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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: d3dx9math.inl |
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6 | // Content: D3DX math inline functions |
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7 | // |
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8 | ////////////////////////////////////////////////////////////////////////////// |
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9 | |||
10 | #ifndef __D3DX9MATH_INL__ |
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11 | #define __D3DX9MATH_INL__ |
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12 | |||
13 | //=========================================================================== |
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14 | // |
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15 | // Inline Class Methods |
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16 | // |
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17 | //=========================================================================== |
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18 | |||
19 | #ifdef __cplusplus |
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20 | |||
21 | //-------------------------- |
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22 | // Float16 |
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23 | //-------------------------- |
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24 | |||
25 | D3DXINLINE |
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26 | D3DXFLOAT16::D3DXFLOAT16( FLOAT f ) |
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27 | { |
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28 | D3DXFloat32To16Array(this, &f, 1); |
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29 | } |
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30 | |||
31 | D3DXINLINE |
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32 | D3DXFLOAT16::D3DXFLOAT16( CONST D3DXFLOAT16& f ) |
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33 | { |
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34 | value = f.value; |
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35 | } |
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36 | |||
37 | // casting |
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38 | D3DXINLINE |
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39 | D3DXFLOAT16::operator FLOAT () |
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40 | { |
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41 | FLOAT f; |
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42 | D3DXFloat16To32Array(&f, this, 1); |
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43 | return f; |
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44 | } |
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45 | |||
46 | // binary operators |
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47 | D3DXINLINE BOOL |
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48 | D3DXFLOAT16::operator == ( CONST D3DXFLOAT16& f ) const |
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49 | { |
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50 | return value == f.value; |
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51 | } |
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52 | |||
53 | D3DXINLINE BOOL |
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54 | D3DXFLOAT16::operator != ( CONST D3DXFLOAT16& f ) const |
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55 | { |
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56 | return value != f.value; |
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57 | } |
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58 | |||
59 | |||
60 | //-------------------------- |
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61 | // 2D Vector |
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62 | //-------------------------- |
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63 | |||
64 | D3DXINLINE |
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65 | D3DXVECTOR2::D3DXVECTOR2( CONST FLOAT *pf ) |
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66 | { |
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67 | #ifdef D3DX_DEBUG |
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68 | if(!pf) |
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69 | return; |
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70 | #endif |
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71 | |||
72 | x = pf[0]; |
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73 | y = pf[1]; |
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74 | } |
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75 | |||
76 | D3DXINLINE |
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77 | D3DXVECTOR2::D3DXVECTOR2( CONST D3DXFLOAT16 *pf ) |
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78 | { |
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79 | #ifdef D3DX_DEBUG |
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80 | if(!pf) |
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81 | return; |
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82 | #endif |
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83 | |||
84 | D3DXFloat16To32Array(&x, pf, 2); |
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85 | } |
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86 | |||
87 | D3DXINLINE |
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88 | D3DXVECTOR2::D3DXVECTOR2( FLOAT fx, FLOAT fy ) |
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89 | { |
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90 | x = fx; |
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91 | y = fy; |
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92 | } |
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93 | |||
94 | |||
95 | // casting |
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96 | D3DXINLINE |
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97 | D3DXVECTOR2::operator FLOAT* () |
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98 | { |
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99 | return (FLOAT *) &x; |
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100 | } |
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101 | |||
102 | D3DXINLINE |
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103 | D3DXVECTOR2::operator CONST FLOAT* () const |
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104 | { |
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105 | return (CONST FLOAT *) &x; |
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106 | } |
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107 | |||
108 | |||
109 | // assignment operators |
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110 | D3DXINLINE D3DXVECTOR2& |
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111 | D3DXVECTOR2::operator += ( CONST D3DXVECTOR2& v ) |
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112 | { |
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113 | x += v.x; |
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114 | y += v.y; |
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115 | return *this; |
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116 | } |
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117 | |||
118 | D3DXINLINE D3DXVECTOR2& |
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119 | D3DXVECTOR2::operator -= ( CONST D3DXVECTOR2& v ) |
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120 | { |
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121 | x -= v.x; |
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122 | y -= v.y; |
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123 | return *this; |
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124 | } |
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125 | |||
126 | D3DXINLINE D3DXVECTOR2& |
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127 | D3DXVECTOR2::operator *= ( FLOAT f ) |
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128 | { |
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129 | x *= f; |
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130 | y *= f; |
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131 | return *this; |
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132 | } |
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133 | |||
134 | D3DXINLINE D3DXVECTOR2& |
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135 | D3DXVECTOR2::operator /= ( FLOAT f ) |
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136 | { |
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137 | FLOAT fInv = 1.0f / f; |
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138 | x *= fInv; |
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139 | y *= fInv; |
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140 | return *this; |
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141 | } |
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142 | |||
143 | |||
144 | // unary operators |
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145 | D3DXINLINE D3DXVECTOR2 |
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146 | D3DXVECTOR2::operator + () const |
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147 | { |
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148 | return *this; |
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149 | } |
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150 | |||
151 | D3DXINLINE D3DXVECTOR2 |
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152 | D3DXVECTOR2::operator - () const |
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153 | { |
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154 | return D3DXVECTOR2(-x, -y); |
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155 | } |
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156 | |||
157 | |||
158 | // binary operators |
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159 | D3DXINLINE D3DXVECTOR2 |
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160 | D3DXVECTOR2::operator + ( CONST D3DXVECTOR2& v ) const |
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161 | { |
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162 | return D3DXVECTOR2(x + v.x, y + v.y); |
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163 | } |
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164 | |||
165 | D3DXINLINE D3DXVECTOR2 |
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166 | D3DXVECTOR2::operator - ( CONST D3DXVECTOR2& v ) const |
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167 | { |
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168 | return D3DXVECTOR2(x - v.x, y - v.y); |
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169 | } |
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170 | |||
171 | D3DXINLINE D3DXVECTOR2 |
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172 | D3DXVECTOR2::operator * ( FLOAT f ) const |
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173 | { |
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174 | return D3DXVECTOR2(x * f, y * f); |
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175 | } |
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176 | |||
177 | D3DXINLINE D3DXVECTOR2 |
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178 | D3DXVECTOR2::operator / ( FLOAT f ) const |
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179 | { |
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180 | FLOAT fInv = 1.0f / f; |
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181 | return D3DXVECTOR2(x * fInv, y * fInv); |
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182 | } |
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183 | |||
184 | D3DXINLINE D3DXVECTOR2 |
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185 | operator * ( FLOAT f, CONST D3DXVECTOR2& v ) |
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186 | { |
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187 | return D3DXVECTOR2(f * v.x, f * v.y); |
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188 | } |
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189 | |||
190 | D3DXINLINE BOOL |
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191 | D3DXVECTOR2::operator == ( CONST D3DXVECTOR2& v ) const |
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192 | { |
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193 | return x == v.x && y == v.y; |
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194 | } |
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195 | |||
196 | D3DXINLINE BOOL |
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197 | D3DXVECTOR2::operator != ( CONST D3DXVECTOR2& v ) const |
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198 | { |
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199 | return x != v.x || y != v.y; |
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200 | } |
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201 | |||
202 | |||
203 | |||
204 | //-------------------------- |
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205 | // 2D Vector (16 bit) |
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206 | //-------------------------- |
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207 | |||
208 | D3DXINLINE |
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209 | D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST FLOAT *pf ) |
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210 | { |
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211 | #ifdef D3DX_DEBUG |
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212 | if(!pf) |
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213 | return; |
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214 | #endif |
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215 | |||
216 | D3DXFloat32To16Array(&x, pf, 2); |
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217 | } |
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218 | |||
219 | D3DXINLINE |
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220 | D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST D3DXFLOAT16 *pf ) |
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221 | { |
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222 | #ifdef D3DX_DEBUG |
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223 | if(!pf) |
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224 | return; |
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225 | #endif |
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226 | |||
227 | *((DWORD *) &x) = *((DWORD *) &pf[0]); |
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228 | } |
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229 | |||
230 | D3DXINLINE |
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231 | D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy ) |
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232 | { |
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233 | x = fx; |
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234 | y = fy; |
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235 | } |
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236 | |||
237 | |||
238 | // casting |
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239 | D3DXINLINE |
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240 | D3DXVECTOR2_16F::operator D3DXFLOAT16* () |
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241 | { |
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242 | return (D3DXFLOAT16*) &x; |
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243 | } |
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244 | |||
245 | D3DXINLINE |
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246 | D3DXVECTOR2_16F::operator CONST D3DXFLOAT16* () const |
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247 | { |
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248 | return (CONST D3DXFLOAT16*) &x; |
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249 | } |
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250 | |||
251 | |||
252 | // binary operators |
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253 | D3DXINLINE BOOL |
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254 | D3DXVECTOR2_16F::operator == ( CONST D3DXVECTOR2_16F &v ) const |
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255 | { |
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256 | return *((DWORD *) &x) == *((DWORD *) &v.x); |
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257 | } |
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258 | |||
259 | D3DXINLINE BOOL |
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260 | D3DXVECTOR2_16F::operator != ( CONST D3DXVECTOR2_16F &v ) const |
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261 | { |
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262 | return *((DWORD *) &x) != *((DWORD *) &v.x); |
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263 | } |
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264 | |||
265 | |||
266 | //-------------------------- |
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267 | // 3D Vector |
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268 | //-------------------------- |
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269 | D3DXINLINE |
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270 | D3DXVECTOR3::D3DXVECTOR3( CONST FLOAT *pf ) |
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271 | { |
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272 | #ifdef D3DX_DEBUG |
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273 | if(!pf) |
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274 | return; |
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275 | #endif |
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276 | |||
277 | x = pf[0]; |
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278 | y = pf[1]; |
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279 | z = pf[2]; |
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280 | } |
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281 | |||
282 | D3DXINLINE |
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283 | D3DXVECTOR3::D3DXVECTOR3( CONST D3DVECTOR& v ) |
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284 | { |
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285 | x = v.x; |
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286 | y = v.y; |
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287 | z = v.z; |
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288 | } |
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289 | |||
290 | D3DXINLINE |
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291 | D3DXVECTOR3::D3DXVECTOR3( CONST D3DXFLOAT16 *pf ) |
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292 | { |
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293 | #ifdef D3DX_DEBUG |
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294 | if(!pf) |
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295 | return; |
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296 | #endif |
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297 | |||
298 | D3DXFloat16To32Array(&x, pf, 3); |
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299 | } |
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300 | |||
301 | D3DXINLINE |
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302 | D3DXVECTOR3::D3DXVECTOR3( FLOAT fx, FLOAT fy, FLOAT fz ) |
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303 | { |
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304 | x = fx; |
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305 | y = fy; |
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306 | z = fz; |
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307 | } |
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308 | |||
309 | |||
310 | // casting |
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311 | D3DXINLINE |
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312 | D3DXVECTOR3::operator FLOAT* () |
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313 | { |
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314 | return (FLOAT *) &x; |
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315 | } |
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316 | |||
317 | D3DXINLINE |
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318 | D3DXVECTOR3::operator CONST FLOAT* () const |
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319 | { |
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320 | return (CONST FLOAT *) &x; |
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321 | } |
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322 | |||
323 | |||
324 | // assignment operators |
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325 | D3DXINLINE D3DXVECTOR3& |
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326 | D3DXVECTOR3::operator += ( CONST D3DXVECTOR3& v ) |
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327 | { |
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328 | x += v.x; |
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329 | y += v.y; |
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330 | z += v.z; |
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331 | return *this; |
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332 | } |
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333 | |||
334 | D3DXINLINE D3DXVECTOR3& |
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335 | D3DXVECTOR3::operator -= ( CONST D3DXVECTOR3& v ) |
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336 | { |
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337 | x -= v.x; |
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338 | y -= v.y; |
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339 | z -= v.z; |
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340 | return *this; |
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341 | } |
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342 | |||
343 | D3DXINLINE D3DXVECTOR3& |
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344 | D3DXVECTOR3::operator *= ( FLOAT f ) |
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345 | { |
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346 | x *= f; |
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347 | y *= f; |
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348 | z *= f; |
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349 | return *this; |
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350 | } |
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351 | |||
352 | D3DXINLINE D3DXVECTOR3& |
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353 | D3DXVECTOR3::operator /= ( FLOAT f ) |
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354 | { |
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355 | FLOAT fInv = 1.0f / f; |
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356 | x *= fInv; |
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357 | y *= fInv; |
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358 | z *= fInv; |
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359 | return *this; |
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360 | } |
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361 | |||
362 | |||
363 | // unary operators |
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364 | D3DXINLINE D3DXVECTOR3 |
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365 | D3DXVECTOR3::operator + () const |
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366 | { |
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367 | return *this; |
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368 | } |
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369 | |||
370 | D3DXINLINE D3DXVECTOR3 |
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371 | D3DXVECTOR3::operator - () const |
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372 | { |
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373 | return D3DXVECTOR3(-x, -y, -z); |
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374 | } |
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375 | |||
376 | |||
377 | // binary operators |
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378 | D3DXINLINE D3DXVECTOR3 |
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379 | D3DXVECTOR3::operator + ( CONST D3DXVECTOR3& v ) const |
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380 | { |
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381 | return D3DXVECTOR3(x + v.x, y + v.y, z + v.z); |
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382 | } |
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383 | |||
384 | D3DXINLINE D3DXVECTOR3 |
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385 | D3DXVECTOR3::operator - ( CONST D3DXVECTOR3& v ) const |
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386 | { |
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387 | return D3DXVECTOR3(x - v.x, y - v.y, z - v.z); |
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388 | } |
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389 | |||
390 | D3DXINLINE D3DXVECTOR3 |
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391 | D3DXVECTOR3::operator * ( FLOAT f ) const |
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392 | { |
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393 | return D3DXVECTOR3(x * f, y * f, z * f); |
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394 | } |
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395 | |||
396 | D3DXINLINE D3DXVECTOR3 |
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397 | D3DXVECTOR3::operator / ( FLOAT f ) const |
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398 | { |
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399 | FLOAT fInv = 1.0f / f; |
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400 | return D3DXVECTOR3(x * fInv, y * fInv, z * fInv); |
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401 | } |
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402 | |||
403 | |||
404 | D3DXINLINE D3DXVECTOR3 |
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405 | operator * ( FLOAT f, CONST struct D3DXVECTOR3& v ) |
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406 | { |
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407 | return D3DXVECTOR3(f * v.x, f * v.y, f * v.z); |
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408 | } |
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409 | |||
410 | |||
411 | D3DXINLINE BOOL |
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412 | D3DXVECTOR3::operator == ( CONST D3DXVECTOR3& v ) const |
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413 | { |
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414 | return x == v.x && y == v.y && z == v.z; |
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415 | } |
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416 | |||
417 | D3DXINLINE BOOL |
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418 | D3DXVECTOR3::operator != ( CONST D3DXVECTOR3& v ) const |
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419 | { |
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420 | return x != v.x || y != v.y || z != v.z; |
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421 | } |
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422 | |||
423 | |||
424 | |||
425 | //-------------------------- |
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426 | // 3D Vector (16 bit) |
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427 | //-------------------------- |
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428 | |||
429 | D3DXINLINE |
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430 | D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST FLOAT *pf ) |
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431 | { |
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432 | #ifdef D3DX_DEBUG |
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433 | if(!pf) |
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434 | return; |
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435 | #endif |
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436 | |||
437 | D3DXFloat32To16Array(&x, pf, 3); |
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438 | } |
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439 | |||
440 | D3DXINLINE |
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441 | D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DVECTOR& v ) |
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442 | { |
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443 | D3DXFloat32To16Array(&x, &v.x, 1); |
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444 | D3DXFloat32To16Array(&y, &v.y, 1); |
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445 | D3DXFloat32To16Array(&z, &v.z, 1); |
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446 | } |
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447 | |||
448 | D3DXINLINE |
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449 | D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DXFLOAT16 *pf ) |
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450 | { |
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451 | #ifdef D3DX_DEBUG |
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452 | if(!pf) |
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453 | return; |
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454 | #endif |
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455 | |||
456 | *((DWORD *) &x) = *((DWORD *) &pf[0]); |
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457 | *((WORD *) &z) = *((WORD *) &pf[2]); |
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458 | } |
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459 | |||
460 | D3DXINLINE |
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461 | D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy, CONST D3DXFLOAT16 &fz ) |
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462 | { |
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463 | x = fx; |
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464 | y = fy; |
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465 | z = fz; |
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466 | } |
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467 | |||
468 | |||
469 | // casting |
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470 | D3DXINLINE |
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471 | D3DXVECTOR3_16F::operator D3DXFLOAT16* () |
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472 | { |
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473 | return (D3DXFLOAT16*) &x; |
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474 | } |
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475 | |||
476 | D3DXINLINE |
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477 | D3DXVECTOR3_16F::operator CONST D3DXFLOAT16* () const |
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478 | { |
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479 | return (CONST D3DXFLOAT16*) &x; |
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480 | } |
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481 | |||
482 | |||
483 | // binary operators |
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484 | D3DXINLINE BOOL |
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485 | D3DXVECTOR3_16F::operator == ( CONST D3DXVECTOR3_16F &v ) const |
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486 | { |
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487 | return *((DWORD *) &x) == *((DWORD *) &v.x) && |
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488 | *((WORD *) &z) == *((WORD *) &v.z); |
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489 | } |
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490 | |||
491 | D3DXINLINE BOOL |
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492 | D3DXVECTOR3_16F::operator != ( CONST D3DXVECTOR3_16F &v ) const |
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493 | { |
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494 | return *((DWORD *) &x) != *((DWORD *) &v.x) || |
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495 | *((WORD *) &z) != *((WORD *) &v.z); |
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496 | } |
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497 | |||
498 | |||
499 | //-------------------------- |
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500 | // 4D Vector |
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501 | //-------------------------- |
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502 | D3DXINLINE |
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503 | D3DXVECTOR4::D3DXVECTOR4( CONST FLOAT *pf ) |
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504 | { |
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505 | #ifdef D3DX_DEBUG |
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506 | if(!pf) |
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507 | return; |
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508 | #endif |
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509 | |||
510 | x = pf[0]; |
||
511 | y = pf[1]; |
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512 | z = pf[2]; |
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513 | w = pf[3]; |
||
514 | } |
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515 | |||
516 | D3DXINLINE |
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517 | D3DXVECTOR4::D3DXVECTOR4( CONST D3DXFLOAT16 *pf ) |
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518 | { |
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519 | #ifdef D3DX_DEBUG |
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520 | if(!pf) |
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521 | return; |
||
522 | #endif |
||
523 | |||
524 | D3DXFloat16To32Array(&x, pf, 4); |
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525 | } |
||
526 | |||
527 | D3DXINLINE |
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528 | D3DXVECTOR4::D3DXVECTOR4( CONST D3DVECTOR& v, FLOAT f ) |
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529 | { |
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530 | x = v.x; |
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531 | y = v.y; |
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532 | z = v.z; |
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533 | w = f; |
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534 | } |
||
535 | |||
536 | D3DXINLINE |
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537 | D3DXVECTOR4::D3DXVECTOR4( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw ) |
||
538 | { |
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539 | x = fx; |
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540 | y = fy; |
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541 | z = fz; |
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542 | w = fw; |
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543 | } |
||
544 | |||
545 | |||
546 | // casting |
||
547 | D3DXINLINE |
||
548 | D3DXVECTOR4::operator FLOAT* () |
||
549 | { |
||
550 | return (FLOAT *) &x; |
||
551 | } |
||
552 | |||
553 | D3DXINLINE |
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554 | D3DXVECTOR4::operator CONST FLOAT* () const |
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555 | { |
||
556 | return (CONST FLOAT *) &x; |
||
557 | } |
||
558 | |||
559 | |||
560 | // assignment operators |
||
561 | D3DXINLINE D3DXVECTOR4& |
||
562 | D3DXVECTOR4::operator += ( CONST D3DXVECTOR4& v ) |
||
563 | { |
||
564 | x += v.x; |
||
565 | y += v.y; |
||
566 | z += v.z; |
||
567 | w += v.w; |
||
568 | return *this; |
||
569 | } |
||
570 | |||
571 | D3DXINLINE D3DXVECTOR4& |
||
572 | D3DXVECTOR4::operator -= ( CONST D3DXVECTOR4& v ) |
||
573 | { |
||
574 | x -= v.x; |
||
575 | y -= v.y; |
||
576 | z -= v.z; |
||
577 | w -= v.w; |
||
578 | return *this; |
||
579 | } |
||
580 | |||
581 | D3DXINLINE D3DXVECTOR4& |
||
582 | D3DXVECTOR4::operator *= ( FLOAT f ) |
||
583 | { |
||
584 | x *= f; |
||
585 | y *= f; |
||
586 | z *= f; |
||
587 | w *= f; |
||
588 | return *this; |
||
589 | } |
||
590 | |||
591 | D3DXINLINE D3DXVECTOR4& |
||
592 | D3DXVECTOR4::operator /= ( FLOAT f ) |
||
593 | { |
||
594 | FLOAT fInv = 1.0f / f; |
||
595 | x *= fInv; |
||
596 | y *= fInv; |
||
597 | z *= fInv; |
||
598 | w *= fInv; |
||
599 | return *this; |
||
600 | } |
||
601 | |||
602 | |||
603 | // unary operators |
||
604 | D3DXINLINE D3DXVECTOR4 |
||
605 | D3DXVECTOR4::operator + () const |
||
606 | { |
||
607 | return *this; |
||
608 | } |
||
609 | |||
610 | D3DXINLINE D3DXVECTOR4 |
||
611 | D3DXVECTOR4::operator - () const |
||
612 | { |
||
613 | return D3DXVECTOR4(-x, -y, -z, -w); |
||
614 | } |
||
615 | |||
616 | |||
617 | // binary operators |
||
618 | D3DXINLINE D3DXVECTOR4 |
||
619 | D3DXVECTOR4::operator + ( CONST D3DXVECTOR4& v ) const |
||
620 | { |
||
621 | return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w); |
||
622 | } |
||
623 | |||
624 | D3DXINLINE D3DXVECTOR4 |
||
625 | D3DXVECTOR4::operator - ( CONST D3DXVECTOR4& v ) const |
||
626 | { |
||
627 | return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w); |
||
628 | } |
||
629 | |||
630 | D3DXINLINE D3DXVECTOR4 |
||
631 | D3DXVECTOR4::operator * ( FLOAT f ) const |
||
632 | { |
||
633 | return D3DXVECTOR4(x * f, y * f, z * f, w * f); |
||
634 | } |
||
635 | |||
636 | D3DXINLINE D3DXVECTOR4 |
||
637 | D3DXVECTOR4::operator / ( FLOAT f ) const |
||
638 | { |
||
639 | FLOAT fInv = 1.0f / f; |
||
640 | return D3DXVECTOR4(x * fInv, y * fInv, z * fInv, w * fInv); |
||
641 | } |
||
642 | |||
643 | D3DXINLINE D3DXVECTOR4 |
||
644 | operator * ( FLOAT f, CONST D3DXVECTOR4& v ) |
||
645 | { |
||
646 | return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w); |
||
647 | } |
||
648 | |||
649 | |||
650 | D3DXINLINE BOOL |
||
651 | D3DXVECTOR4::operator == ( CONST D3DXVECTOR4& v ) const |
||
652 | { |
||
653 | return x == v.x && y == v.y && z == v.z && w == v.w; |
||
654 | } |
||
655 | |||
656 | D3DXINLINE BOOL |
||
657 | D3DXVECTOR4::operator != ( CONST D3DXVECTOR4& v ) const |
||
658 | { |
||
659 | return x != v.x || y != v.y || z != v.z || w != v.w; |
||
660 | } |
||
661 | |||
662 | |||
663 | |||
664 | //-------------------------- |
||
665 | // 4D Vector (16 bit) |
||
666 | //-------------------------- |
||
667 | |||
668 | D3DXINLINE |
||
669 | D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST FLOAT *pf ) |
||
670 | { |
||
671 | #ifdef D3DX_DEBUG |
||
672 | if(!pf) |
||
673 | return; |
||
674 | #endif |
||
675 | |||
676 | D3DXFloat32To16Array(&x, pf, 4); |
||
677 | } |
||
678 | |||
679 | D3DXINLINE |
||
680 | D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXFLOAT16 *pf ) |
||
681 | { |
||
682 | #ifdef D3DX_DEBUG |
||
683 | if(!pf) |
||
684 | return; |
||
685 | #endif |
||
686 | |||
687 | *((DWORD *) &x) = *((DWORD *) &pf[0]); |
||
688 | *((DWORD *) &z) = *((DWORD *) &pf[2]); |
||
689 | } |
||
690 | |||
691 | D3DXINLINE |
||
692 | D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXVECTOR3_16F& v, CONST D3DXFLOAT16& f ) |
||
693 | { |
||
694 | x = v.x; |
||
695 | y = v.y; |
||
696 | z = v.z; |
||
697 | w = f; |
||
698 | } |
||
699 | |||
700 | D3DXINLINE |
||
701 | D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy, CONST D3DXFLOAT16 &fz, CONST D3DXFLOAT16 &fw ) |
||
702 | { |
||
703 | x = fx; |
||
704 | y = fy; |
||
705 | z = fz; |
||
706 | w = fw; |
||
707 | } |
||
708 | |||
709 | |||
710 | // casting |
||
711 | D3DXINLINE |
||
712 | D3DXVECTOR4_16F::operator D3DXFLOAT16* () |
||
713 | { |
||
714 | return (D3DXFLOAT16*) &x; |
||
715 | } |
||
716 | |||
717 | D3DXINLINE |
||
718 | D3DXVECTOR4_16F::operator CONST D3DXFLOAT16* () const |
||
719 | { |
||
720 | return (CONST D3DXFLOAT16*) &x; |
||
721 | } |
||
722 | |||
723 | |||
724 | // binary operators |
||
725 | D3DXINLINE BOOL |
||
726 | D3DXVECTOR4_16F::operator == ( CONST D3DXVECTOR4_16F &v ) const |
||
727 | { |
||
728 | return *((DWORD *) &x) == *((DWORD *) &v.x) && |
||
729 | *((DWORD *) &z) == *((DWORD *) &v.z); |
||
730 | } |
||
731 | |||
732 | D3DXINLINE BOOL |
||
733 | D3DXVECTOR4_16F::operator != ( CONST D3DXVECTOR4_16F &v ) const |
||
734 | { |
||
735 | return *((DWORD *) &x) != *((DWORD *) &v.x) || |
||
736 | *((DWORD *) &z) != *((DWORD *) &v.z); |
||
737 | } |
||
738 | |||
739 | |||
740 | //-------------------------- |
||
741 | // Matrix |
||
742 | //-------------------------- |
||
743 | D3DXINLINE |
||
744 | D3DXMATRIX::D3DXMATRIX( CONST FLOAT* pf ) |
||
745 | { |
||
746 | #ifdef D3DX_DEBUG |
||
747 | if(!pf) |
||
748 | return; |
||
749 | #endif |
||
750 | |||
751 | memcpy(&_11, pf, sizeof(D3DXMATRIX)); |
||
752 | } |
||
753 | |||
754 | D3DXINLINE |
||
755 | D3DXMATRIX::D3DXMATRIX( CONST D3DMATRIX& mat ) |
||
756 | { |
||
757 | memcpy(&_11, &mat, sizeof(D3DXMATRIX)); |
||
758 | } |
||
759 | |||
760 | D3DXINLINE |
||
761 | D3DXMATRIX::D3DXMATRIX( CONST D3DXFLOAT16* pf ) |
||
762 | { |
||
763 | #ifdef D3DX_DEBUG |
||
764 | if(!pf) |
||
765 | return; |
||
766 | #endif |
||
767 | |||
768 | D3DXFloat16To32Array(&_11, pf, 16); |
||
769 | } |
||
770 | |||
771 | D3DXINLINE |
||
772 | D3DXMATRIX::D3DXMATRIX( FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14, |
||
773 | FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24, |
||
774 | FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34, |
||
775 | FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44 ) |
||
776 | { |
||
777 | _11 = f11; _12 = f12; _13 = f13; _14 = f14; |
||
778 | _21 = f21; _22 = f22; _23 = f23; _24 = f24; |
||
779 | _31 = f31; _32 = f32; _33 = f33; _34 = f34; |
||
780 | _41 = f41; _42 = f42; _43 = f43; _44 = f44; |
||
781 | } |
||
782 | |||
783 | |||
784 | |||
785 | // access grants |
||
786 | D3DXINLINE FLOAT& |
||
787 | D3DXMATRIX::operator () ( UINT iRow, UINT iCol ) |
||
788 | { |
||
789 | return m[iRow][iCol]; |
||
790 | } |
||
791 | |||
792 | D3DXINLINE FLOAT |
||
793 | D3DXMATRIX::operator () ( UINT iRow, UINT iCol ) const |
||
794 | { |
||
795 | return m[iRow][iCol]; |
||
796 | } |
||
797 | |||
798 | |||
799 | // casting operators |
||
800 | D3DXINLINE |
||
801 | D3DXMATRIX::operator FLOAT* () |
||
802 | { |
||
803 | return (FLOAT *) &_11; |
||
804 | } |
||
805 | |||
806 | D3DXINLINE |
||
807 | D3DXMATRIX::operator CONST FLOAT* () const |
||
808 | { |
||
809 | return (CONST FLOAT *) &_11; |
||
810 | } |
||
811 | |||
812 | |||
813 | // assignment operators |
||
814 | D3DXINLINE D3DXMATRIX& |
||
815 | D3DXMATRIX::operator *= ( CONST D3DXMATRIX& mat ) |
||
816 | { |
||
817 | D3DXMatrixMultiply(this, this, &mat); |
||
818 | return *this; |
||
819 | } |
||
820 | |||
821 | D3DXINLINE D3DXMATRIX& |
||
822 | D3DXMATRIX::operator += ( CONST D3DXMATRIX& mat ) |
||
823 | { |
||
824 | _11 += mat._11; _12 += mat._12; _13 += mat._13; _14 += mat._14; |
||
825 | _21 += mat._21; _22 += mat._22; _23 += mat._23; _24 += mat._24; |
||
826 | _31 += mat._31; _32 += mat._32; _33 += mat._33; _34 += mat._34; |
||
827 | _41 += mat._41; _42 += mat._42; _43 += mat._43; _44 += mat._44; |
||
828 | return *this; |
||
829 | } |
||
830 | |||
831 | D3DXINLINE D3DXMATRIX& |
||
832 | D3DXMATRIX::operator -= ( CONST D3DXMATRIX& mat ) |
||
833 | { |
||
834 | _11 -= mat._11; _12 -= mat._12; _13 -= mat._13; _14 -= mat._14; |
||
835 | _21 -= mat._21; _22 -= mat._22; _23 -= mat._23; _24 -= mat._24; |
||
836 | _31 -= mat._31; _32 -= mat._32; _33 -= mat._33; _34 -= mat._34; |
||
837 | _41 -= mat._41; _42 -= mat._42; _43 -= mat._43; _44 -= mat._44; |
||
838 | return *this; |
||
839 | } |
||
840 | |||
841 | D3DXINLINE D3DXMATRIX& |
||
842 | D3DXMATRIX::operator *= ( FLOAT f ) |
||
843 | { |
||
844 | _11 *= f; _12 *= f; _13 *= f; _14 *= f; |
||
845 | _21 *= f; _22 *= f; _23 *= f; _24 *= f; |
||
846 | _31 *= f; _32 *= f; _33 *= f; _34 *= f; |
||
847 | _41 *= f; _42 *= f; _43 *= f; _44 *= f; |
||
848 | return *this; |
||
849 | } |
||
850 | |||
851 | D3DXINLINE D3DXMATRIX& |
||
852 | D3DXMATRIX::operator /= ( FLOAT f ) |
||
853 | { |
||
854 | FLOAT fInv = 1.0f / f; |
||
855 | _11 *= fInv; _12 *= fInv; _13 *= fInv; _14 *= fInv; |
||
856 | _21 *= fInv; _22 *= fInv; _23 *= fInv; _24 *= fInv; |
||
857 | _31 *= fInv; _32 *= fInv; _33 *= fInv; _34 *= fInv; |
||
858 | _41 *= fInv; _42 *= fInv; _43 *= fInv; _44 *= fInv; |
||
859 | return *this; |
||
860 | } |
||
861 | |||
862 | |||
863 | // unary operators |
||
864 | D3DXINLINE D3DXMATRIX |
||
865 | D3DXMATRIX::operator + () const |
||
866 | { |
||
867 | return *this; |
||
868 | } |
||
869 | |||
870 | D3DXINLINE D3DXMATRIX |
||
871 | D3DXMATRIX::operator - () const |
||
872 | { |
||
873 | return D3DXMATRIX(-_11, -_12, -_13, -_14, |
||
874 | -_21, -_22, -_23, -_24, |
||
875 | -_31, -_32, -_33, -_34, |
||
876 | -_41, -_42, -_43, -_44); |
||
877 | } |
||
878 | |||
879 | |||
880 | // binary operators |
||
881 | D3DXINLINE D3DXMATRIX |
||
882 | D3DXMATRIX::operator * ( CONST D3DXMATRIX& mat ) const |
||
883 | { |
||
884 | D3DXMATRIX matT; |
||
885 | D3DXMatrixMultiply(&matT, this, &mat); |
||
886 | return matT; |
||
887 | } |
||
888 | |||
889 | D3DXINLINE D3DXMATRIX |
||
890 | D3DXMATRIX::operator + ( CONST D3DXMATRIX& mat ) const |
||
891 | { |
||
892 | return D3DXMATRIX(_11 + mat._11, _12 + mat._12, _13 + mat._13, _14 + mat._14, |
||
893 | _21 + mat._21, _22 + mat._22, _23 + mat._23, _24 + mat._24, |
||
894 | _31 + mat._31, _32 + mat._32, _33 + mat._33, _34 + mat._34, |
||
895 | _41 + mat._41, _42 + mat._42, _43 + mat._43, _44 + mat._44); |
||
896 | } |
||
897 | |||
898 | D3DXINLINE D3DXMATRIX |
||
899 | D3DXMATRIX::operator - ( CONST D3DXMATRIX& mat ) const |
||
900 | { |
||
901 | return D3DXMATRIX(_11 - mat._11, _12 - mat._12, _13 - mat._13, _14 - mat._14, |
||
902 | _21 - mat._21, _22 - mat._22, _23 - mat._23, _24 - mat._24, |
||
903 | _31 - mat._31, _32 - mat._32, _33 - mat._33, _34 - mat._34, |
||
904 | _41 - mat._41, _42 - mat._42, _43 - mat._43, _44 - mat._44); |
||
905 | } |
||
906 | |||
907 | D3DXINLINE D3DXMATRIX |
||
908 | D3DXMATRIX::operator * ( FLOAT f ) const |
||
909 | { |
||
910 | return D3DXMATRIX(_11 * f, _12 * f, _13 * f, _14 * f, |
||
911 | _21 * f, _22 * f, _23 * f, _24 * f, |
||
912 | _31 * f, _32 * f, _33 * f, _34 * f, |
||
913 | _41 * f, _42 * f, _43 * f, _44 * f); |
||
914 | } |
||
915 | |||
916 | D3DXINLINE D3DXMATRIX |
||
917 | D3DXMATRIX::operator / ( FLOAT f ) const |
||
918 | { |
||
919 | FLOAT fInv = 1.0f / f; |
||
920 | return D3DXMATRIX(_11 * fInv, _12 * fInv, _13 * fInv, _14 * fInv, |
||
921 | _21 * fInv, _22 * fInv, _23 * fInv, _24 * fInv, |
||
922 | _31 * fInv, _32 * fInv, _33 * fInv, _34 * fInv, |
||
923 | _41 * fInv, _42 * fInv, _43 * fInv, _44 * fInv); |
||
924 | } |
||
925 | |||
926 | |||
927 | D3DXINLINE D3DXMATRIX |
||
928 | operator * ( FLOAT f, CONST D3DXMATRIX& mat ) |
||
929 | { |
||
930 | return D3DXMATRIX(f * mat._11, f * mat._12, f * mat._13, f * mat._14, |
||
931 | f * mat._21, f * mat._22, f * mat._23, f * mat._24, |
||
932 | f * mat._31, f * mat._32, f * mat._33, f * mat._34, |
||
933 | f * mat._41, f * mat._42, f * mat._43, f * mat._44); |
||
934 | } |
||
935 | |||
936 | |||
937 | D3DXINLINE BOOL |
||
938 | D3DXMATRIX::operator == ( CONST D3DXMATRIX& mat ) const |
||
939 | { |
||
940 | return 0 == memcmp(this, &mat, sizeof(D3DXMATRIX)); |
||
941 | } |
||
942 | |||
943 | D3DXINLINE BOOL |
||
944 | D3DXMATRIX::operator != ( CONST D3DXMATRIX& mat ) const |
||
945 | { |
||
946 | return 0 != memcmp(this, &mat, sizeof(D3DXMATRIX)); |
||
947 | } |
||
948 | |||
949 | |||
950 | |||
951 | //-------------------------- |
||
952 | // Aligned Matrices |
||
953 | //-------------------------- |
||
954 | |||
955 | D3DXINLINE |
||
956 | _D3DXMATRIXA16::_D3DXMATRIXA16( CONST FLOAT* f ) : |
||
957 | D3DXMATRIX( f ) |
||
958 | { |
||
959 | } |
||
960 | |||
961 | D3DXINLINE |
||
962 | _D3DXMATRIXA16::_D3DXMATRIXA16( CONST D3DMATRIX& m ) : |
||
963 | D3DXMATRIX( m ) |
||
964 | { |
||
965 | } |
||
966 | |||
967 | D3DXINLINE |
||
968 | _D3DXMATRIXA16::_D3DXMATRIXA16( CONST D3DXFLOAT16* f ) : |
||
969 | D3DXMATRIX( f ) |
||
970 | { |
||
971 | } |
||
972 | |||
973 | D3DXINLINE |
||
974 | _D3DXMATRIXA16::_D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14, |
||
975 | FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24, |
||
976 | FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34, |
||
977 | FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ) : |
||
978 | D3DXMATRIX(_11, _12, _13, _14, |
||
979 | _21, _22, _23, _24, |
||
980 | _31, _32, _33, _34, |
||
981 | _41, _42, _43, _44) |
||
982 | { |
||
983 | } |
||
984 | |||
985 | #ifndef SIZE_MAX |
||
986 | #define SIZE_MAX ((SIZE_T)-1) |
||
987 | #endif |
||
988 | |||
989 | D3DXINLINE void* |
||
990 | _D3DXMATRIXA16::operator new( size_t s ) |
||
991 | { |
||
992 | if (s > (SIZE_MAX-16)) |
||
993 | return NULL; |
||
994 | LPBYTE p = ::new BYTE[s + 16]; |
||
995 | if (p) |
||
996 | { |
||
997 | BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15)); |
||
998 | p += offset; |
||
999 | p[-1] = offset; |
||
1000 | } |
||
1001 | return p; |
||
1002 | } |
||
1003 | |||
1004 | D3DXINLINE void* |
||
1005 | _D3DXMATRIXA16::operator new[]( size_t s ) |
||
1006 | { |
||
1007 | if (s > (SIZE_MAX-16)) |
||
1008 | return NULL; |
||
1009 | LPBYTE p = ::new BYTE[s + 16]; |
||
1010 | if (p) |
||
1011 | { |
||
1012 | BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15)); |
||
1013 | p += offset; |
||
1014 | p[-1] = offset; |
||
1015 | } |
||
1016 | return p; |
||
1017 | } |
||
1018 | |||
1019 | D3DXINLINE void |
||
1020 | _D3DXMATRIXA16::operator delete(void* p) |
||
1021 | { |
||
1022 | if(p) |
||
1023 | { |
||
1024 | BYTE* pb = static_cast<BYTE*>(p); |
||
1025 | pb -= pb[-1]; |
||
1026 | ::delete [] pb; |
||
1027 | } |
||
1028 | } |
||
1029 | |||
1030 | D3DXINLINE void |
||
1031 | _D3DXMATRIXA16::operator delete[](void* p) |
||
1032 | { |
||
1033 | if(p) |
||
1034 | { |
||
1035 | BYTE* pb = static_cast<BYTE*>(p); |
||
1036 | pb -= pb[-1]; |
||
1037 | ::delete [] pb; |
||
1038 | } |
||
1039 | } |
||
1040 | |||
1041 | D3DXINLINE _D3DXMATRIXA16& |
||
1042 | _D3DXMATRIXA16::operator=(CONST D3DXMATRIX& rhs) |
||
1043 | { |
||
1044 | memcpy(&_11, &rhs, sizeof(D3DXMATRIX)); |
||
1045 | return *this; |
||
1046 | } |
||
1047 | |||
1048 | |||
1049 | //-------------------------- |
||
1050 | // Quaternion |
||
1051 | //-------------------------- |
||
1052 | |||
1053 | D3DXINLINE |
||
1054 | D3DXQUATERNION::D3DXQUATERNION( CONST FLOAT* pf ) |
||
1055 | { |
||
1056 | #ifdef D3DX_DEBUG |
||
1057 | if(!pf) |
||
1058 | return; |
||
1059 | #endif |
||
1060 | |||
1061 | x = pf[0]; |
||
1062 | y = pf[1]; |
||
1063 | z = pf[2]; |
||
1064 | w = pf[3]; |
||
1065 | } |
||
1066 | |||
1067 | D3DXINLINE |
||
1068 | D3DXQUATERNION::D3DXQUATERNION( CONST D3DXFLOAT16* pf ) |
||
1069 | { |
||
1070 | #ifdef D3DX_DEBUG |
||
1071 | if(!pf) |
||
1072 | return; |
||
1073 | #endif |
||
1074 | |||
1075 | D3DXFloat16To32Array(&x, pf, 4); |
||
1076 | } |
||
1077 | |||
1078 | D3DXINLINE |
||
1079 | D3DXQUATERNION::D3DXQUATERNION( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw ) |
||
1080 | { |
||
1081 | x = fx; |
||
1082 | y = fy; |
||
1083 | z = fz; |
||
1084 | w = fw; |
||
1085 | } |
||
1086 | |||
1087 | |||
1088 | // casting |
||
1089 | D3DXINLINE |
||
1090 | D3DXQUATERNION::operator FLOAT* () |
||
1091 | { |
||
1092 | return (FLOAT *) &x; |
||
1093 | } |
||
1094 | |||
1095 | D3DXINLINE |
||
1096 | D3DXQUATERNION::operator CONST FLOAT* () const |
||
1097 | { |
||
1098 | return (CONST FLOAT *) &x; |
||
1099 | } |
||
1100 | |||
1101 | |||
1102 | // assignment operators |
||
1103 | D3DXINLINE D3DXQUATERNION& |
||
1104 | D3DXQUATERNION::operator += ( CONST D3DXQUATERNION& q ) |
||
1105 | { |
||
1106 | x += q.x; |
||
1107 | y += q.y; |
||
1108 | z += q.z; |
||
1109 | w += q.w; |
||
1110 | return *this; |
||
1111 | } |
||
1112 | |||
1113 | D3DXINLINE D3DXQUATERNION& |
||
1114 | D3DXQUATERNION::operator -= ( CONST D3DXQUATERNION& q ) |
||
1115 | { |
||
1116 | x -= q.x; |
||
1117 | y -= q.y; |
||
1118 | z -= q.z; |
||
1119 | w -= q.w; |
||
1120 | return *this; |
||
1121 | } |
||
1122 | |||
1123 | D3DXINLINE D3DXQUATERNION& |
||
1124 | D3DXQUATERNION::operator *= ( CONST D3DXQUATERNION& q ) |
||
1125 | { |
||
1126 | D3DXQuaternionMultiply(this, this, &q); |
||
1127 | return *this; |
||
1128 | } |
||
1129 | |||
1130 | D3DXINLINE D3DXQUATERNION& |
||
1131 | D3DXQUATERNION::operator *= ( FLOAT f ) |
||
1132 | { |
||
1133 | x *= f; |
||
1134 | y *= f; |
||
1135 | z *= f; |
||
1136 | w *= f; |
||
1137 | return *this; |
||
1138 | } |
||
1139 | |||
1140 | D3DXINLINE D3DXQUATERNION& |
||
1141 | D3DXQUATERNION::operator /= ( FLOAT f ) |
||
1142 | { |
||
1143 | FLOAT fInv = 1.0f / f; |
||
1144 | x *= fInv; |
||
1145 | y *= fInv; |
||
1146 | z *= fInv; |
||
1147 | w *= fInv; |
||
1148 | return *this; |
||
1149 | } |
||
1150 | |||
1151 | |||
1152 | // unary operators |
||
1153 | D3DXINLINE D3DXQUATERNION |
||
1154 | D3DXQUATERNION::operator + () const |
||
1155 | { |
||
1156 | return *this; |
||
1157 | } |
||
1158 | |||
1159 | D3DXINLINE D3DXQUATERNION |
||
1160 | D3DXQUATERNION::operator - () const |
||
1161 | { |
||
1162 | return D3DXQUATERNION(-x, -y, -z, -w); |
||
1163 | } |
||
1164 | |||
1165 | |||
1166 | // binary operators |
||
1167 | D3DXINLINE D3DXQUATERNION |
||
1168 | D3DXQUATERNION::operator + ( CONST D3DXQUATERNION& q ) const |
||
1169 | { |
||
1170 | return D3DXQUATERNION(x + q.x, y + q.y, z + q.z, w + q.w); |
||
1171 | } |
||
1172 | |||
1173 | D3DXINLINE D3DXQUATERNION |
||
1174 | D3DXQUATERNION::operator - ( CONST D3DXQUATERNION& q ) const |
||
1175 | { |
||
1176 | return D3DXQUATERNION(x - q.x, y - q.y, z - q.z, w - q.w); |
||
1177 | } |
||
1178 | |||
1179 | D3DXINLINE D3DXQUATERNION |
||
1180 | D3DXQUATERNION::operator * ( CONST D3DXQUATERNION& q ) const |
||
1181 | { |
||
1182 | D3DXQUATERNION qT; |
||
1183 | D3DXQuaternionMultiply(&qT, this, &q); |
||
1184 | return qT; |
||
1185 | } |
||
1186 | |||
1187 | D3DXINLINE D3DXQUATERNION |
||
1188 | D3DXQUATERNION::operator * ( FLOAT f ) const |
||
1189 | { |
||
1190 | return D3DXQUATERNION(x * f, y * f, z * f, w * f); |
||
1191 | } |
||
1192 | |||
1193 | D3DXINLINE D3DXQUATERNION |
||
1194 | D3DXQUATERNION::operator / ( FLOAT f ) const |
||
1195 | { |
||
1196 | FLOAT fInv = 1.0f / f; |
||
1197 | return D3DXQUATERNION(x * fInv, y * fInv, z * fInv, w * fInv); |
||
1198 | } |
||
1199 | |||
1200 | |||
1201 | D3DXINLINE D3DXQUATERNION |
||
1202 | operator * (FLOAT f, CONST D3DXQUATERNION& q ) |
||
1203 | { |
||
1204 | return D3DXQUATERNION(f * q.x, f * q.y, f * q.z, f * q.w); |
||
1205 | } |
||
1206 | |||
1207 | |||
1208 | D3DXINLINE BOOL |
||
1209 | D3DXQUATERNION::operator == ( CONST D3DXQUATERNION& q ) const |
||
1210 | { |
||
1211 | return x == q.x && y == q.y && z == q.z && w == q.w; |
||
1212 | } |
||
1213 | |||
1214 | D3DXINLINE BOOL |
||
1215 | D3DXQUATERNION::operator != ( CONST D3DXQUATERNION& q ) const |
||
1216 | { |
||
1217 | return x != q.x || y != q.y || z != q.z || w != q.w; |
||
1218 | } |
||
1219 | |||
1220 | |||
1221 | |||
1222 | //-------------------------- |
||
1223 | // Plane |
||
1224 | //-------------------------- |
||
1225 | |||
1226 | D3DXINLINE |
||
1227 | D3DXPLANE::D3DXPLANE( CONST FLOAT* pf ) |
||
1228 | { |
||
1229 | #ifdef D3DX_DEBUG |
||
1230 | if(!pf) |
||
1231 | return; |
||
1232 | #endif |
||
1233 | |||
1234 | a = pf[0]; |
||
1235 | b = pf[1]; |
||
1236 | c = pf[2]; |
||
1237 | d = pf[3]; |
||
1238 | } |
||
1239 | |||
1240 | D3DXINLINE |
||
1241 | D3DXPLANE::D3DXPLANE( CONST D3DXFLOAT16* pf ) |
||
1242 | { |
||
1243 | #ifdef D3DX_DEBUG |
||
1244 | if(!pf) |
||
1245 | return; |
||
1246 | #endif |
||
1247 | |||
1248 | D3DXFloat16To32Array(&a, pf, 4); |
||
1249 | } |
||
1250 | |||
1251 | D3DXINLINE |
||
1252 | D3DXPLANE::D3DXPLANE( FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd ) |
||
1253 | { |
||
1254 | a = fa; |
||
1255 | b = fb; |
||
1256 | c = fc; |
||
1257 | d = fd; |
||
1258 | } |
||
1259 | |||
1260 | |||
1261 | // casting |
||
1262 | D3DXINLINE |
||
1263 | D3DXPLANE::operator FLOAT* () |
||
1264 | { |
||
1265 | return (FLOAT *) &a; |
||
1266 | } |
||
1267 | |||
1268 | D3DXINLINE |
||
1269 | D3DXPLANE::operator CONST FLOAT* () const |
||
1270 | { |
||
1271 | return (CONST FLOAT *) &a; |
||
1272 | } |
||
1273 | |||
1274 | |||
1275 | // assignment operators |
||
1276 | D3DXINLINE D3DXPLANE& |
||
1277 | D3DXPLANE::operator *= ( FLOAT f ) |
||
1278 | { |
||
1279 | a *= f; |
||
1280 | b *= f; |
||
1281 | c *= f; |
||
1282 | d *= f; |
||
1283 | return *this; |
||
1284 | } |
||
1285 | |||
1286 | D3DXINLINE D3DXPLANE& |
||
1287 | D3DXPLANE::operator /= ( FLOAT f ) |
||
1288 | { |
||
1289 | FLOAT fInv = 1.0f / f; |
||
1290 | a *= fInv; |
||
1291 | b *= fInv; |
||
1292 | c *= fInv; |
||
1293 | d *= fInv; |
||
1294 | return *this; |
||
1295 | } |
||
1296 | |||
1297 | |||
1298 | // unary operators |
||
1299 | D3DXINLINE D3DXPLANE |
||
1300 | D3DXPLANE::operator + () const |
||
1301 | { |
||
1302 | return *this; |
||
1303 | } |
||
1304 | |||
1305 | D3DXINLINE D3DXPLANE |
||
1306 | D3DXPLANE::operator - () const |
||
1307 | { |
||
1308 | return D3DXPLANE(-a, -b, -c, -d); |
||
1309 | } |
||
1310 | |||
1311 | |||
1312 | // binary operators |
||
1313 | D3DXINLINE D3DXPLANE |
||
1314 | D3DXPLANE::operator * ( FLOAT f ) const |
||
1315 | { |
||
1316 | return D3DXPLANE(a * f, b * f, c * f, d * f); |
||
1317 | } |
||
1318 | |||
1319 | D3DXINLINE D3DXPLANE |
||
1320 | D3DXPLANE::operator / ( FLOAT f ) const |
||
1321 | { |
||
1322 | FLOAT fInv = 1.0f / f; |
||
1323 | return D3DXPLANE(a * fInv, b * fInv, c * fInv, d * fInv); |
||
1324 | } |
||
1325 | |||
1326 | D3DXINLINE D3DXPLANE |
||
1327 | operator * (FLOAT f, CONST D3DXPLANE& p ) |
||
1328 | { |
||
1329 | return D3DXPLANE(f * p.a, f * p.b, f * p.c, f * p.d); |
||
1330 | } |
||
1331 | |||
1332 | D3DXINLINE BOOL |
||
1333 | D3DXPLANE::operator == ( CONST D3DXPLANE& p ) const |
||
1334 | { |
||
1335 | return a == p.a && b == p.b && c == p.c && d == p.d; |
||
1336 | } |
||
1337 | |||
1338 | D3DXINLINE BOOL |
||
1339 | D3DXPLANE::operator != ( CONST D3DXPLANE& p ) const |
||
1340 | { |
||
1341 | return a != p.a || b != p.b || c != p.c || d != p.d; |
||
1342 | } |
||
1343 | |||
1344 | |||
1345 | |||
1346 | |||
1347 | //-------------------------- |
||
1348 | // Color |
||
1349 | //-------------------------- |
||
1350 | |||
1351 | D3DXINLINE |
||
1352 | D3DXCOLOR::D3DXCOLOR( DWORD dw ) |
||
1353 | { |
||
1354 | CONST FLOAT f = 1.0f / 255.0f; |
||
1355 | r = f * (FLOAT) (unsigned char) (dw >> 16); |
||
1356 | g = f * (FLOAT) (unsigned char) (dw >> 8); |
||
1357 | b = f * (FLOAT) (unsigned char) (dw >> 0); |
||
1358 | a = f * (FLOAT) (unsigned char) (dw >> 24); |
||
1359 | } |
||
1360 | |||
1361 | D3DXINLINE |
||
1362 | D3DXCOLOR::D3DXCOLOR( CONST FLOAT* pf ) |
||
1363 | { |
||
1364 | #ifdef D3DX_DEBUG |
||
1365 | if(!pf) |
||
1366 | return; |
||
1367 | #endif |
||
1368 | |||
1369 | r = pf[0]; |
||
1370 | g = pf[1]; |
||
1371 | b = pf[2]; |
||
1372 | a = pf[3]; |
||
1373 | } |
||
1374 | |||
1375 | D3DXINLINE |
||
1376 | D3DXCOLOR::D3DXCOLOR( CONST D3DXFLOAT16* pf ) |
||
1377 | { |
||
1378 | #ifdef D3DX_DEBUG |
||
1379 | if(!pf) |
||
1380 | return; |
||
1381 | #endif |
||
1382 | |||
1383 | D3DXFloat16To32Array(&r, pf, 4); |
||
1384 | } |
||
1385 | |||
1386 | D3DXINLINE |
||
1387 | D3DXCOLOR::D3DXCOLOR( CONST D3DCOLORVALUE& c ) |
||
1388 | { |
||
1389 | r = c.r; |
||
1390 | g = c.g; |
||
1391 | b = c.b; |
||
1392 | a = c.a; |
||
1393 | } |
||
1394 | |||
1395 | D3DXINLINE |
||
1396 | D3DXCOLOR::D3DXCOLOR( FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa ) |
||
1397 | { |
||
1398 | r = fr; |
||
1399 | g = fg; |
||
1400 | b = fb; |
||
1401 | a = fa; |
||
1402 | } |
||
1403 | |||
1404 | |||
1405 | // casting |
||
1406 | D3DXINLINE |
||
1407 | D3DXCOLOR::operator DWORD () const |
||
1408 | { |
||
1409 | DWORD dwR = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD) (r * 255.0f + 0.5f); |
||
1410 | DWORD dwG = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD) (g * 255.0f + 0.5f); |
||
1411 | DWORD dwB = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD) (b * 255.0f + 0.5f); |
||
1412 | DWORD dwA = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD) (a * 255.0f + 0.5f); |
||
1413 | |||
1414 | return (dwA << 24) | (dwR << 16) | (dwG << 8) | dwB; |
||
1415 | } |
||
1416 | |||
1417 | |||
1418 | D3DXINLINE |
||
1419 | D3DXCOLOR::operator FLOAT * () |
||
1420 | { |
||
1421 | return (FLOAT *) &r; |
||
1422 | } |
||
1423 | |||
1424 | D3DXINLINE |
||
1425 | D3DXCOLOR::operator CONST FLOAT * () const |
||
1426 | { |
||
1427 | return (CONST FLOAT *) &r; |
||
1428 | } |
||
1429 | |||
1430 | |||
1431 | D3DXINLINE |
||
1432 | D3DXCOLOR::operator D3DCOLORVALUE * () |
||
1433 | { |
||
1434 | return (D3DCOLORVALUE *) &r; |
||
1435 | } |
||
1436 | |||
1437 | D3DXINLINE |
||
1438 | D3DXCOLOR::operator CONST D3DCOLORVALUE * () const |
||
1439 | { |
||
1440 | return (CONST D3DCOLORVALUE *) &r; |
||
1441 | } |
||
1442 | |||
1443 | |||
1444 | D3DXINLINE |
||
1445 | D3DXCOLOR::operator D3DCOLORVALUE& () |
||
1446 | { |
||
1447 | return *((D3DCOLORVALUE *) &r); |
||
1448 | } |
||
1449 | |||
1450 | D3DXINLINE |
||
1451 | D3DXCOLOR::operator CONST D3DCOLORVALUE& () const |
||
1452 | { |
||
1453 | return *((CONST D3DCOLORVALUE *) &r); |
||
1454 | } |
||
1455 | |||
1456 | |||
1457 | // assignment operators |
||
1458 | D3DXINLINE D3DXCOLOR& |
||
1459 | D3DXCOLOR::operator += ( CONST D3DXCOLOR& c ) |
||
1460 | { |
||
1461 | r += c.r; |
||
1462 | g += c.g; |
||
1463 | b += c.b; |
||
1464 | a += c.a; |
||
1465 | return *this; |
||
1466 | } |
||
1467 | |||
1468 | D3DXINLINE D3DXCOLOR& |
||
1469 | D3DXCOLOR::operator -= ( CONST D3DXCOLOR& c ) |
||
1470 | { |
||
1471 | r -= c.r; |
||
1472 | g -= c.g; |
||
1473 | b -= c.b; |
||
1474 | a -= c.a; |
||
1475 | return *this; |
||
1476 | } |
||
1477 | |||
1478 | D3DXINLINE D3DXCOLOR& |
||
1479 | D3DXCOLOR::operator *= ( FLOAT f ) |
||
1480 | { |
||
1481 | r *= f; |
||
1482 | g *= f; |
||
1483 | b *= f; |
||
1484 | a *= f; |
||
1485 | return *this; |
||
1486 | } |
||
1487 | |||
1488 | D3DXINLINE D3DXCOLOR& |
||
1489 | D3DXCOLOR::operator /= ( FLOAT f ) |
||
1490 | { |
||
1491 | FLOAT fInv = 1.0f / f; |
||
1492 | r *= fInv; |
||
1493 | g *= fInv; |
||
1494 | b *= fInv; |
||
1495 | a *= fInv; |
||
1496 | return *this; |
||
1497 | } |
||
1498 | |||
1499 | |||
1500 | // unary operators |
||
1501 | D3DXINLINE D3DXCOLOR |
||
1502 | D3DXCOLOR::operator + () const |
||
1503 | { |
||
1504 | return *this; |
||
1505 | } |
||
1506 | |||
1507 | D3DXINLINE D3DXCOLOR |
||
1508 | D3DXCOLOR::operator - () const |
||
1509 | { |
||
1510 | return D3DXCOLOR(-r, -g, -b, -a); |
||
1511 | } |
||
1512 | |||
1513 | |||
1514 | // binary operators |
||
1515 | D3DXINLINE D3DXCOLOR |
||
1516 | D3DXCOLOR::operator + ( CONST D3DXCOLOR& c ) const |
||
1517 | { |
||
1518 | return D3DXCOLOR(r + c.r, g + c.g, b + c.b, a + c.a); |
||
1519 | } |
||
1520 | |||
1521 | D3DXINLINE D3DXCOLOR |
||
1522 | D3DXCOLOR::operator - ( CONST D3DXCOLOR& c ) const |
||
1523 | { |
||
1524 | return D3DXCOLOR(r - c.r, g - c.g, b - c.b, a - c.a); |
||
1525 | } |
||
1526 | |||
1527 | D3DXINLINE D3DXCOLOR |
||
1528 | D3DXCOLOR::operator * ( FLOAT f ) const |
||
1529 | { |
||
1530 | return D3DXCOLOR(r * f, g * f, b * f, a * f); |
||
1531 | } |
||
1532 | |||
1533 | D3DXINLINE D3DXCOLOR |
||
1534 | D3DXCOLOR::operator / ( FLOAT f ) const |
||
1535 | { |
||
1536 | FLOAT fInv = 1.0f / f; |
||
1537 | return D3DXCOLOR(r * fInv, g * fInv, b * fInv, a * fInv); |
||
1538 | } |
||
1539 | |||
1540 | |||
1541 | D3DXINLINE D3DXCOLOR |
||
1542 | operator * (FLOAT f, CONST D3DXCOLOR& c ) |
||
1543 | { |
||
1544 | return D3DXCOLOR(f * c.r, f * c.g, f * c.b, f * c.a); |
||
1545 | } |
||
1546 | |||
1547 | |||
1548 | D3DXINLINE BOOL |
||
1549 | D3DXCOLOR::operator == ( CONST D3DXCOLOR& c ) const |
||
1550 | { |
||
1551 | return r == c.r && g == c.g && b == c.b && a == c.a; |
||
1552 | } |
||
1553 | |||
1554 | D3DXINLINE BOOL |
||
1555 | D3DXCOLOR::operator != ( CONST D3DXCOLOR& c ) const |
||
1556 | { |
||
1557 | return r != c.r || g != c.g || b != c.b || a != c.a; |
||
1558 | } |
||
1559 | |||
1560 | |||
1561 | #endif //__cplusplus |
||
1562 | |||
1563 | |||
1564 | |||
1565 | //=========================================================================== |
||
1566 | // |
||
1567 | // Inline functions |
||
1568 | // |
||
1569 | //=========================================================================== |
||
1570 | |||
1571 | |||
1572 | //-------------------------- |
||
1573 | // 2D Vector |
||
1574 | //-------------------------- |
||
1575 | |||
1576 | D3DXINLINE FLOAT D3DXVec2Length |
||
1577 | ( CONST D3DXVECTOR2 *pV ) |
||
1578 | { |
||
1579 | #ifdef D3DX_DEBUG |
||
1580 | if(!pV) |
||
1581 | return 0.0f; |
||
1582 | #endif |
||
1583 | |||
1584 | #ifdef __cplusplus |
||
1585 | return sqrtf(pV->x * pV->x + pV->y * pV->y); |
||
1586 | #else |
||
1587 | return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y); |
||
1588 | #endif |
||
1589 | } |
||
1590 | |||
1591 | D3DXINLINE FLOAT D3DXVec2LengthSq |
||
1592 | ( CONST D3DXVECTOR2 *pV ) |
||
1593 | { |
||
1594 | #ifdef D3DX_DEBUG |
||
1595 | if(!pV) |
||
1596 | return 0.0f; |
||
1597 | #endif |
||
1598 | |||
1599 | return pV->x * pV->x + pV->y * pV->y; |
||
1600 | } |
||
1601 | |||
1602 | D3DXINLINE FLOAT D3DXVec2Dot |
||
1603 | ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
1604 | { |
||
1605 | #ifdef D3DX_DEBUG |
||
1606 | if(!pV1 || !pV2) |
||
1607 | return 0.0f; |
||
1608 | #endif |
||
1609 | |||
1610 | return pV1->x * pV2->x + pV1->y * pV2->y; |
||
1611 | } |
||
1612 | |||
1613 | D3DXINLINE FLOAT D3DXVec2CCW |
||
1614 | ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
1615 | { |
||
1616 | #ifdef D3DX_DEBUG |
||
1617 | if(!pV1 || !pV2) |
||
1618 | return 0.0f; |
||
1619 | #endif |
||
1620 | |||
1621 | return pV1->x * pV2->y - pV1->y * pV2->x; |
||
1622 | } |
||
1623 | |||
1624 | D3DXINLINE D3DXVECTOR2* D3DXVec2Add |
||
1625 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
1626 | { |
||
1627 | #ifdef D3DX_DEBUG |
||
1628 | if(!pOut || !pV1 || !pV2) |
||
1629 | return NULL; |
||
1630 | #endif |
||
1631 | |||
1632 | pOut->x = pV1->x + pV2->x; |
||
1633 | pOut->y = pV1->y + pV2->y; |
||
1634 | return pOut; |
||
1635 | } |
||
1636 | |||
1637 | D3DXINLINE D3DXVECTOR2* D3DXVec2Subtract |
||
1638 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
1639 | { |
||
1640 | #ifdef D3DX_DEBUG |
||
1641 | if(!pOut || !pV1 || !pV2) |
||
1642 | return NULL; |
||
1643 | #endif |
||
1644 | |||
1645 | pOut->x = pV1->x - pV2->x; |
||
1646 | pOut->y = pV1->y - pV2->y; |
||
1647 | return pOut; |
||
1648 | } |
||
1649 | |||
1650 | D3DXINLINE D3DXVECTOR2* D3DXVec2Minimize |
||
1651 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
1652 | { |
||
1653 | #ifdef D3DX_DEBUG |
||
1654 | if(!pOut || !pV1 || !pV2) |
||
1655 | return NULL; |
||
1656 | #endif |
||
1657 | |||
1658 | pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; |
||
1659 | pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; |
||
1660 | return pOut; |
||
1661 | } |
||
1662 | |||
1663 | D3DXINLINE D3DXVECTOR2* D3DXVec2Maximize |
||
1664 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) |
||
1665 | { |
||
1666 | #ifdef D3DX_DEBUG |
||
1667 | if(!pOut || !pV1 || !pV2) |
||
1668 | return NULL; |
||
1669 | #endif |
||
1670 | |||
1671 | pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; |
||
1672 | pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; |
||
1673 | return pOut; |
||
1674 | } |
||
1675 | |||
1676 | D3DXINLINE D3DXVECTOR2* D3DXVec2Scale |
||
1677 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ) |
||
1678 | { |
||
1679 | #ifdef D3DX_DEBUG |
||
1680 | if(!pOut || !pV) |
||
1681 | return NULL; |
||
1682 | #endif |
||
1683 | |||
1684 | pOut->x = pV->x * s; |
||
1685 | pOut->y = pV->y * s; |
||
1686 | return pOut; |
||
1687 | } |
||
1688 | |||
1689 | D3DXINLINE D3DXVECTOR2* D3DXVec2Lerp |
||
1690 | ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, |
||
1691 | FLOAT s ) |
||
1692 | { |
||
1693 | #ifdef D3DX_DEBUG |
||
1694 | if(!pOut || !pV1 || !pV2) |
||
1695 | return NULL; |
||
1696 | #endif |
||
1697 | |||
1698 | pOut->x = pV1->x + s * (pV2->x - pV1->x); |
||
1699 | pOut->y = pV1->y + s * (pV2->y - pV1->y); |
||
1700 | return pOut; |
||
1701 | } |
||
1702 | |||
1703 | |||
1704 | //-------------------------- |
||
1705 | // 3D Vector |
||
1706 | //-------------------------- |
||
1707 | |||
1708 | D3DXINLINE FLOAT D3DXVec3Length |
||
1709 | ( CONST D3DXVECTOR3 *pV ) |
||
1710 | { |
||
1711 | #ifdef D3DX_DEBUG |
||
1712 | if(!pV) |
||
1713 | return 0.0f; |
||
1714 | #endif |
||
1715 | |||
1716 | #ifdef __cplusplus |
||
1717 | return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z); |
||
1718 | #else |
||
1719 | return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z); |
||
1720 | #endif |
||
1721 | } |
||
1722 | |||
1723 | D3DXINLINE FLOAT D3DXVec3LengthSq |
||
1724 | ( CONST D3DXVECTOR3 *pV ) |
||
1725 | { |
||
1726 | #ifdef D3DX_DEBUG |
||
1727 | if(!pV) |
||
1728 | return 0.0f; |
||
1729 | #endif |
||
1730 | |||
1731 | return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z; |
||
1732 | } |
||
1733 | |||
1734 | D3DXINLINE FLOAT D3DXVec3Dot |
||
1735 | ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
1736 | { |
||
1737 | #ifdef D3DX_DEBUG |
||
1738 | if(!pV1 || !pV2) |
||
1739 | return 0.0f; |
||
1740 | #endif |
||
1741 | |||
1742 | return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z; |
||
1743 | } |
||
1744 | |||
1745 | D3DXINLINE D3DXVECTOR3* D3DXVec3Cross |
||
1746 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
1747 | { |
||
1748 | D3DXVECTOR3 v; |
||
1749 | |||
1750 | #ifdef D3DX_DEBUG |
||
1751 | if(!pOut || !pV1 || !pV2) |
||
1752 | return NULL; |
||
1753 | #endif |
||
1754 | |||
1755 | v.x = pV1->y * pV2->z - pV1->z * pV2->y; |
||
1756 | v.y = pV1->z * pV2->x - pV1->x * pV2->z; |
||
1757 | v.z = pV1->x * pV2->y - pV1->y * pV2->x; |
||
1758 | |||
1759 | *pOut = v; |
||
1760 | return pOut; |
||
1761 | } |
||
1762 | |||
1763 | D3DXINLINE D3DXVECTOR3* D3DXVec3Add |
||
1764 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
1765 | { |
||
1766 | #ifdef D3DX_DEBUG |
||
1767 | if(!pOut || !pV1 || !pV2) |
||
1768 | return NULL; |
||
1769 | #endif |
||
1770 | |||
1771 | pOut->x = pV1->x + pV2->x; |
||
1772 | pOut->y = pV1->y + pV2->y; |
||
1773 | pOut->z = pV1->z + pV2->z; |
||
1774 | return pOut; |
||
1775 | } |
||
1776 | |||
1777 | D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract |
||
1778 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
1779 | { |
||
1780 | #ifdef D3DX_DEBUG |
||
1781 | if(!pOut || !pV1 || !pV2) |
||
1782 | return NULL; |
||
1783 | #endif |
||
1784 | |||
1785 | pOut->x = pV1->x - pV2->x; |
||
1786 | pOut->y = pV1->y - pV2->y; |
||
1787 | pOut->z = pV1->z - pV2->z; |
||
1788 | return pOut; |
||
1789 | } |
||
1790 | |||
1791 | D3DXINLINE D3DXVECTOR3* D3DXVec3Minimize |
||
1792 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
1793 | { |
||
1794 | #ifdef D3DX_DEBUG |
||
1795 | if(!pOut || !pV1 || !pV2) |
||
1796 | return NULL; |
||
1797 | #endif |
||
1798 | |||
1799 | pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; |
||
1800 | pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; |
||
1801 | pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z; |
||
1802 | return pOut; |
||
1803 | } |
||
1804 | |||
1805 | D3DXINLINE D3DXVECTOR3* D3DXVec3Maximize |
||
1806 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) |
||
1807 | { |
||
1808 | #ifdef D3DX_DEBUG |
||
1809 | if(!pOut || !pV1 || !pV2) |
||
1810 | return NULL; |
||
1811 | #endif |
||
1812 | |||
1813 | pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; |
||
1814 | pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; |
||
1815 | pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z; |
||
1816 | return pOut; |
||
1817 | } |
||
1818 | |||
1819 | D3DXINLINE D3DXVECTOR3* D3DXVec3Scale |
||
1820 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s) |
||
1821 | { |
||
1822 | #ifdef D3DX_DEBUG |
||
1823 | if(!pOut || !pV) |
||
1824 | return NULL; |
||
1825 | #endif |
||
1826 | |||
1827 | pOut->x = pV->x * s; |
||
1828 | pOut->y = pV->y * s; |
||
1829 | pOut->z = pV->z * s; |
||
1830 | return pOut; |
||
1831 | } |
||
1832 | |||
1833 | D3DXINLINE D3DXVECTOR3* D3DXVec3Lerp |
||
1834 | ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, |
||
1835 | FLOAT s ) |
||
1836 | { |
||
1837 | #ifdef D3DX_DEBUG |
||
1838 | if(!pOut || !pV1 || !pV2) |
||
1839 | return NULL; |
||
1840 | #endif |
||
1841 | |||
1842 | pOut->x = pV1->x + s * (pV2->x - pV1->x); |
||
1843 | pOut->y = pV1->y + s * (pV2->y - pV1->y); |
||
1844 | pOut->z = pV1->z + s * (pV2->z - pV1->z); |
||
1845 | return pOut; |
||
1846 | } |
||
1847 | |||
1848 | |||
1849 | //-------------------------- |
||
1850 | // 4D Vector |
||
1851 | //-------------------------- |
||
1852 | |||
1853 | D3DXINLINE FLOAT D3DXVec4Length |
||
1854 | ( CONST D3DXVECTOR4 *pV ) |
||
1855 | { |
||
1856 | #ifdef D3DX_DEBUG |
||
1857 | if(!pV) |
||
1858 | return 0.0f; |
||
1859 | #endif |
||
1860 | |||
1861 | #ifdef __cplusplus |
||
1862 | return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w); |
||
1863 | #else |
||
1864 | return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w); |
||
1865 | #endif |
||
1866 | } |
||
1867 | |||
1868 | D3DXINLINE FLOAT D3DXVec4LengthSq |
||
1869 | ( CONST D3DXVECTOR4 *pV ) |
||
1870 | { |
||
1871 | #ifdef D3DX_DEBUG |
||
1872 | if(!pV) |
||
1873 | return 0.0f; |
||
1874 | #endif |
||
1875 | |||
1876 | return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w; |
||
1877 | } |
||
1878 | |||
1879 | D3DXINLINE FLOAT D3DXVec4Dot |
||
1880 | ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ) |
||
1881 | { |
||
1882 | #ifdef D3DX_DEBUG |
||
1883 | if(!pV1 || !pV2) |
||
1884 | return 0.0f; |
||
1885 | #endif |
||
1886 | |||
1887 | return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z + pV1->w * pV2->w; |
||
1888 | } |
||
1889 | |||
1890 | D3DXINLINE D3DXVECTOR4* D3DXVec4Add |
||
1891 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
||
1892 | { |
||
1893 | #ifdef D3DX_DEBUG |
||
1894 | if(!pOut || !pV1 || !pV2) |
||
1895 | return NULL; |
||
1896 | #endif |
||
1897 | |||
1898 | pOut->x = pV1->x + pV2->x; |
||
1899 | pOut->y = pV1->y + pV2->y; |
||
1900 | pOut->z = pV1->z + pV2->z; |
||
1901 | pOut->w = pV1->w + pV2->w; |
||
1902 | return pOut; |
||
1903 | } |
||
1904 | |||
1905 | D3DXINLINE D3DXVECTOR4* D3DXVec4Subtract |
||
1906 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
||
1907 | { |
||
1908 | #ifdef D3DX_DEBUG |
||
1909 | if(!pOut || !pV1 || !pV2) |
||
1910 | return NULL; |
||
1911 | #endif |
||
1912 | |||
1913 | pOut->x = pV1->x - pV2->x; |
||
1914 | pOut->y = pV1->y - pV2->y; |
||
1915 | pOut->z = pV1->z - pV2->z; |
||
1916 | pOut->w = pV1->w - pV2->w; |
||
1917 | return pOut; |
||
1918 | } |
||
1919 | |||
1920 | D3DXINLINE D3DXVECTOR4* D3DXVec4Minimize |
||
1921 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
||
1922 | { |
||
1923 | #ifdef D3DX_DEBUG |
||
1924 | if(!pOut || !pV1 || !pV2) |
||
1925 | return NULL; |
||
1926 | #endif |
||
1927 | |||
1928 | pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; |
||
1929 | pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; |
||
1930 | pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z; |
||
1931 | pOut->w = pV1->w < pV2->w ? pV1->w : pV2->w; |
||
1932 | return pOut; |
||
1933 | } |
||
1934 | |||
1935 | D3DXINLINE D3DXVECTOR4* D3DXVec4Maximize |
||
1936 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) |
||
1937 | { |
||
1938 | #ifdef D3DX_DEBUG |
||
1939 | if(!pOut || !pV1 || !pV2) |
||
1940 | return NULL; |
||
1941 | #endif |
||
1942 | |||
1943 | pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; |
||
1944 | pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; |
||
1945 | pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z; |
||
1946 | pOut->w = pV1->w > pV2->w ? pV1->w : pV2->w; |
||
1947 | return pOut; |
||
1948 | } |
||
1949 | |||
1950 | D3DXINLINE D3DXVECTOR4* D3DXVec4Scale |
||
1951 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s) |
||
1952 | { |
||
1953 | #ifdef D3DX_DEBUG |
||
1954 | if(!pOut || !pV) |
||
1955 | return NULL; |
||
1956 | #endif |
||
1957 | |||
1958 | pOut->x = pV->x * s; |
||
1959 | pOut->y = pV->y * s; |
||
1960 | pOut->z = pV->z * s; |
||
1961 | pOut->w = pV->w * s; |
||
1962 | return pOut; |
||
1963 | } |
||
1964 | |||
1965 | D3DXINLINE D3DXVECTOR4* D3DXVec4Lerp |
||
1966 | ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, |
||
1967 | FLOAT s ) |
||
1968 | { |
||
1969 | #ifdef D3DX_DEBUG |
||
1970 | if(!pOut || !pV1 || !pV2) |
||
1971 | return NULL; |
||
1972 | #endif |
||
1973 | |||
1974 | pOut->x = pV1->x + s * (pV2->x - pV1->x); |
||
1975 | pOut->y = pV1->y + s * (pV2->y - pV1->y); |
||
1976 | pOut->z = pV1->z + s * (pV2->z - pV1->z); |
||
1977 | pOut->w = pV1->w + s * (pV2->w - pV1->w); |
||
1978 | return pOut; |
||
1979 | } |
||
1980 | |||
1981 | |||
1982 | //-------------------------- |
||
1983 | // 4D Matrix |
||
1984 | //-------------------------- |
||
1985 | |||
1986 | D3DXINLINE D3DXMATRIX* D3DXMatrixIdentity |
||
1987 | ( D3DXMATRIX *pOut ) |
||
1988 | { |
||
1989 | #ifdef D3DX_DEBUG |
||
1990 | if(!pOut) |
||
1991 | return NULL; |
||
1992 | #endif |
||
1993 | |||
1994 | pOut->m[0][1] = pOut->m[0][2] = pOut->m[0][3] = |
||
1995 | pOut->m[1][0] = pOut->m[1][2] = pOut->m[1][3] = |
||
1996 | pOut->m[2][0] = pOut->m[2][1] = pOut->m[2][3] = |
||
1997 | pOut->m[3][0] = pOut->m[3][1] = pOut->m[3][2] = 0.0f; |
||
1998 | |||
1999 | pOut->m[0][0] = pOut->m[1][1] = pOut->m[2][2] = pOut->m[3][3] = 1.0f; |
||
2000 | return pOut; |
||
2001 | } |
||
2002 | |||
2003 | |||
2004 | D3DXINLINE BOOL D3DXMatrixIsIdentity |
||
2005 | ( CONST D3DXMATRIX *pM ) |
||
2006 | { |
||
2007 | #ifdef D3DX_DEBUG |
||
2008 | if(!pM) |
||
2009 | return FALSE; |
||
2010 | #endif |
||
2011 | |||
2012 | 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 && |
||
2013 | pM->m[1][0] == 0.0f && pM->m[1][1] == 1.0f && pM->m[1][2] == 0.0f && pM->m[1][3] == 0.0f && |
||
2014 | pM->m[2][0] == 0.0f && pM->m[2][1] == 0.0f && pM->m[2][2] == 1.0f && pM->m[2][3] == 0.0f && |
||
2015 | pM->m[3][0] == 0.0f && pM->m[3][1] == 0.0f && pM->m[3][2] == 0.0f && pM->m[3][3] == 1.0f; |
||
2016 | } |
||
2017 | |||
2018 | |||
2019 | //-------------------------- |
||
2020 | // Quaternion |
||
2021 | //-------------------------- |
||
2022 | |||
2023 | D3DXINLINE FLOAT D3DXQuaternionLength |
||
2024 | ( CONST D3DXQUATERNION *pQ ) |
||
2025 | { |
||
2026 | #ifdef D3DX_DEBUG |
||
2027 | if(!pQ) |
||
2028 | return 0.0f; |
||
2029 | #endif |
||
2030 | |||
2031 | #ifdef __cplusplus |
||
2032 | return sqrtf(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w); |
||
2033 | #else |
||
2034 | return (FLOAT) sqrt(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w); |
||
2035 | #endif |
||
2036 | } |
||
2037 | |||
2038 | D3DXINLINE FLOAT D3DXQuaternionLengthSq |
||
2039 | ( CONST D3DXQUATERNION *pQ ) |
||
2040 | { |
||
2041 | #ifdef D3DX_DEBUG |
||
2042 | if(!pQ) |
||
2043 | return 0.0f; |
||
2044 | #endif |
||
2045 | |||
2046 | return pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w; |
||
2047 | } |
||
2048 | |||
2049 | D3DXINLINE FLOAT D3DXQuaternionDot |
||
2050 | ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ) |
||
2051 | { |
||
2052 | #ifdef D3DX_DEBUG |
||
2053 | if(!pQ1 || !pQ2) |
||
2054 | return 0.0f; |
||
2055 | #endif |
||
2056 | |||
2057 | return pQ1->x * pQ2->x + pQ1->y * pQ2->y + pQ1->z * pQ2->z + pQ1->w * pQ2->w; |
||
2058 | } |
||
2059 | |||
2060 | |||
2061 | D3DXINLINE D3DXQUATERNION* D3DXQuaternionIdentity |
||
2062 | ( D3DXQUATERNION *pOut ) |
||
2063 | { |
||
2064 | #ifdef D3DX_DEBUG |
||
2065 | if(!pOut) |
||
2066 | return NULL; |
||
2067 | #endif |
||
2068 | |||
2069 | pOut->x = pOut->y = pOut->z = 0.0f; |
||
2070 | pOut->w = 1.0f; |
||
2071 | return pOut; |
||
2072 | } |
||
2073 | |||
2074 | D3DXINLINE BOOL D3DXQuaternionIsIdentity |
||
2075 | ( CONST D3DXQUATERNION *pQ ) |
||
2076 | { |
||
2077 | #ifdef D3DX_DEBUG |
||
2078 | if(!pQ) |
||
2079 | return FALSE; |
||
2080 | #endif |
||
2081 | |||
2082 | return pQ->x == 0.0f && pQ->y == 0.0f && pQ->z == 0.0f && pQ->w == 1.0f; |
||
2083 | } |
||
2084 | |||
2085 | |||
2086 | D3DXINLINE D3DXQUATERNION* D3DXQuaternionConjugate |
||
2087 | ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ) |
||
2088 | { |
||
2089 | #ifdef D3DX_DEBUG |
||
2090 | if(!pOut || !pQ) |
||
2091 | return NULL; |
||
2092 | #endif |
||
2093 | |||
2094 | pOut->x = -pQ->x; |
||
2095 | pOut->y = -pQ->y; |
||
2096 | pOut->z = -pQ->z; |
||
2097 | pOut->w = pQ->w; |
||
2098 | return pOut; |
||
2099 | } |
||
2100 | |||
2101 | |||
2102 | //-------------------------- |
||
2103 | // Plane |
||
2104 | //-------------------------- |
||
2105 | |||
2106 | D3DXINLINE FLOAT D3DXPlaneDot |
||
2107 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV) |
||
2108 | { |
||
2109 | #ifdef D3DX_DEBUG |
||
2110 | if(!pP || !pV) |
||
2111 | return 0.0f; |
||
2112 | #endif |
||
2113 | |||
2114 | return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d * pV->w; |
||
2115 | } |
||
2116 | |||
2117 | D3DXINLINE FLOAT D3DXPlaneDotCoord |
||
2118 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) |
||
2119 | { |
||
2120 | #ifdef D3DX_DEBUG |
||
2121 | if(!pP || !pV) |
||
2122 | return 0.0f; |
||
2123 | #endif |
||
2124 | |||
2125 | return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d; |
||
2126 | } |
||
2127 | |||
2128 | D3DXINLINE FLOAT D3DXPlaneDotNormal |
||
2129 | ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) |
||
2130 | { |
||
2131 | #ifdef D3DX_DEBUG |
||
2132 | if(!pP || !pV) |
||
2133 | return 0.0f; |
||
2134 | #endif |
||
2135 | |||
2136 | return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z; |
||
2137 | } |
||
2138 | |||
2139 | D3DXINLINE D3DXPLANE* D3DXPlaneScale |
||
2140 | (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s) |
||
2141 | { |
||
2142 | #ifdef D3DX_DEBUG |
||
2143 | if(!pOut || !pP) |
||
2144 | return NULL; |
||
2145 | #endif |
||
2146 | |||
2147 | pOut->a = pP->a * s; |
||
2148 | pOut->b = pP->b * s; |
||
2149 | pOut->c = pP->c * s; |
||
2150 | pOut->d = pP->d * s; |
||
2151 | return pOut; |
||
2152 | } |
||
2153 | |||
2154 | |||
2155 | //-------------------------- |
||
2156 | // Color |
||
2157 | //-------------------------- |
||
2158 | |||
2159 | D3DXINLINE D3DXCOLOR* D3DXColorNegative |
||
2160 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC) |
||
2161 | { |
||
2162 | #ifdef D3DX_DEBUG |
||
2163 | if(!pOut || !pC) |
||
2164 | return NULL; |
||
2165 | #endif |
||
2166 | |||
2167 | pOut->r = 1.0f - pC->r; |
||
2168 | pOut->g = 1.0f - pC->g; |
||
2169 | pOut->b = 1.0f - pC->b; |
||
2170 | pOut->a = pC->a; |
||
2171 | return pOut; |
||
2172 | } |
||
2173 | |||
2174 | D3DXINLINE D3DXCOLOR* D3DXColorAdd |
||
2175 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) |
||
2176 | { |
||
2177 | #ifdef D3DX_DEBUG |
||
2178 | if(!pOut || !pC1 || !pC2) |
||
2179 | return NULL; |
||
2180 | #endif |
||
2181 | |||
2182 | pOut->r = pC1->r + pC2->r; |
||
2183 | pOut->g = pC1->g + pC2->g; |
||
2184 | pOut->b = pC1->b + pC2->b; |
||
2185 | pOut->a = pC1->a + pC2->a; |
||
2186 | return pOut; |
||
2187 | } |
||
2188 | |||
2189 | D3DXINLINE D3DXCOLOR* D3DXColorSubtract |
||
2190 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) |
||
2191 | { |
||
2192 | #ifdef D3DX_DEBUG |
||
2193 | if(!pOut || !pC1 || !pC2) |
||
2194 | return NULL; |
||
2195 | #endif |
||
2196 | |||
2197 | pOut->r = pC1->r - pC2->r; |
||
2198 | pOut->g = pC1->g - pC2->g; |
||
2199 | pOut->b = pC1->b - pC2->b; |
||
2200 | pOut->a = pC1->a - pC2->a; |
||
2201 | return pOut; |
||
2202 | } |
||
2203 | |||
2204 | D3DXINLINE D3DXCOLOR* D3DXColorScale |
||
2205 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s) |
||
2206 | { |
||
2207 | #ifdef D3DX_DEBUG |
||
2208 | if(!pOut || !pC) |
||
2209 | return NULL; |
||
2210 | #endif |
||
2211 | |||
2212 | pOut->r = pC->r * s; |
||
2213 | pOut->g = pC->g * s; |
||
2214 | pOut->b = pC->b * s; |
||
2215 | pOut->a = pC->a * s; |
||
2216 | return pOut; |
||
2217 | } |
||
2218 | |||
2219 | D3DXINLINE D3DXCOLOR* D3DXColorModulate |
||
2220 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) |
||
2221 | { |
||
2222 | #ifdef D3DX_DEBUG |
||
2223 | if(!pOut || !pC1 || !pC2) |
||
2224 | return NULL; |
||
2225 | #endif |
||
2226 | |||
2227 | pOut->r = pC1->r * pC2->r; |
||
2228 | pOut->g = pC1->g * pC2->g; |
||
2229 | pOut->b = pC1->b * pC2->b; |
||
2230 | pOut->a = pC1->a * pC2->a; |
||
2231 | return pOut; |
||
2232 | } |
||
2233 | |||
2234 | D3DXINLINE D3DXCOLOR* D3DXColorLerp |
||
2235 | (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s) |
||
2236 | { |
||
2237 | #ifdef D3DX_DEBUG |
||
2238 | if(!pOut || !pC1 || !pC2) |
||
2239 | return NULL; |
||
2240 | #endif |
||
2241 | |||
2242 | pOut->r = pC1->r + s * (pC2->r - pC1->r); |
||
2243 | pOut->g = pC1->g + s * (pC2->g - pC1->g); |
||
2244 | pOut->b = pC1->b + s * (pC2->b - pC1->b); |
||
2245 | pOut->a = pC1->a + s * (pC2->a - pC1->a); |
||
2246 | return pOut; |
||
2247 | } |
||
2248 | |||
2249 | |||
2250 | #endif // __D3DX9MATH_INL__ |
||
2251 |