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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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|
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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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|
| 424 |
|
| 425 |
// binary operators
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| 426 |
D3DXINLINE D3DXVECTOR4
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D3DXVECTOR4::operator + ( const D3DXVECTOR4& v ) const
|
| 428 |
{
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| 429 |
return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);
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| 430 |
}
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| 431 |
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| 432 |
D3DXINLINE D3DXVECTOR4
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D3DXVECTOR4::operator - ( const D3DXVECTOR4& v ) const
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| 434 |
{
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| 435 |
return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);
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| 436 |
}
|
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| 438 |
D3DXINLINE D3DXVECTOR4
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D3DXVECTOR4::operator * ( float f ) const
|
| 440 |
{
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| 441 |
return D3DXVECTOR4(x * f, y * f, z * f, w * f);
|
| 442 |
}
|
| 443 |
|
| 444 |
D3DXINLINE D3DXVECTOR4
|
| 445 |
D3DXVECTOR4::operator / ( float f ) const
|
| 446 |
{
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| 447 |
float fInv = 1.0f / f;
|
| 448 |
return D3DXVECTOR4(x * fInv, y * fInv, z * fInv, w * fInv);
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| 449 |
}
|
| 450 |
|
| 451 |
|
| 452 |
D3DXINLINE D3DXVECTOR4
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| 453 |
operator * ( float f, const D3DXVECTOR4& v )
|
| 454 |
{
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| 455 |
return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);
|
| 456 |
}
|
| 457 |
|
| 458 |
|
| 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)
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| 480 |
return;
|
| 481 |
#endif
|
| 482 |
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| 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;
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| 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__
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