1 | /*
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2 | * Copyright (C) 2007 David Adam
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3 | * Copyright (C) 2007 Tony Wasserka
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4 | *
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5 | * This library is free software; you can redistribute it and/or
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6 | * modify it under the terms of the GNU Lesser General Public
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7 | * License as published by the Free Software Foundation; either
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8 | * version 2.1 of the License, or (at your option) any later version.
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9 | *
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10 | * This library is distributed in the hope that it will be useful,
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11 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 | * Lesser General Public License for more details.
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14 | *
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15 | * You should have received a copy of the GNU Lesser General Public
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16 | * License along with this library; if not, write to the Free Software
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17 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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18 | */
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19 |
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20 | #ifndef __D3DX9MATH_INL__
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21 | #define __D3DX9MATH_INL__
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22 |
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23 | /* constructors & operators */
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24 | #ifdef __cplusplus
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25 |
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26 | inline D3DXVECTOR2::D3DXVECTOR2()
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27 | {
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28 | }
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29 |
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30 | inline D3DXVECTOR2::D3DXVECTOR2(const FLOAT *pf)
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31 | {
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32 | if(!pf) return;
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33 | x = pf[0];
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34 | y = pf[1];
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35 | }
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36 |
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37 | inline D3DXVECTOR2::D3DXVECTOR2(FLOAT fx, FLOAT fy)
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38 | {
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39 | x = fx;
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40 | y = fy;
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41 | }
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42 |
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43 | inline D3DXVECTOR2::operator FLOAT* ()
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44 | {
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45 | return (FLOAT*)&x;
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46 | }
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47 |
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48 | inline D3DXVECTOR2::operator const FLOAT* () const
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49 | {
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50 | return (const FLOAT*)&x;
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51 | }
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52 |
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53 | inline D3DXVECTOR2& D3DXVECTOR2::operator += (const D3DXVECTOR2& v)
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54 | {
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55 | x += v.x;
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56 | y += v.y;
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57 | return *this;
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58 | }
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59 |
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60 | inline D3DXVECTOR2& D3DXVECTOR2::operator -= (const D3DXVECTOR2& v)
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61 | {
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62 | x -= v.x;
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63 | y -= v.y;
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64 | return *this;
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65 | }
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66 |
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67 | inline D3DXVECTOR2& D3DXVECTOR2::operator *= (FLOAT f)
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68 | {
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69 | x *= f;
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70 | y *= f;
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71 | return *this;
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72 | }
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73 |
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74 | inline D3DXVECTOR2& D3DXVECTOR2::operator /= (FLOAT f)
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75 | {
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76 | x /= f;
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77 | y /= f;
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78 | return *this;
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79 | }
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80 |
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81 | inline D3DXVECTOR2 D3DXVECTOR2::operator + () const
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82 | {
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83 | return *this;
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84 | }
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85 |
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86 | inline D3DXVECTOR2 D3DXVECTOR2::operator - () const
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87 | {
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88 | return D3DXVECTOR2(-x, -y);
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89 | }
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90 |
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91 | inline D3DXVECTOR2 D3DXVECTOR2::operator + (const D3DXVECTOR2& v) const
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92 | {
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93 | return D3DXVECTOR2(x + v.x, y + v.y);
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94 | }
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95 |
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96 | inline D3DXVECTOR2 D3DXVECTOR2::operator - (const D3DXVECTOR2& v) const
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97 | {
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98 | return D3DXVECTOR2(x - v.x, y - v.y);
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99 | }
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100 |
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101 | inline D3DXVECTOR2 D3DXVECTOR2::operator * (FLOAT f) const
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102 | {
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103 | return D3DXVECTOR2(x * f, y * f);
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104 | }
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105 |
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106 | inline D3DXVECTOR2 D3DXVECTOR2::operator / (FLOAT f) const
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107 | {
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108 | return D3DXVECTOR2(x / f, y / f);
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109 | }
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110 |
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111 | inline D3DXVECTOR2 operator * (FLOAT f, const D3DXVECTOR2& v)
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112 | {
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113 | return D3DXVECTOR2(f * v.x, f * v.y);
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114 | }
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115 |
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116 | inline WINBOOL D3DXVECTOR2::operator == (const D3DXVECTOR2& v) const
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117 | {
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118 | return x == v.x && y == v.y;
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119 | }
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120 |
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121 | inline WINBOOL D3DXVECTOR2::operator != (const D3DXVECTOR2& v) const
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122 | {
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123 | return x != v.x || y != v.y;
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124 | }
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125 |
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126 | inline D3DXVECTOR3::D3DXVECTOR3()
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127 | {
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128 | }
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129 |
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130 | inline D3DXVECTOR3::D3DXVECTOR3(const FLOAT *pf)
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131 | {
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132 | if(!pf) return;
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133 | x = pf[0];
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134 | y = pf[1];
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135 | z = pf[2];
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136 | }
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137 |
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138 | inline D3DXVECTOR3::D3DXVECTOR3(const D3DVECTOR& v)
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139 | {
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140 | x = v.x;
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141 | y = v.y;
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142 | z = v.z;
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143 | }
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144 |
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145 | inline D3DXVECTOR3::D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz)
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146 | {
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147 | x = fx;
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148 | y = fy;
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149 | z = fz;
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150 | }
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151 |
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152 | inline D3DXVECTOR3::operator FLOAT* ()
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153 | {
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154 | return (FLOAT*)&x;
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155 | }
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156 |
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157 | inline D3DXVECTOR3::operator const FLOAT* () const
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158 | {
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159 | return (const FLOAT*)&x;
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160 | }
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161 |
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162 | inline D3DXVECTOR3& D3DXVECTOR3::operator += (const D3DXVECTOR3& v)
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163 | {
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164 | x += v.x;
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165 | y += v.y;
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166 | z += v.z;
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167 | return *this;
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168 | }
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169 |
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170 | inline D3DXVECTOR3& D3DXVECTOR3::operator -= (const D3DXVECTOR3& v)
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171 | {
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172 | x -= v.x;
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173 | y -= v.y;
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174 | z -= v.z;
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175 | return *this;
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176 | }
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177 |
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178 | inline D3DXVECTOR3& D3DXVECTOR3::operator *= (FLOAT f)
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179 | {
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180 | x *= f;
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181 | y *= f;
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182 | z *= f;
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183 | return *this;
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184 | }
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185 |
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186 | inline D3DXVECTOR3& D3DXVECTOR3::operator /= (FLOAT f)
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187 | {
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188 | x /= f;
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189 | y /= f;
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190 | z /= f;
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191 | return *this;
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192 | }
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193 |
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194 | inline D3DXVECTOR3 D3DXVECTOR3::operator + () const
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195 | {
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196 | return *this;
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197 | }
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198 |
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199 | inline D3DXVECTOR3 D3DXVECTOR3::operator - () const
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200 | {
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201 | return D3DXVECTOR3(-x, -y, -z);
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202 | }
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203 |
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204 | inline D3DXVECTOR3 D3DXVECTOR3::operator + (const D3DXVECTOR3& v) const
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205 | {
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206 | return D3DXVECTOR3(x + v.x, y + v.y, z + v.z);
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207 | }
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208 |
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209 | inline D3DXVECTOR3 D3DXVECTOR3::operator - (const D3DXVECTOR3& v) const
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210 | {
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211 | return D3DXVECTOR3(x - v.x, y - v.y, z - v.z);
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212 | }
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213 |
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214 | inline D3DXVECTOR3 D3DXVECTOR3::operator * (FLOAT f) const
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215 | {
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216 | return D3DXVECTOR3(x * f, y * f, z * f);
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217 | }
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218 |
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219 | inline D3DXVECTOR3 D3DXVECTOR3::operator / (FLOAT f) const
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220 | {
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221 | return D3DXVECTOR3(x / f, y / f, z / f);
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222 | }
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223 |
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224 | inline D3DXVECTOR3 operator * (FLOAT f, const D3DXVECTOR3& v)
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225 | {
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226 | return D3DXVECTOR3(f * v.x, f * v.y, f * v.z);
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227 | }
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228 |
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229 | inline WINBOOL D3DXVECTOR3::operator == (const D3DXVECTOR3& v) const
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230 | {
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231 | return x == v.x && y == v.y && z == v.z;
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232 | }
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233 |
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234 | inline WINBOOL D3DXVECTOR3::operator != (const D3DXVECTOR3& v) const
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235 | {
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236 | return x != v.x || y != v.y || z != v.z;
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237 | }
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238 |
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239 | inline D3DXVECTOR4::D3DXVECTOR4()
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240 | {
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241 | }
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242 |
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243 | inline D3DXVECTOR4::D3DXVECTOR4(const FLOAT *pf)
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244 | {
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245 | if(!pf) return;
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246 | x = pf[0];
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247 | y = pf[1];
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248 | z = pf[2];
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249 | w = pf[3];
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250 | }
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251 |
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252 | inline D3DXVECTOR4::D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw)
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253 | {
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254 | x = fx;
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255 | y = fy;
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256 | z = fz;
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257 | w = fw;
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258 | }
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259 |
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260 | inline D3DXVECTOR4::operator FLOAT* ()
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261 | {
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262 | return (FLOAT*)&x;
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263 | }
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264 |
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265 | inline D3DXVECTOR4::operator const FLOAT* () const
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266 | {
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267 | return (const FLOAT*)&x;
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268 | }
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269 |
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270 | inline D3DXVECTOR4& D3DXVECTOR4::operator += (const D3DXVECTOR4& v)
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271 | {
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272 | x += v.x;
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273 | y += v.y;
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274 | z += v.z;
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275 | w += v.w;
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276 | return *this;
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277 | }
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278 |
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279 | inline D3DXVECTOR4& D3DXVECTOR4::operator -= (const D3DXVECTOR4& v)
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280 | {
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281 | x -= v.x;
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282 | y -= v.y;
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283 | z -= v.z;
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284 | w -= v.w;
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285 | return *this;
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286 | }
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287 |
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288 | inline D3DXVECTOR4& D3DXVECTOR4::operator *= (FLOAT f)
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289 | {
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290 | x *= f;
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291 | y *= f;
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292 | z *= f;
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293 | w *= f;
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294 | return *this;
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295 | }
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296 |
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297 | inline D3DXVECTOR4& D3DXVECTOR4::operator /= (FLOAT f)
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298 | {
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299 | x /= f;
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300 | y /= f;
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301 | z /= f;
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302 | w /= f;
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303 | return *this;
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304 | }
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305 |
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306 | inline D3DXVECTOR4 D3DXVECTOR4::operator + () const
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307 | {
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308 | return *this;
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309 | }
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310 |
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311 | inline D3DXVECTOR4 D3DXVECTOR4::operator - () const
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312 | {
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313 | return D3DXVECTOR4(-x, -y, -z, -w);
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314 | }
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315 |
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316 | inline D3DXVECTOR4 D3DXVECTOR4::operator + (const D3DXVECTOR4& v) const
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317 | {
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318 | return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);
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319 | }
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320 |
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321 | inline D3DXVECTOR4 D3DXVECTOR4::operator - (const D3DXVECTOR4& v) const
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322 | {
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323 | return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);
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324 | }
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325 |
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326 | inline D3DXVECTOR4 D3DXVECTOR4::operator * (FLOAT f) const
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327 | {
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328 | return D3DXVECTOR4(x * f, y * f, z * f, w * f);
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329 | }
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330 |
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331 | inline D3DXVECTOR4 D3DXVECTOR4::operator / (FLOAT f) const
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332 | {
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333 | return D3DXVECTOR4(x / f, y / f, z / f, w / f);
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334 | }
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335 |
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336 | inline D3DXVECTOR4 operator * (FLOAT f, const D3DXVECTOR4& v)
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337 | {
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338 | return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);
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339 | }
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340 |
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341 | inline WINBOOL D3DXVECTOR4::operator == (const D3DXVECTOR4& v) const
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342 | {
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343 | return x == v.x && y == v.y && z == v.z && w == v.w;
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344 | }
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345 |
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346 | inline WINBOOL D3DXVECTOR4::operator != (const D3DXVECTOR4& v) const
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347 | {
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348 | return x != v.x || y != v.y || z != v.z || w != v.w;
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349 | }
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350 |
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351 | inline D3DXMATRIX::D3DXMATRIX()
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352 | {
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353 | }
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354 |
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355 | inline D3DXMATRIX::D3DXMATRIX(const FLOAT *pf)
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356 | {
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357 | if(!pf) return;
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358 | memcpy(&_11, pf, sizeof(D3DXMATRIX));
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359 | }
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360 |
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361 | inline D3DXMATRIX::D3DXMATRIX(const D3DMATRIX& mat)
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362 | {
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363 | memcpy(&_11, &mat, sizeof(D3DXMATRIX));
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364 | }
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365 |
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366 | inline D3DXMATRIX::D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
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367 | FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
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368 | FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
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369 | FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44)
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370 | {
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371 | _11 = f11; _12 = f12; _13 = f13; _14 = f14;
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372 | _21 = f21; _22 = f22; _23 = f23; _24 = f24;
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373 | _31 = f31; _32 = f32; _33 = f33; _34 = f34;
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374 | _41 = f41; _42 = f42; _43 = f43; _44 = f44;
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375 | }
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376 |
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377 | inline FLOAT& D3DXMATRIX::operator () (UINT row, UINT col)
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378 | {
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379 | return m[row][col];
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380 | }
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381 |
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382 | inline FLOAT D3DXMATRIX::operator () (UINT row, UINT col) const
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383 | {
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384 | return m[row][col];
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385 | }
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386 |
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387 | inline D3DXMATRIX::operator FLOAT* ()
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388 | {
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389 | return (FLOAT*)&_11;
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390 | }
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391 |
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392 | inline D3DXMATRIX::operator const FLOAT* () const
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393 | {
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394 | return (const FLOAT*)&_11;
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395 | }
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396 |
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397 | inline D3DXMATRIX& D3DXMATRIX::operator *= (const D3DXMATRIX& mat)
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398 | {
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399 | D3DXMatrixMultiply(this, this, &mat);
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400 | return *this;
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401 | }
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402 |
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403 | inline D3DXMATRIX& D3DXMATRIX::operator += (const D3DXMATRIX& mat)
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404 | {
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405 | _11 += mat._11; _12 += mat._12; _13 += mat._13; _14 += mat._14;
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406 | _21 += mat._21; _22 += mat._22; _23 += mat._23; _24 += mat._24;
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407 | _31 += mat._31; _32 += mat._32; _33 += mat._33; _34 += mat._34;
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408 | _41 += mat._41; _42 += mat._42; _43 += mat._43; _44 += mat._44;
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409 | return *this;
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410 | }
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411 |
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412 | inline D3DXMATRIX& D3DXMATRIX::operator -= (const D3DXMATRIX& mat)
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413 | {
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414 | _11 -= mat._11; _12 -= mat._12; _13 -= mat._13; _14 -= mat._14;
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415 | _21 -= mat._21; _22 -= mat._22; _23 -= mat._23; _24 -= mat._24;
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416 | _31 -= mat._31; _32 -= mat._32; _33 -= mat._33; _34 -= mat._34;
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417 | _41 -= mat._41; _42 -= mat._42; _43 -= mat._43; _44 -= mat._44;
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418 | return *this;
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419 | }
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420 |
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421 | inline D3DXMATRIX& D3DXMATRIX::operator *= (FLOAT f)
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422 | {
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423 | _11 *= f; _12 *= f; _13 *= f; _14 *= f;
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424 | _21 *= f; _22 *= f; _23 *= f; _24 *= f;
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425 | _31 *= f; _32 *= f; _33 *= f; _34 *= f;
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426 | _41 *= f; _42 *= f; _43 *= f; _44 *= f;
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427 | return *this;
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428 | }
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429 |
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430 | inline D3DXMATRIX& D3DXMATRIX::operator /= (FLOAT f)
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431 | {
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432 | FLOAT inv = 1.0f / f;
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433 | _11 *= inv; _12 *= inv; _13 *= inv; _14 *= inv;
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434 | _21 *= inv; _22 *= inv; _23 *= inv; _24 *= inv;
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435 | _31 *= inv; _32 *= inv; _33 *= inv; _34 *= inv;
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436 | _41 *= inv; _42 *= inv; _43 *= inv; _44 *= inv;
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437 | return *this;
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438 | }
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439 |
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440 | inline D3DXMATRIX D3DXMATRIX::operator + () const
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441 | {
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442 | return *this;
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443 | }
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444 |
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445 | inline D3DXMATRIX D3DXMATRIX::operator - () const
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446 | {
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447 | return D3DXMATRIX(-_11, -_12, -_13, -_14,
|
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448 | -_21, -_22, -_23, -_24,
|
---|
449 | -_31, -_32, -_33, -_34,
|
---|
450 | -_41, -_42, -_43, -_44);
|
---|
451 | }
|
---|
452 |
|
---|
453 | inline D3DXMATRIX D3DXMATRIX::operator * (const D3DXMATRIX& mat) const
|
---|
454 | {
|
---|
455 | D3DXMATRIX buf;
|
---|
456 | D3DXMatrixMultiply(&buf, this, &mat);
|
---|
457 | return buf;
|
---|
458 | }
|
---|
459 |
|
---|
460 | inline D3DXMATRIX D3DXMATRIX::operator + (const D3DXMATRIX& mat) const
|
---|
461 | {
|
---|
462 | return D3DXMATRIX(_11 + mat._11, _12 + mat._12, _13 + mat._13, _14 + mat._14,
|
---|
463 | _21 + mat._21, _22 + mat._22, _23 + mat._23, _24 + mat._24,
|
---|
464 | _31 + mat._31, _32 + mat._32, _33 + mat._33, _34 + mat._34,
|
---|
465 | _41 + mat._41, _42 + mat._42, _43 + mat._43, _44 + mat._44);
|
---|
466 | }
|
---|
467 |
|
---|
468 | inline D3DXMATRIX D3DXMATRIX::operator - (const D3DXMATRIX& mat) const
|
---|
469 | {
|
---|
470 | return D3DXMATRIX(_11 - mat._11, _12 - mat._12, _13 - mat._13, _14 - mat._14,
|
---|
471 | _21 - mat._21, _22 - mat._22, _23 - mat._23, _24 - mat._24,
|
---|
472 | _31 - mat._31, _32 - mat._32, _33 - mat._33, _34 - mat._34,
|
---|
473 | _41 - mat._41, _42 - mat._42, _43 - mat._43, _44 - mat._44);
|
---|
474 | }
|
---|
475 |
|
---|
476 | inline D3DXMATRIX D3DXMATRIX::operator * (FLOAT f) const
|
---|
477 | {
|
---|
478 | return D3DXMATRIX(_11 * f, _12 * f, _13 * f, _14 * f,
|
---|
479 | _21 * f, _22 * f, _23 * f, _24 * f,
|
---|
480 | _31 * f, _32 * f, _33 * f, _34 * f,
|
---|
481 | _41 * f, _42 * f, _43 * f, _44 * f);
|
---|
482 | }
|
---|
483 |
|
---|
484 | inline D3DXMATRIX D3DXMATRIX::operator / (FLOAT f) const
|
---|
485 | {
|
---|
486 | FLOAT inv = 1.0f / f;
|
---|
487 | return D3DXMATRIX(_11 * inv, _12 * inv, _13 * inv, _14 * inv,
|
---|
488 | _21 * inv, _22 * inv, _23 * inv, _24 * inv,
|
---|
489 | _31 * inv, _32 * inv, _33 * inv, _34 * inv,
|
---|
490 | _41 * inv, _42 * inv, _43 * inv, _44 * inv);
|
---|
491 | }
|
---|
492 |
|
---|
493 | inline D3DXMATRIX operator * (FLOAT f, const D3DXMATRIX& mat)
|
---|
494 | {
|
---|
495 | return D3DXMATRIX(f * mat._11, f * mat._12, f * mat._13, f * mat._14,
|
---|
496 | f * mat._21, f * mat._22, f * mat._23, f * mat._24,
|
---|
497 | f * mat._31, f * mat._32, f * mat._33, f * mat._34,
|
---|
498 | f * mat._41, f * mat._42, f * mat._43, f * mat._44);
|
---|
499 | }
|
---|
500 |
|
---|
501 | inline WINBOOL D3DXMATRIX::operator == (const D3DXMATRIX& mat) const
|
---|
502 | {
|
---|
503 | return (memcmp(this, &mat, sizeof(D3DXMATRIX)) == 0);
|
---|
504 | }
|
---|
505 |
|
---|
506 | inline WINBOOL D3DXMATRIX::operator != (const D3DXMATRIX& mat) const
|
---|
507 | {
|
---|
508 | return (memcmp(this, &mat, sizeof(D3DXMATRIX)) != 0);
|
---|
509 | }
|
---|
510 |
|
---|
511 | inline D3DXQUATERNION::D3DXQUATERNION()
|
---|
512 | {
|
---|
513 | }
|
---|
514 |
|
---|
515 | inline D3DXQUATERNION::D3DXQUATERNION(const FLOAT *pf)
|
---|
516 | {
|
---|
517 | if(!pf) return;
|
---|
518 | x = pf[0];
|
---|
519 | y = pf[1];
|
---|
520 | z = pf[2];
|
---|
521 | w = pf[3];
|
---|
522 | }
|
---|
523 |
|
---|
524 | inline D3DXQUATERNION::D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw)
|
---|
525 | {
|
---|
526 | x = fx;
|
---|
527 | y = fy;
|
---|
528 | z = fz;
|
---|
529 | w = fw;
|
---|
530 | }
|
---|
531 |
|
---|
532 | inline D3DXQUATERNION::operator FLOAT* ()
|
---|
533 | {
|
---|
534 | return (FLOAT*)&x;
|
---|
535 | }
|
---|
536 |
|
---|
537 | inline D3DXQUATERNION::operator const FLOAT* () const
|
---|
538 | {
|
---|
539 | return (const FLOAT*)&x;
|
---|
540 | }
|
---|
541 |
|
---|
542 | inline D3DXQUATERNION& D3DXQUATERNION::operator += (const D3DXQUATERNION& quat)
|
---|
543 | {
|
---|
544 | x += quat.x;
|
---|
545 | y += quat.y;
|
---|
546 | z += quat.z;
|
---|
547 | w += quat.w;
|
---|
548 | return *this;
|
---|
549 | }
|
---|
550 |
|
---|
551 | inline D3DXQUATERNION& D3DXQUATERNION::operator -= (const D3DXQUATERNION& quat)
|
---|
552 | {
|
---|
553 | x -= quat.x;
|
---|
554 | y -= quat.y;
|
---|
555 | z -= quat.z;
|
---|
556 | w -= quat.w;
|
---|
557 | return *this;
|
---|
558 | }
|
---|
559 |
|
---|
560 | inline D3DXQUATERNION& D3DXQUATERNION::operator *= (const D3DXQUATERNION& quat)
|
---|
561 | {
|
---|
562 | D3DXQuaternionMultiply(this, this, &quat);
|
---|
563 | return *this;
|
---|
564 | }
|
---|
565 |
|
---|
566 | inline D3DXQUATERNION& D3DXQUATERNION::operator *= (FLOAT f)
|
---|
567 | {
|
---|
568 | x *= f;
|
---|
569 | y *= f;
|
---|
570 | z *= f;
|
---|
571 | w *= f;
|
---|
572 | return *this;
|
---|
573 | }
|
---|
574 |
|
---|
575 | inline D3DXQUATERNION& D3DXQUATERNION::operator /= (FLOAT f)
|
---|
576 | {
|
---|
577 | FLOAT inv = 1.0f / f;
|
---|
578 | x *= inv;
|
---|
579 | y *= inv;
|
---|
580 | z *= inv;
|
---|
581 | w *= inv;
|
---|
582 | return *this;
|
---|
583 | }
|
---|
584 |
|
---|
585 | inline D3DXQUATERNION D3DXQUATERNION::operator + () const
|
---|
586 | {
|
---|
587 | return *this;
|
---|
588 | }
|
---|
589 |
|
---|
590 | inline D3DXQUATERNION D3DXQUATERNION::operator - () const
|
---|
591 | {
|
---|
592 | return D3DXQUATERNION(-x, -y, -z, -w);
|
---|
593 | }
|
---|
594 |
|
---|
595 | inline D3DXQUATERNION D3DXQUATERNION::operator + (const D3DXQUATERNION& quat) const
|
---|
596 | {
|
---|
597 | return D3DXQUATERNION(x + quat.x, y + quat.y, z + quat.z, w + quat.w);
|
---|
598 | }
|
---|
599 |
|
---|
600 | inline D3DXQUATERNION D3DXQUATERNION::operator - (const D3DXQUATERNION& quat) const
|
---|
601 | {
|
---|
602 | return D3DXQUATERNION(x - quat.x, y - quat.y, z - quat.z, w - quat.w);
|
---|
603 | }
|
---|
604 |
|
---|
605 | inline D3DXQUATERNION D3DXQUATERNION::operator * (const D3DXQUATERNION& quat) const
|
---|
606 | {
|
---|
607 | D3DXQUATERNION buf;
|
---|
608 | D3DXQuaternionMultiply(&buf, this, &quat);
|
---|
609 | return buf;
|
---|
610 | }
|
---|
611 |
|
---|
612 | inline D3DXQUATERNION D3DXQUATERNION::operator * (FLOAT f) const
|
---|
613 | {
|
---|
614 | return D3DXQUATERNION(x * f, y * f, z * f, w * f);
|
---|
615 | }
|
---|
616 |
|
---|
617 | inline D3DXQUATERNION D3DXQUATERNION::operator / (FLOAT f) const
|
---|
618 | {
|
---|
619 | FLOAT inv = 1.0f / f;
|
---|
620 | return D3DXQUATERNION(x * inv, y * inv, z * inv, w * inv);
|
---|
621 | }
|
---|
622 |
|
---|
623 | inline D3DXQUATERNION operator * (FLOAT f, const D3DXQUATERNION& quat)
|
---|
624 | {
|
---|
625 | return D3DXQUATERNION(f * quat.x, f * quat.y, f * quat.z, f * quat.w);
|
---|
626 | }
|
---|
627 |
|
---|
628 | inline WINBOOL D3DXQUATERNION::operator == (const D3DXQUATERNION& quat) const
|
---|
629 | {
|
---|
630 | return x == quat.x && y == quat.y && z == quat.z && w == quat.w;
|
---|
631 | }
|
---|
632 |
|
---|
633 | inline WINBOOL D3DXQUATERNION::operator != (const D3DXQUATERNION& quat) const
|
---|
634 | {
|
---|
635 | return x != quat.x || y != quat.y || z != quat.z || w != quat.w;
|
---|
636 | }
|
---|
637 |
|
---|
638 | inline D3DXPLANE::D3DXPLANE()
|
---|
639 | {
|
---|
640 | }
|
---|
641 |
|
---|
642 | inline D3DXPLANE::D3DXPLANE(const FLOAT *pf)
|
---|
643 | {
|
---|
644 | if(!pf) return;
|
---|
645 | a = pf[0];
|
---|
646 | b = pf[1];
|
---|
647 | c = pf[2];
|
---|
648 | d = pf[3];
|
---|
649 | }
|
---|
650 |
|
---|
651 | inline D3DXPLANE::D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd)
|
---|
652 | {
|
---|
653 | a = fa;
|
---|
654 | b = fb;
|
---|
655 | c = fc;
|
---|
656 | d = fd;
|
---|
657 | }
|
---|
658 |
|
---|
659 | inline D3DXPLANE::operator FLOAT* ()
|
---|
660 | {
|
---|
661 | return (FLOAT*)&a;
|
---|
662 | }
|
---|
663 |
|
---|
664 | inline D3DXPLANE::operator const FLOAT* () const
|
---|
665 | {
|
---|
666 | return (const FLOAT*)&a;
|
---|
667 | }
|
---|
668 |
|
---|
669 | inline D3DXPLANE D3DXPLANE::operator + () const
|
---|
670 | {
|
---|
671 | return *this;
|
---|
672 | }
|
---|
673 |
|
---|
674 | inline D3DXPLANE D3DXPLANE::operator - () const
|
---|
675 | {
|
---|
676 | return D3DXPLANE(-a, -b, -c, -d);
|
---|
677 | }
|
---|
678 |
|
---|
679 | inline WINBOOL D3DXPLANE::operator == (const D3DXPLANE& pl) const
|
---|
680 | {
|
---|
681 | return a == pl.a && b == pl.b && c == pl.c && d == pl.d;
|
---|
682 | }
|
---|
683 |
|
---|
684 | inline WINBOOL D3DXPLANE::operator != (const D3DXPLANE& pl) const
|
---|
685 | {
|
---|
686 | return a != pl.a || b != pl.b || c != pl.c || d != pl.d;
|
---|
687 | }
|
---|
688 |
|
---|
689 | inline D3DXCOLOR::D3DXCOLOR()
|
---|
690 | {
|
---|
691 | }
|
---|
692 |
|
---|
693 | inline D3DXCOLOR::D3DXCOLOR(DWORD col)
|
---|
694 | {
|
---|
695 | const FLOAT f = 1.0f / 255.0f;
|
---|
696 | r = f * (FLOAT)(unsigned char)(col >> 16);
|
---|
697 | g = f * (FLOAT)(unsigned char)(col >> 8);
|
---|
698 | b = f * (FLOAT)(unsigned char)col;
|
---|
699 | a = f * (FLOAT)(unsigned char)(col >> 24);
|
---|
700 | }
|
---|
701 |
|
---|
702 | inline D3DXCOLOR::D3DXCOLOR(const FLOAT *pf)
|
---|
703 | {
|
---|
704 | if(!pf) return;
|
---|
705 | r = pf[0];
|
---|
706 | g = pf[1];
|
---|
707 | b = pf[2];
|
---|
708 | a = pf[3];
|
---|
709 | }
|
---|
710 |
|
---|
711 | inline D3DXCOLOR::D3DXCOLOR(const D3DCOLORVALUE& col)
|
---|
712 | {
|
---|
713 | r = col.r;
|
---|
714 | g = col.g;
|
---|
715 | b = col.b;
|
---|
716 | a = col.a;
|
---|
717 | }
|
---|
718 |
|
---|
719 | inline D3DXCOLOR::D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa)
|
---|
720 | {
|
---|
721 | r = fr;
|
---|
722 | g = fg;
|
---|
723 | b = fb;
|
---|
724 | a = fa;
|
---|
725 | }
|
---|
726 |
|
---|
727 | inline D3DXCOLOR::operator DWORD () const
|
---|
728 | {
|
---|
729 | DWORD _r = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD)(r * 255.0f + 0.5f);
|
---|
730 | DWORD _g = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD)(g * 255.0f + 0.5f);
|
---|
731 | DWORD _b = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD)(b * 255.0f + 0.5f);
|
---|
732 | DWORD _a = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD)(a * 255.0f + 0.5f);
|
---|
733 |
|
---|
734 | return (_a << 24) | (_r << 16) | (_g << 8) | _b;
|
---|
735 | }
|
---|
736 |
|
---|
737 | inline D3DXCOLOR::operator FLOAT * ()
|
---|
738 | {
|
---|
739 | return (FLOAT*)&r;
|
---|
740 | }
|
---|
741 |
|
---|
742 | inline D3DXCOLOR::operator const FLOAT * () const
|
---|
743 | {
|
---|
744 | return (const FLOAT*)&r;
|
---|
745 | }
|
---|
746 |
|
---|
747 | inline D3DXCOLOR::operator D3DCOLORVALUE * ()
|
---|
748 | {
|
---|
749 | return (D3DCOLORVALUE*)&r;
|
---|
750 | }
|
---|
751 |
|
---|
752 | inline D3DXCOLOR::operator const D3DCOLORVALUE * () const
|
---|
753 | {
|
---|
754 | return (const D3DCOLORVALUE*)&r;
|
---|
755 | }
|
---|
756 |
|
---|
757 | inline D3DXCOLOR::operator D3DCOLORVALUE& ()
|
---|
758 | {
|
---|
759 | return *((D3DCOLORVALUE*)&r);
|
---|
760 | }
|
---|
761 |
|
---|
762 | inline D3DXCOLOR::operator const D3DCOLORVALUE& () const
|
---|
763 | {
|
---|
764 | return *((const D3DCOLORVALUE*)&r);
|
---|
765 | }
|
---|
766 |
|
---|
767 | inline D3DXCOLOR& D3DXCOLOR::operator += (const D3DXCOLOR& col)
|
---|
768 | {
|
---|
769 | r += col.r;
|
---|
770 | g += col.g;
|
---|
771 | b += col.b;
|
---|
772 | a += col.a;
|
---|
773 | return *this;
|
---|
774 | }
|
---|
775 |
|
---|
776 | inline D3DXCOLOR& D3DXCOLOR::operator -= (const D3DXCOLOR& col)
|
---|
777 | {
|
---|
778 | r -= col.r;
|
---|
779 | g -= col.g;
|
---|
780 | b -= col.b;
|
---|
781 | a -= col.a;
|
---|
782 | return *this;
|
---|
783 | }
|
---|
784 |
|
---|
785 | inline D3DXCOLOR& D3DXCOLOR::operator *= (FLOAT f)
|
---|
786 | {
|
---|
787 | r *= f;
|
---|
788 | g *= f;
|
---|
789 | b *= f;
|
---|
790 | a *= f;
|
---|
791 | return *this;
|
---|
792 | }
|
---|
793 |
|
---|
794 | inline D3DXCOLOR& D3DXCOLOR::operator /= (FLOAT f)
|
---|
795 | {
|
---|
796 | FLOAT inv = 1.0f / f;
|
---|
797 | r *= inv;
|
---|
798 | g *= inv;
|
---|
799 | b *= inv;
|
---|
800 | a *= inv;
|
---|
801 | return *this;
|
---|
802 | }
|
---|
803 |
|
---|
804 | inline D3DXCOLOR D3DXCOLOR::operator + () const
|
---|
805 | {
|
---|
806 | return *this;
|
---|
807 | }
|
---|
808 |
|
---|
809 | inline D3DXCOLOR D3DXCOLOR::operator - () const
|
---|
810 | {
|
---|
811 | return D3DXCOLOR(-r, -g, -b, -a);
|
---|
812 | }
|
---|
813 |
|
---|
814 | inline D3DXCOLOR D3DXCOLOR::operator + (const D3DXCOLOR& col) const
|
---|
815 | {
|
---|
816 | return D3DXCOLOR(r + col.r, g + col.g, b + col.b, a + col.a);
|
---|
817 | }
|
---|
818 |
|
---|
819 | inline D3DXCOLOR D3DXCOLOR::operator - (const D3DXCOLOR& col) const
|
---|
820 | {
|
---|
821 | return D3DXCOLOR(r - col.r, g - col.g, b - col.b, a - col.a);
|
---|
822 | }
|
---|
823 |
|
---|
824 | inline D3DXCOLOR D3DXCOLOR::operator * (FLOAT f) const
|
---|
825 | {
|
---|
826 | return D3DXCOLOR(r * f, g * f, b * f, a * f);
|
---|
827 | }
|
---|
828 |
|
---|
829 | inline D3DXCOLOR D3DXCOLOR::operator / (FLOAT f) const
|
---|
830 | {
|
---|
831 | FLOAT inv = 1.0f / f;
|
---|
832 | return D3DXCOLOR(r * inv, g * inv, b * inv, a * inv);
|
---|
833 | }
|
---|
834 |
|
---|
835 | inline D3DXCOLOR operator * (FLOAT f, const D3DXCOLOR& col)
|
---|
836 | {
|
---|
837 | return D3DXCOLOR(f * col.r, f * col.g, f * col.b, f * col.a);
|
---|
838 | }
|
---|
839 |
|
---|
840 | inline WINBOOL D3DXCOLOR::operator == (const D3DXCOLOR& col) const
|
---|
841 | {
|
---|
842 | return r == col.r && g == col.g && b == col.b && a == col.a;
|
---|
843 | }
|
---|
844 |
|
---|
845 | inline WINBOOL D3DXCOLOR::operator != (const D3DXCOLOR& col) const
|
---|
846 | {
|
---|
847 | return r != col.r || g != col.g || b != col.b || a != col.a;
|
---|
848 | }
|
---|
849 |
|
---|
850 | inline D3DXFLOAT16::D3DXFLOAT16()
|
---|
851 | {
|
---|
852 | }
|
---|
853 |
|
---|
854 | inline D3DXFLOAT16::D3DXFLOAT16(FLOAT f)
|
---|
855 | {
|
---|
856 | D3DXFloat32To16Array(this, &f, 1);
|
---|
857 | }
|
---|
858 |
|
---|
859 | inline D3DXFLOAT16::D3DXFLOAT16(const D3DXFLOAT16 &f)
|
---|
860 | {
|
---|
861 | value = f.value;
|
---|
862 | }
|
---|
863 |
|
---|
864 | inline D3DXFLOAT16::operator FLOAT ()
|
---|
865 | {
|
---|
866 | FLOAT f;
|
---|
867 | D3DXFloat16To32Array(&f, this, 1);
|
---|
868 | return f;
|
---|
869 | }
|
---|
870 |
|
---|
871 | inline WINBOOL D3DXFLOAT16::operator == (const D3DXFLOAT16 &f) const
|
---|
872 | {
|
---|
873 | return value == f.value;
|
---|
874 | }
|
---|
875 |
|
---|
876 | inline WINBOOL D3DXFLOAT16::operator != (const D3DXFLOAT16 &f) const
|
---|
877 | {
|
---|
878 | return value != f.value;
|
---|
879 | }
|
---|
880 |
|
---|
881 | #endif /* __cplusplus */
|
---|
882 |
|
---|
883 | /*_______________D3DXCOLOR_____________________*/
|
---|
884 |
|
---|
885 | static inline D3DXCOLOR* D3DXColorAdd(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2)
|
---|
886 | {
|
---|
887 | if ( !pout || !pc1 || !pc2 ) return NULL;
|
---|
888 | pout->r = (pc1->r) + (pc2->r);
|
---|
889 | pout->g = (pc1->g) + (pc2->g);
|
---|
890 | pout->b = (pc1->b) + (pc2->b);
|
---|
891 | pout->a = (pc1->a) + (pc2->a);
|
---|
892 | return pout;
|
---|
893 | }
|
---|
894 |
|
---|
895 | static inline D3DXCOLOR* D3DXColorLerp(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2, FLOAT s)
|
---|
896 | {
|
---|
897 | if ( !pout || !pc1 || !pc2 ) return NULL;
|
---|
898 | pout->r = (1-s) * (pc1->r) + s *(pc2->r);
|
---|
899 | pout->g = (1-s) * (pc1->g) + s *(pc2->g);
|
---|
900 | pout->b = (1-s) * (pc1->b) + s *(pc2->b);
|
---|
901 | pout->a = (1-s) * (pc1->a) + s *(pc2->a);
|
---|
902 | return pout;
|
---|
903 | }
|
---|
904 |
|
---|
905 | static inline D3DXCOLOR* D3DXColorModulate(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2)
|
---|
906 | {
|
---|
907 | if ( !pout || !pc1 || !pc2 ) return NULL;
|
---|
908 | pout->r = (pc1->r) * (pc2->r);
|
---|
909 | pout->g = (pc1->g) * (pc2->g);
|
---|
910 | pout->b = (pc1->b) * (pc2->b);
|
---|
911 | pout->a = (pc1->a) * (pc2->a);
|
---|
912 | return pout;
|
---|
913 | }
|
---|
914 |
|
---|
915 | static inline D3DXCOLOR* D3DXColorNegative(D3DXCOLOR *pout, const D3DXCOLOR *pc)
|
---|
916 | {
|
---|
917 | if ( !pout || !pc ) return NULL;
|
---|
918 | pout->r = 1.0f - pc->r;
|
---|
919 | pout->g = 1.0f - pc->g;
|
---|
920 | pout->b = 1.0f - pc->b;
|
---|
921 | pout->a = pc->a;
|
---|
922 | return pout;
|
---|
923 | }
|
---|
924 |
|
---|
925 | static inline D3DXCOLOR* D3DXColorScale(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
|
---|
926 | {
|
---|
927 | if ( !pout || !pc ) return NULL;
|
---|
928 | pout->r = s* (pc->r);
|
---|
929 | pout->g = s* (pc->g);
|
---|
930 | pout->b = s* (pc->b);
|
---|
931 | pout->a = s* (pc->a);
|
---|
932 | return pout;
|
---|
933 | }
|
---|
934 |
|
---|
935 | static inline D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2)
|
---|
936 | {
|
---|
937 | if ( !pout || !pc1 || !pc2 ) return NULL;
|
---|
938 | pout->r = (pc1->r) - (pc2->r);
|
---|
939 | pout->g = (pc1->g) - (pc2->g);
|
---|
940 | pout->b = (pc1->b) - (pc2->b);
|
---|
941 | pout->a = (pc1->a) - (pc2->a);
|
---|
942 | return pout;
|
---|
943 | }
|
---|
944 |
|
---|
945 | /*_______________D3DXVECTOR2________________________*/
|
---|
946 |
|
---|
947 | static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
|
---|
948 | {
|
---|
949 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
950 | pout->x = pv1->x + pv2->x;
|
---|
951 | pout->y = pv1->y + pv2->y;
|
---|
952 | return pout;
|
---|
953 | }
|
---|
954 |
|
---|
955 | static inline FLOAT D3DXVec2CCW(const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
|
---|
956 | {
|
---|
957 | if ( !pv1 || !pv2) return 0.0f;
|
---|
958 | return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) );
|
---|
959 | }
|
---|
960 |
|
---|
961 | static inline FLOAT D3DXVec2Dot(const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
|
---|
962 | {
|
---|
963 | if ( !pv1 || !pv2) return 0.0f;
|
---|
964 | return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
|
---|
965 | }
|
---|
966 |
|
---|
967 | static inline FLOAT D3DXVec2Length(const D3DXVECTOR2 *pv)
|
---|
968 | {
|
---|
969 | if (!pv) return 0.0f;
|
---|
970 | return sqrtf( pv->x * pv->x + pv->y * pv->y );
|
---|
971 | }
|
---|
972 |
|
---|
973 | static inline FLOAT D3DXVec2LengthSq(const D3DXVECTOR2 *pv)
|
---|
974 | {
|
---|
975 | if (!pv) return 0.0f;
|
---|
976 | return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
|
---|
977 | }
|
---|
978 |
|
---|
979 | static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, FLOAT s)
|
---|
980 | {
|
---|
981 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
982 | pout->x = (1-s) * (pv1->x) + s * (pv2->x);
|
---|
983 | pout->y = (1-s) * (pv1->y) + s * (pv2->y);
|
---|
984 | return pout;
|
---|
985 | }
|
---|
986 |
|
---|
987 | static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
|
---|
988 | {
|
---|
989 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
990 | pout->x = pv1->x > pv2->x ? pv1->x : pv2->x;
|
---|
991 | pout->y = pv1->y > pv2->y ? pv1->y : pv2->y;
|
---|
992 | return pout;
|
---|
993 | }
|
---|
994 |
|
---|
995 | static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
|
---|
996 | {
|
---|
997 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
998 | pout->x = pv1->x < pv2->x ? pv1->x : pv2->x;
|
---|
999 | pout->y = pv1->y < pv2->y ? pv1->y : pv2->y;
|
---|
1000 | return pout;
|
---|
1001 | }
|
---|
1002 |
|
---|
1003 | static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, FLOAT s)
|
---|
1004 | {
|
---|
1005 | if ( !pout || !pv) return NULL;
|
---|
1006 | pout->x = s * (pv->x);
|
---|
1007 | pout->y = s * (pv->y);
|
---|
1008 | return pout;
|
---|
1009 | }
|
---|
1010 |
|
---|
1011 | static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
|
---|
1012 | {
|
---|
1013 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1014 | pout->x = pv1->x - pv2->x;
|
---|
1015 | pout->y = pv1->y - pv2->y;
|
---|
1016 | return pout;
|
---|
1017 | }
|
---|
1018 |
|
---|
1019 | /*__________________D3DXVECTOR3_______________________*/
|
---|
1020 |
|
---|
1021 | static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
|
---|
1022 | {
|
---|
1023 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1024 | pout->x = pv1->x + pv2->x;
|
---|
1025 | pout->y = pv1->y + pv2->y;
|
---|
1026 | pout->z = pv1->z + pv2->z;
|
---|
1027 | return pout;
|
---|
1028 | }
|
---|
1029 |
|
---|
1030 | static inline D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
|
---|
1031 | {
|
---|
1032 | D3DXVECTOR3 temp;
|
---|
1033 |
|
---|
1034 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1035 | temp.x = (pv1->y) * (pv2->z) - (pv1->z) * (pv2->y);
|
---|
1036 | temp.y = (pv1->z) * (pv2->x) - (pv1->x) * (pv2->z);
|
---|
1037 | temp.z = (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x);
|
---|
1038 | *pout = temp;
|
---|
1039 | return pout;
|
---|
1040 | }
|
---|
1041 |
|
---|
1042 | static inline FLOAT D3DXVec3Dot(const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
|
---|
1043 | {
|
---|
1044 | if ( !pv1 || !pv2 ) return 0.0f;
|
---|
1045 | return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z);
|
---|
1046 | }
|
---|
1047 |
|
---|
1048 | static inline FLOAT D3DXVec3Length(const D3DXVECTOR3 *pv)
|
---|
1049 | {
|
---|
1050 | if (!pv) return 0.0f;
|
---|
1051 | return sqrtf( pv->x * pv->x + pv->y * pv->y + pv->z * pv->z );
|
---|
1052 | }
|
---|
1053 |
|
---|
1054 | static inline FLOAT D3DXVec3LengthSq(const D3DXVECTOR3 *pv)
|
---|
1055 | {
|
---|
1056 | if (!pv) return 0.0f;
|
---|
1057 | return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z);
|
---|
1058 | }
|
---|
1059 |
|
---|
1060 | static inline D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, FLOAT s)
|
---|
1061 | {
|
---|
1062 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1063 | pout->x = (1-s) * (pv1->x) + s * (pv2->x);
|
---|
1064 | pout->y = (1-s) * (pv1->y) + s * (pv2->y);
|
---|
1065 | pout->z = (1-s) * (pv1->z) + s * (pv2->z);
|
---|
1066 | return pout;
|
---|
1067 | }
|
---|
1068 |
|
---|
1069 | static inline D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
|
---|
1070 | {
|
---|
1071 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1072 | pout->x = pv1->x > pv2->x ? pv1->x : pv2->x;
|
---|
1073 | pout->y = pv1->y > pv2->y ? pv1->y : pv2->y;
|
---|
1074 | pout->z = pv1->z > pv2->z ? pv1->z : pv2->z;
|
---|
1075 | return pout;
|
---|
1076 | }
|
---|
1077 |
|
---|
1078 | static inline D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
|
---|
1079 | {
|
---|
1080 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1081 | pout->x = pv1->x < pv2->x ? pv1->x : pv2->x;
|
---|
1082 | pout->y = pv1->y < pv2->y ? pv1->y : pv2->y;
|
---|
1083 | pout->z = pv1->z < pv2->z ? pv1->z : pv2->z;
|
---|
1084 | return pout;
|
---|
1085 | }
|
---|
1086 |
|
---|
1087 | static inline D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, FLOAT s)
|
---|
1088 | {
|
---|
1089 | if ( !pout || !pv) return NULL;
|
---|
1090 | pout->x = s * (pv->x);
|
---|
1091 | pout->y = s * (pv->y);
|
---|
1092 | pout->z = s * (pv->z);
|
---|
1093 | return pout;
|
---|
1094 | }
|
---|
1095 |
|
---|
1096 | static inline D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
|
---|
1097 | {
|
---|
1098 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1099 | pout->x = pv1->x - pv2->x;
|
---|
1100 | pout->y = pv1->y - pv2->y;
|
---|
1101 | pout->z = pv1->z - pv2->z;
|
---|
1102 | return pout;
|
---|
1103 | }
|
---|
1104 | /*__________________D3DXVECTOR4_______________________*/
|
---|
1105 |
|
---|
1106 | static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
|
---|
1107 | {
|
---|
1108 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1109 | pout->x = pv1->x + pv2->x;
|
---|
1110 | pout->y = pv1->y + pv2->y;
|
---|
1111 | pout->z = pv1->z + pv2->z;
|
---|
1112 | pout->w = pv1->w + pv2->w;
|
---|
1113 | return pout;
|
---|
1114 | }
|
---|
1115 |
|
---|
1116 | static inline FLOAT D3DXVec4Dot(const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
|
---|
1117 | {
|
---|
1118 | if (!pv1 || !pv2 ) return 0.0f;
|
---|
1119 | return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z) + (pv1->w) * (pv2->w);
|
---|
1120 | }
|
---|
1121 |
|
---|
1122 | static inline FLOAT D3DXVec4Length(const D3DXVECTOR4 *pv)
|
---|
1123 | {
|
---|
1124 | if (!pv) return 0.0f;
|
---|
1125 | return sqrtf( pv->x * pv->x + pv->y * pv->y + pv->z * pv->z + pv->w * pv->w );
|
---|
1126 | }
|
---|
1127 |
|
---|
1128 | static inline FLOAT D3DXVec4LengthSq(const D3DXVECTOR4 *pv)
|
---|
1129 | {
|
---|
1130 | if (!pv) return 0.0f;
|
---|
1131 | return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w);
|
---|
1132 | }
|
---|
1133 |
|
---|
1134 | static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, FLOAT s)
|
---|
1135 | {
|
---|
1136 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1137 | pout->x = (1-s) * (pv1->x) + s * (pv2->x);
|
---|
1138 | pout->y = (1-s) * (pv1->y) + s * (pv2->y);
|
---|
1139 | pout->z = (1-s) * (pv1->z) + s * (pv2->z);
|
---|
1140 | pout->w = (1-s) * (pv1->w) + s * (pv2->w);
|
---|
1141 | return pout;
|
---|
1142 | }
|
---|
1143 |
|
---|
1144 |
|
---|
1145 | static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
|
---|
1146 | {
|
---|
1147 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1148 | pout->x = pv1->x > pv2->x ? pv1->x : pv2->x;
|
---|
1149 | pout->y = pv1->y > pv2->y ? pv1->y : pv2->y;
|
---|
1150 | pout->z = pv1->z > pv2->z ? pv1->z : pv2->z;
|
---|
1151 | pout->w = pv1->w > pv2->w ? pv1->w : pv2->w;
|
---|
1152 | return pout;
|
---|
1153 | }
|
---|
1154 |
|
---|
1155 | static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
|
---|
1156 | {
|
---|
1157 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1158 | pout->x = pv1->x < pv2->x ? pv1->x : pv2->x;
|
---|
1159 | pout->y = pv1->y < pv2->y ? pv1->y : pv2->y;
|
---|
1160 | pout->z = pv1->z < pv2->z ? pv1->z : pv2->z;
|
---|
1161 | pout->w = pv1->w < pv2->w ? pv1->w : pv2->w;
|
---|
1162 | return pout;
|
---|
1163 | }
|
---|
1164 |
|
---|
1165 | static inline D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, FLOAT s)
|
---|
1166 | {
|
---|
1167 | if ( !pout || !pv) return NULL;
|
---|
1168 | pout->x = s * (pv->x);
|
---|
1169 | pout->y = s * (pv->y);
|
---|
1170 | pout->z = s * (pv->z);
|
---|
1171 | pout->w = s * (pv->w);
|
---|
1172 | return pout;
|
---|
1173 | }
|
---|
1174 |
|
---|
1175 | static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
|
---|
1176 | {
|
---|
1177 | if ( !pout || !pv1 || !pv2) return NULL;
|
---|
1178 | pout->x = pv1->x - pv2->x;
|
---|
1179 | pout->y = pv1->y - pv2->y;
|
---|
1180 | pout->z = pv1->z - pv2->z;
|
---|
1181 | pout->w = pv1->w - pv2->w;
|
---|
1182 | return pout;
|
---|
1183 | }
|
---|
1184 |
|
---|
1185 | /*__________________D3DXMatrix____________________*/
|
---|
1186 | #ifdef NONAMELESSUNION
|
---|
1187 | # define D3DX_U(x) (x).u
|
---|
1188 | #else
|
---|
1189 | # define D3DX_U(x) (x)
|
---|
1190 | #endif
|
---|
1191 |
|
---|
1192 | static inline D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pout)
|
---|
1193 | {
|
---|
1194 | if ( !pout ) return NULL;
|
---|
1195 | D3DX_U(*pout).m[0][1] = 0.0f;
|
---|
1196 | D3DX_U(*pout).m[0][2] = 0.0f;
|
---|
1197 | D3DX_U(*pout).m[0][3] = 0.0f;
|
---|
1198 | D3DX_U(*pout).m[1][0] = 0.0f;
|
---|
1199 | D3DX_U(*pout).m[1][2] = 0.0f;
|
---|
1200 | D3DX_U(*pout).m[1][3] = 0.0f;
|
---|
1201 | D3DX_U(*pout).m[2][0] = 0.0f;
|
---|
1202 | D3DX_U(*pout).m[2][1] = 0.0f;
|
---|
1203 | D3DX_U(*pout).m[2][3] = 0.0f;
|
---|
1204 | D3DX_U(*pout).m[3][0] = 0.0f;
|
---|
1205 | D3DX_U(*pout).m[3][1] = 0.0f;
|
---|
1206 | D3DX_U(*pout).m[3][2] = 0.0f;
|
---|
1207 | D3DX_U(*pout).m[0][0] = 1.0f;
|
---|
1208 | D3DX_U(*pout).m[1][1] = 1.0f;
|
---|
1209 | D3DX_U(*pout).m[2][2] = 1.0f;
|
---|
1210 | D3DX_U(*pout).m[3][3] = 1.0f;
|
---|
1211 | return pout;
|
---|
1212 | }
|
---|
1213 |
|
---|
1214 | static inline WINBOOL D3DXMatrixIsIdentity(D3DXMATRIX *pm)
|
---|
1215 | {
|
---|
1216 | int i,j;
|
---|
1217 | D3DXMATRIX testmatrix;
|
---|
1218 |
|
---|
1219 | if ( !pm ) return FALSE;
|
---|
1220 | D3DXMatrixIdentity(&testmatrix);
|
---|
1221 | for (i=0; i<4; i++)
|
---|
1222 | {
|
---|
1223 | for (j=0; j<4; j++)
|
---|
1224 | {
|
---|
1225 | if ( D3DX_U(*pm).m[i][j] != D3DX_U(testmatrix).m[i][j] ) return FALSE;
|
---|
1226 | }
|
---|
1227 | }
|
---|
1228 | return TRUE;
|
---|
1229 | }
|
---|
1230 | #undef D3DX_U
|
---|
1231 |
|
---|
1232 | /*__________________D3DXPLANE____________________*/
|
---|
1233 |
|
---|
1234 | static inline FLOAT D3DXPlaneDot(const D3DXPLANE *pp, const D3DXVECTOR4 *pv)
|
---|
1235 | {
|
---|
1236 | if ( !pp || !pv ) return 0.0f;
|
---|
1237 | return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) * (pv->w) );
|
---|
1238 | }
|
---|
1239 |
|
---|
1240 | static inline FLOAT D3DXPlaneDotCoord(const D3DXPLANE *pp, const D3DXVECTOR4 *pv)
|
---|
1241 | {
|
---|
1242 | if ( !pp || !pv ) return 0.0f;
|
---|
1243 | return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) );
|
---|
1244 | }
|
---|
1245 |
|
---|
1246 | static inline FLOAT D3DXPlaneDotNormal(const D3DXPLANE *pp, const D3DXVECTOR4 *pv)
|
---|
1247 | {
|
---|
1248 | if ( !pp || !pv ) return 0.0f;
|
---|
1249 | return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) );
|
---|
1250 | }
|
---|
1251 |
|
---|
1252 | /*__________________D3DXQUATERNION____________________*/
|
---|
1253 |
|
---|
1254 | static inline D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
|
---|
1255 | {
|
---|
1256 | if ( !pout || !pq) return NULL;
|
---|
1257 | pout->x = -pq->x;
|
---|
1258 | pout->y = -pq->y;
|
---|
1259 | pout->z = -pq->z;
|
---|
1260 | pout->w = pq->w;
|
---|
1261 | return pout;
|
---|
1262 | }
|
---|
1263 |
|
---|
1264 | static inline FLOAT D3DXQuaternionDot(const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2)
|
---|
1265 | {
|
---|
1266 | if ( !pq1 || !pq2 ) return 0.0f;
|
---|
1267 | return (pq1->x) * (pq2->x) + (pq1->y) * (pq2->y) + (pq1->z) * (pq2->z) + (pq1->w) * (pq2->w);
|
---|
1268 | }
|
---|
1269 |
|
---|
1270 | static inline D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pout)
|
---|
1271 | {
|
---|
1272 | if ( !pout) return NULL;
|
---|
1273 | pout->x = 0.0f;
|
---|
1274 | pout->y = 0.0f;
|
---|
1275 | pout->z = 0.0f;
|
---|
1276 | pout->w = 1.0f;
|
---|
1277 | return pout;
|
---|
1278 | }
|
---|
1279 |
|
---|
1280 | static inline WINBOOL D3DXQuaternionIsIdentity(D3DXQUATERNION *pq)
|
---|
1281 | {
|
---|
1282 | if ( !pq) return FALSE;
|
---|
1283 | return ( (pq->x == 0.0f) && (pq->y == 0.0f) && (pq->z == 0.0f) && (pq->w == 1.0f) );
|
---|
1284 | }
|
---|
1285 |
|
---|
1286 | static inline FLOAT D3DXQuaternionLength(const D3DXQUATERNION *pq)
|
---|
1287 | {
|
---|
1288 | if (!pq) return 0.0f;
|
---|
1289 | return sqrtf( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z + pq->w * pq->w );
|
---|
1290 | }
|
---|
1291 |
|
---|
1292 | static inline FLOAT D3DXQuaternionLengthSq(const D3DXQUATERNION *pq)
|
---|
1293 | {
|
---|
1294 | if (!pq) return 0.0f;
|
---|
1295 | return (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w);
|
---|
1296 | }
|
---|
1297 |
|
---|
1298 | #endif
|
---|