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| Rev | Author | Line No. | Line |
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| 1 | pmbaty | 1 | ////////////////////////////////////////////////////////////////////////////// |
| 2 | // |
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| 3 | // Copyright (C) Microsoft Corporation. All Rights Reserved. |
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| 4 | // |
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| 5 | // File: d3dx10math.inl |
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| 6 | // Content: D3DX10 math inline functions |
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| 7 | // |
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| 8 | ////////////////////////////////////////////////////////////////////////////// |
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| 9 | |||
| 10 | #ifndef __D3DXMATH_INL__ |
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| 11 | #define __D3DXMATH_INL__ |
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| 12 | |||
| 13 | |||
| 14 | //=========================================================================== |
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| 15 | // |
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| 16 | // Inline Class Methods |
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| 17 | // |
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| 18 | //=========================================================================== |
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| 19 | |||
| 20 | #ifdef __cplusplus |
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| 21 | |||
| 22 | //-------------------------- |
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| 23 | // Float16 |
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| 24 | //-------------------------- |
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| 25 | |||
| 26 | D3DX10INLINE |
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| 27 | D3DXFLOAT16::D3DXFLOAT16( FLOAT f ) |
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| 28 | { |
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| 29 | D3DXFloat32To16Array(this, &f, 1); |
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| 30 | } |
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| 31 | |||
| 32 | D3DX10INLINE |
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| 33 | D3DXFLOAT16::D3DXFLOAT16( CONST D3DXFLOAT16& f ) |
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| 34 | { |
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| 35 | value = f.value; |
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| 36 | } |
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| 37 | |||
| 38 | // casting |
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| 39 | D3DX10INLINE |
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| 40 | D3DXFLOAT16::operator FLOAT () |
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| 41 | { |
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| 42 | FLOAT f; |
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| 43 | D3DXFloat16To32Array(&f, this, 1); |
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| 44 | return f; |
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| 45 | } |
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| 46 | |||
| 47 | // binary operators |
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| 48 | D3DX10INLINE BOOL |
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| 49 | D3DXFLOAT16::operator == ( CONST D3DXFLOAT16& f ) const |
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| 50 | { |
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| 51 | // At least one is NaN |
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| 52 | if(((value & D3DX_16F_EXP_MASK) == D3DX_16F_EXP_MASK && (value & D3DX_16F_FRAC_MASK)) |
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| 53 | || ((f.value & D3DX_16F_EXP_MASK) == D3DX_16F_EXP_MASK && (f.value & D3DX_16F_FRAC_MASK))) |
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| 54 | return false; |
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| 55 | // +/- Zero |
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| 56 | else if((value & ~D3DX_16F_SIGN_MASK) == 0 && (f.value & ~D3DX_16F_SIGN_MASK) == 0) |
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| 57 | return true; |
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| 58 | else |
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| 59 | return value == f.value; |
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| 60 | } |
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| 61 | |||
| 62 | D3DX10INLINE BOOL |
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| 63 | D3DXFLOAT16::operator != ( CONST D3DXFLOAT16& f ) const |
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| 64 | { |
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| 65 | // At least one is NaN |
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| 66 | if(((value & D3DX_16F_EXP_MASK) == D3DX_16F_EXP_MASK && (value & D3DX_16F_FRAC_MASK)) |
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| 67 | || ((f.value & D3DX_16F_EXP_MASK) == D3DX_16F_EXP_MASK && (f.value & D3DX_16F_FRAC_MASK))) |
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| 68 | return true; |
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| 69 | // +/- Zero |
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| 70 | else if((value & ~D3DX_16F_SIGN_MASK) == 0 && (f.value & ~D3DX_16F_SIGN_MASK) == 0) |
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| 71 | return false; |
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| 72 | else |
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| 73 | return value != f.value; |
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| 74 | } |
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| 75 | |||
| 76 | |||
| 77 | //-------------------------- |
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| 78 | // 2D Vector |
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| 79 | //-------------------------- |
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| 80 | |||
| 81 | D3DX10INLINE |
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| 82 | D3DXVECTOR2::D3DXVECTOR2( CONST FLOAT *pf ) |
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| 83 | { |
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| 84 | #ifdef D3DX10_DEBUG |
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| 85 | if(!pf) |
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| 86 | return; |
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| 87 | #endif |
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| 88 | |||
| 89 | x = pf[0]; |
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| 90 | y = pf[1]; |
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| 91 | } |
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| 92 | |||
| 93 | D3DX10INLINE |
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| 94 | D3DXVECTOR2::D3DXVECTOR2( CONST D3DXFLOAT16 *pf ) |
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| 95 | { |
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| 96 | #ifdef D3DX10_DEBUG |
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| 97 | if(!pf) |
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| 98 | return; |
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| 99 | #endif |
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| 100 | |||
| 101 | D3DXFloat16To32Array(&x, pf, 2); |
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| 102 | } |
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| 103 | |||
| 104 | D3DX10INLINE |
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| 105 | D3DXVECTOR2::D3DXVECTOR2( FLOAT fx, FLOAT fy ) |
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| 106 | { |
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| 107 | x = fx; |
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| 108 | y = fy; |
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| 109 | } |
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| 110 | |||
| 111 | |||
| 112 | // casting |
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| 113 | D3DX10INLINE |
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| 114 | D3DXVECTOR2::operator FLOAT* () |
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| 115 | { |
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| 116 | return (FLOAT *) &x; |
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| 117 | } |
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| 118 | |||
| 119 | D3DX10INLINE |
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| 120 | D3DXVECTOR2::operator CONST FLOAT* () const |
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| 121 | { |
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| 122 | return (CONST FLOAT *) &x; |
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| 123 | } |
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| 124 | |||
| 125 | |||
| 126 | // assignment operators |
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| 127 | D3DX10INLINE D3DXVECTOR2& |
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| 128 | D3DXVECTOR2::operator += ( CONST D3DXVECTOR2& v ) |
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| 129 | { |
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| 130 | x += v.x; |
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| 131 | y += v.y; |
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| 132 | return *this; |
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| 133 | } |
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| 134 | |||
| 135 | D3DX10INLINE D3DXVECTOR2& |
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| 136 | D3DXVECTOR2::operator -= ( CONST D3DXVECTOR2& v ) |
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| 137 | { |
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| 138 | x -= v.x; |
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| 139 | y -= v.y; |
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| 140 | return *this; |
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| 141 | } |
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| 142 | |||
| 143 | D3DX10INLINE D3DXVECTOR2& |
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| 144 | D3DXVECTOR2::operator *= ( FLOAT f ) |
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| 145 | { |
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| 146 | x *= f; |
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| 147 | y *= f; |
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| 148 | return *this; |
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| 149 | } |
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| 150 | |||
| 151 | D3DX10INLINE D3DXVECTOR2& |
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| 152 | D3DXVECTOR2::operator /= ( FLOAT f ) |
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| 153 | { |
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| 154 | FLOAT fInv = 1.0f / f; |
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| 155 | x *= fInv; |
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| 156 | y *= fInv; |
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| 157 | return *this; |
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| 158 | } |
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| 159 | |||
| 160 | |||
| 161 | // unary operators |
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| 162 | D3DX10INLINE D3DXVECTOR2 |
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| 163 | D3DXVECTOR2::operator + () const |
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| 164 | { |
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| 165 | return *this; |
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| 166 | } |
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| 167 | |||
| 168 | D3DX10INLINE D3DXVECTOR2 |
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| 169 | D3DXVECTOR2::operator - () const |
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| 170 | { |
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| 171 | return D3DXVECTOR2(-x, -y); |
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| 172 | } |
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| 173 | |||
| 174 | |||
| 175 | // binary operators |
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| 176 | D3DX10INLINE D3DXVECTOR2 |
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| 177 | D3DXVECTOR2::operator + ( CONST D3DXVECTOR2& v ) const |
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| 178 | { |
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| 179 | return D3DXVECTOR2(x + v.x, y + v.y); |
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| 180 | } |
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| 181 | |||
| 182 | D3DX10INLINE D3DXVECTOR2 |
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| 183 | D3DXVECTOR2::operator - ( CONST D3DXVECTOR2& v ) const |
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| 184 | { |
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| 185 | return D3DXVECTOR2(x - v.x, y - v.y); |
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| 186 | } |
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| 187 | |||
| 188 | D3DX10INLINE D3DXVECTOR2 |
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| 189 | D3DXVECTOR2::operator * ( FLOAT f ) const |
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| 190 | { |
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| 191 | return D3DXVECTOR2(x * f, y * f); |
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| 192 | } |
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| 193 | |||
| 194 | D3DX10INLINE D3DXVECTOR2 |
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| 195 | D3DXVECTOR2::operator / ( FLOAT f ) const |
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| 196 | { |
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| 197 | FLOAT fInv = 1.0f / f; |
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| 198 | return D3DXVECTOR2(x * fInv, y * fInv); |
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| 199 | } |
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| 200 | |||
| 201 | D3DX10INLINE D3DXVECTOR2 |
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| 202 | operator * ( FLOAT f, CONST D3DXVECTOR2& v ) |
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| 203 | { |
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| 204 | return D3DXVECTOR2(f * v.x, f * v.y); |
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| 205 | } |
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| 206 | |||
| 207 | D3DX10INLINE BOOL |
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| 208 | D3DXVECTOR2::operator == ( CONST D3DXVECTOR2& v ) const |
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| 209 | { |
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| 210 | return x == v.x && y == v.y; |
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| 211 | } |
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| 212 | |||
| 213 | D3DX10INLINE BOOL |
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| 214 | D3DXVECTOR2::operator != ( CONST D3DXVECTOR2& v ) const |
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| 215 | { |
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| 216 | return x != v.x || y != v.y; |
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| 217 | } |
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| 218 | |||
| 219 | |||
| 220 | |||
| 221 | //-------------------------- |
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| 222 | // 2D Vector (16 bit) |
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| 223 | //-------------------------- |
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| 224 | |||
| 225 | D3DX10INLINE |
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| 226 | D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST FLOAT *pf ) |
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| 227 | { |
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| 228 | #ifdef D3DX10_DEBUG |
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| 229 | if(!pf) |
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| 230 | return; |
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| 231 | #endif |
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| 232 | |||
| 233 | D3DXFloat32To16Array(&x, pf, 2); |
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| 234 | } |
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| 235 | |||
| 236 | D3DX10INLINE |
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| 237 | D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST D3DXFLOAT16 *pf ) |
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| 238 | { |
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| 239 | #ifdef D3DX10_DEBUG |
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| 240 | if(!pf) |
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| 241 | return; |
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| 242 | #endif |
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| 243 | |||
| 244 | *((UINT *) &x) = *((UINT *) &pf[0]); |
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| 245 | } |
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| 246 | |||
| 247 | D3DX10INLINE |
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| 248 | D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy ) |
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| 249 | { |
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| 250 | x = fx; |
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| 251 | y = fy; |
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| 252 | } |
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| 253 | |||
| 254 | |||
| 255 | // casting |
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| 256 | D3DX10INLINE |
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| 257 | D3DXVECTOR2_16F::operator D3DXFLOAT16* () |
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| 258 | { |
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| 259 | return (D3DXFLOAT16*) &x; |
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| 260 | } |
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| 261 | |||
| 262 | D3DX10INLINE |
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| 263 | D3DXVECTOR2_16F::operator CONST D3DXFLOAT16* () const |
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| 264 | { |
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| 265 | return (CONST D3DXFLOAT16*) &x; |
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| 266 | } |
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| 267 | |||
| 268 | |||
| 269 | // binary operators |
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| 270 | D3DX10INLINE BOOL |
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| 271 | D3DXVECTOR2_16F::operator == ( CONST D3DXVECTOR2_16F &v ) const |
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| 272 | { |
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| 273 | return x == v.x && y == v.y; |
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| 274 | } |
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| 275 | |||
| 276 | D3DX10INLINE BOOL |
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| 277 | D3DXVECTOR2_16F::operator != ( CONST D3DXVECTOR2_16F &v ) const |
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| 278 | { |
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| 279 | return x != v.x || y != v.y; |
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| 280 | } |
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| 281 | |||
| 282 | |||
| 283 | //-------------------------- |
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| 284 | // 3D Vector |
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| 285 | //-------------------------- |
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| 286 | D3DX10INLINE |
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| 287 | D3DXVECTOR3::D3DXVECTOR3( CONST FLOAT *pf ) |
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| 288 | { |
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| 289 | #ifdef D3DX10_DEBUG |
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| 290 | if(!pf) |
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| 291 | return; |
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| 292 | #endif |
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| 293 | |||
| 294 | x = pf[0]; |
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| 295 | y = pf[1]; |
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| 296 | z = pf[2]; |
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| 297 | } |
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| 298 | |||
| 299 | D3DX10INLINE |
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| 300 | D3DXVECTOR3::D3DXVECTOR3( CONST D3DVECTOR& v ) |
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| 301 | { |
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| 302 | x = v.x; |
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| 303 | y = v.y; |
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| 304 | z = v.z; |
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| 305 | } |
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| 306 | |||
| 307 | D3DX10INLINE |
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| 308 | D3DXVECTOR3::D3DXVECTOR3( CONST D3DXFLOAT16 *pf ) |
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| 309 | { |
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| 310 | #ifdef D3DX10_DEBUG |
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| 311 | if(!pf) |
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| 312 | return; |
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| 313 | #endif |
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| 314 | |||
| 315 | D3DXFloat16To32Array(&x, pf, 3); |
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| 316 | } |
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| 317 | |||
| 318 | D3DX10INLINE |
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| 319 | D3DXVECTOR3::D3DXVECTOR3( FLOAT fx, FLOAT fy, FLOAT fz ) |
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| 320 | { |
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| 321 | x = fx; |
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| 322 | y = fy; |
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| 323 | z = fz; |
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| 324 | } |
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| 325 | |||
| 326 | |||
| 327 | // casting |
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| 328 | D3DX10INLINE |
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| 329 | D3DXVECTOR3::operator FLOAT* () |
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| 330 | { |
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| 331 | return (FLOAT *) &x; |
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| 332 | } |
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| 333 | |||
| 334 | D3DX10INLINE |
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| 335 | D3DXVECTOR3::operator CONST FLOAT* () const |
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| 336 | { |
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| 337 | return (CONST FLOAT *) &x; |
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| 338 | } |
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| 339 | |||
| 340 | |||
| 341 | // assignment operators |
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| 342 | D3DX10INLINE D3DXVECTOR3& |
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| 343 | D3DXVECTOR3::operator += ( CONST D3DXVECTOR3& v ) |
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| 344 | { |
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| 345 | x += v.x; |
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| 346 | y += v.y; |
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| 347 | z += v.z; |
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| 348 | return *this; |
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| 349 | } |
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| 350 | |||
| 351 | D3DX10INLINE D3DXVECTOR3& |
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| 352 | D3DXVECTOR3::operator -= ( CONST D3DXVECTOR3& v ) |
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| 353 | { |
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| 354 | x -= v.x; |
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| 355 | y -= v.y; |
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| 356 | z -= v.z; |
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| 357 | return *this; |
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| 358 | } |
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| 359 | |||
| 360 | D3DX10INLINE D3DXVECTOR3& |
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| 361 | D3DXVECTOR3::operator *= ( FLOAT f ) |
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| 362 | { |
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| 363 | x *= f; |
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| 364 | y *= f; |
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| 365 | z *= f; |
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| 366 | return *this; |
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| 367 | } |
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| 368 | |||
| 369 | D3DX10INLINE D3DXVECTOR3& |
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| 370 | D3DXVECTOR3::operator /= ( FLOAT f ) |
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| 371 | { |
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| 372 | FLOAT fInv = 1.0f / f; |
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| 373 | x *= fInv; |
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| 374 | y *= fInv; |
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| 375 | z *= fInv; |
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| 376 | return *this; |
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| 377 | } |
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| 378 | |||
| 379 | |||
| 380 | // unary operators |
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| 381 | D3DX10INLINE D3DXVECTOR3 |
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| 382 | D3DXVECTOR3::operator + () const |
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| 383 | { |
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| 384 | return *this; |
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| 385 | } |
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| 386 | |||
| 387 | D3DX10INLINE D3DXVECTOR3 |
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| 388 | D3DXVECTOR3::operator - () const |
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| 389 | { |
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| 390 | return D3DXVECTOR3(-x, -y, -z); |
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| 391 | } |
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| 392 | |||
| 393 | |||
| 394 | // binary operators |
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| 395 | D3DX10INLINE D3DXVECTOR3 |
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| 396 | D3DXVECTOR3::operator + ( CONST D3DXVECTOR3& v ) const |
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| 397 | { |
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| 398 | return D3DXVECTOR3(x + v.x, y + v.y, z + v.z); |
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| 399 | } |
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| 400 | |||
| 401 | D3DX10INLINE D3DXVECTOR3 |
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| 402 | D3DXVECTOR3::operator - ( CONST D3DXVECTOR3& v ) const |
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| 403 | { |
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| 404 | return D3DXVECTOR3(x - v.x, y - v.y, z - v.z); |
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| 405 | } |
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| 406 | |||
| 407 | D3DX10INLINE D3DXVECTOR3 |
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| 408 | D3DXVECTOR3::operator * ( FLOAT f ) const |
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| 409 | { |
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| 410 | return D3DXVECTOR3(x * f, y * f, z * f); |
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| 411 | } |
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| 412 | |||
| 413 | D3DX10INLINE D3DXVECTOR3 |
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| 414 | D3DXVECTOR3::operator / ( FLOAT f ) const |
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| 415 | { |
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| 416 | FLOAT fInv = 1.0f / f; |
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| 417 | return D3DXVECTOR3(x * fInv, y * fInv, z * fInv); |
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| 418 | } |
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| 419 | |||
| 420 | |||
| 421 | D3DX10INLINE D3DXVECTOR3 |
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| 422 | operator * ( FLOAT f, CONST struct D3DXVECTOR3& v ) |
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| 423 | { |
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| 424 | return D3DXVECTOR3(f * v.x, f * v.y, f * v.z); |
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| 425 | } |
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| 426 | |||
| 427 | |||
| 428 | D3DX10INLINE BOOL |
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| 429 | D3DXVECTOR3::operator == ( CONST D3DXVECTOR3& v ) const |
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| 430 | { |
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| 431 | return x == v.x && y == v.y && z == v.z; |
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| 432 | } |
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| 433 | |||
| 434 | D3DX10INLINE BOOL |
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| 435 | D3DXVECTOR3::operator != ( CONST D3DXVECTOR3& v ) const |
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| 436 | { |
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| 437 | return x != v.x || y != v.y || z != v.z; |
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| 438 | } |
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| 439 | |||
| 440 | |||
| 441 | |||
| 442 | //-------------------------- |
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| 443 | // 3D Vector (16 bit) |
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| 444 | //-------------------------- |
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| 445 | |||
| 446 | D3DX10INLINE |
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| 447 | D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST FLOAT *pf ) |
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| 448 | { |
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| 449 | #ifdef D3DX10_DEBUG |
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| 450 | if(!pf) |
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| 451 | return; |
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| 452 | #endif |
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| 453 | |||
| 454 | D3DXFloat32To16Array(&x, pf, 3); |
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| 455 | } |
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| 456 | |||
| 457 | D3DX10INLINE |
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| 458 | D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DVECTOR& v ) |
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| 459 | { |
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| 460 | D3DXFloat32To16Array(&x, &v.x, 1); |
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| 461 | D3DXFloat32To16Array(&y, &v.y, 1); |
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| 462 | D3DXFloat32To16Array(&z, &v.z, 1); |
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| 463 | } |
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| 464 | |||
| 465 | D3DX10INLINE |
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| 466 | D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DXFLOAT16 *pf ) |
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| 467 | { |
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| 468 | #ifdef D3DX10_DEBUG |
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| 469 | if(!pf) |
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| 470 | return; |
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| 471 | #endif |
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| 472 | |||
| 473 | *((UINT *) &x) = *((UINT *) &pf[0]); |
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| 474 | *((WORD *) &z) = *((WORD *) &pf[2]); |
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| 475 | } |
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| 476 | |||
| 477 | D3DX10INLINE |
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| 478 | D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy, CONST D3DXFLOAT16 &fz ) |
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| 479 | { |
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| 480 | x = fx; |
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| 481 | y = fy; |
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| 482 | z = fz; |
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| 483 | } |
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| 484 | |||
| 485 | |||
| 486 | // casting |
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| 487 | D3DX10INLINE |
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| 488 | D3DXVECTOR3_16F::operator D3DXFLOAT16* () |
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| 489 | { |
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| 490 | return (D3DXFLOAT16*) &x; |
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| 491 | } |
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| 492 | |||
| 493 | D3DX10INLINE |
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| 494 | D3DXVECTOR3_16F::operator CONST D3DXFLOAT16* () const |
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| 495 | { |
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| 496 | return (CONST D3DXFLOAT16*) &x; |
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| 497 | } |
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| 498 | |||
| 499 | |||
| 500 | // binary operators |
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| 501 | D3DX10INLINE BOOL |
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| 502 | D3DXVECTOR3_16F::operator == ( CONST D3DXVECTOR3_16F &v ) const |
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| 503 | { |
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| 504 | return x == v.x && y == v.y && z == v.z; |
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| 505 | } |
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| 506 | |||
| 507 | D3DX10INLINE BOOL |
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| 508 | D3DXVECTOR3_16F::operator != ( CONST D3DXVECTOR3_16F &v ) const |
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| 509 | { |
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| 510 | return x != v.x || y != v.y || z != v.z; |
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| 511 | } |
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| 512 | |||
| 513 | |||
| 514 | //-------------------------- |
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| 515 | // 4D Vector |
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| 516 | //-------------------------- |
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| 517 | D3DX10INLINE |
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| 518 | D3DXVECTOR4::D3DXVECTOR4( CONST FLOAT *pf ) |
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| 519 | { |
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| 520 | #ifdef D3DX10_DEBUG |
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| 521 | if(!pf) |
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| 522 | return; |
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| 523 | #endif |
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| 524 | |||
| 525 | x = pf[0]; |
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| 526 | y = pf[1]; |
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| 527 | z = pf[2]; |
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| 528 | w = pf[3]; |
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| 529 | } |
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| 530 | |||
| 531 | D3DX10INLINE |
||
| 532 | D3DXVECTOR4::D3DXVECTOR4( CONST D3DXFLOAT16 *pf ) |
||
| 533 | { |
||
| 534 | #ifdef D3DX10_DEBUG |
||
| 535 | if(!pf) |
||
| 536 | return; |
||
| 537 | #endif |
||
| 538 | |||
| 539 | D3DXFloat16To32Array(&x, pf, 4); |
||
| 540 | } |
||
| 541 | |||
| 542 | D3DX10INLINE |
||
| 543 | D3DXVECTOR4::D3DXVECTOR4( CONST D3DVECTOR& v, FLOAT f ) |
||
| 544 | { |
||
| 545 | x = v.x; |
||
| 546 | y = v.y; |
||
| 547 | z = v.z; |
||
| 548 | w = f; |
||
| 549 | } |
||
| 550 | |||
| 551 | D3DX10INLINE |
||
| 552 | D3DXVECTOR4::D3DXVECTOR4( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw ) |
||
| 553 | { |
||
| 554 | x = fx; |
||
| 555 | y = fy; |
||
| 556 | z = fz; |
||
| 557 | w = fw; |
||
| 558 | } |
||
| 559 | |||
| 560 | |||
| 561 | // casting |
||
| 562 | D3DX10INLINE |
||
| 563 | D3DXVECTOR4::operator FLOAT* () |
||
| 564 | { |
||
| 565 | return (FLOAT *) &x; |
||
| 566 | } |
||
| 567 | |||
| 568 | D3DX10INLINE |
||
| 569 | D3DXVECTOR4::operator CONST FLOAT* () const |
||
| 570 | { |
||
| 571 | return (CONST FLOAT *) &x; |
||
| 572 | } |
||
| 573 | |||
| 574 | |||
| 575 | // assignment operators |
||
| 576 | D3DX10INLINE D3DXVECTOR4& |
||
| 577 | D3DXVECTOR4::operator += ( CONST D3DXVECTOR4& v ) |
||
| 578 | { |
||
| 579 | x += v.x; |
||
| 580 | y += v.y; |
||
| 581 | z += v.z; |
||
| 582 | w += v.w; |
||
| 583 | return *this; |
||
| 584 | } |
||
| 585 | |||
| 586 | D3DX10INLINE D3DXVECTOR4& |
||
| 587 | D3DXVECTOR4::operator -= ( CONST D3DXVECTOR4& v ) |
||
| 588 | { |
||
| 589 | x -= v.x; |
||
| 590 | y -= v.y; |
||
| 591 | z -= v.z; |
||
| 592 | w -= v.w; |
||
| 593 | return *this; |
||
| 594 | } |
||
| 595 | |||
| 596 | D3DX10INLINE D3DXVECTOR4& |
||
| 597 | D3DXVECTOR4::operator *= ( FLOAT f ) |
||
| 598 | { |
||
| 599 | x *= f; |
||
| 600 | y *= f; |
||
| 601 | z *= f; |
||
| 602 | w *= f; |
||
| 603 | return *this; |
||
| 604 | } |
||
| 605 | |||
| 606 | D3DX10INLINE D3DXVECTOR4& |
||
| 607 | D3DXVECTOR4::operator /= ( FLOAT f ) |
||
| 608 | { |
||
| 609 | FLOAT fInv = 1.0f / f; |
||
| 610 | x *= fInv; |
||
| 611 | y *= fInv; |
||
| 612 | z *= fInv; |
||
| 613 | w *= fInv; |
||
| 614 | return *this; |
||
| 615 | } |
||
| 616 | |||
| 617 | |||
| 618 | // unary operators |
||
| 619 | D3DX10INLINE D3DXVECTOR4 |
||
| 620 | D3DXVECTOR4::operator + () const |
||
| 621 | { |
||
| 622 | return *this; |
||
| 623 | } |
||
| 624 | |||
| 625 | D3DX10INLINE D3DXVECTOR4 |
||
| 626 | D3DXVECTOR4::operator - () const |
||
| 627 | { |
||
| 628 | return D3DXVECTOR4(-x, -y, -z, -w); |
||
| 629 | } |
||
| 630 | |||
| 631 | |||
| 632 | // binary operators |
||
| 633 | D3DX10INLINE D3DXVECTOR4 |
||
| 634 | D3DXVECTOR4::operator + ( CONST D3DXVECTOR4& v ) const |
||
| 635 | { |
||
| 636 | return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w); |
||
| 637 | } |
||
| 638 | |||
| 639 | D3DX10INLINE D3DXVECTOR4 |
||
| 640 | D3DXVECTOR4::operator - ( CONST D3DXVECTOR4& v ) const |
||
| 641 | { |
||
| 642 | return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w); |
||
| 643 | } |
||
| 644 | |||
| 645 | D3DX10INLINE D3DXVECTOR4 |
||
| 646 | D3DXVECTOR4::operator * ( FLOAT f ) const |
||
| 647 | { |
||
| 648 | return D3DXVECTOR4(x * f, y * f, z * f, w * f); |
||
| 649 | } |
||
| 650 | |||
| 651 | D3DX10INLINE D3DXVECTOR4 |
||
| 652 | D3DXVECTOR4::operator / ( FLOAT f ) const |
||
| 653 | { |
||
| 654 | FLOAT fInv = 1.0f / f; |
||
| 655 | return D3DXVECTOR4(x * fInv, y * fInv, z * fInv, w * fInv); |
||
| 656 | } |
||
| 657 | |||
| 658 | D3DX10INLINE D3DXVECTOR4 |
||
| 659 | operator * ( FLOAT f, CONST D3DXVECTOR4& v ) |
||
| 660 | { |
||
| 661 | return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w); |
||
| 662 | } |
||
| 663 | |||
| 664 | |||
| 665 | D3DX10INLINE BOOL |
||
| 666 | D3DXVECTOR4::operator == ( CONST D3DXVECTOR4& v ) const |
||
| 667 | { |
||
| 668 | return x == v.x && y == v.y && z == v.z && w == v.w; |
||
| 669 | } |
||
| 670 | |||
| 671 | D3DX10INLINE BOOL |
||
| 672 | D3DXVECTOR4::operator != ( CONST D3DXVECTOR4& v ) const |
||
| 673 | { |
||
| 674 | return x != v.x || y != v.y || z != v.z || w != v.w; |
||
| 675 | } |
||
| 676 | |||
| 677 | |||
| 678 | |||
| 679 | //-------------------------- |
||
| 680 | // 4D Vector (16 bit) |
||
| 681 | //-------------------------- |
||
| 682 | |||
| 683 | D3DX10INLINE |
||
| 684 | D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST FLOAT *pf ) |
||
| 685 | { |
||
| 686 | #ifdef D3DX10_DEBUG |
||
| 687 | if(!pf) |
||
| 688 | return; |
||
| 689 | #endif |
||
| 690 | |||
| 691 | D3DXFloat32To16Array(&x, pf, 4); |
||
| 692 | } |
||
| 693 | |||
| 694 | D3DX10INLINE |
||
| 695 | D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXFLOAT16 *pf ) |
||
| 696 | { |
||
| 697 | #ifdef D3DX10_DEBUG |
||
| 698 | if(!pf) |
||
| 699 | return; |
||
| 700 | #endif |
||
| 701 | |||
| 702 | *((UINT *) &x) = *((UINT *) &pf[0]); |
||
| 703 | *((UINT *) &z) = *((UINT *) &pf[2]); |
||
| 704 | } |
||
| 705 | |||
| 706 | D3DX10INLINE |
||
| 707 | D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXVECTOR3_16F& v, CONST D3DXFLOAT16& f ) |
||
| 708 | { |
||
| 709 | x = v.x; |
||
| 710 | y = v.y; |
||
| 711 | z = v.z; |
||
| 712 | w = f; |
||
| 713 | } |
||
| 714 | |||
| 715 | D3DX10INLINE |
||
| 716 | D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy, CONST D3DXFLOAT16 &fz, CONST D3DXFLOAT16 &fw ) |
||
| 717 | { |
||
| 718 | x = fx; |
||
| 719 | y = fy; |
||
| 720 | z = fz; |
||
| 721 | w = fw; |
||
| 722 | } |
||
| 723 | |||
| 724 | |||
| 725 | // casting |
||
| 726 | D3DX10INLINE |
||
| 727 | D3DXVECTOR4_16F::operator D3DXFLOAT16* () |
||
| 728 | { |
||
| 729 | return (D3DXFLOAT16*) &x; |
||
| 730 | } |
||
| 731 | |||
| 732 | D3DX10INLINE |
||
| 733 | D3DXVECTOR4_16F::operator CONST D3DXFLOAT16* () const |
||
| 734 | { |
||
| 735 | return (CONST D3DXFLOAT16*) &x; |
||
| 736 | } |
||
| 737 | |||
| 738 | |||
| 739 | // binary operators |
||
| 740 | D3DX10INLINE BOOL |
||
| 741 | D3DXVECTOR4_16F::operator == ( CONST D3DXVECTOR4_16F &v ) const |
||
| 742 | { |
||
| 743 | return x == v.x && y == v.y && z == v.z && w == v.w; |
||
| 744 | } |
||
| 745 | |||
| 746 | D3DX10INLINE BOOL |
||
| 747 | D3DXVECTOR4_16F::operator != ( CONST D3DXVECTOR4_16F &v ) const |
||
| 748 | { |
||
| 749 | return x != v.x || y != v.y || z != v.z || w != v.w; |
||
| 750 | } |
||
| 751 | |||
| 752 | |||
| 753 | //-------------------------- |
||
| 754 | // Matrix |
||
| 755 | //-------------------------- |
||
| 756 | D3DX10INLINE |
||
| 757 | D3DXMATRIX::D3DXMATRIX( CONST FLOAT* pf ) |
||
| 758 | { |
||
| 759 | #ifdef D3DX10_DEBUG |
||
| 760 | if(!pf) |
||
| 761 | return; |
||
| 762 | #endif |
||
| 763 | |||
| 764 | memcpy(&_11, pf, sizeof(D3DXMATRIX)); |
||
| 765 | } |
||
| 766 | |||
| 767 | D3DX10INLINE |
||
| 768 | D3DXMATRIX::D3DXMATRIX( CONST D3DMATRIX& mat ) |
||
| 769 | { |
||
| 770 | memcpy(&_11, &mat, sizeof(D3DXMATRIX)); |
||
| 771 | } |
||
| 772 | |||
| 773 | D3DX10INLINE |
||
| 774 | D3DXMATRIX::D3DXMATRIX( CONST D3DXFLOAT16* pf ) |
||
| 775 | { |
||
| 776 | #ifdef D3DX10_DEBUG |
||
| 777 | if(!pf) |
||
| 778 | return; |
||
| 779 | #endif |
||
| 780 | |||
| 781 | D3DXFloat16To32Array(&_11, pf, 16); |
||
| 782 | } |
||
| 783 | |||
| 784 | D3DX10INLINE |
||
| 785 | D3DXMATRIX::D3DXMATRIX( FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14, |
||
| 786 | FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24, |
||
| 787 | FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34, |
||
| 788 | FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44 ) |
||
| 789 | { |
||
| 790 | _11 = f11; _12 = f12; _13 = f13; _14 = f14; |
||
| 791 | _21 = f21; _22 = f22; _23 = f23; _24 = f24; |
||
| 792 | _31 = f31; _32 = f32; _33 = f33; _34 = f34; |
||
| 793 | _41 = f41; _42 = f42; _43 = f43; _44 = f44; |
||
| 794 | } |
||
| 795 | |||
| 796 | |||
| 797 | |||
| 798 | // access grants |
||
| 799 | D3DX10INLINE FLOAT& |
||
| 800 | D3DXMATRIX::operator () ( UINT iRow, UINT iCol ) |
||
| 801 | { |
||
| 802 | return m[iRow][iCol]; |
||
| 803 | } |
||
| 804 | |||
| 805 | D3DX10INLINE FLOAT |
||
| 806 | D3DXMATRIX::operator () ( UINT iRow, UINT iCol ) const |
||
| 807 | { |
||
| 808 | return m[iRow][iCol]; |
||
| 809 | } |
||
| 810 | |||
| 811 | |||
| 812 | // casting operators |
||
| 813 | D3DX10INLINE |
||
| 814 | D3DXMATRIX::operator FLOAT* () |
||
| 815 | { |
||
| 816 | return (FLOAT *) &_11; |
||
| 817 | } |
||
| 818 | |||
| 819 | D3DX10INLINE |
||
| 820 | D3DXMATRIX::operator CONST FLOAT* () const |
||
| 821 | { |
||
| 822 | return (CONST FLOAT *) &_11; |
||
| 823 | } |
||
| 824 | |||
| 825 | |||
| 826 | // assignment operators |
||
| 827 | D3DX10INLINE D3DXMATRIX& |
||
| 828 | D3DXMATRIX::operator *= ( CONST D3DXMATRIX& mat ) |
||
| 829 | { |
||
| 830 | D3DXMatrixMultiply(this, this, &mat); |
||
| 831 | return *this; |
||
| 832 | } |
||
| 833 | |||
| 834 | D3DX10INLINE D3DXMATRIX& |
||
| 835 | D3DXMATRIX::operator += ( CONST D3DXMATRIX& mat ) |
||
| 836 | { |
||
| 837 | _11 += mat._11; _12 += mat._12; _13 += mat._13; _14 += mat._14; |
||
| 838 | _21 += mat._21; _22 += mat._22; _23 += mat._23; _24 += mat._24; |
||
| 839 | _31 += mat._31; _32 += mat._32; _33 += mat._33; _34 += mat._34; |
||
| 840 | _41 += mat._41; _42 += mat._42; _43 += mat._43; _44 += mat._44; |
||
| 841 | return *this; |
||
| 842 | } |
||
| 843 | |||
| 844 | D3DX10INLINE D3DXMATRIX& |
||
| 845 | D3DXMATRIX::operator -= ( CONST D3DXMATRIX& mat ) |
||
| 846 | { |
||
| 847 | _11 -= mat._11; _12 -= mat._12; _13 -= mat._13; _14 -= mat._14; |
||
| 848 | _21 -= mat._21; _22 -= mat._22; _23 -= mat._23; _24 -= mat._24; |
||
| 849 | _31 -= mat._31; _32 -= mat._32; _33 -= mat._33; _34 -= mat._34; |
||
| 850 | _41 -= mat._41; _42 -= mat._42; _43 -= mat._43; _44 -= mat._44; |
||
| 851 | return *this; |
||
| 852 | } |
||
| 853 | |||
| 854 | D3DX10INLINE D3DXMATRIX& |
||
| 855 | D3DXMATRIX::operator *= ( FLOAT f ) |
||
| 856 | { |
||
| 857 | _11 *= f; _12 *= f; _13 *= f; _14 *= f; |
||
| 858 | _21 *= f; _22 *= f; _23 *= f; _24 *= f; |
||
| 859 | _31 *= f; _32 *= f; _33 *= f; _34 *= f; |
||
| 860 | _41 *= f; _42 *= f; _43 *= f; _44 *= f; |
||
| 861 | return *this; |
||
| 862 | } |
||
| 863 | |||
| 864 | D3DX10INLINE D3DXMATRIX& |
||
| 865 | D3DXMATRIX::operator /= ( FLOAT f ) |
||
| 866 | { |
||
| 867 | FLOAT fInv = 1.0f / f; |
||
| 868 | _11 *= fInv; _12 *= fInv; _13 *= fInv; _14 *= fInv; |
||
| 869 | _21 *= fInv; _22 *= fInv; _23 *= fInv; _24 *= fInv; |
||
| 870 | _31 *= fInv; _32 *= fInv; _33 *= fInv; _34 *= fInv; |
||
| 871 | _41 *= fInv; _42 *= fInv; _43 *= fInv; _44 *= fInv; |
||
| 872 | return *this; |
||
| 873 | } |
||
| 874 | |||
| 875 | |||
| 876 | // unary operators |
||
| 877 | D3DX10INLINE D3DXMATRIX |
||
| 878 | D3DXMATRIX::operator + () const |
||
| 879 | { |
||
| 880 | return *this; |
||
| 881 | } |
||
| 882 | |||
| 883 | D3DX10INLINE D3DXMATRIX |
||
| 884 | D3DXMATRIX::operator - () const |
||
| 885 | { |
||
| 886 | return D3DXMATRIX(-_11, -_12, -_13, -_14, |
||
| 887 | -_21, -_22, -_23, -_24, |
||
| 888 | -_31, -_32, -_33, -_34, |
||
| 889 | -_41, -_42, -_43, -_44); |
||
| 890 | } |
||
| 891 | |||
| 892 | |||
| 893 | // binary operators |
||
| 894 | D3DX10INLINE D3DXMATRIX |
||
| 895 | D3DXMATRIX::operator * ( CONST D3DXMATRIX& mat ) const |
||
| 896 | { |
||
| 897 | D3DXMATRIX matT; |
||
| 898 | D3DXMatrixMultiply(&matT, this, &mat); |
||
| 899 | return matT; |
||
| 900 | } |
||
| 901 | |||
| 902 | D3DX10INLINE D3DXMATRIX |
||
| 903 | D3DXMATRIX::operator + ( CONST D3DXMATRIX& mat ) const |
||
| 904 | { |
||
| 905 | return D3DXMATRIX(_11 + mat._11, _12 + mat._12, _13 + mat._13, _14 + mat._14, |
||
| 906 | _21 + mat._21, _22 + mat._22, _23 + mat._23, _24 + mat._24, |
||
| 907 | _31 + mat._31, _32 + mat._32, _33 + mat._33, _34 + mat._34, |
||
| 908 | _41 + mat._41, _42 + mat._42, _43 + mat._43, _44 + mat._44); |
||
| 909 | } |
||
| 910 | |||
| 911 | D3DX10INLINE D3DXMATRIX |
||
| 912 | D3DXMATRIX::operator - ( CONST D3DXMATRIX& mat ) const |
||
| 913 | { |
||
| 914 | return D3DXMATRIX(_11 - mat._11, _12 - mat._12, _13 - mat._13, _14 - mat._14, |
||
| 915 | _21 - mat._21, _22 - mat._22, _23 - mat._23, _24 - mat._24, |
||
| 916 | _31 - mat._31, _32 - mat._32, _33 - mat._33, _34 - mat._34, |
||
| 917 | _41 - mat._41, _42 - mat._42, _43 - mat._43, _44 - mat._44); |
||
| 918 | } |
||
| 919 | |||
| 920 | D3DX10INLINE D3DXMATRIX |
||
| 921 | D3DXMATRIX::operator * ( FLOAT f ) const |
||
| 922 | { |
||
| 923 | return D3DXMATRIX(_11 * f, _12 * f, _13 * f, _14 * f, |
||
| 924 | _21 * f, _22 * f, _23 * f, _24 * f, |
||
| 925 | _31 * f, _32 * f, _33 * f, _34 * f, |
||
| 926 | _41 * f, _42 * f, _43 * f, _44 * f); |
||
| 927 | } |
||
| 928 | |||
| 929 | D3DX10INLINE D3DXMATRIX |
||
| 930 | D3DXMATRIX::operator / ( FLOAT f ) const |
||
| 931 | { |
||
| 932 | FLOAT fInv = 1.0f / f; |
||
| 933 | return D3DXMATRIX(_11 * fInv, _12 * fInv, _13 * fInv, _14 * fInv, |
||
| 934 | _21 * fInv, _22 * fInv, _23 * fInv, _24 * fInv, |
||
| 935 | _31 * fInv, _32 * fInv, _33 * fInv, _34 * fInv, |
||
| 936 | _41 * fInv, _42 * fInv, _43 * fInv, _44 * fInv); |
||
| 937 | } |
||
| 938 | |||
| 939 | |||
| 940 | D3DX10INLINE D3DXMATRIX |
||
| 941 | operator * ( FLOAT f, CONST D3DXMATRIX& mat ) |
||
| 942 | { |
||
| 943 | return D3DXMATRIX(f * mat._11, f * mat._12, f * mat._13, f * mat._14, |
||
| 944 | f * mat._21, f * mat._22, f * mat._23, f * mat._24, |
||
| 945 | f * mat._31, f * mat._32, f * mat._33, f * mat._34, |
||
| 946 | f * mat._41, f * mat._42, f * mat._43, f * mat._44); |
||
| 947 | } |
||
| 948 | |||
| 949 | |||
| 950 | D3DX10INLINE BOOL |
||
| 951 | D3DXMATRIX::operator == ( CONST D3DXMATRIX& mat ) const |
||
| 952 | { |
||
| 953 | return 0 == memcmp(this, &mat, sizeof(D3DXMATRIX)); |
||
| 954 | } |
||
| 955 | |||
| 956 | D3DX10INLINE BOOL |
||
| 957 | D3DXMATRIX::operator != ( CONST D3DXMATRIX& mat ) const |
||
| 958 | { |
||
| 959 | return 0 != memcmp(this, &mat, sizeof(D3DXMATRIX)); |
||
| 960 | } |
||
| 961 | |||
| 962 | |||
| 963 | |||
| 964 | //-------------------------- |
||
| 965 | // Aligned Matrices |
||
| 966 | //-------------------------- |
||
| 967 | |||
| 968 | D3DX10INLINE |
||
| 969 | _D3DXMATRIXA16::_D3DXMATRIXA16( CONST FLOAT* f ) : |
||
| 970 | D3DXMATRIX( f ) |
||
| 971 | { |
||
| 972 | } |
||
| 973 | |||
| 974 | D3DX10INLINE |
||
| 975 | _D3DXMATRIXA16::_D3DXMATRIXA16( CONST D3DMATRIX& m ) : |
||
| 976 | D3DXMATRIX( m ) |
||
| 977 | { |
||
| 978 | } |
||
| 979 | |||
| 980 | D3DX10INLINE |
||
| 981 | _D3DXMATRIXA16::_D3DXMATRIXA16( CONST D3DXFLOAT16* f ) : |
||
| 982 | D3DXMATRIX( f ) |
||
| 983 | { |
||
| 984 | } |
||
| 985 | |||
| 986 | D3DX10INLINE |
||
| 987 | _D3DXMATRIXA16::_D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, |
||
| 988 | FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, |
||
| 989 | FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, |
||
| 990 | FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ) : |
||
| 991 | D3DXMATRIX(_11, _12, _13, _14, |
||
| 992 | _21, _22, _23, _24, |
||
| 993 | _31, _32, _33, _34, |
||
| 994 | _41, _42, _43, _44) |
||
| 995 | { |
||
| 996 | } |
||
| 997 | |||
| 998 | #ifndef SIZE_MAX |
||
| 999 | #define SIZE_MAX ((SIZE_T)-1) |
||
| 1000 | #endif |
||
| 1001 | |||
| 1002 | D3DX10INLINE void* |
||
| 1003 | _D3DXMATRIXA16::operator new( size_t s ) |
||
| 1004 | { |
||
| 1005 | if (s > (SIZE_MAX-16)) |
||
| 1006 | return NULL; |
||
| 1007 | LPBYTE p = ::new BYTE[s + 16]; |
||
| 1008 | if (p) |
||
| 1009 | { |
||
| 1010 | BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15)); |
||
| 1011 | p += offset; |
||
| 1012 | p[-1] = offset; |
||
| 1013 | } |
||
| 1014 | return p; |
||
| 1015 | } |
||
| 1016 | |||
| 1017 | D3DX10INLINE void* |
||
| 1018 | _D3DXMATRIXA16::operator new[]( size_t s ) |
||
| 1019 | { |
||
| 1020 | if (s > (SIZE_MAX-16)) |
||
| 1021 | return NULL; |
||
| 1022 | LPBYTE p = ::new BYTE[s + 16]; |
||
| 1023 | if (p) |
||
| 1024 | { |
||
| 1025 | BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15)); |
||
| 1026 | p += offset; |
||
| 1027 | p[-1] = offset; |
||
| 1028 | } |
||
| 1029 | return p; |
||
| 1030 | } |
||
| 1031 | |||
| 1032 | D3DX10INLINE void |
||
| 1033 | _D3DXMATRIXA16::operator delete(void* p) |
||
| 1034 | { |
||
| 1035 | if(p) |
||
| 1036 | { |
||
| 1037 | BYTE* pb = static_cast<BYTE*>(p); |
||
| 1038 | pb -= pb[-1]; |
||
| 1039 | ::delete [] pb; |
||
| 1040 | } |
||
| 1041 | } |
||
| 1042 | |||
| 1043 | D3DX10INLINE void |
||
| 1044 | _D3DXMATRIXA16::operator delete[](void* p) |
||
| 1045 | { |
||
| 1046 | if(p) |
||
| 1047 | { |
||
| 1048 | BYTE* pb = static_cast<BYTE*>(p); |
||
| 1049 | pb -= pb[-1]; |
||
| 1050 | ::delete [] pb; |
||
| 1051 | } |
||
| 1052 | } |
||
| 1053 | |||
| 1054 | D3DX10INLINE _D3DXMATRIXA16& |
||
| 1055 | _D3DXMATRIXA16::operator=(CONST D3DXMATRIX& rhs) |
||
| 1056 | { |
||
| 1057 | memcpy(&_11, &rhs, sizeof(D3DXMATRIX)); |
||
| 1058 | return *this; |
||
| 1059 | } |
||
| 1060 | |||
| 1061 | |||
| 1062 | //-------------------------- |
||
| 1063 | // Quaternion |
||
| 1064 | //-------------------------- |
||
| 1065 | |||
| 1066 | D3DX10INLINE |
||
| 1067 | D3DXQUATERNION::D3DXQUATERNION( CONST FLOAT* pf ) |
||
| 1068 | { |
||
| 1069 | #ifdef D3DX10_DEBUG |
||
| 1070 | if(!pf) |
||
| 1071 | return; |
||
| 1072 | #endif |
||
| 1073 | |||
| 1074 | x = pf[0]; |
||
| 1075 | y = pf[1]; |
||
| 1076 | z = pf[2]; |
||
| 1077 | w = pf[3]; |
||
| 1078 | } |
||
| 1079 | |||
| 1080 | D3DX10INLINE |
||
| 1081 | D3DXQUATERNION::D3DXQUATERNION( CONST D3DXFLOAT16* pf ) |
||
| 1082 | { |
||
| 1083 | #ifdef D3DX10_DEBUG |
||
| 1084 | if(!pf) |
||
| 1085 | return; |
||
| 1086 | #endif |
||
| 1087 | |||
| 1088 | D3DXFloat16To32Array(&x, pf, 4); |
||
| 1089 | } |
||
| 1090 | |||
| 1091 | D3DX10INLINE |
||
| 1092 | D3DXQUATERNION::D3DXQUATERNION( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw ) |
||
| 1093 | { |
||
| 1094 | x = fx; |
||
| 1095 | y = fy; |
||
| 1096 | z = fz; |
||
| 1097 | w = fw; |
||
| 1098 | } |
||
| 1099 | |||
| 1100 | |||
| 1101 | // casting |
||
| 1102 | D3DX10INLINE |
||
| 1103 | D3DXQUATERNION::operator FLOAT* () |
||
| 1104 | { |
||
| 1105 | return (FLOAT *) &x; |
||
| 1106 | } |
||
| 1107 | |||
| 1108 | D3DX10INLINE |
||
| 1109 | D3DXQUATERNION::operator CONST FLOAT* () const |
||
| 1110 | { |
||
| 1111 | return (CONST FLOAT *) &x; |
||
| 1112 | } |
||
| 1113 | |||
| 1114 | |||
| 1115 | // assignment operators |
||
| 1116 | D3DX10INLINE D3DXQUATERNION& |
||
| 1117 | D3DXQUATERNION::operator += ( CONST D3DXQUATERNION& q ) |
||
| 1118 | { |
||
| 1119 | x += q.x; |
||
| 1120 | y += q.y; |
||
| 1121 | z += q.z; |
||
| 1122 | w += q.w; |
||
| 1123 | return *this; |
||
| 1124 | } |
||
| 1125 | |||
| 1126 | D3DX10INLINE D3DXQUATERNION& |
||
| 1127 | D3DXQUATERNION::operator -= ( CONST D3DXQUATERNION& q ) |
||
| 1128 | { |
||
| 1129 | x -= q.x; |
||
| 1130 | y -= q.y; |
||
| 1131 | z -= q.z; |
||
| 1132 | w -= q.w; |
||
| 1133 | return *this; |
||
| 1134 | } |
||
| 1135 | |||
| 1136 | D3DX10INLINE D3DXQUATERNION& |
||
| 1137 | D3DXQUATERNION::operator *= ( CONST D3DXQUATERNION& q ) |
||
| 1138 | { |
||
| 1139 | D3DXQuaternionMultiply(this, this, &q); |
||
| 1140 | return *this; |
||
| 1141 | } |
||
| 1142 | |||
| 1143 | D3DX10INLINE D3DXQUATERNION& |
||
| 1144 | D3DXQUATERNION::operator *= ( FLOAT f ) |
||
| 1145 | { |
||
| 1146 | x *= f; |
||
| 1147 | y *= f; |
||
| 1148 | z *= f; |
||
| 1149 | w *= f; |
||
| 1150 | return *this; |
||
| 1151 | } |
||
| 1152 | |||
| 1153 | D3DX10INLINE D3DXQUATERNION& |
||
| 1154 | D3DXQUATERNION::operator /= ( FLOAT f ) |
||
| 1155 | { |
||
| 1156 | FLOAT fInv = 1.0f / f; |
||
| 1157 | x *= fInv; |
||
| 1158 | y *= fInv; |
||
| 1159 | z *= fInv; |
||
| 1160 | w *= fInv; |
||
| 1161 | return *this; |
||
| 1162 | } |
||
| 1163 | |||
| 1164 | |||
| 1165 | // unary operators |
||
| 1166 | D3DX10INLINE D3DXQUATERNION |
||
| 1167 | D3DXQUATERNION::operator + () const |
||
| 1168 | { |
||
| 1169 | return *this; |
||
| 1170 | } |
||
| 1171 | |||
| 1172 | D3DX10INLINE D3DXQUATERNION |
||
| 1173 | D3DXQUATERNION::operator - () const |
||
| 1174 | { |
||
| 1175 | return D3DXQUATERNION(-x, -y, -z, -w); |
||
| 1176 | } |
||
| 1177 | |||
| 1178 | |||
| 1179 | // binary operators |
||
| 1180 | D3DX10INLINE D3DXQUATERNION |
||
| 1181 | D3DXQUATERNION::operator + ( CONST D3DXQUATERNION& q ) const |
||
| 1182 | { |
||
| 1183 | return D3DXQUATERNION(x + q.x, y + q.y, z + q.z, w + q.w); |
||
| 1184 | } |
||
| 1185 | |||
| 1186 | D3DX10INLINE D3DXQUATERNION |
||
| 1187 | D3DXQUATERNION::operator - ( CONST D3DXQUATERNION& q ) const |
||
| 1188 | { |
||
| 1189 | return D3DXQUATERNION(x - q.x, y - q.y, z - q.z, w - q.w); |
||
| 1190 | } |
||
| 1191 | |||
| 1192 | D3DX10INLINE D3DXQUATERNION |
||
| 1193 | D3DXQUATERNION::operator * ( CONST D3DXQUATERNION& q ) const |
||
| 1194 | { |
||
| 1195 | D3DXQUATERNION qT; |
||
| 1196 | D3DXQuaternionMultiply(&qT, this, &q); |
||
| 1197 | return qT; |
||
| 1198 | } |
||
| 1199 | |||
| 1200 | D3DX10INLINE D3DXQUATERNION |
||
| 1201 | D3DXQUATERNION::operator * ( FLOAT f ) const |
||
| 1202 | { |
||
| 1203 | return D3DXQUATERNION(x * f, y * f, z * f, w * f); |
||
| 1204 | } |
||
| 1205 | |||
| 1206 | D3DX10INLINE D3DXQUATERNION |
||
| 1207 | D3DXQUATERNION::operator / ( FLOAT f ) const |
||
| 1208 | { |
||
| 1209 | FLOAT fInv = 1.0f / f; |
||
| 1210 | return D3DXQUATERNION(x * fInv, y * fInv, z * fInv, w * fInv); |
||
| 1211 | } |
||
| 1212 | |||
| 1213 | |||
| 1214 | D3DX10INLINE D3DXQUATERNION |
||
| 1215 | operator * (FLOAT f, CONST D3DXQUATERNION& q ) |
||
| 1216 | { |
||
| 1217 | return D3DXQUATERNION(f * q.x, f * q.y, f * q.z, f * q.w); |
||
| 1218 | } |
||
| 1219 | |||
| 1220 | |||
| 1221 | D3DX10INLINE BOOL |
||
| 1222 | D3DXQUATERNION::operator == ( CONST D3DXQUATERNION& q ) const |
||
| 1223 | { |
||
| 1224 | return x == q.x && y == q.y && z == q.z && w == q.w; |
||
| 1225 | } |
||
| 1226 | |||
| 1227 | D3DX10INLINE BOOL |
||
| 1228 | D3DXQUATERNION::operator != ( CONST D3DXQUATERNION& q ) const |
||
| 1229 | { |
||
| 1230 | return x != q.x || y != q.y || z != q.z || w != q.w; |
||
| 1231 | } |
||
| 1232 | |||
| 1233 | |||
| 1234 | |||
| 1235 | //-------------------------- |
||
| 1236 | // Plane |
||
| 1237 | //-------------------------- |
||
| 1238 | |||
| 1239 | D3DX10INLINE |
||
| 1240 | D3DXPLANE::D3DXPLANE( CONST FLOAT* pf ) |
||
| 1241 | { |
||
| 1242 | #ifdef D3DX10_DEBUG |
||
| 1243 | if(!pf) |
||
| 1244 | return; |
||
| 1245 | #endif |
||
| 1246 | |||
| 1247 | a = pf[0]; |
||
| 1248 | b = pf[1]; |
||
| 1249 | c = pf[2]; |
||
| 1250 | d = pf[3]; |
||
| 1251 | } |
||
| 1252 | |||
| 1253 | D3DX10INLINE |
||
| 1254 | D3DXPLANE::D3DXPLANE( CONST D3DXFLOAT16* pf ) |
||
| 1255 | { |
||
| 1256 | #ifdef D3DX10_DEBUG |
||
| 1257 | if(!pf) |
||
| 1258 | return; |
||
| 1259 | #endif |
||
| 1260 | |||
| 1261 | D3DXFloat16To32Array(&a, pf, 4); |
||
| 1262 | } |
||
| 1263 | |||
| 1264 | D3DX10INLINE |
||
| 1265 | D3DXPLANE::D3DXPLANE( FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd ) |
||
| 1266 | { |
||
| 1267 | a = fa; |
||
| 1268 | b = fb; |
||
| 1269 | c = fc; |
||
| 1270 | d = fd; |
||
| 1271 | } |
||
| 1272 | |||
| 1273 | |||
| 1274 | // casting |
||
| 1275 | D3DX10INLINE |
||
| 1276 | D3DXPLANE::operator FLOAT* () |
||
| 1277 | { |
||
| 1278 | return (FLOAT *) &a; |
||
| 1279 | } |
||
| 1280 | |||
| 1281 | D3DX10INLINE |
||
| 1282 | D3DXPLANE::operator CONST FLOAT* () const |
||
| 1283 | { |
||
| 1284 | return (CONST FLOAT *) &a; |
||
| 1285 | } |
||
| 1286 | |||
| 1287 | |||
| 1288 | // assignment operators |
||
| 1289 | D3DX10INLINE D3DXPLANE& |
||
| 1290 | D3DXPLANE::operator *= ( FLOAT f ) |
||
| 1291 | { |
||
| 1292 | a *= f; |
||
| 1293 | b *= f; |
||
| 1294 | c *= f; |
||
| 1295 | d *= f; |
||
| 1296 | return *this; |
||
| 1297 | } |
||
| 1298 | |||
| 1299 | D3DX10INLINE D3DXPLANE& |
||
| 1300 | D3DXPLANE::operator /= ( FLOAT f ) |
||
| 1301 | { |
||
| 1302 | FLOAT fInv = 1.0f / f; |
||
| 1303 | a *= fInv; |
||
| 1304 | b *= fInv; |
||
| 1305 | c *= fInv; |
||
| 1306 | d *= fInv; |
||
| 1307 | return *this; |
||
| 1308 | } |
||
| 1309 | |||
| 1310 | |||
| 1311 | // unary operators |
||
| 1312 | D3DX10INLINE D3DXPLANE |
||
| 1313 | D3DXPLANE::operator + () const |
||
| 1314 | { |
||
| 1315 | return *this; |
||
| 1316 | } |
||
| 1317 | |||
| 1318 | D3DX10INLINE D3DXPLANE |
||
| 1319 | D3DXPLANE::operator - () const |
||
| 1320 | { |
||
| 1321 | return D3DXPLANE(-a, -b, -c, -d); |
||
| 1322 | } |
||
| 1323 | |||
| 1324 | |||
| 1325 | // binary operators |
||
| 1326 | D3DX10INLINE D3DXPLANE |
||
| 1327 | D3DXPLANE::operator * ( FLOAT f ) const |
||
| 1328 | { |
||
| 1329 | return D3DXPLANE(a * f, b * f, c * f, d * f); |
||
| 1330 | } |
||
| 1331 | |||
| 1332 | D3DX10INLINE D3DXPLANE |
||
| 1333 | D3DXPLANE::operator / ( FLOAT f ) const |
||
| 1334 | { |
||
| 1335 | FLOAT fInv = 1.0f / f; |
||
| 1336 | return D3DXPLANE(a * fInv, b * fInv, c * fInv, d * fInv); |
||
| 1337 | } |
||
| 1338 | |||
| 1339 | D3DX10INLINE D3DXPLANE |
||
| 1340 | operator * (FLOAT f, CONST D3DXPLANE& p ) |
||
| 1341 | { |
||
| 1342 | return D3DXPLANE(f * p.a, f * p.b, f * p.c, f * p.d); |
||
| 1343 | } |
||
| 1344 | |||
| 1345 | D3DX10INLINE BOOL |
||
| 1346 | D3DXPLANE::operator == ( CONST D3DXPLANE& p ) const |
||
| 1347 | { |
||
| 1348 | return a == p.a && b == p.b && c == p.c && d == p.d; |
||
| 1349 | } |
||
| 1350 | |||
| 1351 | D3DX10INLINE BOOL |
||
| 1352 | D3DXPLANE::operator != ( CONST D3DXPLANE& p ) const |
||
| 1353 | { |
||
| 1354 | return a != p.a || b != p.b || c != p.c || d != p.d; |
||
| 1355 | } |
||
| 1356 | |||
| 1357 | |||
| 1358 | |||
| 1359 | |||
| 1360 | //-------------------------- |
||
| 1361 | // Color |
||
| 1362 | //-------------------------- |
||
| 1363 | |||
| 1364 | D3DX10INLINE |
||
| 1365 | D3DXCOLOR::D3DXCOLOR( UINT dw ) |
||
| 1366 | { |
||
| 1367 | CONST FLOAT f = 1.0f / 255.0f; |
||
| 1368 | r = f * (FLOAT) (unsigned char) (dw >> 16); |
||
| 1369 | g = f * (FLOAT) (unsigned char) (dw >> 8); |
||
| 1370 | b = f * (FLOAT) (unsigned char) (dw >> 0); |
||
| 1371 | a = f * (FLOAT) (unsigned char) (dw >> 24); |
||
| 1372 | } |
||
| 1373 | |||
| 1374 | D3DX10INLINE |
||
| 1375 | D3DXCOLOR::D3DXCOLOR( CONST FLOAT* pf ) |
||
| 1376 | { |
||
| 1377 | #ifdef D3DX10_DEBUG |
||
| 1378 | if(!pf) |
||
| 1379 | return; |
||
| 1380 | #endif |
||
| 1381 | |||
| 1382 | r = pf[0]; |
||
| 1383 | g = pf[1]; |
||
| 1384 | b = pf[2]; |
||
| 1385 | a = pf[3]; |
||
| 1386 | } |
||
| 1387 | |||
| 1388 | D3DX10INLINE |
||
| 1389 | D3DXCOLOR::D3DXCOLOR( CONST D3DXFLOAT16* pf ) |
||
| 1390 | { |
||
| 1391 | #ifdef D3DX10_DEBUG |
||
| 1392 | if(!pf) |
||
| 1393 | return; |
||
| 1394 | #endif |
||
| 1395 | |||
| 1396 | D3DXFloat16To32Array(&r, pf, 4); |
||
| 1397 | } |
||
| 1398 | |||
| 1399 | D3DX10INLINE |
||
| 1400 | D3DXCOLOR::D3DXCOLOR( FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa ) |
||
| 1401 | { |
||
| 1402 | r = fr; |
||
| 1403 | g = fg; |
||
| 1404 | b = fb; |
||
| 1405 | a = fa; |
||
| 1406 | } |
||
| 1407 | |||
| 1408 | |||
| 1409 | // casting |
||
| 1410 | D3DX10INLINE |
||
| 1411 | D3DXCOLOR::operator UINT () const |
||
| 1412 | { |
||
| 1413 | UINT dwR = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (UINT) (r * 255.0f + 0.5f); |
||
| 1414 | UINT dwG = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (UINT) (g * 255.0f + 0.5f); |
||
| 1415 | UINT dwB = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (UINT) (b * 255.0f + 0.5f); |
||
| 1416 | UINT dwA = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (UINT) (a * 255.0f + 0.5f); |
||
| 1417 | |||
| 1418 | return (dwA << 24) | (dwR << 16) | (dwG << 8) | (dwB << 0); |
||
| 1419 | } |
||
| 1420 | |||
| 1421 | |||
| 1422 | D3DX10INLINE |
||
| 1423 | D3DXCOLOR::operator FLOAT * () |
||
| 1424 | { |
||
| 1425 | return (FLOAT *) &r; |
||
| 1426 | } |
||
| 1427 | |||
| 1428 | D3DX10INLINE |
||
| 1429 | D3DXCOLOR::operator CONST FLOAT * () const |
||
| 1430 | { |
||
| 1431 | return (CONST FLOAT *) &r; |
||
| 1432 | } |
||
| 1433 | |||
| 1434 | // assignment operators |
||
| 1435 | D3DX10INLINE D3DXCOLOR& |
||
| 1436 | D3DXCOLOR::operator += ( CONST D3DXCOLOR& c ) |
||
| 1437 | { |
||
| 1438 | r += c.r; |
||
| 1439 | g += c.g; |
||
| 1440 | b += c.b; |
||
| 1441 | a += c.a; |
||
| 1442 | return *this; |
||
| 1443 | } |
||
| 1444 | |||
| 1445 | D3DX10INLINE D3DXCOLOR& |
||
| 1446 | D3DXCOLOR::operator -= ( CONST D3DXCOLOR& c ) |
||
| 1447 | { |
||
| 1448 | r -= c.r; |
||
| 1449 | g -= c.g; |
||
| 1450 | b -= c.b; |
||
| 1451 | a -= c.a; |
||
| 1452 | return *this; |
||
| 1453 | } |
||
| 1454 | |||
| 1455 | D3DX10INLINE D3DXCOLOR& |
||
| 1456 | D3DXCOLOR::operator *= ( FLOAT f ) |
||
| 1457 | { |
||
| 1458 | r *= f; |
||
| 1459 | g *= f; |
||
| 1460 | b *= f; |
||
| 1461 | a *= f; |
||
| 1462 | return *this; |
||
| 1463 | } |
||
| 1464 | |||
| 1465 | D3DX10INLINE D3DXCOLOR& |
||
| 1466 | D3DXCOLOR::operator /= ( FLOAT f ) |
||
| 1467 | { |
||
| 1468 | FLOAT fInv = 1.0f / f; |
||
| 1469 | r *= fInv; |
||
| 1470 | g *= fInv; |
||
| 1471 | b *= fInv; |
||
| 1472 | a *= fInv; |
||
| 1473 | return *this; |
||
| 1474 | } |
||
| 1475 | |||
| 1476 | |||
| 1477 | // unary operators |
||
| 1478 | D3DX10INLINE D3DXCOLOR |
||
| 1479 | D3DXCOLOR::operator + () const |
||
| 1480 | { |
||
| 1481 | return *this; |
||
| 1482 | } |
||
| 1483 | |||
| 1484 | D3DX10INLINE D3DXCOLOR |
||
| 1485 | D3DXCOLOR::operator - () const |
||
| 1486 | { |
||
| 1487 | return D3DXCOLOR(-r, -g, -b, -a); |
||
| 1488 | } |
||
| 1489 | |||
| 1490 | |||
| 1491 | // binary operators |
||
| 1492 | D3DX10INLINE D3DXCOLOR |
||
| 1493 | D3DXCOLOR::operator + ( CONST D3DXCOLOR& c ) const |
||
| 1494 | { |
||
| 1495 | return D3DXCOLOR(r + c.r, g + c.g, b + c.b, a + c.a); |
||
| 1496 | } |
||
| 1497 | |||
| 1498 | D3DX10INLINE D3DXCOLOR |
||
| 1499 | D3DXCOLOR::operator - ( CONST D3DXCOLOR& c ) const |
||
| 1500 | { |
||
| 1501 | return D3DXCOLOR(r - c.r, g - c.g, b - c.b, a - c.a); |
||
| 1502 | } |
||
| 1503 | |||
| 1504 | D3DX10INLINE D3DXCOLOR |
||
| 1505 | D3DXCOLOR::operator * ( FLOAT f ) const |
||
| 1506 | { |
||
| 1507 | return D3DXCOLOR(r * f, g * f, b * f, a * f); |
||
| 1508 | } |
||
| 1509 | |||
| 1510 | D3DX10INLINE D3DXCOLOR |
||
| 1511 | D3DXCOLOR::operator / ( FLOAT f ) const |
||
| 1512 | { |
||
| 1513 | FLOAT fInv = 1.0f / f; |
||
| 1514 | return D3DXCOLOR(r * fInv, g * fInv, b * fInv, a * fInv); |
||
| 1515 | } |
||
| 1516 | |||
| 1517 | |||
| 1518 | D3DX10INLINE D3DXCOLOR |
||
| 1519 | operator * (FLOAT f, CONST D3DXCOLOR& c ) |
||
| 1520 | { |
||
| 1521 | return D3DXCOLOR(f * c.r, f * c.g, f * c.b, f * c.a); |
||
| 1522 | } |
||
| 1523 | |||
| 1524 | |||
| 1525 | D3DX10INLINE BOOL |
||
| 1526 | D3DXCOLOR::operator == ( CONST D3DXCOLOR& c ) const |
||
| 1527 | { |
||
| 1528 | return r == c.r && g == c.g && b == c.b && a == c.a; |
||
| 1529 | } |
||
| 1530 | |||
| 1531 | D3DX10INLINE BOOL |
||
| 1532 | D3DXCOLOR::operator != ( CONST D3DXCOLOR& c ) const |
||
| 1533 | { |
||
| 1534 | return r != c.r || g != c.g || b != c.b || a != c.a; |
||
| 1535 | } |
||
| 1536 | |||
| 1537 | |||
| 1538 | #endif //__cplusplus |
||
| 1539 | |||
| 1540 | |||
| 1541 | |||
| 1542 | //=========================================================================== |
||
| 1543 | // |
||
| 1544 | // Inline functions |
||
| 1545 | // |
||
| 1546 | //=========================================================================== |
||
| 1547 | |||
| 1548 | |||
| 1549 | //-------------------------- |
||
| 1550 | // 2D Vector |
||
| 1551 | //-------------------------- |
||
| 1552 | |||
| 1553 | D3DX10INLINE FLOAT D3DXVec2Length |
||
| 1554 | ( CONST D3DXVECTOR2 *pV ) |
||
| 1555 | { |
||
| 1556 | #ifdef D3DX10_DEBUG |
||
| 1557 | if(!pV) |
||
| 1558 | return 0.0f; |
||
| 1559 | #endif |
||
| 1560 | |||
| 1561 | #ifdef __cplusplus |
||
| 1562 | return sqrtf(pV->x * pV->x + pV->y * pV->y); |
||
| 1563 | #else |
||
| 1564 | return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y); |
||
| 1565 | #endif |
||
| 1566 | } |
||
| 1567 | |||
| 1568 | D3DX10INLINE FLOAT D3DXVec2LengthSq |
||
| 1569 | ( CONST D3DXVECTOR2 *pV ) |
||
| 1570 | { |
||
| 1571 | #ifdef D3DX10_DEBUG |
||
| 1572 | if(!pV) |
||
| 1573 | return 0.0f; |
||
| 1574 | #endif |
||
| 1575 | |||
| 1576 | return pV->x * pV->x + pV->y * pV->y; |
||
| 1577 | } |
||
| 1578 | |||
| 1579 | D3DX10INLINE FLOAT D3DXVec2Dot |
||
| 1580 | ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
| 1581 | { |
||
| 1582 | #ifdef D3DX10_DEBUG |
||
| 1583 | if(!pV1 || !pV2) |
||
| 1584 | return 0.0f; |
||
| 1585 | #endif |
||
| 1586 | |||
| 1587 | return pV1->x * pV2->x + pV1->y * pV2->y; |
||
| 1588 | } |
||
| 1589 | |||
| 1590 | D3DX10INLINE FLOAT D3DXVec2CCW |
||
| 1591 | ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
| 1592 | { |
||
| 1593 | #ifdef D3DX10_DEBUG |
||
| 1594 | if(!pV1 || !pV2) |
||
| 1595 | return 0.0f; |
||
| 1596 | #endif |
||
| 1597 | |||
| 1598 | return pV1->x * pV2->y - pV1->y * pV2->x; |
||
| 1599 | } |
||
| 1600 | |||
| 1601 | D3DX10INLINE D3DXVECTOR2* D3DXVec2Add |
||
| 1602 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
| 1603 | { |
||
| 1604 | #ifdef D3DX10_DEBUG |
||
| 1605 | if(!pOut || !pV1 || !pV2) |
||
| 1606 | return NULL; |
||
| 1607 | #endif |
||
| 1608 | |||
| 1609 | pOut->x = pV1->x + pV2->x; |
||
| 1610 | pOut->y = pV1->y + pV2->y; |
||
| 1611 | return pOut; |
||
| 1612 | } |
||
| 1613 | |||
| 1614 | D3DX10INLINE D3DXVECTOR2* D3DXVec2Subtract |
||
| 1615 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
| 1616 | { |
||
| 1617 | #ifdef D3DX10_DEBUG |
||
| 1618 | if(!pOut || !pV1 || !pV2) |
||
| 1619 | return NULL; |
||
| 1620 | #endif |
||
| 1621 | |||
| 1622 | pOut->x = pV1->x - pV2->x; |
||
| 1623 | pOut->y = pV1->y - pV2->y; |
||
| 1624 | return pOut; |
||
| 1625 | } |
||
| 1626 | |||
| 1627 | D3DX10INLINE D3DXVECTOR2* D3DXVec2Minimize |
||
| 1628 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
| 1629 | { |
||
| 1630 | #ifdef D3DX10_DEBUG |
||
| 1631 | if(!pOut || !pV1 || !pV2) |
||
| 1632 | return NULL; |
||
| 1633 | #endif |
||
| 1634 | |||
| 1635 | pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; |
||
| 1636 | pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; |
||
| 1637 | return pOut; |
||
| 1638 | } |
||
| 1639 | |||
| 1640 | D3DX10INLINE D3DXVECTOR2* D3DXVec2Maximize |
||
| 1641 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
| 1642 | { |
||
| 1643 | #ifdef D3DX10_DEBUG |
||
| 1644 | if(!pOut || !pV1 || !pV2) |
||
| 1645 | return NULL; |
||
| 1646 | #endif |
||
| 1647 | |||
| 1648 | pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; |
||
| 1649 | pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; |
||
| 1650 | return pOut; |
||
| 1651 | } |
||
| 1652 | |||
| 1653 | D3DX10INLINE D3DXVECTOR2* D3DXVec2Scale |
||
| 1654 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ) |
||
| 1655 | { |
||
| 1656 | #ifdef D3DX10_DEBUG |
||
| 1657 | if(!pOut || !pV) |
||
| 1658 | return NULL; |
||
| 1659 | #endif |
||
| 1660 | |||
| 1661 | pOut->x = pV->x * s; |
||
| 1662 | pOut->y = pV->y * s; |
||
| 1663 | return pOut; |
||
| 1664 | } |
||
| 1665 | |||
| 1666 | D3DX10INLINE D3DXVECTOR2* D3DXVec2Lerp |
||
| 1667 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, |
||
| 1668 | FLOAT s ) |
||
| 1669 | { |
||
| 1670 | #ifdef D3DX10_DEBUG |
||
| 1671 | if(!pOut || !pV1 || !pV2) |
||
| 1672 | return NULL; |
||
| 1673 | #endif |
||
| 1674 | |||
| 1675 | pOut->x = pV1->x + s * (pV2->x - pV1->x); |
||
| 1676 | pOut->y = pV1->y + s * (pV2->y - pV1->y); |
||
| 1677 | return pOut; |
||
| 1678 | } |
||
| 1679 | |||
| 1680 | |||
| 1681 | //-------------------------- |
||
| 1682 | // 3D Vector |
||
| 1683 | //-------------------------- |
||
| 1684 | |||
| 1685 | D3DX10INLINE FLOAT D3DXVec3Length |
||
| 1686 | ( CONST D3DXVECTOR3 *pV ) |
||
| 1687 | { |
||
| 1688 | #ifdef D3DX10_DEBUG |
||
| 1689 | if(!pV) |
||
| 1690 | return 0.0f; |
||
| 1691 | #endif |
||
| 1692 | |||
| 1693 | #ifdef __cplusplus |
||
| 1694 | return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z); |
||
| 1695 | #else |
||
| 1696 | return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z); |
||
| 1697 | #endif |
||
| 1698 | } |
||
| 1699 | |||
| 1700 | D3DX10INLINE FLOAT D3DXVec3LengthSq |
||
| 1701 | ( CONST D3DXVECTOR3 *pV ) |
||
| 1702 | { |
||
| 1703 | #ifdef D3DX10_DEBUG |
||
| 1704 | if(!pV) |
||
| 1705 | return 0.0f; |
||
| 1706 | #endif |
||
| 1707 | |||
| 1708 | return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z; |
||
| 1709 | } |
||
| 1710 | |||
| 1711 | D3DX10INLINE FLOAT D3DXVec3Dot |
||
| 1712 | ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
| 1713 | { |
||
| 1714 | #ifdef D3DX10_DEBUG |
||
| 1715 | if(!pV1 || !pV2) |
||
| 1716 | return 0.0f; |
||
| 1717 | #endif |
||
| 1718 | |||
| 1719 | return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z; |
||
| 1720 | } |
||
| 1721 | |||
| 1722 | D3DX10INLINE D3DXVECTOR3* D3DXVec3Cross |
||
| 1723 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
| 1724 | { |
||
| 1725 | D3DXVECTOR3 v; |
||
| 1726 | |||
| 1727 | #ifdef D3DX10_DEBUG |
||
| 1728 | if(!pOut || !pV1 || !pV2) |
||
| 1729 | return NULL; |
||
| 1730 | #endif |
||
| 1731 | |||
| 1732 | v.x = pV1->y * pV2->z - pV1->z * pV2->y; |
||
| 1733 | v.y = pV1->z * pV2->x - pV1->x * pV2->z; |
||
| 1734 | v.z = pV1->x * pV2->y - pV1->y * pV2->x; |
||
| 1735 | |||
| 1736 | *pOut = v; |
||
| 1737 | return pOut; |
||
| 1738 | } |
||
| 1739 | |||
| 1740 | D3DX10INLINE D3DXVECTOR3* D3DXVec3Add |
||
| 1741 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
| 1742 | { |
||
| 1743 | #ifdef D3DX10_DEBUG |
||
| 1744 | if(!pOut || !pV1 || !pV2) |
||
| 1745 | return NULL; |
||
| 1746 | #endif |
||
| 1747 | |||
| 1748 | pOut->x = pV1->x + pV2->x; |
||
| 1749 | pOut->y = pV1->y + pV2->y; |
||
| 1750 | pOut->z = pV1->z + pV2->z; |
||
| 1751 | return pOut; |
||
| 1752 | } |
||
| 1753 | |||
| 1754 | D3DX10INLINE D3DXVECTOR3* D3DXVec3Subtract |
||
| 1755 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
| 1756 | { |
||
| 1757 | #ifdef D3DX10_DEBUG |
||
| 1758 | if(!pOut || !pV1 || !pV2) |
||
| 1759 | return NULL; |
||
| 1760 | #endif |
||
| 1761 | |||
| 1762 | pOut->x = pV1->x - pV2->x; |
||
| 1763 | pOut->y = pV1->y - pV2->y; |
||
| 1764 | pOut->z = pV1->z - pV2->z; |
||
| 1765 | return pOut; |
||
| 1766 | } |
||
| 1767 | |||
| 1768 | D3DX10INLINE D3DXVECTOR3* D3DXVec3Minimize |
||
| 1769 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
| 1770 | { |
||
| 1771 | #ifdef D3DX10_DEBUG |
||
| 1772 | if(!pOut || !pV1 || !pV2) |
||
| 1773 | return NULL; |
||
| 1774 | #endif |
||
| 1775 | |||
| 1776 | pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; |
||
| 1777 | pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; |
||
| 1778 | pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z; |
||
| 1779 | return pOut; |
||
| 1780 | } |
||
| 1781 | |||
| 1782 | D3DX10INLINE D3DXVECTOR3* D3DXVec3Maximize |
||
| 1783 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
| 1784 | { |
||
| 1785 | #ifdef D3DX10_DEBUG |
||
| 1786 | if(!pOut || !pV1 || !pV2) |
||
| 1787 | return NULL; |
||
| 1788 | #endif |
||
| 1789 | |||
| 1790 | pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; |
||
| 1791 | pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; |
||
| 1792 | pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z; |
||
| 1793 | return pOut; |
||
| 1794 | } |
||
| 1795 | |||
| 1796 | D3DX10INLINE D3DXVECTOR3* D3DXVec3Scale |
||
| 1797 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s) |
||
| 1798 | { |
||
| 1799 | #ifdef D3DX10_DEBUG |
||
| 1800 | if(!pOut || !pV) |
||
| 1801 | return NULL; |
||
| 1802 | #endif |
||
| 1803 | |||
| 1804 | pOut->x = pV->x * s; |
||
| 1805 | pOut->y = pV->y * s; |
||
| 1806 | pOut->z = pV->z * s; |
||
| 1807 | return pOut; |
||
| 1808 | } |
||
| 1809 | |||
| 1810 | D3DX10INLINE D3DXVECTOR3* D3DXVec3Lerp |
||
| 1811 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, |
||
| 1812 | FLOAT s ) |
||
| 1813 | { |
||
| 1814 | #ifdef D3DX10_DEBUG |
||
| 1815 | if(!pOut || !pV1 || !pV2) |
||
| 1816 | return NULL; |
||
| 1817 | #endif |
||
| 1818 | |||
| 1819 | pOut->x = pV1->x + s * (pV2->x - pV1->x); |
||
| 1820 | pOut->y = pV1->y + s * (pV2->y - pV1->y); |
||
| 1821 | pOut->z = pV1->z + s * (pV2->z - pV1->z); |
||
| 1822 | return pOut; |
||
| 1823 | } |
||
| 1824 | |||
| 1825 | |||
| 1826 | //-------------------------- |
||
| 1827 | // 4D Vector |
||
| 1828 | //-------------------------- |
||
| 1829 | |||
| 1830 | D3DX10INLINE FLOAT D3DXVec4Length |
||
| 1831 | ( CONST D3DXVECTOR4 *pV ) |
||
| 1832 | { |
||
| 1833 | #ifdef D3DX10_DEBUG |
||
| 1834 | if(!pV) |
||
| 1835 | return 0.0f; |
||
| 1836 | #endif |
||
| 1837 | |||
| 1838 | #ifdef __cplusplus |
||
| 1839 | return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w); |
||
| 1840 | #else |
||
| 1841 | return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w); |
||
| 1842 | #endif |
||
| 1843 | } |
||
| 1844 | |||
| 1845 | D3DX10INLINE FLOAT D3DXVec4LengthSq |
||
| 1846 | ( CONST D3DXVECTOR4 *pV ) |
||
| 1847 | { |
||
| 1848 | #ifdef D3DX10_DEBUG |
||
| 1849 | if(!pV) |
||
| 1850 | return 0.0f; |
||
| 1851 | #endif |
||
| 1852 | |||
| 1853 | return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w; |
||
| 1854 | } |
||
| 1855 | |||
| 1856 | D3DX10INLINE FLOAT D3DXVec4Dot |
||
| 1857 | ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ) |
||
| 1858 | { |
||
| 1859 | #ifdef D3DX10_DEBUG |
||
| 1860 | if(!pV1 || !pV2) |
||
| 1861 | return 0.0f; |
||
| 1862 | #endif |
||
| 1863 | |||
| 1864 | return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z + pV1->w * pV2->w; |
||
| 1865 | } |
||
| 1866 | |||
| 1867 | D3DX10INLINE D3DXVECTOR4* D3DXVec4Add |
||
| 1868 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
||
| 1869 | { |
||
| 1870 | #ifdef D3DX10_DEBUG |
||
| 1871 | if(!pOut || !pV1 || !pV2) |
||
| 1872 | return NULL; |
||
| 1873 | #endif |
||
| 1874 | |||
| 1875 | pOut->x = pV1->x + pV2->x; |
||
| 1876 | pOut->y = pV1->y + pV2->y; |
||
| 1877 | pOut->z = pV1->z + pV2->z; |
||
| 1878 | pOut->w = pV1->w + pV2->w; |
||
| 1879 | return pOut; |
||
| 1880 | } |
||
| 1881 | |||
| 1882 | D3DX10INLINE D3DXVECTOR4* D3DXVec4Subtract |
||
| 1883 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
||
| 1884 | { |
||
| 1885 | #ifdef D3DX10_DEBUG |
||
| 1886 | if(!pOut || !pV1 || !pV2) |
||
| 1887 | return NULL; |
||
| 1888 | #endif |
||
| 1889 | |||
| 1890 | pOut->x = pV1->x - pV2->x; |
||
| 1891 | pOut->y = pV1->y - pV2->y; |
||
| 1892 | pOut->z = pV1->z - pV2->z; |
||
| 1893 | pOut->w = pV1->w - pV2->w; |
||
| 1894 | return pOut; |
||
| 1895 | } |
||
| 1896 | |||
| 1897 | D3DX10INLINE D3DXVECTOR4* D3DXVec4Minimize |
||
| 1898 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
||
| 1899 | { |
||
| 1900 | #ifdef D3DX10_DEBUG |
||
| 1901 | if(!pOut || !pV1 || !pV2) |
||
| 1902 | return NULL; |
||
| 1903 | #endif |
||
| 1904 | |||
| 1905 | pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; |
||
| 1906 | pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; |
||
| 1907 | pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z; |
||
| 1908 | pOut->w = pV1->w < pV2->w ? pV1->w : pV2->w; |
||
| 1909 | return pOut; |
||
| 1910 | } |
||
| 1911 | |||
| 1912 | D3DX10INLINE D3DXVECTOR4* D3DXVec4Maximize |
||
| 1913 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
||
| 1914 | { |
||
| 1915 | #ifdef D3DX10_DEBUG |
||
| 1916 | if(!pOut || !pV1 || !pV2) |
||
| 1917 | return NULL; |
||
| 1918 | #endif |
||
| 1919 | |||
| 1920 | pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; |
||
| 1921 | pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; |
||
| 1922 | pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z; |
||
| 1923 | pOut->w = pV1->w > pV2->w ? pV1->w : pV2->w; |
||
| 1924 | return pOut; |
||
| 1925 | } |
||
| 1926 | |||
| 1927 | D3DX10INLINE D3DXVECTOR4* D3DXVec4Scale |
||
| 1928 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s) |
||
| 1929 | { |
||
| 1930 | #ifdef D3DX10_DEBUG |
||
| 1931 | if(!pOut || !pV) |
||
| 1932 | return NULL; |
||
| 1933 | #endif |
||
| 1934 | |||
| 1935 | pOut->x = pV->x * s; |
||
| 1936 | pOut->y = pV->y * s; |
||
| 1937 | pOut->z = pV->z * s; |
||
| 1938 | pOut->w = pV->w * s; |
||
| 1939 | return pOut; |
||
| 1940 | } |
||
| 1941 | |||
| 1942 | D3DX10INLINE D3DXVECTOR4* D3DXVec4Lerp |
||
| 1943 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, |
||
| 1944 | FLOAT s ) |
||
| 1945 | { |
||
| 1946 | #ifdef D3DX10_DEBUG |
||
| 1947 | if(!pOut || !pV1 || !pV2) |
||
| 1948 | return NULL; |
||
| 1949 | #endif |
||
| 1950 | |||
| 1951 | pOut->x = pV1->x + s * (pV2->x - pV1->x); |
||
| 1952 | pOut->y = pV1->y + s * (pV2->y - pV1->y); |
||
| 1953 | pOut->z = pV1->z + s * (pV2->z - pV1->z); |
||
| 1954 | pOut->w = pV1->w + s * (pV2->w - pV1->w); |
||
| 1955 | return pOut; |
||
| 1956 | } |
||
| 1957 | |||
| 1958 | |||
| 1959 | //-------------------------- |
||
| 1960 | // 4D Matrix |
||
| 1961 | //-------------------------- |
||
| 1962 | |||
| 1963 | D3DX10INLINE D3DXMATRIX* D3DXMatrixIdentity |
||
| 1964 | ( D3DXMATRIX *pOut ) |
||
| 1965 | { |
||
| 1966 | #ifdef D3DX10_DEBUG |
||
| 1967 | if(!pOut) |
||
| 1968 | return NULL; |
||
| 1969 | #endif |
||
| 1970 | |||
| 1971 | pOut->m[0][1] = pOut->m[0][2] = pOut->m[0][3] = |
||
| 1972 | pOut->m[1][0] = pOut->m[1][2] = pOut->m[1][3] = |
||
| 1973 | pOut->m[2][0] = pOut->m[2][1] = pOut->m[2][3] = |
||
| 1974 | pOut->m[3][0] = pOut->m[3][1] = pOut->m[3][2] = 0.0f; |
||
| 1975 | |||
| 1976 | pOut->m[0][0] = pOut->m[1][1] = pOut->m[2][2] = pOut->m[3][3] = 1.0f; |
||
| 1977 | return pOut; |
||
| 1978 | } |
||
| 1979 | |||
| 1980 | |||
| 1981 | D3DX10INLINE BOOL D3DXMatrixIsIdentity |
||
| 1982 | ( CONST D3DXMATRIX *pM ) |
||
| 1983 | { |
||
| 1984 | #ifdef D3DX10_DEBUG |
||
| 1985 | if(!pM) |
||
| 1986 | return FALSE; |
||
| 1987 | #endif |
||
| 1988 | |||
| 1989 | 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 && |
||
| 1990 | pM->m[1][0] == 0.0f && pM->m[1][1] == 1.0f && pM->m[1][2] == 0.0f && pM->m[1][3] == 0.0f && |
||
| 1991 | pM->m[2][0] == 0.0f && pM->m[2][1] == 0.0f && pM->m[2][2] == 1.0f && pM->m[2][3] == 0.0f && |
||
| 1992 | pM->m[3][0] == 0.0f && pM->m[3][1] == 0.0f && pM->m[3][2] == 0.0f && pM->m[3][3] == 1.0f; |
||
| 1993 | } |
||
| 1994 | |||
| 1995 | |||
| 1996 | //-------------------------- |
||
| 1997 | // Quaternion |
||
| 1998 | //-------------------------- |
||
| 1999 | |||
| 2000 | D3DX10INLINE FLOAT D3DXQuaternionLength |
||
| 2001 | ( CONST D3DXQUATERNION *pQ ) |
||
| 2002 | { |
||
| 2003 | #ifdef D3DX10_DEBUG |
||
| 2004 | if(!pQ) |
||
| 2005 | return 0.0f; |
||
| 2006 | #endif |
||
| 2007 | |||
| 2008 | #ifdef __cplusplus |
||
| 2009 | return sqrtf(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w); |
||
| 2010 | #else |
||
| 2011 | return (FLOAT) sqrt(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w); |
||
| 2012 | #endif |
||
| 2013 | } |
||
| 2014 | |||
| 2015 | D3DX10INLINE FLOAT D3DXQuaternionLengthSq |
||
| 2016 | ( CONST D3DXQUATERNION *pQ ) |
||
| 2017 | { |
||
| 2018 | #ifdef D3DX10_DEBUG |
||
| 2019 | if(!pQ) |
||
| 2020 | return 0.0f; |
||
| 2021 | #endif |
||
| 2022 | |||
| 2023 | return pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w; |
||
| 2024 | } |
||
| 2025 | |||
| 2026 | D3DX10INLINE FLOAT D3DXQuaternionDot |
||
| 2027 | ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ) |
||
| 2028 | { |
||
| 2029 | #ifdef D3DX10_DEBUG |
||
| 2030 | if(!pQ1 || !pQ2) |
||
| 2031 | return 0.0f; |
||
| 2032 | #endif |
||
| 2033 | |||
| 2034 | return pQ1->x * pQ2->x + pQ1->y * pQ2->y + pQ1->z * pQ2->z + pQ1->w * pQ2->w; |
||
| 2035 | } |
||
| 2036 | |||
| 2037 | |||
| 2038 | D3DX10INLINE D3DXQUATERNION* D3DXQuaternionIdentity |
||
| 2039 | ( D3DXQUATERNION *pOut ) |
||
| 2040 | { |
||
| 2041 | #ifdef D3DX10_DEBUG |
||
| 2042 | if(!pOut) |
||
| 2043 | return NULL; |
||
| 2044 | #endif |
||
| 2045 | |||
| 2046 | pOut->x = pOut->y = pOut->z = 0.0f; |
||
| 2047 | pOut->w = 1.0f; |
||
| 2048 | return pOut; |
||
| 2049 | } |
||
| 2050 | |||
| 2051 | D3DX10INLINE BOOL D3DXQuaternionIsIdentity |
||
| 2052 | ( CONST D3DXQUATERNION *pQ ) |
||
| 2053 | { |
||
| 2054 | #ifdef D3DX10_DEBUG |
||
| 2055 | if(!pQ) |
||
| 2056 | return FALSE; |
||
| 2057 | #endif |
||
| 2058 | |||
| 2059 | return pQ->x == 0.0f && pQ->y == 0.0f && pQ->z == 0.0f && pQ->w == 1.0f; |
||
| 2060 | } |
||
| 2061 | |||
| 2062 | |||
| 2063 | D3DX10INLINE D3DXQUATERNION* D3DXQuaternionConjugate |
||
| 2064 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ) |
||
| 2065 | { |
||
| 2066 | #ifdef D3DX10_DEBUG |
||
| 2067 | if(!pOut || !pQ) |
||
| 2068 | return NULL; |
||
| 2069 | #endif |
||
| 2070 | |||
| 2071 | pOut->x = -pQ->x; |
||
| 2072 | pOut->y = -pQ->y; |
||
| 2073 | pOut->z = -pQ->z; |
||
| 2074 | pOut->w = pQ->w; |
||
| 2075 | return pOut; |
||
| 2076 | } |
||
| 2077 | |||
| 2078 | |||
| 2079 | //-------------------------- |
||
| 2080 | // Plane |
||
| 2081 | //-------------------------- |
||
| 2082 | |||
| 2083 | D3DX10INLINE FLOAT D3DXPlaneDot |
||
| 2084 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV) |
||
| 2085 | { |
||
| 2086 | #ifdef D3DX10_DEBUG |
||
| 2087 | if(!pP || !pV) |
||
| 2088 | return 0.0f; |
||
| 2089 | #endif |
||
| 2090 | |||
| 2091 | return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d * pV->w; |
||
| 2092 | } |
||
| 2093 | |||
| 2094 | D3DX10INLINE FLOAT D3DXPlaneDotCoord |
||
| 2095 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) |
||
| 2096 | { |
||
| 2097 | #ifdef D3DX10_DEBUG |
||
| 2098 | if(!pP || !pV) |
||
| 2099 | return 0.0f; |
||
| 2100 | #endif |
||
| 2101 | |||
| 2102 | return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d; |
||
| 2103 | } |
||
| 2104 | |||
| 2105 | D3DX10INLINE FLOAT D3DXPlaneDotNormal |
||
| 2106 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) |
||
| 2107 | { |
||
| 2108 | #ifdef D3DX10_DEBUG |
||
| 2109 | if(!pP || !pV) |
||
| 2110 | return 0.0f; |
||
| 2111 | #endif |
||
| 2112 | |||
| 2113 | return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z; |
||
| 2114 | } |
||
| 2115 | |||
| 2116 | D3DX10INLINE D3DXPLANE* D3DXPlaneScale |
||
| 2117 | (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s) |
||
| 2118 | { |
||
| 2119 | #ifdef D3DX10_DEBUG |
||
| 2120 | if(!pOut || !pP) |
||
| 2121 | return NULL; |
||
| 2122 | #endif |
||
| 2123 | |||
| 2124 | pOut->a = pP->a * s; |
||
| 2125 | pOut->b = pP->b * s; |
||
| 2126 | pOut->c = pP->c * s; |
||
| 2127 | pOut->d = pP->d * s; |
||
| 2128 | return pOut; |
||
| 2129 | } |
||
| 2130 | |||
| 2131 | |||
| 2132 | //-------------------------- |
||
| 2133 | // Color |
||
| 2134 | //-------------------------- |
||
| 2135 | |||
| 2136 | D3DX10INLINE D3DXCOLOR* D3DXColorNegative |
||
| 2137 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC) |
||
| 2138 | { |
||
| 2139 | #ifdef D3DX10_DEBUG |
||
| 2140 | if(!pOut || !pC) |
||
| 2141 | return NULL; |
||
| 2142 | #endif |
||
| 2143 | |||
| 2144 | pOut->r = 1.0f - pC->r; |
||
| 2145 | pOut->g = 1.0f - pC->g; |
||
| 2146 | pOut->b = 1.0f - pC->b; |
||
| 2147 | pOut->a = pC->a; |
||
| 2148 | return pOut; |
||
| 2149 | } |
||
| 2150 | |||
| 2151 | D3DX10INLINE D3DXCOLOR* D3DXColorAdd |
||
| 2152 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) |
||
| 2153 | { |
||
| 2154 | #ifdef D3DX10_DEBUG |
||
| 2155 | if(!pOut || !pC1 || !pC2) |
||
| 2156 | return NULL; |
||
| 2157 | #endif |
||
| 2158 | |||
| 2159 | pOut->r = pC1->r + pC2->r; |
||
| 2160 | pOut->g = pC1->g + pC2->g; |
||
| 2161 | pOut->b = pC1->b + pC2->b; |
||
| 2162 | pOut->a = pC1->a + pC2->a; |
||
| 2163 | return pOut; |
||
| 2164 | } |
||
| 2165 | |||
| 2166 | D3DX10INLINE D3DXCOLOR* D3DXColorSubtract |
||
| 2167 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) |
||
| 2168 | { |
||
| 2169 | #ifdef D3DX10_DEBUG |
||
| 2170 | if(!pOut || !pC1 || !pC2) |
||
| 2171 | return NULL; |
||
| 2172 | #endif |
||
| 2173 | |||
| 2174 | pOut->r = pC1->r - pC2->r; |
||
| 2175 | pOut->g = pC1->g - pC2->g; |
||
| 2176 | pOut->b = pC1->b - pC2->b; |
||
| 2177 | pOut->a = pC1->a - pC2->a; |
||
| 2178 | return pOut; |
||
| 2179 | } |
||
| 2180 | |||
| 2181 | D3DX10INLINE D3DXCOLOR* D3DXColorScale |
||
| 2182 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s) |
||
| 2183 | { |
||
| 2184 | #ifdef D3DX10_DEBUG |
||
| 2185 | if(!pOut || !pC) |
||
| 2186 | return NULL; |
||
| 2187 | #endif |
||
| 2188 | |||
| 2189 | pOut->r = pC->r * s; |
||
| 2190 | pOut->g = pC->g * s; |
||
| 2191 | pOut->b = pC->b * s; |
||
| 2192 | pOut->a = pC->a * s; |
||
| 2193 | return pOut; |
||
| 2194 | } |
||
| 2195 | |||
| 2196 | D3DX10INLINE D3DXCOLOR* D3DXColorModulate |
||
| 2197 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) |
||
| 2198 | { |
||
| 2199 | #ifdef D3DX10_DEBUG |
||
| 2200 | if(!pOut || !pC1 || !pC2) |
||
| 2201 | return NULL; |
||
| 2202 | #endif |
||
| 2203 | |||
| 2204 | pOut->r = pC1->r * pC2->r; |
||
| 2205 | pOut->g = pC1->g * pC2->g; |
||
| 2206 | pOut->b = pC1->b * pC2->b; |
||
| 2207 | pOut->a = pC1->a * pC2->a; |
||
| 2208 | return pOut; |
||
| 2209 | } |
||
| 2210 | |||
| 2211 | D3DX10INLINE D3DXCOLOR* D3DXColorLerp |
||
| 2212 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s) |
||
| 2213 | { |
||
| 2214 | #ifdef D3DX10_DEBUG |
||
| 2215 | if(!pOut || !pC1 || !pC2) |
||
| 2216 | return NULL; |
||
| 2217 | #endif |
||
| 2218 | |||
| 2219 | pOut->r = pC1->r + s * (pC2->r - pC1->r); |
||
| 2220 | pOut->g = pC1->g + s * (pC2->g - pC1->g); |
||
| 2221 | pOut->b = pC1->b + s * (pC2->b - pC1->b); |
||
| 2222 | pOut->a = pC1->a + s * (pC2->a - pC1->a); |
||
| 2223 | return pOut; |
||
| 2224 | } |
||
| 2225 | |||
| 2226 | |||
| 2227 | #endif // __D3DXMATH_INL__ |
||
| 2228 |