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//////////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) 1998 Microsoft Corporation. All Rights Reserved.
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//
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// File: d3dxmath.inl
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// Content: D3DX math inline functions
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//
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//////////////////////////////////////////////////////////////////////////////
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#ifndef __D3DXMATH_INL__
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#define __D3DXMATH_INL__
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//===========================================================================
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//
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// Inline Class Methods
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//
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//===========================================================================
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#ifdef __cplusplus
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//--------------------------
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// 2D Vector
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//--------------------------
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D3DXINLINE
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D3DXVECTOR2::D3DXVECTOR2( const float *pf )
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{
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#ifdef D3DX_DEBUG
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if(!pf)
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return;
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#endif
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x = pf[0];
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y = pf[1];
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}
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D3DXINLINE
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D3DXVECTOR2::D3DXVECTOR2( float fx, float fy )
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{
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x = fx;
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y = fy;
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}
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// casting
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D3DXINLINE
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D3DXVECTOR2::operator float* ()
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{
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return (float *) &x;
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}
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D3DXINLINE
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D3DXVECTOR2::operator const float* () const
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{
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return (const float *) &x;
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}
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// assignment operators
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D3DXINLINE D3DXVECTOR2&
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D3DXVECTOR2::operator += ( const D3DXVECTOR2& v )
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{
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x += v.x;
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y += v.y;
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return *this;
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}
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D3DXINLINE D3DXVECTOR2&
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D3DXVECTOR2::operator -= ( const D3DXVECTOR2& v )
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{
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x -= v.x;
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y -= v.y;
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return *this;
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}
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D3DXINLINE D3DXVECTOR2&
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D3DXVECTOR2::operator *= ( float f )
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{
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x *= f;
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y *= f;
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return *this;
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}
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D3DXINLINE D3DXVECTOR2&
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D3DXVECTOR2::operator /= ( float f )
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{
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float fInv = 1.0f / f;
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x *= fInv;
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y *= fInv;
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return *this;
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}
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// unary operators
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D3DXINLINE D3DXVECTOR2
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D3DXVECTOR2::operator + () const
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{
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return *this;
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}
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D3DXINLINE D3DXVECTOR2
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D3DXVECTOR2::operator - () const
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{
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return D3DXVECTOR2(-x, -y);
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}
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// binary operators
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D3DXINLINE D3DXVECTOR2
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D3DXVECTOR2::operator + ( const D3DXVECTOR2& v ) const
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{
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return D3DXVECTOR2(x + v.x, y + v.y);
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}
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D3DXINLINE D3DXVECTOR2
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D3DXVECTOR2::operator - ( const D3DXVECTOR2& v ) const
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{
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return D3DXVECTOR2(x - v.x, y - v.y);
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}
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D3DXINLINE D3DXVECTOR2
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D3DXVECTOR2::operator * ( float f ) const
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{
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return D3DXVECTOR2(x * f, y * f);
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}
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D3DXINLINE D3DXVECTOR2
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D3DXVECTOR2::operator / ( float f ) const
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{
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float fInv = 1.0f / f;
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return D3DXVECTOR2(x * fInv, y * fInv);
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}
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D3DXINLINE D3DXVECTOR2
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operator * ( float f, const D3DXVECTOR2& v )
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{
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return D3DXVECTOR2(f * v.x, f * v.y);
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}
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D3DXINLINE BOOL
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D3DXVECTOR2::operator == ( const D3DXVECTOR2& v ) const
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{
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return x == v.x && y == v.y;
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}
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D3DXINLINE BOOL
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D3DXVECTOR2::operator != ( const D3DXVECTOR2& v ) const
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{
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return x != v.x || y != v.y;
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}
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//--------------------------
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// 3D Vector
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//--------------------------
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D3DXINLINE
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D3DXVECTOR3::D3DXVECTOR3( const float *pf )
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{
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#ifdef D3DX_DEBUG
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if(!pf)
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return;
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#endif
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x = pf[0];
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y = pf[1];
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z = pf[2];
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}
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D3DXINLINE
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D3DXVECTOR3::D3DXVECTOR3( const D3DVECTOR& v )
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{
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x = v.x;
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y = v.y;
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z = v.z;
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}
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D3DXINLINE
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D3DXVECTOR3::D3DXVECTOR3( float fx, float fy, float fz )
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{
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x = fx;
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y = fy;
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z = fz;
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}
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// casting
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D3DXINLINE
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D3DXVECTOR3::operator float* ()
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{
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return (float *) &x;
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}
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D3DXINLINE
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D3DXVECTOR3::operator const float* () const
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{
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return (const float *) &x;
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}
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D3DXINLINE
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D3DXVECTOR3::operator D3DVECTOR* ()
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{
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return (D3DVECTOR *) &x;
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}
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D3DXINLINE
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D3DXVECTOR3::operator const D3DVECTOR* () const
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{
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return (const D3DVECTOR *) &x;
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}
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D3DXINLINE
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D3DXVECTOR3::operator D3DVECTOR& ()
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{
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return *((D3DVECTOR *) &x);
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}
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D3DXINLINE
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D3DXVECTOR3::operator const D3DVECTOR& () const
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{
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return *((const D3DVECTOR *) &x);
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}
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// assignment operators
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D3DXINLINE D3DXVECTOR3&
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D3DXVECTOR3::operator += ( const D3DXVECTOR3& v )
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{
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x += v.x;
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y += v.y;
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z += v.z;
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return *this;
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}
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D3DXINLINE D3DXVECTOR3&
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D3DXVECTOR3::operator -= ( const D3DXVECTOR3& v )
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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return *this;
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}
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D3DXINLINE D3DXVECTOR3&
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D3DXVECTOR3::operator *= ( float f )
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{
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x *= f;
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y *= f;
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z *= f;
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return *this;
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}
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D3DXINLINE D3DXVECTOR3&
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D3DXVECTOR3::operator /= ( float f )
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{
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float fInv = 1.0f / f;
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x *= fInv;
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y *= fInv;
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z *= fInv;
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return *this;
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}
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// unary operators
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D3DXINLINE D3DXVECTOR3
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D3DXVECTOR3::operator + () const
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{
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return *this;
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}
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D3DXINLINE D3DXVECTOR3
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D3DXVECTOR3::operator - () const
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{
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return D3DXVECTOR3(-x, -y, -z);
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}
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// binary operators
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D3DXINLINE D3DXVECTOR3
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D3DXVECTOR3::operator + ( const D3DXVECTOR3& v ) const
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{
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return D3DXVECTOR3(x + v.x, y + v.y, z + v.z);
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}
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D3DXINLINE D3DXVECTOR3
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D3DXVECTOR3::operator - ( const D3DXVECTOR3& v ) const
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{
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return D3DXVECTOR3(x - v.x, y - v.y, z - v.z);
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}
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D3DXINLINE D3DXVECTOR3
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D3DXVECTOR3::operator * ( float f ) const
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{
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return D3DXVECTOR3(x * f, y * f, z * f);
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}
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D3DXINLINE D3DXVECTOR3
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D3DXVECTOR3::operator / ( float f ) const
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{
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float fInv = 1.0f / f;
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return D3DXVECTOR3(x * fInv, y * fInv, z * fInv);
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}
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D3DXINLINE D3DXVECTOR3
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operator * ( float f, const struct D3DXVECTOR3& v )
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{
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return D3DXVECTOR3(f * v.x, f * v.y, f * v.z);
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}
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D3DXINLINE BOOL
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D3DXVECTOR3::operator == ( const D3DXVECTOR3& v ) const
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{
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return x == v.x && y == v.y && z == v.z;
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}
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D3DXINLINE BOOL
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D3DXVECTOR3::operator != ( const D3DXVECTOR3& v ) const
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{
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return x != v.x || y != v.y || z != v.z;
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}
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//--------------------------
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// 4D Vector
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//--------------------------
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D3DXINLINE
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D3DXVECTOR4::D3DXVECTOR4( const float *pf )
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{
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#ifdef D3DX_DEBUG
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if(!pf)
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return;
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#endif
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x = pf[0];
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y = pf[1];
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z = pf[2];
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w = pf[3];
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}
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D3DXINLINE
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D3DXVECTOR4::D3DXVECTOR4( float fx, float fy, float fz, float fw )
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{
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x = fx;
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y = fy;
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z = fz;
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w = fw;
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}
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// casting
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D3DXINLINE
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D3DXVECTOR4::operator float* ()
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{
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return (float *) &x;
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}
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D3DXINLINE
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D3DXVECTOR4::operator const float* () const
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{
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return (const float *) &x;
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}
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// assignment operators
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D3DXINLINE D3DXVECTOR4&
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D3DXVECTOR4::operator += ( const D3DXVECTOR4& v )
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{
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x += v.x;
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y += v.y;
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z += v.z;
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w += v.w;
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return *this;
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}
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D3DXINLINE D3DXVECTOR4&
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D3DXVECTOR4::operator -= ( const D3DXVECTOR4& v )
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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w -= v.w;
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return *this;
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}
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D3DXINLINE D3DXVECTOR4&
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D3DXVECTOR4::operator *= ( float f )
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{
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x *= f;
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y *= f;
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z *= f;
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w *= f;
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return *this;
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}
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D3DXINLINE D3DXVECTOR4&
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D3DXVECTOR4::operator /= ( float f )
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{
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float fInv = 1.0f / f;
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x *= fInv;
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y *= fInv;
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z *= fInv;
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w *= fInv;
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return *this;
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}
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// unary operators
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D3DXINLINE D3DXVECTOR4
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D3DXVECTOR4::operator + () const
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{
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return *this;
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}
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D3DXINLINE D3DXVECTOR4
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D3DXVECTOR4::operator - () const
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{
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return D3DXVECTOR4(-x, -y, -z, -w);
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}
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// binary operators
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D3DXINLINE D3DXVECTOR4
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D3DXVECTOR4::operator + ( const D3DXVECTOR4& v ) const
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{
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return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);
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}
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D3DXINLINE D3DXVECTOR4
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D3DXVECTOR4::operator - ( const D3DXVECTOR4& v ) const
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{
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return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);
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}
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|
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D3DXINLINE D3DXVECTOR4
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D3DXVECTOR4::operator * ( float f ) const
|
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{
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return D3DXVECTOR4(x * f, y * f, z * f, w * f);
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}
|
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|
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D3DXINLINE D3DXVECTOR4
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D3DXVECTOR4::operator / ( float f ) const
|
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{
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float fInv = 1.0f / f;
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return D3DXVECTOR4(x * fInv, y * fInv, z * fInv, w * fInv);
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}
|
450 |
|
451 |
|
452 |
D3DXINLINE D3DXVECTOR4
|
453 |
operator * ( float f, const D3DXVECTOR4& v )
|
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{
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455 |
return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);
|
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}
|
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|
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|
459 |
D3DXINLINE BOOL
|
460 |
D3DXVECTOR4::operator == ( const D3DXVECTOR4& v ) const
|
461 |
{
|
462 |
return x == v.x && y == v.y && z == v.z && w == v.w;
|
463 |
}
|
464 |
|
465 |
D3DXINLINE BOOL
|
466 |
D3DXVECTOR4::operator != ( const D3DXVECTOR4& v ) const
|
467 |
{
|
468 |
return x != v.x || y != v.y || z != v.z || w != v.w;
|
469 |
}
|
470 |
|
471 |
|
472 |
//--------------------------
|
473 |
// Matrix
|
474 |
//--------------------------
|
475 |
D3DXINLINE
|
476 |
D3DXMATRIX::D3DXMATRIX( const float* pf )
|
477 |
{
|
478 |
#ifdef D3DX_DEBUG
|
479 |
if(!pf)
|
480 |
return;
|
481 |
#endif
|
482 |
|
483 |
memcpy(&m00, pf, sizeof(D3DXMATRIX));
|
484 |
}
|
485 |
|
486 |
D3DXINLINE
|
487 |
D3DXMATRIX::D3DXMATRIX( const D3DMATRIX& mat )
|
488 |
{
|
489 |
memcpy(&m00, &mat, sizeof(D3DXMATRIX));
|
490 |
}
|
491 |
|
492 |
D3DXINLINE
|
493 |
D3DXMATRIX::D3DXMATRIX( float f00, float f01, float f02, float f03,
|
494 |
float f10, float f11, float f12, float f13,
|
495 |
float f20, float f21, float f22, float f23,
|
496 |
float f30, float f31, float f32, float f33 )
|
497 |
{
|
498 |
m00 = f00; m01 = f01; m02 = f02; m03 = f03;
|
499 |
m10 = f10; m11 = f11; m12 = f12; m13 = f13;
|
500 |
m20 = f20; m21 = f21; m22 = f22; m23 = f23;
|
501 |
m30 = f30; m31 = f31; m32 = f32; m33 = f33;
|
502 |
}
|
503 |
|
504 |
|
505 |
|
506 |
// access grants
|
507 |
D3DXINLINE float&
|
508 |
D3DXMATRIX::operator () ( UINT iRow, UINT iCol )
|
509 |
{
|
510 |
return m[iRow][iCol];
|
511 |
}
|
512 |
|
513 |
D3DXINLINE float
|
514 |
D3DXMATRIX::operator () ( UINT iRow, UINT iCol ) const
|
515 |
{
|
516 |
return m[iRow][iCol];
|
517 |
}
|
518 |
|
519 |
|
520 |
// casting operators
|
521 |
D3DXINLINE
|
522 |
D3DXMATRIX::operator float* ()
|
523 |
{
|
524 |
return (float *) &m00;
|
525 |
}
|
526 |
|
527 |
D3DXINLINE
|
528 |
D3DXMATRIX::operator const float* () const
|
529 |
{
|
530 |
return (const float *) &m00;
|
531 |
}
|
532 |
|
533 |
|
534 |
D3DXINLINE
|
535 |
D3DXMATRIX::operator D3DMATRIX* ()
|
536 |
{
|
537 |
return (D3DMATRIX *) &m00;
|
538 |
}
|
539 |
|
540 |
D3DXINLINE
|
541 |
D3DXMATRIX::operator const D3DMATRIX* () const
|
542 |
{
|
543 |
return (const D3DMATRIX *) &m00;
|
544 |
}
|
545 |
|
546 |
|
547 |
D3DXINLINE
|
548 |
D3DXMATRIX::operator D3DMATRIX& ()
|
549 |
{
|
550 |
return *((D3DMATRIX *) &m00);
|
551 |
}
|
552 |
|
553 |
D3DXINLINE
|
554 |
D3DXMATRIX::operator const D3DMATRIX& () const
|
555 |
{
|
556 |
return *((const D3DMATRIX *) &m00);
|
557 |
}
|
558 |
|
559 |
|
560 |
// assignment operators
|
561 |
D3DXINLINE D3DXMATRIX&
|
562 |
D3DXMATRIX::operator *= ( const D3DXMATRIX& mat )
|
563 |
{
|
564 |
D3DXMatrixMultiply(this, this, &mat);
|
565 |
return *this;
|
566 |
}
|
567 |
|
568 |
D3DXINLINE D3DXMATRIX&
|
569 |
D3DXMATRIX::operator += ( const D3DXMATRIX& mat )
|
570 |
{
|
571 |
m00 += mat.m00; m01 += mat.m01; m02 += mat.m02; m03 += mat.m03;
|
572 |
m10 += mat.m10; m11 += mat.m11; m12 += mat.m12; m13 += mat.m13;
|
573 |
m20 += mat.m20; m21 += mat.m21; m22 += mat.m22; m23 += mat.m23;
|
574 |
m30 += mat.m30; m31 += mat.m31; m32 += mat.m32; m33 += mat.m33;
|
575 |
return *this;
|
576 |
}
|
577 |
|
578 |
D3DXINLINE D3DXMATRIX&
|
579 |
D3DXMATRIX::operator -= ( const D3DXMATRIX& mat )
|
580 |
{
|
581 |
m00 -= mat.m00; m01 -= mat.m01; m02 -= mat.m02; m03 -= mat.m03;
|
582 |
m10 -= mat.m10; m11 -= mat.m11; m12 -= mat.m12; m13 -= mat.m13;
|
583 |
m20 -= mat.m20; m21 -= mat.m21; m22 -= mat.m22; m23 -= mat.m23;
|
584 |
m30 -= mat.m30; m31 -= mat.m31; m32 -= mat.m32; m33 -= mat.m33;
|
585 |
return *this;
|
586 |
}
|
587 |
|
588 |
D3DXINLINE D3DXMATRIX&
|
589 |
D3DXMATRIX::operator *= ( float f )
|
590 |
{
|
591 |
m00 *= f; m01 *= f; m02 *= f; m03 *= f;
|
592 |
m10 *= f; m11 *= f; m12 *= f; m13 *= f;
|
593 |
m20 *= f; m21 *= f; m22 *= f; m23 *= f;
|
594 |
m30 *= f; m31 *= f; m32 *= f; m33 *= f;
|
595 |
return *this;
|
596 |
}
|
597 |
|
598 |
D3DXINLINE D3DXMATRIX&
|
599 |
D3DXMATRIX::operator /= ( float f )
|
600 |
{
|
601 |
float fInv = 1.0f / f;
|
602 |
m00 *= fInv; m01 *= fInv; m02 *= fInv; m03 *= fInv;
|
603 |
m10 *= fInv; m11 *= fInv; m12 *= fInv; m13 *= fInv;
|
604 |
m20 *= fInv; m21 *= fInv; m22 *= fInv; m23 *= fInv;
|
605 |
m30 *= fInv; m31 *= fInv; m32 *= fInv; m33 *= fInv;
|
606 |
return *this;
|
607 |
}
|
608 |
|
609 |
|
610 |
// unary operators
|
611 |
D3DXINLINE D3DXMATRIX
|
612 |
D3DXMATRIX::operator + () const
|
613 |
{
|
614 |
return *this;
|
615 |
}
|
616 |
|
617 |
D3DXINLINE D3DXMATRIX
|
618 |
D3DXMATRIX::operator - () const
|
619 |
{
|
620 |
return D3DXMATRIX(-m00, -m01, -m02, -m03,
|
621 |
-m10, -m11, -m12, -m13,
|
622 |
-m20, -m21, -m22, -m23,
|
623 |
-m30, -m31, -m32, -m33);
|
624 |
}
|
625 |
|
626 |
|
627 |
// binary operators
|
628 |
D3DXINLINE D3DXMATRIX
|
629 |
D3DXMATRIX::operator * ( const D3DXMATRIX& mat ) const
|
630 |
{
|
631 |
D3DXMATRIX matT;
|
632 |
D3DXMatrixMultiply(&matT, this, &mat);
|
633 |
return matT;
|
634 |
}
|
635 |
|
636 |
D3DXINLINE D3DXMATRIX
|
637 |
D3DXMATRIX::operator + ( const D3DXMATRIX& mat ) const
|
638 |
{
|
639 |
return D3DXMATRIX(m00 + mat.m00, m01 + mat.m01, m02 + mat.m02, m03 + mat.m03,
|
640 |
m10 + mat.m10, m11 + mat.m11, m12 + mat.m12, m13 + mat.m13,
|
641 |
m20 + mat.m20, m21 + mat.m21, m22 + mat.m22, m23 + mat.m23,
|
642 |
m30 + mat.m30, m31 + mat.m31, m32 + mat.m32, m33 + mat.m33);
|
643 |
}
|
644 |
|
645 |
D3DXINLINE D3DXMATRIX
|
646 |
D3DXMATRIX::operator - ( const D3DXMATRIX& mat ) const
|
647 |
{
|
648 |
return D3DXMATRIX(m00 - mat.m00, m01 - mat.m01, m02 - mat.m02, m03 - mat.m03,
|
649 |
m10 - mat.m10, m11 - mat.m11, m12 - mat.m12, m13 - mat.m13,
|
650 |
m20 - mat.m20, m21 - mat.m21, m22 - mat.m22, m23 - mat.m23,
|
651 |
m30 - mat.m30, m31 - mat.m31, m32 - mat.m32, m33 - mat.m33);
|
652 |
}
|
653 |
|
654 |
D3DXINLINE D3DXMATRIX
|
655 |
D3DXMATRIX::operator * ( float f ) const
|
656 |
{
|
657 |
return D3DXMATRIX(m00 * f, m01 * f, m02 * f, m03 * f,
|
658 |
m10 * f, m11 * f, m12 * f, m13 * f,
|
659 |
m20 * f, m21 * f, m22 * f, m23 * f,
|
660 |
m30 * f, m31 * f, m32 * f, m33 * f);
|
661 |
}
|
662 |
|
663 |
D3DXINLINE D3DXMATRIX
|
664 |
D3DXMATRIX::operator / ( float f ) const
|
665 |
{
|
666 |
float fInv = 1.0f / f;
|
667 |
return D3DXMATRIX(m00 * fInv, m01 * fInv, m02 * fInv, m03 * fInv,
|
668 |
m10 * fInv, m11 * fInv, m12 * fInv, m13 * fInv,
|
669 |
m20 * fInv, m21 * fInv, m22 * fInv, m23 * fInv,
|
670 |
m30 * fInv, m31 * fInv, m32 * fInv, m33 * fInv);
|
671 |
}
|
672 |
|
673 |
|
674 |
D3DXINLINE D3DXMATRIX
|
675 |
operator * ( float f, const D3DXMATRIX& mat )
|
676 |
{
|
677 |
return D3DXMATRIX(f * mat.m00, f * mat.m01, f * mat.m02, f * mat.m03,
|
678 |
f * mat.m10, f * mat.m11, f * mat.m12, f * mat.m13,
|
679 |
f * mat.m20, f * mat.m21, f * mat.m22, f * mat.m23,
|
680 |
f * mat.m30, f * mat.m31, f * mat.m32, f * mat.m33);
|
681 |
}
|
682 |
|
683 |
|
684 |
D3DXINLINE BOOL
|
685 |
D3DXMATRIX::operator == ( const D3DXMATRIX& mat ) const
|
686 |
{
|
687 |
return 0 == memcmp(this, &mat, sizeof(D3DXMATRIX));
|
688 |
}
|
689 |
|
690 |
D3DXINLINE BOOL
|
691 |
D3DXMATRIX::operator != ( const D3DXMATRIX& mat ) const
|
692 |
{
|
693 |
return 0 != memcmp(this, &mat, sizeof(D3DXMATRIX));
|
694 |
}
|
695 |
|
696 |
|
697 |
|
698 |
//--------------------------
|
699 |
// Quaternion
|
700 |
//--------------------------
|
701 |
|
702 |
D3DXINLINE
|
703 |
D3DXQUATERNION::D3DXQUATERNION( const float* pf )
|
704 |
{
|
705 |
#ifdef D3DX_DEBUG
|
706 |
if(!pf)
|
707 |
return;
|
708 |
#endif
|
709 |
|
710 |
x = pf[0];
|
711 |
y = pf[1];
|
712 |
z = pf[2];
|
713 |
w = pf[3];
|
714 |
}
|
715 |
|
716 |
D3DXINLINE
|
717 |
D3DXQUATERNION::D3DXQUATERNION( float fx, float fy, float fz, float fw )
|
718 |
{
|
719 |
x = fx;
|
720 |
y = fy;
|
721 |
z = fz;
|
722 |
w = fw;
|
723 |
}
|
724 |
|
725 |
|
726 |
// casting
|
727 |
D3DXINLINE
|
728 |
D3DXQUATERNION::operator float* ()
|
729 |
{
|
730 |
return (float *) &x;
|
731 |
}
|
732 |
|
733 |
D3DXINLINE
|
734 |
D3DXQUATERNION::operator const float* () const
|
735 |
{
|
736 |
return (const float *) &x;
|
737 |
}
|
738 |
|
739 |
|
740 |
// assignment operators
|
741 |
D3DXINLINE D3DXQUATERNION&
|
742 |
D3DXQUATERNION::operator += ( const D3DXQUATERNION& q )
|
743 |
{
|
744 |
x += q.x;
|
745 |
y += q.y;
|
746 |
z += q.z;
|
747 |
w += q.w;
|
748 |
return *this;
|
749 |
}
|
750 |
|
751 |
D3DXINLINE D3DXQUATERNION&
|
752 |
D3DXQUATERNION::operator -= ( const D3DXQUATERNION& q )
|
753 |
{
|
754 |
x -= q.x;
|
755 |
y -= q.y;
|
756 |
z -= q.z;
|
757 |
w -= q.w;
|
758 |
return *this;
|
759 |
}
|
760 |
|
761 |
D3DXINLINE D3DXQUATERNION&
|
762 |
D3DXQUATERNION::operator *= ( const D3DXQUATERNION& q )
|
763 |
{
|
764 |
D3DXQuaternionMultiply(this, this, &q);
|
765 |
return *this;
|
766 |
}
|
767 |
|
768 |
D3DXINLINE D3DXQUATERNION&
|
769 |
D3DXQUATERNION::operator *= ( float f )
|
770 |
{
|
771 |
x *= f;
|
772 |
y *= f;
|
773 |
z *= f;
|
774 |
w *= f;
|
775 |
return *this;
|
776 |
}
|
777 |
|
778 |
D3DXINLINE D3DXQUATERNION&
|
779 |
D3DXQUATERNION::operator /= ( float f )
|
780 |
{
|
781 |
float fInv = 1.0f / f;
|
782 |
x *= fInv;
|
783 |
y *= fInv;
|
784 |
z *= fInv;
|
785 |
w *= fInv;
|
786 |
return *this;
|
787 |
}
|
788 |
|
789 |
|
790 |
// unary operators
|
791 |
D3DXINLINE D3DXQUATERNION
|
792 |
D3DXQUATERNION::operator + () const
|
793 |
{
|
794 |
return *this;
|
795 |
}
|
796 |
|
797 |
D3DXINLINE D3DXQUATERNION
|
798 |
D3DXQUATERNION::operator - () const
|
799 |
{
|
800 |
return D3DXQUATERNION(-x, -y, -z, -w);
|
801 |
}
|
802 |
|
803 |
|
804 |
// binary operators
|
805 |
D3DXINLINE D3DXQUATERNION
|
806 |
D3DXQUATERNION::operator + ( const D3DXQUATERNION& q ) const
|
807 |
{
|
808 |
return D3DXQUATERNION(x + q.x, y + q.y, z + q.z, w + q.w);
|
809 |
}
|
810 |
|
811 |
D3DXINLINE D3DXQUATERNION
|
812 |
D3DXQUATERNION::operator - ( const D3DXQUATERNION& q ) const
|
813 |
{
|
814 |
return D3DXQUATERNION(x - q.x, y - q.y, z - q.z, w - q.w);
|
815 |
}
|
816 |
|
817 |
D3DXINLINE D3DXQUATERNION
|
818 |
D3DXQUATERNION::operator * ( const D3DXQUATERNION& q ) const
|
819 |
{
|
820 |
D3DXQUATERNION qT;
|
821 |
D3DXQuaternionMultiply(&qT, this, &q);
|
822 |
return qT;
|
823 |
}
|
824 |
|
825 |
D3DXINLINE D3DXQUATERNION
|
826 |
D3DXQUATERNION::operator * ( float f ) const
|
827 |
{
|
828 |
return D3DXQUATERNION(x * f, y * f, z * f, w * f);
|
829 |
}
|
830 |
|
831 |
D3DXINLINE D3DXQUATERNION
|
832 |
D3DXQUATERNION::operator / ( float f ) const
|
833 |
{
|
834 |
float fInv = 1.0f / f;
|
835 |
return D3DXQUATERNION(x * fInv, y * fInv, z * fInv, w * fInv);
|
836 |
}
|
837 |
|
838 |
|
839 |
D3DXINLINE D3DXQUATERNION
|
840 |
operator * (float f, const D3DXQUATERNION& q )
|
841 |
{
|
842 |
return D3DXQUATERNION(f * q.x, f * q.y, f * q.z, f * q.w);
|
843 |
}
|
844 |
|
845 |
|
846 |
D3DXINLINE BOOL
|
847 |
D3DXQUATERNION::operator == ( const D3DXQUATERNION& q ) const
|
848 |
{
|
849 |
return x == q.x && y == q.y && z == q.z && w == q.w;
|
850 |
}
|
851 |
|
852 |
D3DXINLINE BOOL
|
853 |
D3DXQUATERNION::operator != ( const D3DXQUATERNION& q ) const
|
854 |
{
|
855 |
return x != q.x || y != q.y || z != q.z || w != q.w;
|
856 |
}
|
857 |
|
858 |
|
859 |
|
860 |
//--------------------------
|
861 |
// Plane
|
862 |
//--------------------------
|
863 |
|
864 |
D3DXINLINE
|
865 |
D3DXPLANE::D3DXPLANE( const float* pf )
|
866 |
{
|
867 |
#ifdef D3DX_DEBUG
|
868 |
if(!pf)
|
869 |
return;
|
870 |
#endif
|
871 |
|
872 |
a = pf[0];
|
873 |
b = pf[1];
|
874 |
c = pf[2];
|
875 |
d = pf[3];
|
876 |
}
|
877 |
|
878 |
D3DXINLINE
|
879 |
D3DXPLANE::D3DXPLANE( float fa, float fb, float fc, float fd )
|
880 |
{
|
881 |
a = fa;
|
882 |
b = fb;
|
883 |
c = fc;
|
884 |
d = fd;
|
885 |
}
|
886 |
|
887 |
|
888 |
// casting
|
889 |
D3DXINLINE
|
890 |
D3DXPLANE::operator float* ()
|
891 |
{
|
892 |
return (float *) &a;
|
893 |
}
|
894 |
|
895 |
D3DXINLINE
|
896 |
D3DXPLANE::operator const float* () const
|
897 |
{
|
898 |
return (const float *) &a;
|
899 |
}
|
900 |
|
901 |
|
902 |
// unary operators
|
903 |
D3DXINLINE D3DXPLANE
|
904 |
D3DXPLANE::operator + () const
|
905 |
{
|
906 |
return *this;
|
907 |
}
|
908 |
|
909 |
D3DXINLINE D3DXPLANE
|
910 |
D3DXPLANE::operator - () const
|
911 |
{
|
912 |
return D3DXPLANE(-a, -b, -c, -d);
|
913 |
}
|
914 |
|
915 |
|
916 |
// binary operators
|
917 |
D3DXINLINE BOOL
|
918 |
D3DXPLANE::operator == ( const D3DXPLANE& p ) const
|
919 |
{
|
920 |
return a == p.a && b == p.b && c == p.c && d == p.d;
|
921 |
}
|
922 |
|
923 |
D3DXINLINE BOOL
|
924 |
D3DXPLANE::operator != ( const D3DXPLANE& p ) const
|
925 |
{
|
926 |
return a != p.a || b != p.b || c != p.c || d != p.d;
|
927 |
}
|
928 |
|
929 |
|
930 |
|
931 |
|
932 |
//--------------------------
|
933 |
// Color
|
934 |
//--------------------------
|
935 |
|
936 |
D3DXINLINE
|
937 |
D3DXCOLOR::D3DXCOLOR( DWORD dw )
|
938 |
{
|
939 |
const float f = 1.0f / 255.0f;
|
940 |
r = f * (float) (unsigned char) (dw >> 16);
|
941 |
g = f * (float) (unsigned char) (dw >> 8);
|
942 |
b = f * (float) (unsigned char) (dw >> 0);
|
943 |
a = f * (float) (unsigned char) (dw >> 24);
|
944 |
}
|
945 |
|
946 |
D3DXINLINE
|
947 |
D3DXCOLOR::D3DXCOLOR( const float* pf )
|
948 |
{
|
949 |
#ifdef D3DX_DEBUG
|
950 |
if(!pf)
|
951 |
return;
|
952 |
#endif
|
953 |
|
954 |
r = pf[0];
|
955 |
g = pf[1];
|
956 |
b = pf[2];
|
957 |
a = pf[3];
|
958 |
}
|
959 |
|
960 |
D3DXINLINE
|
961 |
D3DXCOLOR::D3DXCOLOR( const D3DCOLORVALUE& c )
|
962 |
{
|
963 |
r = c.r;
|
964 |
g = c.g;
|
965 |
b = c.b;
|
966 |
a = c.a;
|
967 |
}
|
968 |
|
969 |
D3DXINLINE
|
970 |
D3DXCOLOR::D3DXCOLOR( float fr, float fg, float fb, float fa )
|
971 |
{
|
972 |
r = fr;
|
973 |
g = fg;
|
974 |
b = fb;
|
975 |
a = fa;
|
976 |
}
|
977 |
|
978 |
|
979 |
// casting
|
980 |
D3DXINLINE
|
981 |
D3DXCOLOR::operator DWORD () const
|
982 |
{
|
983 |
DWORD dwR = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD) (r * 255.0f + 0.5f);
|
984 |
DWORD dwG = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD) (g * 255.0f + 0.5f);
|
985 |
DWORD dwB = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD) (b * 255.0f + 0.5f);
|
986 |
DWORD dwA = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD) (a * 255.0f + 0.5f);
|
987 |
|
988 |
return (dwA << 24) | (dwR << 16) | (dwG << 8) | dwB;
|
989 |
}
|
990 |
|
991 |
|
992 |
D3DXINLINE
|
993 |
D3DXCOLOR::operator float * ()
|
994 |
{
|
995 |
return (float *) &r;
|
996 |
}
|
997 |
|
998 |
D3DXINLINE
|
999 |
D3DXCOLOR::operator const float * () const
|
1000 |
{
|
1001 |
return (const float *) &r;
|
1002 |
}
|
1003 |
|
1004 |
|
1005 |
D3DXINLINE
|
1006 |
D3DXCOLOR::operator D3DCOLORVALUE * ()
|
1007 |
{
|
1008 |
return (D3DCOLORVALUE *) &r;
|
1009 |
}
|
1010 |
|
1011 |
D3DXINLINE
|
1012 |
D3DXCOLOR::operator const D3DCOLORVALUE * () const
|
1013 |
{
|
1014 |
return (const D3DCOLORVALUE *) &r;
|
1015 |
}
|
1016 |
|
1017 |
|
1018 |
D3DXINLINE
|
1019 |
D3DXCOLOR::operator D3DCOLORVALUE& ()
|
1020 |
{
|
1021 |
return *((D3DCOLORVALUE *) &r);
|
1022 |
}
|
1023 |
|
1024 |
D3DXINLINE
|
1025 |
D3DXCOLOR::operator const D3DCOLORVALUE& () const
|
1026 |
{
|
1027 |
return *((const D3DCOLORVALUE *) &r);
|
1028 |
}
|
1029 |
|
1030 |
|
1031 |
// assignment operators
|
1032 |
D3DXINLINE D3DXCOLOR&
|
1033 |
D3DXCOLOR::operator += ( const D3DXCOLOR& c )
|
1034 |
{
|
1035 |
r += c.r;
|
1036 |
g += c.g;
|
1037 |
b += c.b;
|
1038 |
a += c.a;
|
1039 |
return *this;
|
1040 |
}
|
1041 |
|
1042 |
D3DXINLINE D3DXCOLOR&
|
1043 |
D3DXCOLOR::operator -= ( const D3DXCOLOR& c )
|
1044 |
{
|
1045 |
r -= c.r;
|
1046 |
g -= c.g;
|
1047 |
b -= c.b;
|
1048 |
a -= c.a;
|
1049 |
return *this;
|
1050 |
}
|
1051 |
|
1052 |
D3DXINLINE D3DXCOLOR&
|
1053 |
D3DXCOLOR::operator *= ( float f )
|
1054 |
{
|
1055 |
r *= f;
|
1056 |
g *= f;
|
1057 |
b *= f;
|
1058 |
a *= f;
|
1059 |
return *this;
|
1060 |
}
|
1061 |
|
1062 |
D3DXINLINE D3DXCOLOR&
|
1063 |
D3DXCOLOR::operator /= ( float f )
|
1064 |
{
|
1065 |
float fInv = 1.0f / f;
|
1066 |
r *= fInv;
|
1067 |
g *= fInv;
|
1068 |
b *= fInv;
|
1069 |
a *= fInv;
|
1070 |
return *this;
|
1071 |
}
|
1072 |
|
1073 |
|
1074 |
// unary operators
|
1075 |
D3DXINLINE D3DXCOLOR
|
1076 |
D3DXCOLOR::operator + () const
|
1077 |
{
|
1078 |
return *this;
|
1079 |
}
|
1080 |
|
1081 |
D3DXINLINE D3DXCOLOR
|
1082 |
D3DXCOLOR::operator - () const
|
1083 |
{
|
1084 |
return D3DXCOLOR(-r, -g, -b, -a);
|
1085 |
}
|
1086 |
|
1087 |
|
1088 |
// binary operators
|
1089 |
D3DXINLINE D3DXCOLOR
|
1090 |
D3DXCOLOR::operator + ( const D3DXCOLOR& c ) const
|
1091 |
{
|
1092 |
return D3DXCOLOR(r + c.r, g + c.g, b + c.b, a + c.a);
|
1093 |
}
|
1094 |
|
1095 |
D3DXINLINE D3DXCOLOR
|
1096 |
D3DXCOLOR::operator - ( const D3DXCOLOR& c ) const
|
1097 |
{
|
1098 |
return D3DXCOLOR(r - c.r, g - c.g, b - c.b, a - c.a);
|
1099 |
}
|
1100 |
|
1101 |
D3DXINLINE D3DXCOLOR
|
1102 |
D3DXCOLOR::operator * ( float f ) const
|
1103 |
{
|
1104 |
return D3DXCOLOR(r * f, g * f, b * f, a * f);
|
1105 |
}
|
1106 |
|
1107 |
D3DXINLINE D3DXCOLOR
|
1108 |
D3DXCOLOR::operator / ( float f ) const
|
1109 |
{
|
1110 |
float fInv = 1.0f / f;
|
1111 |
return D3DXCOLOR(r * fInv, g * fInv, b * fInv, a * fInv);
|
1112 |
}
|
1113 |
|
1114 |
|
1115 |
D3DXINLINE D3DXCOLOR
|
1116 |
operator * (float f, const D3DXCOLOR& c )
|
1117 |
{
|
1118 |
return D3DXCOLOR(f * c.r, f * c.g, f * c.b, f * c.a);
|
1119 |
}
|
1120 |
|
1121 |
|
1122 |
D3DXINLINE BOOL
|
1123 |
D3DXCOLOR::operator == ( const D3DXCOLOR& c ) const
|
1124 |
{
|
1125 |
return r == c.r && g == c.g && b == c.b && a == c.a;
|
1126 |
}
|
1127 |
|
1128 |
D3DXINLINE BOOL
|
1129 |
D3DXCOLOR::operator != ( const D3DXCOLOR& c ) const
|
1130 |
{
|
1131 |
return r != c.r || g != c.g || b != c.b || a != c.a;
|
1132 |
}
|
1133 |
|
1134 |
|
1135 |
#endif //__cplusplus
|
1136 |
|
1137 |
|
1138 |
|
1139 |
//===========================================================================
|
1140 |
//
|
1141 |
// Inline functions
|
1142 |
//
|
1143 |
//===========================================================================
|
1144 |
|
1145 |
|
1146 |
//--------------------------
|
1147 |
// 2D Vector
|
1148 |
//--------------------------
|
1149 |
|
1150 |
D3DXINLINE float D3DXVec2Length
|
1151 |
( const D3DXVECTOR2 *pV )
|
1152 |
{
|
1153 |
#ifdef D3DX_DEBUG
|
1154 |
if(!pV)
|
1155 |
return 0.0f;
|
1156 |
#endif
|
1157 |
|
1158 |
#ifdef __cplusplus
|
1159 |
return sqrtf(pV->x * pV->x + pV->y * pV->y);
|
1160 |
#else
|
1161 |
return (float) sqrt(pV->x * pV->x + pV->y * pV->y);
|
1162 |
#endif
|
1163 |
}
|
1164 |
|
1165 |
D3DXINLINE float D3DXVec2LengthSq
|
1166 |
( const D3DXVECTOR2 *pV )
|
1167 |
{
|
1168 |
#ifdef D3DX_DEBUG
|
1169 |
if(!pV)
|
1170 |
return 0.0f;
|
1171 |
#endif
|
1172 |
|
1173 |
return pV->x * pV->x + pV->y * pV->y;
|
1174 |
}
|
1175 |
|
1176 |
D3DXINLINE float D3DXVec2Dot
|
1177 |
( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
|
1178 |
{
|
1179 |
#ifdef D3DX_DEBUG
|
1180 |
if(!pV1 || !pV2)
|
1181 |
return 0.0f;
|
1182 |
#endif
|
1183 |
|
1184 |
return pV1->x * pV2->x + pV1->y * pV2->y;
|
1185 |
}
|
1186 |
|
1187 |
D3DXINLINE float D3DXVec2CCW
|
1188 |
( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
|
1189 |
{
|
1190 |
#ifdef D3DX_DEBUG
|
1191 |
if(!pV1 || !pV2)
|
1192 |
return 0.0f;
|
1193 |
#endif
|
1194 |
|
1195 |
return pV1->x * pV2->y - pV1->y * pV2->x;
|
1196 |
}
|
1197 |
|
1198 |
D3DXINLINE D3DXVECTOR2* D3DXVec2Add
|
1199 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
|
1200 |
{
|
1201 |
#ifdef D3DX_DEBUG
|
1202 |
if(!pOut || !pV1 || !pV2)
|
1203 |
return NULL;
|
1204 |
#endif
|
1205 |
|
1206 |
pOut->x = pV1->x + pV2->x;
|
1207 |
pOut->y = pV1->y + pV2->y;
|
1208 |
return pOut;
|
1209 |
}
|
1210 |
|
1211 |
D3DXINLINE D3DXVECTOR2* D3DXVec2Subtract
|
1212 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
|
1213 |
{
|
1214 |
#ifdef D3DX_DEBUG
|
1215 |
if(!pOut || !pV1 || !pV2)
|
1216 |
return NULL;
|
1217 |
#endif
|
1218 |
|
1219 |
pOut->x = pV1->x - pV2->x;
|
1220 |
pOut->y = pV1->y - pV2->y;
|
1221 |
return pOut;
|
1222 |
}
|
1223 |
|
1224 |
D3DXINLINE D3DXVECTOR2* D3DXVec2Minimize
|
1225 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
|
1226 |
{
|
1227 |
#ifdef D3DX_DEBUG
|
1228 |
if(!pOut || !pV1 || !pV2)
|
1229 |
return NULL;
|
1230 |
#endif
|
1231 |
|
1232 |
pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;
|
1233 |
pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;
|
1234 |
return pOut;
|
1235 |
}
|
1236 |
|
1237 |
D3DXINLINE D3DXVECTOR2* D3DXVec2Maximize
|
1238 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
|
1239 |
{
|
1240 |
#ifdef D3DX_DEBUG
|
1241 |
if(!pOut || !pV1 || !pV2)
|
1242 |
return NULL;
|
1243 |
#endif
|
1244 |
|
1245 |
pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;
|
1246 |
pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;
|
1247 |
return pOut;
|
1248 |
}
|
1249 |
|
1250 |
D3DXINLINE D3DXVECTOR2* D3DXVec2Scale
|
1251 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, float s )
|
1252 |
{
|
1253 |
#ifdef D3DX_DEBUG
|
1254 |
if(!pOut || !pV)
|
1255 |
return NULL;
|
1256 |
#endif
|
1257 |
|
1258 |
pOut->x = pV->x * s;
|
1259 |
pOut->y = pV->y * s;
|
1260 |
return pOut;
|
1261 |
}
|
1262 |
|
1263 |
D3DXINLINE D3DXVECTOR2* D3DXVec2Lerp
|
1264 |
( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2,
|
1265 |
float s )
|
1266 |
{
|
1267 |
#ifdef D3DX_DEBUG
|
1268 |
if(!pOut || !pV1 || !pV2)
|
1269 |
return NULL;
|
1270 |
#endif
|
1271 |
|
1272 |
pOut->x = pV1->x + s * (pV2->x - pV1->x);
|
1273 |
pOut->y = pV1->y + s * (pV2->y - pV1->y);
|
1274 |
return pOut;
|
1275 |
}
|
1276 |
|
1277 |
|
1278 |
//--------------------------
|
1279 |
// 3D Vector
|
1280 |
//--------------------------
|
1281 |
|
1282 |
D3DXINLINE float D3DXVec3Length
|
1283 |
( const D3DXVECTOR3 *pV )
|
1284 |
{
|
1285 |
#ifdef D3DX_DEBUG
|
1286 |
if(!pV)
|
1287 |
return 0.0f;
|
1288 |
#endif
|
1289 |
|
1290 |
#ifdef __cplusplus
|
1291 |
return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z);
|
1292 |
#else
|
1293 |
return (float) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z);
|
1294 |
#endif
|
1295 |
}
|
1296 |
|
1297 |
D3DXINLINE float D3DXVec3LengthSq
|
1298 |
( const D3DXVECTOR3 *pV )
|
1299 |
{
|
1300 |
#ifdef D3DX_DEBUG
|
1301 |
if(!pV)
|
1302 |
return 0.0f;
|
1303 |
#endif
|
1304 |
|
1305 |
return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z;
|
1306 |
}
|
1307 |
|
1308 |
D3DXINLINE float D3DXVec3Dot
|
1309 |
( const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
|
1310 |
{
|
1311 |
#ifdef D3DX_DEBUG
|
1312 |
if(!pV1 || !pV2)
|
1313 |
return 0.0f;
|
1314 |
#endif
|
1315 |
|
1316 |
return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z;
|
1317 |
}
|
1318 |
|
1319 |
D3DXINLINE D3DXVECTOR3* D3DXVec3Cross
|
1320 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
|
1321 |
{
|
1322 |
D3DXVECTOR3 v;
|
1323 |
|
1324 |
#ifdef D3DX_DEBUG
|
1325 |
if(!pOut || !pV1 || !pV2)
|
1326 |
return NULL;
|
1327 |
#endif
|
1328 |
|
1329 |
v.x = pV1->y * pV2->z - pV1->z * pV2->y;
|
1330 |
v.y = pV1->z * pV2->x - pV1->x * pV2->z;
|
1331 |
v.z = pV1->x * pV2->y - pV1->y * pV2->x;
|
1332 |
|
1333 |
*pOut = v;
|
1334 |
return pOut;
|
1335 |
}
|
1336 |
|
1337 |
D3DXINLINE D3DXVECTOR3* D3DXVec3Add
|
1338 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
|
1339 |
{
|
1340 |
#ifdef D3DX_DEBUG
|
1341 |
if(!pOut || !pV1 || !pV2)
|
1342 |
return NULL;
|
1343 |
#endif
|
1344 |
|
1345 |
pOut->x = pV1->x + pV2->x;
|
1346 |
pOut->y = pV1->y + pV2->y;
|
1347 |
pOut->z = pV1->z + pV2->z;
|
1348 |
return pOut;
|
1349 |
}
|
1350 |
|
1351 |
D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract
|
1352 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
|
1353 |
{
|
1354 |
#ifdef D3DX_DEBUG
|
1355 |
if(!pOut || !pV1 || !pV2)
|
1356 |
return NULL;
|
1357 |
#endif
|
1358 |
|
1359 |
pOut->x = pV1->x - pV2->x;
|
1360 |
pOut->y = pV1->y - pV2->y;
|
1361 |
pOut->z = pV1->z - pV2->z;
|
1362 |
return pOut;
|
1363 |
}
|
1364 |
|
1365 |
D3DXINLINE D3DXVECTOR3* D3DXVec3Minimize
|
1366 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
|
1367 |
{
|
1368 |
#ifdef D3DX_DEBUG
|
1369 |
if(!pOut || !pV1 || !pV2)
|
1370 |
return NULL;
|
1371 |
#endif
|
1372 |
|
1373 |
pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;
|
1374 |
pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;
|
1375 |
pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z;
|
1376 |
return pOut;
|
1377 |
}
|
1378 |
|
1379 |
D3DXINLINE D3DXVECTOR3* D3DXVec3Maximize
|
1380 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
|
1381 |
{
|
1382 |
#ifdef D3DX_DEBUG
|
1383 |
if(!pOut || !pV1 || !pV2)
|
1384 |
return NULL;
|
1385 |
#endif
|
1386 |
|
1387 |
pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;
|
1388 |
pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;
|
1389 |
pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z;
|
1390 |
return pOut;
|
1391 |
}
|
1392 |
|
1393 |
D3DXINLINE D3DXVECTOR3* D3DXVec3Scale
|
1394 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, float s)
|
1395 |
{
|
1396 |
#ifdef D3DX_DEBUG
|
1397 |
if(!pOut || !pV)
|
1398 |
return NULL;
|
1399 |
#endif
|
1400 |
|
1401 |
pOut->x = pV->x * s;
|
1402 |
pOut->y = pV->y * s;
|
1403 |
pOut->z = pV->z * s;
|
1404 |
return pOut;
|
1405 |
}
|
1406 |
|
1407 |
D3DXINLINE D3DXVECTOR3* D3DXVec3Lerp
|
1408 |
( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2,
|
1409 |
float s )
|
1410 |
{
|
1411 |
#ifdef D3DX_DEBUG
|
1412 |
if(!pOut || !pV1 || !pV2)
|
1413 |
return NULL;
|
1414 |
#endif
|
1415 |
|
1416 |
pOut->x = pV1->x + s * (pV2->x - pV1->x);
|
1417 |
pOut->y = pV1->y + s * (pV2->y - pV1->y);
|
1418 |
pOut->z = pV1->z + s * (pV2->z - pV1->z);
|
1419 |
return pOut;
|
1420 |
}
|
1421 |
|
1422 |
|
1423 |
//--------------------------
|
1424 |
// 4D Vector
|
1425 |
//--------------------------
|
1426 |
|
1427 |
D3DXINLINE float D3DXVec4Length
|
1428 |
( const D3DXVECTOR4 *pV )
|
1429 |
{
|
1430 |
#ifdef D3DX_DEBUG
|
1431 |
if(!pV)
|
1432 |
return 0.0f;
|
1433 |
#endif
|
1434 |
|
1435 |
#ifdef __cplusplus
|
1436 |
return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w);
|
1437 |
#else
|
1438 |
return (float) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w);
|
1439 |
#endif
|
1440 |
}
|
1441 |
|
1442 |
D3DXINLINE float D3DXVec4LengthSq
|
1443 |
( const D3DXVECTOR4 *pV )
|
1444 |
{
|
1445 |
#ifdef D3DX_DEBUG
|
1446 |
if(!pV)
|
1447 |
return 0.0f;
|
1448 |
#endif
|
1449 |
|
1450 |
return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w;
|
1451 |
}
|
1452 |
|
1453 |
D3DXINLINE float D3DXVec4Dot
|
1454 |
( const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2 )
|
1455 |
{
|
1456 |
#ifdef D3DX_DEBUG
|
1457 |
if(!pV1 || !pV2)
|
1458 |
return 0.0f;
|
1459 |
#endif
|
1460 |
|
1461 |
return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z + pV1->w * pV2->w;
|
1462 |
}
|
1463 |
|
1464 |
D3DXINLINE D3DXVECTOR4* D3DXVec4Add
|
1465 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2)
|
1466 |
{
|
1467 |
#ifdef D3DX_DEBUG
|
1468 |
if(!pOut || !pV1 || !pV2)
|
1469 |
return NULL;
|
1470 |
#endif
|
1471 |
|
1472 |
pOut->x = pV1->x + pV2->x;
|
1473 |
pOut->y = pV1->y + pV2->y;
|
1474 |
pOut->z = pV1->z + pV2->z;
|
1475 |
pOut->w = pV1->w + pV2->w;
|
1476 |
return pOut;
|
1477 |
}
|
1478 |
|
1479 |
D3DXINLINE D3DXVECTOR4* D3DXVec4Subtract
|
1480 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2)
|
1481 |
{
|
1482 |
#ifdef D3DX_DEBUG
|
1483 |
if(!pOut || !pV1 || !pV2)
|
1484 |
return NULL;
|
1485 |
#endif
|
1486 |
|
1487 |
pOut->x = pV1->x - pV2->x;
|
1488 |
pOut->y = pV1->y - pV2->y;
|
1489 |
pOut->z = pV1->z - pV2->z;
|
1490 |
pOut->w = pV1->w - pV2->w;
|
1491 |
return pOut;
|
1492 |
}
|
1493 |
|
1494 |
D3DXINLINE D3DXVECTOR4* D3DXVec4Minimize
|
1495 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2)
|
1496 |
{
|
1497 |
#ifdef D3DX_DEBUG
|
1498 |
if(!pOut || !pV1 || !pV2)
|
1499 |
return NULL;
|
1500 |
#endif
|
1501 |
|
1502 |
pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;
|
1503 |
pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;
|
1504 |
pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z;
|
1505 |
pOut->w = pV1->w < pV2->w ? pV1->w : pV2->w;
|
1506 |
return pOut;
|
1507 |
}
|
1508 |
|
1509 |
D3DXINLINE D3DXVECTOR4* D3DXVec4Maximize
|
1510 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2)
|
1511 |
{
|
1512 |
#ifdef D3DX_DEBUG
|
1513 |
if(!pOut || !pV1 || !pV2)
|
1514 |
return NULL;
|
1515 |
#endif
|
1516 |
|
1517 |
pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;
|
1518 |
pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;
|
1519 |
pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z;
|
1520 |
pOut->w = pV1->w > pV2->w ? pV1->w : pV2->w;
|
1521 |
return pOut;
|
1522 |
}
|
1523 |
|
1524 |
D3DXINLINE D3DXVECTOR4* D3DXVec4Scale
|
1525 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV, float s)
|
1526 |
{
|
1527 |
#ifdef D3DX_DEBUG
|
1528 |
if(!pOut || !pV)
|
1529 |
return NULL;
|
1530 |
#endif
|
1531 |
|
1532 |
pOut->x = pV->x * s;
|
1533 |
pOut->y = pV->y * s;
|
1534 |
pOut->z = pV->z * s;
|
1535 |
pOut->w = pV->w * s;
|
1536 |
return pOut;
|
1537 |
}
|
1538 |
|
1539 |
D3DXINLINE D3DXVECTOR4* D3DXVec4Lerp
|
1540 |
( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2,
|
1541 |
float s )
|
1542 |
{
|
1543 |
#ifdef D3DX_DEBUG
|
1544 |
if(!pOut || !pV1 || !pV2)
|
1545 |
return NULL;
|
1546 |
#endif
|
1547 |
|
1548 |
pOut->x = pV1->x + s * (pV2->x - pV1->x);
|
1549 |
pOut->y = pV1->y + s * (pV2->y - pV1->y);
|
1550 |
pOut->z = pV1->z + s * (pV2->z - pV1->z);
|
1551 |
pOut->w = pV1->w + s * (pV2->w - pV1->w);
|
1552 |
return pOut;
|
1553 |
}
|
1554 |
|
1555 |
|
1556 |
//--------------------------
|
1557 |
// 4D Matrix
|
1558 |
//--------------------------
|
1559 |
|
1560 |
D3DXINLINE D3DXMATRIX* D3DXMatrixIdentity
|
1561 |
( D3DXMATRIX *pOut )
|
1562 |
{
|
1563 |
#ifdef D3DX_DEBUG
|
1564 |
if(!pOut)
|
1565 |
return NULL;
|
1566 |
#endif
|
1567 |
|
1568 |
pOut->m[0][1] = pOut->m[0][2] = pOut->m[0][3] =
|
1569 |
pOut->m[1][0] = pOut->m[1][2] = pOut->m[1][3] =
|
1570 |
pOut->m[2][0] = pOut->m[2][1] = pOut->m[2][3] =
|
1571 |
pOut->m[3][0] = pOut->m[3][1] = pOut->m[3][2] = 0.0f;
|
1572 |
|
1573 |
pOut->m[0][0] = pOut->m[1][1] = pOut->m[2][2] = pOut->m[3][3] = 1.0f;
|
1574 |
return pOut;
|
1575 |
}
|
1576 |
|
1577 |
|
1578 |
D3DXINLINE BOOL D3DXMatrixIsIdentity
|
1579 |
( const D3DXMATRIX *pM )
|
1580 |
{
|
1581 |
#ifdef D3DX_DEBUG
|
1582 |
if(!pM)
|
1583 |
return FALSE;
|
1584 |
#endif
|
1585 |
|
1586 |
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 &&
|
1587 |
pM->m[1][0] == 0.0f && pM->m[1][1] == 1.0f && pM->m[1][2] == 0.0f && pM->m[1][3] == 0.0f &&
|
1588 |
pM->m[2][0] == 0.0f && pM->m[2][1] == 0.0f && pM->m[2][2] == 1.0f && pM->m[2][3] == 0.0f &&
|
1589 |
pM->m[3][0] == 0.0f && pM->m[3][1] == 0.0f && pM->m[3][2] == 0.0f && pM->m[3][3] == 1.0f;
|
1590 |
}
|
1591 |
|
1592 |
|
1593 |
//--------------------------
|
1594 |
// Quaternion
|
1595 |
//--------------------------
|
1596 |
|
1597 |
D3DXINLINE float D3DXQuaternionLength
|
1598 |
( const D3DXQUATERNION *pQ )
|
1599 |
{
|
1600 |
#ifdef D3DX_DEBUG
|
1601 |
if(!pQ)
|
1602 |
return 0.0f;
|
1603 |
#endif
|
1604 |
|
1605 |
#ifdef __cplusplus
|
1606 |
return sqrtf(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w);
|
1607 |
#else
|
1608 |
return (float) sqrt(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w);
|
1609 |
#endif
|
1610 |
}
|
1611 |
|
1612 |
D3DXINLINE float D3DXQuaternionLengthSq
|
1613 |
( const D3DXQUATERNION *pQ )
|
1614 |
{
|
1615 |
#ifdef D3DX_DEBUG
|
1616 |
if(!pQ)
|
1617 |
return 0.0f;
|
1618 |
#endif
|
1619 |
|
1620 |
return pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w;
|
1621 |
}
|
1622 |
|
1623 |
D3DXINLINE float D3DXQuaternionDot
|
1624 |
( const D3DXQUATERNION *pQ1, const D3DXQUATERNION *pQ2 )
|
1625 |
{
|
1626 |
#ifdef D3DX_DEBUG
|
1627 |
if(!pQ1 || !pQ2)
|
1628 |
return 0.0f;
|
1629 |
#endif
|
1630 |
|
1631 |
return pQ1->x * pQ2->x + pQ1->y * pQ2->y + pQ1->z * pQ2->z + pQ1->w * pQ2->w;
|
1632 |
}
|
1633 |
|
1634 |
|
1635 |
D3DXINLINE D3DXQUATERNION* D3DXQuaternionIdentity
|
1636 |
( D3DXQUATERNION *pOut )
|
1637 |
{
|
1638 |
#ifdef D3DX_DEBUG
|
1639 |
if(!pOut)
|
1640 |
return NULL;
|
1641 |
#endif
|
1642 |
|
1643 |
pOut->x = pOut->y = pOut->z = 0.0f;
|
1644 |
pOut->w = 1.0f;
|
1645 |
return pOut;
|
1646 |
}
|
1647 |
|
1648 |
D3DXINLINE BOOL D3DXQuaternionIsIdentity
|
1649 |
( const D3DXQUATERNION *pQ )
|
1650 |
{
|
1651 |
#ifdef D3DX_DEBUG
|
1652 |
if(!pQ)
|
1653 |
return FALSE;
|
1654 |
#endif
|
1655 |
|
1656 |
return pQ->x == 0.0f && pQ->y == 0.0f && pQ->z == 0.0f && pQ->w == 1.0f;
|
1657 |
}
|
1658 |
|
1659 |
|
1660 |
D3DXINLINE D3DXQUATERNION* D3DXQuaternionConjugate
|
1661 |
( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ )
|
1662 |
{
|
1663 |
#ifdef D3DX_DEBUG
|
1664 |
if(!pOut || !pQ)
|
1665 |
return NULL;
|
1666 |
#endif
|
1667 |
|
1668 |
pOut->x = -pQ->x;
|
1669 |
pOut->y = -pQ->y;
|
1670 |
pOut->z = -pQ->z;
|
1671 |
pOut->w = pQ->w;
|
1672 |
return pOut;
|
1673 |
}
|
1674 |
|
1675 |
|
1676 |
//--------------------------
|
1677 |
// Plane
|
1678 |
//--------------------------
|
1679 |
|
1680 |
D3DXINLINE float D3DXPlaneDot
|
1681 |
( const D3DXPLANE *pP, const D3DXVECTOR4 *pV)
|
1682 |
{
|
1683 |
#ifdef D3DX_DEBUG
|
1684 |
if(!pP || !pV)
|
1685 |
return 0.0f;
|
1686 |
#endif
|
1687 |
|
1688 |
return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d * pV->w;
|
1689 |
}
|
1690 |
|
1691 |
D3DXINLINE float D3DXPlaneDotCoord
|
1692 |
( const D3DXPLANE *pP, const D3DXVECTOR3 *pV)
|
1693 |
{
|
1694 |
#ifdef D3DX_DEBUG
|
1695 |
if(!pP || !pV)
|
1696 |
return 0.0f;
|
1697 |
#endif
|
1698 |
|
1699 |
return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d;
|
1700 |
}
|
1701 |
|
1702 |
D3DXINLINE float D3DXPlaneDotNormal
|
1703 |
( const D3DXPLANE *pP, const D3DXVECTOR3 *pV)
|
1704 |
{
|
1705 |
#ifdef D3DX_DEBUG
|
1706 |
if(!pP || !pV)
|
1707 |
return 0.0f;
|
1708 |
#endif
|
1709 |
|
1710 |
return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z;
|
1711 |
}
|
1712 |
|
1713 |
|
1714 |
//--------------------------
|
1715 |
// Color
|
1716 |
//--------------------------
|
1717 |
|
1718 |
D3DXINLINE D3DXCOLOR* D3DXColorNegative
|
1719 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC)
|
1720 |
{
|
1721 |
#ifdef D3DX_DEBUG
|
1722 |
if(!pOut || !pC)
|
1723 |
return NULL;
|
1724 |
#endif
|
1725 |
|
1726 |
pOut->r = 1.0f - pC->r;
|
1727 |
pOut->g = 1.0f - pC->g;
|
1728 |
pOut->b = 1.0f - pC->b;
|
1729 |
pOut->a = pC->a;
|
1730 |
return pOut;
|
1731 |
}
|
1732 |
|
1733 |
D3DXINLINE D3DXCOLOR* D3DXColorAdd
|
1734 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2)
|
1735 |
{
|
1736 |
#ifdef D3DX_DEBUG
|
1737 |
if(!pOut || !pC1 || !pC2)
|
1738 |
return NULL;
|
1739 |
#endif
|
1740 |
|
1741 |
pOut->r = pC1->r + pC2->r;
|
1742 |
pOut->g = pC1->g + pC2->g;
|
1743 |
pOut->b = pC1->b + pC2->b;
|
1744 |
pOut->a = pC1->a + pC2->a;
|
1745 |
return pOut;
|
1746 |
}
|
1747 |
|
1748 |
D3DXINLINE D3DXCOLOR* D3DXColorSubtract
|
1749 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2)
|
1750 |
{
|
1751 |
#ifdef D3DX_DEBUG
|
1752 |
if(!pOut || !pC1 || !pC2)
|
1753 |
return NULL;
|
1754 |
#endif
|
1755 |
|
1756 |
pOut->r = pC1->r - pC2->r;
|
1757 |
pOut->g = pC1->g - pC2->g;
|
1758 |
pOut->b = pC1->b - pC2->b;
|
1759 |
pOut->a = pC1->a - pC2->a;
|
1760 |
return pOut;
|
1761 |
}
|
1762 |
|
1763 |
D3DXINLINE D3DXCOLOR* D3DXColorScale
|
1764 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s)
|
1765 |
{
|
1766 |
#ifdef D3DX_DEBUG
|
1767 |
if(!pOut || !pC)
|
1768 |
return NULL;
|
1769 |
#endif
|
1770 |
|
1771 |
pOut->r = pC->r * s;
|
1772 |
pOut->g = pC->g * s;
|
1773 |
pOut->b = pC->b * s;
|
1774 |
pOut->a = pC->a * s;
|
1775 |
return pOut;
|
1776 |
}
|
1777 |
|
1778 |
D3DXINLINE D3DXCOLOR* D3DXColorModulate
|
1779 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2)
|
1780 |
{
|
1781 |
#ifdef D3DX_DEBUG
|
1782 |
if(!pOut || !pC1 || !pC2)
|
1783 |
return NULL;
|
1784 |
#endif
|
1785 |
|
1786 |
pOut->r = pC1->r * pC2->r;
|
1787 |
pOut->g = pC1->g * pC2->g;
|
1788 |
pOut->b = pC1->b * pC2->b;
|
1789 |
pOut->a = pC1->a * pC2->a;
|
1790 |
return pOut;
|
1791 |
}
|
1792 |
|
1793 |
D3DXINLINE D3DXCOLOR* D3DXColorLerp
|
1794 |
(D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2, float s)
|
1795 |
{
|
1796 |
#ifdef D3DX_DEBUG
|
1797 |
if(!pOut || !pC1 || !pC2)
|
1798 |
return NULL;
|
1799 |
#endif
|
1800 |
|
1801 |
pOut->r = pC1->r + s * (pC2->r - pC1->r);
|
1802 |
pOut->g = pC1->g + s * (pC2->g - pC1->g);
|
1803 |
pOut->b = pC1->b + s * (pC2->b - pC1->b);
|
1804 |
pOut->a = pC1->a + s * (pC2->a - pC1->a);
|
1805 |
return pOut;
|
1806 |
}
|
1807 |
|
1808 |
|
1809 |
#endif // __D3DXMATH_INL__
|