3DXVECTOR3::operator - ( CONST D3DXVECTOR3& v ) const -{ - return D3DXVECTOR3(x - v.x, y - v.y, z - v.z); -} - -D3DXINLINE D3DXVECTOR3 -D3DXVECTOR3::operator * ( FLOAT f ) const -{ - return D3DXVECTOR3(x * f, y * f, z * f); -} - -D3DXINLINE D3DXVECTOR3 -D3DXVECTOR3::operator / ( FLOAT f ) const -{ - FLOAT fInv = 1.0f / f; - return D3DXVECTOR3(x * fInv, y * fInv, z * fInv); -} - - -D3DXINLINE D3DXVECTOR3 -operator * ( FLOAT f, CONST struct D3DXVECTOR3& v ) -{ - return D3DXVECTOR3(f * v.x, f * v.y, f * v.z); -} - - -D3DXINLINE BOOL -D3DXVECTOR3::operator == ( CONST D3DXVECTOR3& v ) const -{ - return x == v.x && y == v.y && z == v.z; -} - -D3DXINLINE BOOL -D3DXVECTOR3::operator != ( CONST D3DXVECTOR3& v ) const -{ - return x != v.x || y != v.y || z != v.z; -} - - - -//-------------------------- -// 4D Vector -//-------------------------- -D3DXINLINE -D3DXVECTOR4::D3DXVECTOR4( CONST FLOAT *pf ) -{ -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - - x = pf[0]; - y = pf[1]; - z = pf[2]; - w = pf[3]; -} - -D3DXINLINE -D3DXVECTOR4::D3DXVECTOR4( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw ) -{ - x = fx; - y = fy; - z = fz; - w = fw; -} - - -// casting -D3DXINLINE -D3DXVECTOR4::operator FLOAT* () -{ - return (FLOAT *) &x; -} - -D3DXINLINE -D3DXVECTOR4::operator CONST FLOAT* () const -{ - return (CONST FLOAT *) &x; -} - - -// assignment operators -D3DXINLINE D3DXVECTOR4& -D3DXVECTOR4::operator += ( CONST D3DXVECTOR4& v ) -{ - x += v.x; - y += v.y; - z += v.z; - w += v.w; - return *this; -} - -D3DXINLINE D3DXVECTOR4& -D3DXVECTOR4::operator -= ( CONST D3DXVECTOR4& v ) -{ - x -= v.x; - y -= v.y; - z -= v.z; - w -= v.w; - return *this; -} - -D3DXINLINE D3DXVECTOR4& -D3DXVECTOR4::operator *= ( FLOAT f ) -{ - x *= f; - y *= f; - z *= f; - w *= f; - return *this; -} - -D3DXINLINE D3DXVECTOR4& -D3DXVECTOR4::operator /= ( FLOAT f ) -{ - FLOAT fInv = 1.0f / f; - x *= fInv; - y *= fInv; - z *= fInv; - w *= fInv; - return *this; -} - - -// unary operators -D3DXINLINE D3DXVECTOR4 -D3DXVECTOR4::operator + () const -{ - return *this; -} - -D3DXINLINE D3DXVECTOR4 -D3DXVECTOR4::operator - () const -{ - return D3DXVECTOR4(-x, -y, -z, -w); -} - - -// binary operators -D3DXINLINE D3DXVECTOR4 -D3DXVECTOR4::operator + ( CONST D3DXVECTOR4& v ) const -{ - return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w); -} - -D3DXINLINE D3DXVECTOR4 -D3DXVECTOR4::operator - ( CONST D3DXVECTOR4& v ) const -{ - return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w); -} - -D3DXINLINE D3DXVECTOR4 -D3DXVECTOR4::operator * ( FLOAT f ) const -{ - return D3DXVECTOR4(x * f, y * f, z * f, w * f); -} - -D3DXINLINE D3DXVECTOR4 -D3DXVECTOR4::operator / ( FLOAT f ) const -{ - FLOAT fInv = 1.0f / f; - return D3DXVECTOR4(x * fInv, y * fInv, z * fInv, w * fInv); -} - - -D3DXINLINE D3DXVECTOR4 -operator * ( FLOAT f, CONST D3DXVECTOR4& v ) -{ - return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w); -} - - -D3DXINLINE BOOL -D3DXVECTOR4::operator == ( CONST D3DXVECTOR4& v ) const -{ - return x == v.x && y == v.y && z == v.z && w == v.w; -} - -D3DXINLINE BOOL -D3DXVECTOR4::operator != ( CONST D3DXVECTOR4& v ) const -{ - return x != v.x || y != v.y || z != v.z || w != v.w; -} - - -//-------------------------- -// Matrix -//-------------------------- -D3DXINLINE -D3DXMATRIX::D3DXMATRIX( CONST FLOAT* pf ) -{ -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - - memcpy(&_11, pf, sizeof(D3DXMATRIX)); -} - -D3DXINLINE -D3DXMATRIX::D3DXMATRIX( CONST D3DMATRIX& mat ) -{ - memcpy(&_11, &mat, sizeof(D3DXMATRIX)); -} - -D3DXINLINE -D3DXMATRIX::D3DXMATRIX( FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14, - FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24, - FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34, - FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44 ) -{ - _11 = f11; _12 = f12; _13 = f13; _14 = f14; - _21 = f21; _22 = f22; _23 = f23; _24 = f24; - _31 = f31; _32 = f32; _33 = f33; _34 = f34; - _41 = f41; _42 = f42; _43 = f43; _44 = f44; -} - - - -// access grants -D3DXINLINE FLOAT& -D3DXMATRIX::operator () ( UINT iRow, UINT iCol ) -{ - return m[iRow][iCol]; -} - -D3DXINLINE FLOAT -D3DXMATRIX::operator () ( UINT iRow, UINT iCol ) const -{ - return m[iRow][iCol]; -} - - -// casting operators -D3DXINLINE -D3DXMATRIX::operator FLOAT* () -{ - return (FLOAT *) &_11; -} - -D3DXINLINE -D3DXMATRIX::operator CONST FLOAT* () const -{ - return (CONST FLOAT *) &_11; -} - - -// assignment operators -D3DXINLINE D3DXMATRIX& -D3DXMATRIX::operator *= ( CONST D3DXMATRIX& mat ) -{ - D3DXMatrixMultiply(this, this, &mat); - return *this; -} - -D3DXINLINE D3DXMATRIX& -D3DXMATRIX::operator += ( CONST D3DXMATRIX& mat ) -{ - _11 += mat._11; _12 += mat._12; _13 += mat._13; _14 += mat._14; - _21 += mat._21; _22 += mat._22; _23 += mat._23; _24 += mat._24; - _31 += mat._31; _32 += mat._32; _33 += mat._33; _34 += mat._34; - _41 += mat._41; _42 += mat._42; _43 += mat._43; _44 += mat._44; - return *this; -} - -D3DXINLINE D3DXMATRIX& -D3DXMATRIX::operator -= ( CONST D3DXMATRIX& mat ) -{ - _11 -= mat._11; _12 -= mat._12; _13 -= mat._13; _14 -= mat._14; - _21 -= mat._21; _22 -= mat._22; _23 -= mat._23; _24 -= mat._24; - _31 -= mat._31; _32 -= mat._32; _33 -= mat._33; _34 -= mat._34; - _41 -= mat._41; _42 -= mat._42; _43 -= mat._43; _44 -= mat._44; - return *this; -} - -D3DXINLINE D3DXMATRIX& -D3DXMATRIX::operator *= ( FLOAT f ) -{ - _11 *= f; _12 *= f; _13 *= f; _14 *= f; - _21 *= f; _22 *= f; _23 *= f; _24 *= f; - _31 *= f; _32 *= f; _33 *= f; _34 *= f; - _41 *= f; _42 *= f; _43 *= f; _44 *= f; - return *this; -} - -D3DXINLINE D3DXMATRIX& -D3DXMATRIX::operator /= ( FLOAT f ) -{ - FLOAT fInv = 1.0f / f; - _11 *= fInv; _12 *= fInv; _13 *= fInv; _14 *= fInv; - _21 *= fInv; _22 *= fInv; _23 *= fInv; _24 *= fInv; - _31 *= fInv; _32 *= fInv; _33 *= fInv; _34 *= fInv; - _41 *= fInv; _42 *= fInv; _43 *= fInv; _44 *= fInv; - return *this; -} - - -// unary operators -D3DXINLINE D3DXMATRIX -D3DXMATRIX::operator + () const -{ - return *this; -} - -D3DXINLINE D3DXMATRIX -D3DXMATRIX::operator - () const -{ - return D3DXMATRIX(-_11, -_12, -_13, -_14, - -_21, -_22, -_23, -_24, - -_31, -_32, -_33, -_34, - -_41, -_42, -_43, -_44); -} - - -// binary operators -D3DXINLINE D3DXMATRIX -D3DXMATRIX::operator * ( CONST D3DXMATRIX& mat ) const -{ - D3DXMATRIX matT; - D3DXMatrixMultiply(&matT, this, &mat); - return matT; -} - -D3DXINLINE D3DXMATRIX -D3DXMATRIX::operator + ( CONST D3DXMATRIX& mat ) const -{ - return D3DXMATRIX(_11 + mat._11, _12 + mat._12, _13 + mat._13, _14 + mat._14, - _21 + mat._21, _22 + mat._22, _23 + mat._23, _24 + mat._24, - _31 + mat._31, _32 + mat._32, _33 + mat._33, _34 + mat._34, - _41 + mat._41, _42 + mat._42, _43 + mat._43, _44 + mat._44); -} - -D3DXINLINE D3DXMATRIX -D3DXMATRIX::operator - ( CONST D3DXMATRIX& mat ) const -{ - return D3DXMATRIX(_11 - mat._11, _12 - mat._12, _13 - mat._13, _14 - mat._14, - _21 - mat._21, _22 - mat._22, _23 - mat._23, _24 - mat._24, - _31 - mat._31, _32 - mat._32, _33 - mat._33, _34 - mat._34, - _41 - mat._41, _42 - mat._42, _43 - mat._43, _44 - mat._44); -} - -D3DXINLINE D3DXMATRIX -D3DXMATRIX::operator * ( FLOAT f ) const -{ - return D3DXMATRIX(_11 * f, _12 * f, _13 * f, _14 * f, - _21 * f, _22 * f, _23 * f, _24 * f, - _31 * f, _32 * f, _33 * f, _34 * f, - _41 * f, _42 * f, _43 * f, _44 * f); -} - -D3DXINLINE D3DXMATRIX -D3DXMATRIX::operator / ( FLOAT f ) const -{ - FLOAT fInv = 1.0f / f; - return D3DXMATRIX(_11 * fInv, _12 * fInv, _13 * fInv, _14 * fInv, - _21 * fInv, _22 * fInv, _23 * fInv, _24 * fInv, - _31 * fInv, _32 * fInv, _33 * fInv, _34 * fInv, - _41 * fInv, _42 * fInv, _43 * fInv, _44 * fInv); -} - - -D3DXINLINE D3DXMATRIX -operator * ( FLOAT f, CONST D3DXMATRIX& mat ) -{ - return D3DXMATRIX(f * mat._11, f * mat._12, f * mat._13, f * mat._14, - f * mat._21, f * mat._22, f * mat._23, f * mat._24, - f * mat._31, f * mat._32, f * mat._33, f * mat._34, - f * mat._41, f * mat._42, f * mat._43, f * mat._44); -} - - -D3DXINLINE BOOL -D3DXMATRIX::operator == ( CONST D3DXMATRIX& mat ) const -{ - return 0 == memcmp(this, &mat, sizeof(D3DXMATRIX)); -} - -D3DXINLINE BOOL -D3DXMATRIX::operator != ( CONST D3DXMATRIX& mat ) const -{ - return 0 != memcmp(this, &mat, sizeof(D3DXMATRIX)); -} - - - -//-------------------------- -// Quaternion -//-------------------------- - -D3DXINLINE -D3DXQUATERNION::D3DXQUATERNION( CONST FLOAT* pf ) -{ -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - - x = pf[0]; - y = pf[1]; - z = pf[2]; - w = pf[3]; -} - -D3DXINLINE -D3DXQUATERNION::D3DXQUATERNION( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw ) -{ - x = fx; - y = fy; - z = fz; - w = fw; -} - - -// casting -D3DXINLINE -D3DXQUATERNION::operator FLOAT* () -{ - return (FLOAT *) &x; -} - -D3DXINLINE -D3DXQUATERNION::operator CONST FLOAT* () const -{ - return (CONST FLOAT *) &x; -} - - -// assignment operators -D3DXINLINE D3DXQUATERNION& -D3DXQUATERNION::operator += ( CONST D3DXQUATERNION& q ) -{ - x += q.x; - y += q.y; - z += q.z; - w += q.w; - return *this; -} - -D3DXINLINE D3DXQUATERNION& -D3DXQUATERNION::operator -= ( CONST D3DXQUATERNION& q ) -{ - x -= q.x; - y -= q.y; - z -= q.z; - w -= q.w; - return *this; -} - -D3DXINLINE D3DXQUATERNION& -D3DXQUATERNION::operator *= ( CONST D3DXQUATERNION& q ) -{ - D3DXQuaternionMultiply(this, this, &q); - return *this; -} - -D3DXINLINE D3DXQUATERNION& -D3DXQUATERNION::operator *= ( FLOAT f ) -{ - x *= f; - y *= f; - z *= f; - w *= f; - return *this; -} - -D3DXINLINE D3DXQUATERNION& -D3DXQUATERNION::operator /= ( FLOAT f ) -{ - FLOAT fInv = 1.0f / f; - x *= fInv; - y *= fInv; - z *= fInv; - w *= fInv; - return *this; -} - - -// unary operators -D3DXINLINE D3DXQUATERNION -D3DXQUATERNION::operator + () const -{ - return *this; -} - -D3DXINLINE D3DXQUATERNION -D3DXQUATERNION::operator - () const -{ - return D3DXQUATERNION(-x, -y, -z, -w); -} - - -// binary operators -D3DXINLINE D3DXQUATERNION -D3DXQUATERNION::operator + ( CONST D3DXQUATERNION& q ) const -{ - return D3DXQUATERNION(x + q.x, y + q.y, z + q.z, w + q.w); -} - -D3DXINLINE D3DXQUATERNION -D3DXQUATERNION::operator - ( CONST D3DXQUATERNION& q ) const -{ - return D3DXQUATERNION(x - q.x, y - q.y, z - q.z, w - q.w); -} - -D3DXINLINE D3DXQUATERNION -D3DXQUATERNION::operator * ( CONST D3DXQUATERNION& q ) const -{ - D3DXQUATERNION qT; - D3DXQuaternionMultiply(&qT, this, &q); - return qT; -} - -D3DXINLINE D3DXQUATERNION -D3DXQUATERNION::operator * ( FLOAT f ) const -{ - return D3DXQUATERNION(x * f, y * f, z * f, w * f); -} - -D3DXINLINE D3DXQUATERNION -D3DXQUATERNION::operator / ( FLOAT f ) const -{ - FLOAT fInv = 1.0f / f; - return D3DXQUATERNION(x * fInv, y * fInv, z * fInv, w * fInv); -} - - -D3DXINLINE D3DXQUATERNION -operator * (FLOAT f, CONST D3DXQUATERNION& q ) -{ - return D3DXQUATERNION(f * q.x, f * q.y, f * q.z, f * q.w); -} - - -D3DXINLINE BOOL -D3DXQUATERNION::operator == ( CONST D3DXQUATERNION& q ) const -{ - return x == q.x && y == q.y && z == q.z && w == q.w; -} - -D3DXINLINE BOOL -D3DXQUATERNION::operator != ( CONST D3DXQUATERNION& q ) const -{ - return x != q.x || y != q.y || z != q.z || w != q.w; -} - - - -//-------------------------- -// Plane -//-------------------------- - -D3DXINLINE -D3DXPLANE::D3DXPLANE( CONST FLOAT* pf ) -{ -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - - a = pf[0]; - b = pf[1]; - c = pf[2]; - d = pf[3]; -} - -D3DXINLINE -D3DXPLANE::D3DXPLANE( FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd ) -{ - a = fa; - b = fb; - c = fc; - d = fd; -} - - -// casting -D3DXINLINE -D3DXPLANE::operator FLOAT* () -{ - return (FLOAT *) &a; -} - -D3DXINLINE -D3DXPLANE::operator CONST FLOAT* () const -{ - return (CONST FLOAT *) &a; -} - - -// unary operators -D3DXINLINE D3DXPLANE -D3DXPLANE::operator + () const -{ - return *this; -} - -D3DXINLINE D3DXPLANE -D3DXPLANE::operator - () const -{ - return D3DXPLANE(-a, -b, -c, -d); -} - - -// binary operators -D3DXINLINE BOOL -D3DXPLANE::operator == ( CONST D3DXPLANE& p ) const -{ - return a == p.a && b == p.b && c == p.c && d == p.d; -} - -D3DXINLINE BOOL -D3DXPLANE::operator != ( CONST D3DXPLANE& p ) const -{ - return a != p.a || b != p.b || c != p.c || d != p.d; -} - - - - -//-------------------------- -// Color -//-------------------------- - -D3DXINLINE -D3DXCOLOR::D3DXCOLOR( DWORD dw ) -{ - CONST FLOAT f = 1.0f / 255.0f; - r = f * (FLOAT) (unsigned char) (dw >> 16); - g = f * (FLOAT) (unsigned char) (dw >> 8); - b = f * (FLOAT) (unsigned char) (dw >> 0); - a = f * (FLOAT) (unsigned char) (dw >> 24); -} - -D3DXINLINE -D3DXCOLOR::D3DXCOLOR( CONST FLOAT* pf ) -{ -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - - r = pf[0]; - g = pf[1]; - b = pf[2]; - a = pf[3]; -} - -D3DXINLINE -D3DXCOLOR::D3DXCOLOR( CONST D3DCOLORVALUE& c ) -{ - r = c.r; - g = c.g; - b = c.b; - a = c.a; -} - -D3DXINLINE -D3DXCOLOR::D3DXCOLOR( FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa ) -{ - r = fr; - g = fg; - b = fb; - a = fa; -} - - -// casting -D3DXINLINE -D3DXCOLOR::operator DWORD () const -{ - DWORD dwR = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD) (r * 255.0f + 0.5f); - DWORD dwG = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD) (g * 255.0f + 0.5f); - DWORD dwB = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD) (b * 255.0f + 0.5f); - DWORD dwA = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD) (a * 255.0f + 0.5f); - - return (dwA << 24) | (dwR << 16) | (dwG << 8) | dwB; -} - - -D3DXINLINE -D3DXCOLOR::operator FLOAT * () -{ - return (FLOAT *) &r; -} - -D3DXINLINE -D3DXCOLOR::operator CONST FLOAT * () const -{ - return (CONST FLOAT *) &r; -} - - -D3DXINLINE -D3DXCOLOR::operator D3DCOLORVALUE * () -{ - return (D3DCOLORVALUE *) &r; -} - -D3DXINLINE -D3DXCOLOR::operator CONST D3DCOLORVALUE * () const -{ - return (CONST D3DCOLORVALUE *) &r; -} - - -D3DXINLINE -D3DXCOLOR::operator D3DCOLORVALUE& () -{ - return *((D3DCOLORVALUE *) &r); -} - -D3DXINLINE -D3DXCOLOR::operator CONST D3DCOLORVALUE& () const -{ - return *((CONST D3DCOLORVALUE *) &r); -} - - -// assignment operators -D3DXINLINE D3DXCOLOR& -D3DXCOLOR::operator += ( CONST D3DXCOLOR& c ) -{ - r += c.r; - g += c.g; - b += c.b; - a += c.a; - return *this; -} - -D3DXINLINE D3DXCOLOR& -D3DXCOLOR::operator -= ( CONST D3DXCOLOR& c ) -{ - r -= c.r; - g -= c.g; - b -= c.b; - a -= c.a; - return *this; -} - -D3DXINLINE D3DXCOLOR& -D3DXCOLOR::operator *= ( FLOAT f ) -{ - r *= f; - g *= f; - b *= f; - a *= f; - return *this; -} - -D3DXINLINE D3DXCOLOR& -D3DXCOLOR::operator /= ( FLOAT f ) -{ - FLOAT fInv = 1.0f / f; - r *= fInv; - g *= fInv; - b *= fInv; - a *= fInv; - return *this; -} - - -// unary operators -D3DXINLINE D3DXCOLOR -D3DXCOLOR::operator + () const -{ - return *this; -} - -D3DXINLINE D3DXCOLOR -D3DXCOLOR::operator - () const -{ - return D3DXCOLOR(-r, -g, -b, -a); -} - - -// binary operators -D3DXINLINE D3DXCOLOR -D3DXCOLOR::operator + ( CONST D3DXCOLOR& c ) const -{ - return D3DXCOLOR(r + c.r, g + c.g, b + c.b, a + c.a); -} - -D3DXINLINE D3DXCOLOR -D3DXCOLOR::operator - ( CONST D3DXCOLOR& c ) const -{ - return D3DXCOLOR(r - c.r, g - c.g, b - c.b, a - c.a); -} - -D3DXINLINE D3DXCOLOR -D3DXCOLOR::operator * ( FLOAT f ) const -{ - return D3DXCOLOR(r * f, g * f, b * f, a * f); -} - -D3DXINLINE D3DXCOLOR -D3DXCOLOR::operator / ( FLOAT f ) const -{ - FLOAT fInv = 1.0f / f; - return D3DXCOLOR(r * fInv, g * fInv, b * fInv, a * fInv); -} - - -D3DXINLINE D3DXCOLOR -operator * (FLOAT f, CONST D3DXCOLOR& c ) -{ - return D3DXCOLOR(f * c.r, f * c.g, f * c.b, f * c.a); -} - - -D3DXINLINE BOOL -D3DXCOLOR::operator == ( CONST D3DXCOLOR& c ) const -{ - return r == c.r && g == c.g && b == c.b && a == c.a; -} - -D3DXINLINE BOOL -D3DXCOLOR::operator != ( CONST D3DXCOLOR& c ) const -{ - return r != c.r || g != c.g || b != c.b || a != c.a; -} - - -#endif //__cplusplus - - - -//=========================================================================== -// -// Inline functions -// -//=========================================================================== - - -//-------------------------- -// 2D Vector -//-------------------------- - -D3DXINLINE FLOAT D3DXVec2Length - ( CONST D3DXVECTOR2 *pV ) -{ -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - -#ifdef __cplusplus - return sqrtf(pV->x * pV->x + pV->y * pV->y); -#else - return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y); -#endif -} - -D3DXINLINE FLOAT D3DXVec2LengthSq - ( CONST D3DXVECTOR2 *pV ) -{ -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - - return pV->x * pV->x + pV->y * pV->y; -} - -D3DXINLINE FLOAT D3DXVec2Dot - ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pV1 || !pV2) - return 0.0f; -#endif - - return pV1->x * pV2->x + pV1->y * pV2->y; -} - -D3DXINLINE FLOAT D3DXVec2CCW - ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pV1 || !pV2) - return 0.0f; -#endif - - return pV1->x * pV2->y - pV1->y * pV2->x; -} - -D3DXINLINE D3DXVECTOR2* D3DXVec2Add - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x + pV2->x; - pOut->y = pV1->y + pV2->y; - return pOut; -} - -D3DXINLINE D3DXVECTOR2* D3DXVec2Subtract - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x - pV2->x; - pOut->y = pV1->y - pV2->y; - return pOut; -} - -D3DXINLINE D3DXVECTOR2* D3DXVec2Minimize - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; - pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; - return pOut; -} - -D3DXINLINE D3DXVECTOR2* D3DXVec2Maximize - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; - pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; - return pOut; -} - -D3DXINLINE D3DXVECTOR2* D3DXVec2Scale - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV) - return NULL; -#endif - - pOut->x = pV->x * s; - pOut->y = pV->y * s; - return pOut; -} - -D3DXINLINE D3DXVECTOR2* D3DXVec2Lerp - ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, - FLOAT s ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x + s * (pV2->x - pV1->x); - pOut->y = pV1->y + s * (pV2->y - pV1->y); - return pOut; -} - - -//-------------------------- -// 3D Vector -//-------------------------- - -D3DXINLINE FLOAT D3DXVec3Length - ( CONST D3DXVECTOR3 *pV ) -{ -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - -#ifdef __cplusplus - return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z); -#else - return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z); -#endif -} - -D3DXINLINE FLOAT D3DXVec3LengthSq - ( CONST D3DXVECTOR3 *pV ) -{ -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - - return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z; -} - -D3DXINLINE FLOAT D3DXVec3Dot - ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pV1 || !pV2) - return 0.0f; -#endif - - return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z; -} - -D3DXINLINE D3DXVECTOR3* D3DXVec3Cross - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) -{ - D3DXVECTOR3 v; - -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - v.x = pV1->y * pV2->z - pV1->z * pV2->y; - v.y = pV1->z * pV2->x - pV1->x * pV2->z; - v.z = pV1->x * pV2->y - pV1->y * pV2->x; - - *pOut = v; - return pOut; -} - -D3DXINLINE D3DXVECTOR3* D3DXVec3Add - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x + pV2->x; - pOut->y = pV1->y + pV2->y; - pOut->z = pV1->z + pV2->z; - return pOut; -} - -D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x - pV2->x; - pOut->y = pV1->y - pV2->y; - pOut->z = pV1->z - pV2->z; - return pOut; -} - -D3DXINLINE D3DXVECTOR3* D3DXVec3Minimize - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; - pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; - pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z; - return pOut; -} - -D3DXINLINE D3DXVECTOR3* D3DXVec3Maximize - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; - pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; - pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z; - return pOut; -} - -D3DXINLINE D3DXVECTOR3* D3DXVec3Scale - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV) - return NULL; -#endif - - pOut->x = pV->x * s; - pOut->y = pV->y * s; - pOut->z = pV->z * s; - return pOut; -} - -D3DXINLINE D3DXVECTOR3* D3DXVec3Lerp - ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, - FLOAT s ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x + s * (pV2->x - pV1->x); - pOut->y = pV1->y + s * (pV2->y - pV1->y); - pOut->z = pV1->z + s * (pV2->z - pV1->z); - return pOut; -} - - -//-------------------------- -// 4D Vector -//-------------------------- - -D3DXINLINE FLOAT D3DXVec4Length - ( CONST D3DXVECTOR4 *pV ) -{ -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - -#ifdef __cplusplus - return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w); -#else - return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w); -#endif -} - -D3DXINLINE FLOAT D3DXVec4LengthSq - ( CONST D3DXVECTOR4 *pV ) -{ -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - - return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w; -} - -D3DXINLINE FLOAT D3DXVec4Dot - ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ) -{ -#ifdef D3DX_DEBUG - if(!pV1 || !pV2) - return 0.0f; -#endif - - return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z + pV1->w * pV2->w; -} - -D3DXINLINE D3DXVECTOR4* D3DXVec4Add - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x + pV2->x; - pOut->y = pV1->y + pV2->y; - pOut->z = pV1->z + pV2->z; - pOut->w = pV1->w + pV2->w; - return pOut; -} - -D3DXINLINE D3DXVECTOR4* D3DXVec4Subtract - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x - pV2->x; - pOut->y = pV1->y - pV2->y; - pOut->z = pV1->z - pV2->z; - pOut->w = pV1->w - pV2->w; - return pOut; -} - -D3DXINLINE D3DXVECTOR4* D3DXVec4Minimize - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; - pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; - pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z; - pOut->w = pV1->w < pV2->w ? pV1->w : pV2->w; - return pOut; -} - -D3DXINLINE D3DXVECTOR4* D3DXVec4Maximize - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; - pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; - pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z; - pOut->w = pV1->w > pV2->w ? pV1->w : pV2->w; - return pOut; -} - -D3DXINLINE D3DXVECTOR4* D3DXVec4Scale - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV) - return NULL; -#endif - - pOut->x = pV->x * s; - pOut->y = pV->y * s; - pOut->z = pV->z * s; - pOut->w = pV->w * s; - return pOut; -} - -D3DXINLINE D3DXVECTOR4* D3DXVec4Lerp - ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, - FLOAT s ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - - pOut->x = pV1->x + s * (pV2->x - pV1->x); - pOut->y = pV1->y + s * (pV2->y - pV1->y); - pOut->z = pV1->z + s * (pV2->z - pV1->z); - pOut->w = pV1->w + s * (pV2->w - pV1->w); - return pOut; -} - - -//-------------------------- -// 4D Matrix -//-------------------------- - -D3DXINLINE D3DXMATRIX* D3DXMatrixIdentity - ( D3DXMATRIX *pOut ) -{ -#ifdef D3DX_DEBUG - if(!pOut) - return NULL; -#endif - - pOut->m[0][1] = pOut->m[0][2] = pOut->m[0][3] = - pOut->m[1][0] = pOut->m[1][2] = pOut->m[1][3] = - pOut->m[2][0] = pOut->m[2][1] = pOut->m[2][3] = - pOut->m[3][0] = pOut->m[3][1] = pOut->m[3][2] = 0.0f; - - pOut->m[0][0] = pOut->m[1][1] = pOut->m[2][2] = pOut->m[3][3] = 1.0f; - return pOut; -} - - -D3DXINLINE BOOL D3DXMatrixIsIdentity - ( CONST D3DXMATRIX *pM ) -{ -#ifdef D3DX_DEBUG - if(!pM) - return FALSE; -#endif - - return pM->m[0][0] == 1.0f && pM->m[0][1] == 0.0f && pM->m[0][2] == 0.0f && pM->m[0][3] == 0.0f && - pM->m[1][0] == 0.0f && pM->m[1][1] == 1.0f && pM->m[1][2] == 0.0f && pM->m[1][3] == 0.0f && - pM->m[2][0] == 0.0f && pM->m[2][1] == 0.0f && pM->m[2][2] == 1.0f && pM->m[2][3] == 0.0f && - pM->m[3][0] == 0.0f && pM->m[3][1] == 0.0f && pM->m[3][2] == 0.0f && pM->m[3][3] == 1.0f; -} - - -//-------------------------- -// Quaternion -//-------------------------- - -D3DXINLINE FLOAT D3DXQuaternionLength - ( CONST D3DXQUATERNION *pQ ) -{ -#ifdef D3DX_DEBUG - if(!pQ) - return 0.0f; -#endif - -#ifdef __cplusplus - return sqrtf(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w); -#else - return (FLOAT) sqrt(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w); -#endif -} - -D3DXINLINE FLOAT D3DXQuaternionLengthSq - ( CONST D3DXQUATERNION *pQ ) -{ -#ifdef D3DX_DEBUG - if(!pQ) - return 0.0f; -#endif - - return pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w; -} - -D3DXINLINE FLOAT D3DXQuaternionDot - ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ) -{ -#ifdef D3DX_DEBUG - if(!pQ1 || !pQ2) - return 0.0f; -#endif - - return pQ1->x * pQ2->x + pQ1->y * pQ2->y + pQ1->z * pQ2->z + pQ1->w * pQ2->w; -} - - -D3DXINLINE D3DXQUATERNION* D3DXQuaternionIdentity - ( D3DXQUATERNION *pOut ) -{ -#ifdef D3DX_DEBUG - if(!pOut) - return NULL; -#endif - - pOut->x = pOut->y = pOut->z = 0.0f; - pOut->w = 1.0f; - return pOut; -} - -D3DXINLINE BOOL D3DXQuaternionIsIdentity - ( CONST D3DXQUATERNION *pQ ) -{ -#ifdef D3DX_DEBUG - if(!pQ) - return FALSE; -#endif - - return pQ->x == 0.0f && pQ->y == 0.0f && pQ->z == 0.0f && pQ->w == 1.0f; -} - - -D3DXINLINE D3DXQUATERNION* D3DXQuaternionConjugate - ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pQ) - return NULL; -#endif - - pOut->x = -pQ->x; - pOut->y = -pQ->y; - pOut->z = -pQ->z; - pOut->w = pQ->w; - return pOut; -} - - -//-------------------------- -// Plane -//-------------------------- - -D3DXINLINE FLOAT D3DXPlaneDot - ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV) -{ -#ifdef D3DX_DEBUG - if(!pP || !pV) - return 0.0f; -#endif - - return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d * pV->w; -} - -D3DXINLINE FLOAT D3DXPlaneDotCoord - ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) -{ -#ifdef D3DX_DEBUG - if(!pP || !pV) - return 0.0f; -#endif - - return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d; -} - -D3DXINLINE FLOAT D3DXPlaneDotNormal - ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) -{ -#ifdef D3DX_DEBUG - if(!pP || !pV) - return 0.0f; -#endif - - return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z; -} - - -//-------------------------- -// Color -//-------------------------- - -D3DXINLINE D3DXCOLOR* D3DXColorNegative - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pC) - return NULL; -#endif - - pOut->r = 1.0f - pC->r; - pOut->g = 1.0f - pC->g; - pOut->b = 1.0f - pC->b; - pOut->a = pC->a; - return pOut; -} - -D3DXINLINE D3DXCOLOR* D3DXColorAdd - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pC1 || !pC2) - return NULL; -#endif - - pOut->r = pC1->r + pC2->r; - pOut->g = pC1->g + pC2->g; - pOut->b = pC1->b + pC2->b; - pOut->a = pC1->a + pC2->a; - return pOut; -} - -D3DXINLINE D3DXCOLOR* D3DXColorSubtract - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pC1 || !pC2) - return NULL; -#endif - - pOut->r = pC1->r - pC2->r; - pOut->g = pC1->g - pC2->g; - pOut->b = pC1->b - pC2->b; - pOut->a = pC1->a - pC2->a; - return pOut; -} - -D3DXINLINE D3DXCOLOR* D3DXColorScale - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pC) - return NULL; -#endif - - pOut->r = pC->r * s; - pOut->g = pC->g * s; - pOut->b = pC->b * s; - pOut->a = pC->a * s; - return pOut; -} - -D3DXINLINE D3DXCOLOR* D3DXColorModulate - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pC1 || !pC2) - return NULL; -#endif - - pOut->r = pC1->r * pC2->r; - pOut->g = pC1->g * pC2->g; - pOut->b = pC1->b * pC2->b; - pOut->a = pC1->a * pC2->a; - return pOut; -} - -D3DXINLINE D3DXCOLOR* D3DXColorLerp - (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s) -{ -#ifdef D3DX_DEBUG - if(!pOut || !pC1 || !pC2) - return NULL; -#endif - - pOut->r = pC1->r + s * (pC2->r - pC1->r); - pOut->g = pC1->g + s * (pC2->g - pC1->g); - pOut->b = pC1->b + s * (pC2->b - pC1->b); - pOut->a = pC1->a + s * (pC2->a - pC1->a); - return pOut; -} - - -#endif // __D3DX8MATH_INL__ |