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////////////////////////////////////////////////////////////////////////////////// Copyright (C) Microsoft Corporation. All Rights Reserved.//// File: d3dx9math.inl// Content: D3DX math inline functions////////////////////////////////////////////////////////////////////////////////#ifndef __D3DX9MATH_INL__#define __D3DX9MATH_INL__//===========================================================================//// Inline Class Methods////===========================================================================#ifdef __cplusplus//--------------------------// Float16//--------------------------D3DXINLINED3DXFLOAT16::D3DXFLOAT16( FLOAT f ){D3DXFloat32To16Array(this, &f, 1);}D3DXINLINED3DXFLOAT16::D3DXFLOAT16( CONST D3DXFLOAT16& f ){value = f.value;}// castingD3DXINLINED3DXFLOAT16::operator FLOAT (){FLOAT f;D3DXFloat16To32Array(&f, this, 1);return f;}// binary operatorsD3DXINLINE BOOLD3DXFLOAT16::operator == ( CONST D3DXFLOAT16& f ) const{return value == f.value;}D3DXINLINE BOOLD3DXFLOAT16::operator != ( CONST D3DXFLOAT16& f ) const{return value != f.value;}//--------------------------// 2D Vector//--------------------------D3DXINLINED3DXVECTOR2::D3DXVECTOR2( CONST FLOAT *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifx = pf[0];y = pf[1];}D3DXINLINED3DXVECTOR2::D3DXVECTOR2( CONST D3DXFLOAT16 *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifD3DXFloat16To32Array(&x, pf, 2);}D3DXINLINED3DXVECTOR2::D3DXVECTOR2( FLOAT fx, FLOAT fy ){x = fx;y = fy;}// castingD3DXINLINED3DXVECTOR2::operator FLOAT* (){return (FLOAT *) &x;}D3DXINLINED3DXVECTOR2::operator CONST FLOAT* () const{return (CONST FLOAT *) &x;}// assignment operatorsD3DXINLINE D3DXVECTOR2&D3DXVECTOR2::operator += ( CONST D3DXVECTOR2& v ){x += v.x;y += v.y;return *this;}D3DXINLINE D3DXVECTOR2&D3DXVECTOR2::operator -= ( CONST D3DXVECTOR2& v ){x -= v.x;y -= v.y;return *this;}D3DXINLINE D3DXVECTOR2&D3DXVECTOR2::operator *= ( FLOAT f ){x *= f;y *= f;return *this;}D3DXINLINE D3DXVECTOR2&D3DXVECTOR2::operator /= ( FLOAT f ){FLOAT fInv = 1.0f / f;x *= fInv;y *= fInv;return *this;}// unary operatorsD3DXINLINE D3DXVECTOR2D3DXVECTOR2::operator + () const{return *this;}D3DXINLINE D3DXVECTOR2D3DXVECTOR2::operator - () const{return D3DXVECTOR2(-x, -y);}// binary operatorsD3DXINLINE D3DXVECTOR2D3DXVECTOR2::operator + ( CONST D3DXVECTOR2& v ) const{return D3DXVECTOR2(x + v.x, y + v.y);}D3DXINLINE D3DXVECTOR2D3DXVECTOR2::operator - ( CONST D3DXVECTOR2& v ) const{return D3DXVECTOR2(x - v.x, y - v.y);}D3DXINLINE D3DXVECTOR2D3DXVECTOR2::operator * ( FLOAT f ) const{return D3DXVECTOR2(x * f, y * f);}D3DXINLINE D3DXVECTOR2D3DXVECTOR2::operator / ( FLOAT f ) const{FLOAT fInv = 1.0f / f;return D3DXVECTOR2(x * fInv, y * fInv);}D3DXINLINE D3DXVECTOR2operator * ( FLOAT f, CONST D3DXVECTOR2& v ){return D3DXVECTOR2(f * v.x, f * v.y);}D3DXINLINE BOOLD3DXVECTOR2::operator == ( CONST D3DXVECTOR2& v ) const{return x == v.x && y == v.y;}D3DXINLINE BOOLD3DXVECTOR2::operator != ( CONST D3DXVECTOR2& v ) const{return x != v.x || y != v.y;}//--------------------------// 2D Vector (16 bit)//--------------------------D3DXINLINED3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST FLOAT *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifD3DXFloat32To16Array(&x, pf, 2);}D3DXINLINED3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST D3DXFLOAT16 *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endif*((DWORD *) &x) = *((DWORD *) &pf[0]);}D3DXINLINED3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy ){x = fx;y = fy;}// castingD3DXINLINED3DXVECTOR2_16F::operator D3DXFLOAT16* (){return (D3DXFLOAT16*) &x;}D3DXINLINED3DXVECTOR2_16F::operator CONST D3DXFLOAT16* () const{return (CONST D3DXFLOAT16*) &x;}// binary operatorsD3DXINLINE BOOLD3DXVECTOR2_16F::operator == ( CONST D3DXVECTOR2_16F &v ) const{return *((DWORD *) &x) == *((DWORD *) &v.x);}D3DXINLINE BOOLD3DXVECTOR2_16F::operator != ( CONST D3DXVECTOR2_16F &v ) const{return *((DWORD *) &x) != *((DWORD *) &v.x);}//--------------------------// 3D Vector//--------------------------D3DXINLINED3DXVECTOR3::D3DXVECTOR3( CONST FLOAT *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifx = pf[0];y = pf[1];z = pf[2];}D3DXINLINED3DXVECTOR3::D3DXVECTOR3( CONST D3DVECTOR& v ){x = v.x;y = v.y;z = v.z;}D3DXINLINED3DXVECTOR3::D3DXVECTOR3( CONST D3DXFLOAT16 *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifD3DXFloat16To32Array(&x, pf, 3);}D3DXINLINED3DXVECTOR3::D3DXVECTOR3( FLOAT fx, FLOAT fy, FLOAT fz ){x = fx;y = fy;z = fz;}// castingD3DXINLINED3DXVECTOR3::operator FLOAT* (){return (FLOAT *) &x;}D3DXINLINED3DXVECTOR3::operator CONST FLOAT* () const{return (CONST FLOAT *) &x;}// assignment operatorsD3DXINLINE D3DXVECTOR3&D3DXVECTOR3::operator += ( CONST D3DXVECTOR3& v ){x += v.x;y += v.y;z += v.z;return *this;}D3DXINLINE D3DXVECTOR3&D3DXVECTOR3::operator -= ( CONST D3DXVECTOR3& v ){x -= v.x;y -= v.y;z -= v.z;return *this;}D3DXINLINE D3DXVECTOR3&D3DXVECTOR3::operator *= ( FLOAT f ){x *= f;y *= f;z *= f;return *this;}D3DXINLINE D3DXVECTOR3&D3DXVECTOR3::operator /= ( FLOAT f ){FLOAT fInv = 1.0f / f;x *= fInv;y *= fInv;z *= fInv;return *this;}// unary operatorsD3DXINLINE D3DXVECTOR3D3DXVECTOR3::operator + () const{return *this;}D3DXINLINE D3DXVECTOR3D3DXVECTOR3::operator - () const{return D3DXVECTOR3(-x, -y, -z);}// binary operatorsD3DXINLINE D3DXVECTOR3D3DXVECTOR3::operator + ( CONST D3DXVECTOR3& v ) const{return D3DXVECTOR3(x + v.x, y + v.y, z + v.z);}D3DXINLINE D3DXVECTOR3D3DXVECTOR3::operator - ( CONST D3DXVECTOR3& v ) const{return D3DXVECTOR3(x - v.x, y - v.y, z - v.z);}D3DXINLINE D3DXVECTOR3D3DXVECTOR3::operator * ( FLOAT f ) const{return D3DXVECTOR3(x * f, y * f, z * f);}D3DXINLINE D3DXVECTOR3D3DXVECTOR3::operator / ( FLOAT f ) const{FLOAT fInv = 1.0f / f;return D3DXVECTOR3(x * fInv, y * fInv, z * fInv);}D3DXINLINE D3DXVECTOR3operator * ( FLOAT f, CONST struct D3DXVECTOR3& v ){return D3DXVECTOR3(f * v.x, f * v.y, f * v.z);}D3DXINLINE BOOLD3DXVECTOR3::operator == ( CONST D3DXVECTOR3& v ) const{return x == v.x && y == v.y && z == v.z;}D3DXINLINE BOOLD3DXVECTOR3::operator != ( CONST D3DXVECTOR3& v ) const{return x != v.x || y != v.y || z != v.z;}//--------------------------// 3D Vector (16 bit)//--------------------------D3DXINLINED3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST FLOAT *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifD3DXFloat32To16Array(&x, pf, 3);}D3DXINLINED3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DVECTOR& v ){D3DXFloat32To16Array(&x, &v.x, 1);D3DXFloat32To16Array(&y, &v.y, 1);D3DXFloat32To16Array(&z, &v.z, 1);}D3DXINLINED3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DXFLOAT16 *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endif*((DWORD *) &x) = *((DWORD *) &pf[0]);*((WORD *) &z) = *((WORD *) &pf[2]);}D3DXINLINED3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy, CONST D3DXFLOAT16 &fz ){x = fx;y = fy;z = fz;}// castingD3DXINLINED3DXVECTOR3_16F::operator D3DXFLOAT16* (){return (D3DXFLOAT16*) &x;}D3DXINLINED3DXVECTOR3_16F::operator CONST D3DXFLOAT16* () const{return (CONST D3DXFLOAT16*) &x;}// binary operatorsD3DXINLINE BOOLD3DXVECTOR3_16F::operator == ( CONST D3DXVECTOR3_16F &v ) const{return *((DWORD *) &x) == *((DWORD *) &v.x) &&*((WORD *) &z) == *((WORD *) &v.z);}D3DXINLINE BOOLD3DXVECTOR3_16F::operator != ( CONST D3DXVECTOR3_16F &v ) const{return *((DWORD *) &x) != *((DWORD *) &v.x) ||*((WORD *) &z) != *((WORD *) &v.z);}//--------------------------// 4D Vector//--------------------------D3DXINLINED3DXVECTOR4::D3DXVECTOR4( CONST FLOAT *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifx = pf[0];y = pf[1];z = pf[2];w = pf[3];}D3DXINLINED3DXVECTOR4::D3DXVECTOR4( CONST D3DXFLOAT16 *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifD3DXFloat16To32Array(&x, pf, 4);}D3DXINLINED3DXVECTOR4::D3DXVECTOR4( CONST D3DVECTOR& v, FLOAT f ){x = v.x;y = v.y;z = v.z;w = f;}D3DXINLINED3DXVECTOR4::D3DXVECTOR4( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw ){x = fx;y = fy;z = fz;w = fw;}// castingD3DXINLINED3DXVECTOR4::operator FLOAT* (){return (FLOAT *) &x;}D3DXINLINED3DXVECTOR4::operator CONST FLOAT* () const{return (CONST FLOAT *) &x;}// assignment operatorsD3DXINLINE D3DXVECTOR4&D3DXVECTOR4::operator += ( CONST D3DXVECTOR4& v ){x += v.x;y += v.y;z += v.z;w += v.w;return *this;}D3DXINLINE D3DXVECTOR4&D3DXVECTOR4::operator -= ( CONST D3DXVECTOR4& v ){x -= v.x;y -= v.y;z -= v.z;w -= v.w;return *this;}D3DXINLINE D3DXVECTOR4&D3DXVECTOR4::operator *= ( FLOAT f ){x *= f;y *= f;z *= f;w *= f;return *this;}D3DXINLINE D3DXVECTOR4&D3DXVECTOR4::operator /= ( FLOAT f ){FLOAT fInv = 1.0f / f;x *= fInv;y *= fInv;z *= fInv;w *= fInv;return *this;}// unary operatorsD3DXINLINE D3DXVECTOR4D3DXVECTOR4::operator + () const{return *this;}D3DXINLINE D3DXVECTOR4D3DXVECTOR4::operator - () const{return D3DXVECTOR4(-x, -y, -z, -w);}// binary operatorsD3DXINLINE D3DXVECTOR4D3DXVECTOR4::operator + ( CONST D3DXVECTOR4& v ) const{return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);}D3DXINLINE D3DXVECTOR4D3DXVECTOR4::operator - ( CONST D3DXVECTOR4& v ) const{return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);}D3DXINLINE D3DXVECTOR4D3DXVECTOR4::operator * ( FLOAT f ) const{return D3DXVECTOR4(x * f, y * f, z * f, w * f);}D3DXINLINE D3DXVECTOR4D3DXVECTOR4::operator / ( FLOAT f ) const{FLOAT fInv = 1.0f / f;return D3DXVECTOR4(x * fInv, y * fInv, z * fInv, w * fInv);}D3DXINLINE D3DXVECTOR4operator * ( FLOAT f, CONST D3DXVECTOR4& v ){return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);}D3DXINLINE BOOLD3DXVECTOR4::operator == ( CONST D3DXVECTOR4& v ) const{return x == v.x && y == v.y && z == v.z && w == v.w;}D3DXINLINE BOOLD3DXVECTOR4::operator != ( CONST D3DXVECTOR4& v ) const{return x != v.x || y != v.y || z != v.z || w != v.w;}//--------------------------// 4D Vector (16 bit)//--------------------------D3DXINLINED3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST FLOAT *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifD3DXFloat32To16Array(&x, pf, 4);}D3DXINLINED3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXFLOAT16 *pf ){#ifdef D3DX_DEBUGif(!pf)return;#endif*((DWORD *) &x) = *((DWORD *) &pf[0]);*((DWORD *) &z) = *((DWORD *) &pf[2]);}D3DXINLINED3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXVECTOR3_16F& v, CONST D3DXFLOAT16& f ){x = v.x;y = v.y;z = v.z;w = f;}D3DXINLINED3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy, CONST D3DXFLOAT16 &fz, CONST D3DXFLOAT16 &fw ){x = fx;y = fy;z = fz;w = fw;}// castingD3DXINLINED3DXVECTOR4_16F::operator D3DXFLOAT16* (){return (D3DXFLOAT16*) &x;}D3DXINLINED3DXVECTOR4_16F::operator CONST D3DXFLOAT16* () const{return (CONST D3DXFLOAT16*) &x;}// binary operatorsD3DXINLINE BOOLD3DXVECTOR4_16F::operator == ( CONST D3DXVECTOR4_16F &v ) const{return *((DWORD *) &x) == *((DWORD *) &v.x) &&*((DWORD *) &z) == *((DWORD *) &v.z);}D3DXINLINE BOOLD3DXVECTOR4_16F::operator != ( CONST D3DXVECTOR4_16F &v ) const{return *((DWORD *) &x) != *((DWORD *) &v.x) ||*((DWORD *) &z) != *((DWORD *) &v.z);}//--------------------------// Matrix//--------------------------D3DXINLINED3DXMATRIX::D3DXMATRIX( CONST FLOAT* pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifmemcpy(&_11, pf, sizeof(D3DXMATRIX));}D3DXINLINED3DXMATRIX::D3DXMATRIX( CONST D3DMATRIX& mat ){memcpy(&_11, &mat, sizeof(D3DXMATRIX));}D3DXINLINED3DXMATRIX::D3DXMATRIX( CONST D3DXFLOAT16* pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifD3DXFloat16To32Array(&_11, pf, 16);}D3DXINLINED3DXMATRIX::D3DXMATRIX( FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44 ){_11 = f11; _12 = f12; _13 = f13; _14 = f14;_21 = f21; _22 = f22; _23 = f23; _24 = f24;_31 = f31; _32 = f32; _33 = f33; _34 = f34;_41 = f41; _42 = f42; _43 = f43; _44 = f44;}// access grantsD3DXINLINE FLOAT&D3DXMATRIX::operator () ( UINT iRow, UINT iCol ){return m[iRow][iCol];}D3DXINLINE FLOATD3DXMATRIX::operator () ( UINT iRow, UINT iCol ) const{return m[iRow][iCol];}// casting operatorsD3DXINLINED3DXMATRIX::operator FLOAT* (){return (FLOAT *) &_11;}D3DXINLINED3DXMATRIX::operator CONST FLOAT* () const{return (CONST FLOAT *) &_11;}// assignment operatorsD3DXINLINE D3DXMATRIX&D3DXMATRIX::operator *= ( CONST D3DXMATRIX& mat ){D3DXMatrixMultiply(this, this, &mat);return *this;}D3DXINLINE D3DXMATRIX&D3DXMATRIX::operator += ( CONST D3DXMATRIX& mat ){_11 += mat._11; _12 += mat._12; _13 += mat._13; _14 += mat._14;_21 += mat._21; _22 += mat._22; _23 += mat._23; _24 += mat._24;_31 += mat._31; _32 += mat._32; _33 += mat._33; _34 += mat._34;_41 += mat._41; _42 += mat._42; _43 += mat._43; _44 += mat._44;return *this;}D3DXINLINE D3DXMATRIX&D3DXMATRIX::operator -= ( CONST D3DXMATRIX& mat ){_11 -= mat._11; _12 -= mat._12; _13 -= mat._13; _14 -= mat._14;_21 -= mat._21; _22 -= mat._22; _23 -= mat._23; _24 -= mat._24;_31 -= mat._31; _32 -= mat._32; _33 -= mat._33; _34 -= mat._34;_41 -= mat._41; _42 -= mat._42; _43 -= mat._43; _44 -= mat._44;return *this;}D3DXINLINE D3DXMATRIX&D3DXMATRIX::operator *= ( FLOAT f ){_11 *= f; _12 *= f; _13 *= f; _14 *= f;_21 *= f; _22 *= f; _23 *= f; _24 *= f;_31 *= f; _32 *= f; _33 *= f; _34 *= f;_41 *= f; _42 *= f; _43 *= f; _44 *= f;return *this;}D3DXINLINE D3DXMATRIX&D3DXMATRIX::operator /= ( FLOAT f ){FLOAT fInv = 1.0f / f;_11 *= fInv; _12 *= fInv; _13 *= fInv; _14 *= fInv;_21 *= fInv; _22 *= fInv; _23 *= fInv; _24 *= fInv;_31 *= fInv; _32 *= fInv; _33 *= fInv; _34 *= fInv;_41 *= fInv; _42 *= fInv; _43 *= fInv; _44 *= fInv;return *this;}// unary operatorsD3DXINLINE D3DXMATRIXD3DXMATRIX::operator + () const{return *this;}D3DXINLINE D3DXMATRIXD3DXMATRIX::operator - () const{return D3DXMATRIX(-_11, -_12, -_13, -_14,-_21, -_22, -_23, -_24,-_31, -_32, -_33, -_34,-_41, -_42, -_43, -_44);}// binary operatorsD3DXINLINE D3DXMATRIXD3DXMATRIX::operator * ( CONST D3DXMATRIX& mat ) const{D3DXMATRIX matT;D3DXMatrixMultiply(&matT, this, &mat);return matT;}D3DXINLINE D3DXMATRIXD3DXMATRIX::operator + ( CONST D3DXMATRIX& mat ) const{return D3DXMATRIX(_11 + mat._11, _12 + mat._12, _13 + mat._13, _14 + mat._14,_21 + mat._21, _22 + mat._22, _23 + mat._23, _24 + mat._24,_31 + mat._31, _32 + mat._32, _33 + mat._33, _34 + mat._34,_41 + mat._41, _42 + mat._42, _43 + mat._43, _44 + mat._44);}D3DXINLINE D3DXMATRIXD3DXMATRIX::operator - ( CONST D3DXMATRIX& mat ) const{return D3DXMATRIX(_11 - mat._11, _12 - mat._12, _13 - mat._13, _14 - mat._14,_21 - mat._21, _22 - mat._22, _23 - mat._23, _24 - mat._24,_31 - mat._31, _32 - mat._32, _33 - mat._33, _34 - mat._34,_41 - mat._41, _42 - mat._42, _43 - mat._43, _44 - mat._44);}D3DXINLINE D3DXMATRIXD3DXMATRIX::operator * ( FLOAT f ) const{return D3DXMATRIX(_11 * f, _12 * f, _13 * f, _14 * f,_21 * f, _22 * f, _23 * f, _24 * f,_31 * f, _32 * f, _33 * f, _34 * f,_41 * f, _42 * f, _43 * f, _44 * f);}D3DXINLINE D3DXMATRIXD3DXMATRIX::operator / ( FLOAT f ) const{FLOAT fInv = 1.0f / f;return D3DXMATRIX(_11 * fInv, _12 * fInv, _13 * fInv, _14 * fInv,_21 * fInv, _22 * fInv, _23 * fInv, _24 * fInv,_31 * fInv, _32 * fInv, _33 * fInv, _34 * fInv,_41 * fInv, _42 * fInv, _43 * fInv, _44 * fInv);}D3DXINLINE D3DXMATRIXoperator * ( FLOAT f, CONST D3DXMATRIX& mat ){return D3DXMATRIX(f * mat._11, f * mat._12, f * mat._13, f * mat._14,f * mat._21, f * mat._22, f * mat._23, f * mat._24,f * mat._31, f * mat._32, f * mat._33, f * mat._34,f * mat._41, f * mat._42, f * mat._43, f * mat._44);}D3DXINLINE BOOLD3DXMATRIX::operator == ( CONST D3DXMATRIX& mat ) const{return 0 == memcmp(this, &mat, sizeof(D3DXMATRIX));}D3DXINLINE BOOLD3DXMATRIX::operator != ( CONST D3DXMATRIX& mat ) const{return 0 != memcmp(this, &mat, sizeof(D3DXMATRIX));}//--------------------------// Aligned Matrices//--------------------------D3DXINLINE_D3DXMATRIXA16::_D3DXMATRIXA16( CONST FLOAT* f ) :D3DXMATRIX( f ){}D3DXINLINE_D3DXMATRIXA16::_D3DXMATRIXA16( CONST D3DMATRIX& m ) :D3DXMATRIX( m ){}D3DXINLINE_D3DXMATRIXA16::_D3DXMATRIXA16( CONST D3DXFLOAT16* f ) :D3DXMATRIX( f ){}D3DXINLINE_D3DXMATRIXA16::_D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14,FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24,FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34,FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ) :D3DXMATRIX(_11, _12, _13, _14,_21, _22, _23, _24,_31, _32, _33, _34,_41, _42, _43, _44){}#ifndef SIZE_MAX#define SIZE_MAX ((SIZE_T)-1)#endifD3DXINLINE void*_D3DXMATRIXA16::operator new( size_t s ){if (s > (SIZE_MAX-16))return NULL;LPBYTE p = ::new BYTE[s + 16];if (p){BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15));p += offset;p[-1] = offset;}return p;}D3DXINLINE void*_D3DXMATRIXA16::operator new[]( size_t s ){if (s > (SIZE_MAX-16))return NULL;LPBYTE p = ::new BYTE[s + 16];if (p){BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15));p += offset;p[-1] = offset;}return p;}D3DXINLINE void_D3DXMATRIXA16::operator delete(void* p){if(p){BYTE* pb = static_cast<BYTE*>(p);pb -= pb[-1];::delete [] pb;}}D3DXINLINE void_D3DXMATRIXA16::operator delete[](void* p){if(p){BYTE* pb = static_cast<BYTE*>(p);pb -= pb[-1];::delete [] pb;}}D3DXINLINE _D3DXMATRIXA16&_D3DXMATRIXA16::operator=(CONST D3DXMATRIX& rhs){memcpy(&_11, &rhs, sizeof(D3DXMATRIX));return *this;}//--------------------------// Quaternion//--------------------------D3DXINLINED3DXQUATERNION::D3DXQUATERNION( CONST FLOAT* pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifx = pf[0];y = pf[1];z = pf[2];w = pf[3];}D3DXINLINED3DXQUATERNION::D3DXQUATERNION( CONST D3DXFLOAT16* pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifD3DXFloat16To32Array(&x, pf, 4);}D3DXINLINED3DXQUATERNION::D3DXQUATERNION( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw ){x = fx;y = fy;z = fz;w = fw;}// castingD3DXINLINED3DXQUATERNION::operator FLOAT* (){return (FLOAT *) &x;}D3DXINLINED3DXQUATERNION::operator CONST FLOAT* () const{return (CONST FLOAT *) &x;}// assignment operatorsD3DXINLINE D3DXQUATERNION&D3DXQUATERNION::operator += ( CONST D3DXQUATERNION& q ){x += q.x;y += q.y;z += q.z;w += q.w;return *this;}D3DXINLINE D3DXQUATERNION&D3DXQUATERNION::operator -= ( CONST D3DXQUATERNION& q ){x -= q.x;y -= q.y;z -= q.z;w -= q.w;return *this;}D3DXINLINE D3DXQUATERNION&D3DXQUATERNION::operator *= ( CONST D3DXQUATERNION& q ){D3DXQuaternionMultiply(this, this, &q);return *this;}D3DXINLINE D3DXQUATERNION&D3DXQUATERNION::operator *= ( FLOAT f ){x *= f;y *= f;z *= f;w *= f;return *this;}D3DXINLINE D3DXQUATERNION&D3DXQUATERNION::operator /= ( FLOAT f ){FLOAT fInv = 1.0f / f;x *= fInv;y *= fInv;z *= fInv;w *= fInv;return *this;}// unary operatorsD3DXINLINE D3DXQUATERNIOND3DXQUATERNION::operator + () const{return *this;}D3DXINLINE D3DXQUATERNIOND3DXQUATERNION::operator - () const{return D3DXQUATERNION(-x, -y, -z, -w);}// binary operatorsD3DXINLINE D3DXQUATERNIOND3DXQUATERNION::operator + ( CONST D3DXQUATERNION& q ) const{return D3DXQUATERNION(x + q.x, y + q.y, z + q.z, w + q.w);}D3DXINLINE D3DXQUATERNIOND3DXQUATERNION::operator - ( CONST D3DXQUATERNION& q ) const{return D3DXQUATERNION(x - q.x, y - q.y, z - q.z, w - q.w);}D3DXINLINE D3DXQUATERNIOND3DXQUATERNION::operator * ( CONST D3DXQUATERNION& q ) const{D3DXQUATERNION qT;D3DXQuaternionMultiply(&qT, this, &q);return qT;}D3DXINLINE D3DXQUATERNIOND3DXQUATERNION::operator * ( FLOAT f ) const{return D3DXQUATERNION(x * f, y * f, z * f, w * f);}D3DXINLINE D3DXQUATERNIOND3DXQUATERNION::operator / ( FLOAT f ) const{FLOAT fInv = 1.0f / f;return D3DXQUATERNION(x * fInv, y * fInv, z * fInv, w * fInv);}D3DXINLINE D3DXQUATERNIONoperator * (FLOAT f, CONST D3DXQUATERNION& q ){return D3DXQUATERNION(f * q.x, f * q.y, f * q.z, f * q.w);}D3DXINLINE BOOLD3DXQUATERNION::operator == ( CONST D3DXQUATERNION& q ) const{return x == q.x && y == q.y && z == q.z && w == q.w;}D3DXINLINE BOOLD3DXQUATERNION::operator != ( CONST D3DXQUATERNION& q ) const{return x != q.x || y != q.y || z != q.z || w != q.w;}//--------------------------// Plane//--------------------------D3DXINLINED3DXPLANE::D3DXPLANE( CONST FLOAT* pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifa = pf[0];b = pf[1];c = pf[2];d = pf[3];}D3DXINLINED3DXPLANE::D3DXPLANE( CONST D3DXFLOAT16* pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifD3DXFloat16To32Array(&a, pf, 4);}D3DXINLINED3DXPLANE::D3DXPLANE( FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd ){a = fa;b = fb;c = fc;d = fd;}// castingD3DXINLINED3DXPLANE::operator FLOAT* (){return (FLOAT *) &a;}D3DXINLINED3DXPLANE::operator CONST FLOAT* () const{return (CONST FLOAT *) &a;}// assignment operatorsD3DXINLINE D3DXPLANE&D3DXPLANE::operator *= ( FLOAT f ){a *= f;b *= f;c *= f;d *= f;return *this;}D3DXINLINE D3DXPLANE&D3DXPLANE::operator /= ( FLOAT f ){FLOAT fInv = 1.0f / f;a *= fInv;b *= fInv;c *= fInv;d *= fInv;return *this;}// unary operatorsD3DXINLINE D3DXPLANED3DXPLANE::operator + () const{return *this;}D3DXINLINE D3DXPLANED3DXPLANE::operator - () const{return D3DXPLANE(-a, -b, -c, -d);}// binary operatorsD3DXINLINE D3DXPLANED3DXPLANE::operator * ( FLOAT f ) const{return D3DXPLANE(a * f, b * f, c * f, d * f);}D3DXINLINE D3DXPLANED3DXPLANE::operator / ( FLOAT f ) const{FLOAT fInv = 1.0f / f;return D3DXPLANE(a * fInv, b * fInv, c * fInv, d * fInv);}D3DXINLINE D3DXPLANEoperator * (FLOAT f, CONST D3DXPLANE& p ){return D3DXPLANE(f * p.a, f * p.b, f * p.c, f * p.d);}D3DXINLINE BOOLD3DXPLANE::operator == ( CONST D3DXPLANE& p ) const{return a == p.a && b == p.b && c == p.c && d == p.d;}D3DXINLINE BOOLD3DXPLANE::operator != ( CONST D3DXPLANE& p ) const{return a != p.a || b != p.b || c != p.c || d != p.d;}//--------------------------// Color//--------------------------D3DXINLINED3DXCOLOR::D3DXCOLOR( DWORD dw ){CONST FLOAT f = 1.0f / 255.0f;r = f * (FLOAT) (unsigned char) (dw >> 16);g = f * (FLOAT) (unsigned char) (dw >> 8);b = f * (FLOAT) (unsigned char) (dw >> 0);a = f * (FLOAT) (unsigned char) (dw >> 24);}D3DXINLINED3DXCOLOR::D3DXCOLOR( CONST FLOAT* pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifr = pf[0];g = pf[1];b = pf[2];a = pf[3];}D3DXINLINED3DXCOLOR::D3DXCOLOR( CONST D3DXFLOAT16* pf ){#ifdef D3DX_DEBUGif(!pf)return;#endifD3DXFloat16To32Array(&r, pf, 4);}D3DXINLINED3DXCOLOR::D3DXCOLOR( CONST D3DCOLORVALUE& c ){r = c.r;g = c.g;b = c.b;a = c.a;}D3DXINLINED3DXCOLOR::D3DXCOLOR( FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa ){r = fr;g = fg;b = fb;a = fa;}// castingD3DXINLINED3DXCOLOR::operator DWORD () const{DWORD dwR = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD) (r * 255.0f + 0.5f);DWORD dwG = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD) (g * 255.0f + 0.5f);DWORD dwB = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD) (b * 255.0f + 0.5f);DWORD dwA = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD) (a * 255.0f + 0.5f);return (dwA << 24) | (dwR << 16) | (dwG << 8) | dwB;}D3DXINLINED3DXCOLOR::operator FLOAT * (){return (FLOAT *) &r;}D3DXINLINED3DXCOLOR::operator CONST FLOAT * () const{return (CONST FLOAT *) &r;}D3DXINLINED3DXCOLOR::operator D3DCOLORVALUE * (){return (D3DCOLORVALUE *) &r;}D3DXINLINED3DXCOLOR::operator CONST D3DCOLORVALUE * () const{return (CONST D3DCOLORVALUE *) &r;}D3DXINLINED3DXCOLOR::operator D3DCOLORVALUE& (){return *((D3DCOLORVALUE *) &r);}D3DXINLINED3DXCOLOR::operator CONST D3DCOLORVALUE& () const{return *((CONST D3DCOLORVALUE *) &r);}// assignment operatorsD3DXINLINE D3DXCOLOR&D3DXCOLOR::operator += ( CONST D3DXCOLOR& c ){r += c.r;g += c.g;b += c.b;a += c.a;return *this;}D3DXINLINE D3DXCOLOR&D3DXCOLOR::operator -= ( CONST D3DXCOLOR& c ){r -= c.r;g -= c.g;b -= c.b;a -= c.a;return *this;}D3DXINLINE D3DXCOLOR&D3DXCOLOR::operator *= ( FLOAT f ){r *= f;g *= f;b *= f;a *= f;return *this;}D3DXINLINE D3DXCOLOR&D3DXCOLOR::operator /= ( FLOAT f ){FLOAT fInv = 1.0f / f;r *= fInv;g *= fInv;b *= fInv;a *= fInv;return *this;}// unary operatorsD3DXINLINE D3DXCOLORD3DXCOLOR::operator + () const{return *this;}D3DXINLINE D3DXCOLORD3DXCOLOR::operator - () const{return D3DXCOLOR(-r, -g, -b, -a);}// binary operatorsD3DXINLINE D3DXCOLORD3DXCOLOR::operator + ( CONST D3DXCOLOR& c ) const{return D3DXCOLOR(r + c.r, g + c.g, b + c.b, a + c.a);}D3DXINLINE D3DXCOLORD3DXCOLOR::operator - ( CONST D3DXCOLOR& c ) const{return D3DXCOLOR(r - c.r, g - c.g, b - c.b, a - c.a);}D3DXINLINE D3DXCOLORD3DXCOLOR::operator * ( FLOAT f ) const{return D3DXCOLOR(r * f, g * f, b * f, a * f);}D3DXINLINE D3DXCOLORD3DXCOLOR::operator / ( FLOAT f ) const{FLOAT fInv = 1.0f / f;return D3DXCOLOR(r * fInv, g * fInv, b * fInv, a * fInv);}D3DXINLINE D3DXCOLORoperator * (FLOAT f, CONST D3DXCOLOR& c ){return D3DXCOLOR(f * c.r, f * c.g, f * c.b, f * c.a);}D3DXINLINE BOOLD3DXCOLOR::operator == ( CONST D3DXCOLOR& c ) const{return r == c.r && g == c.g && b == c.b && a == c.a;}D3DXINLINE BOOLD3DXCOLOR::operator != ( CONST D3DXCOLOR& c ) const{return r != c.r || g != c.g || b != c.b || a != c.a;}#endif //__cplusplus//===========================================================================//// Inline functions////===========================================================================//--------------------------// 2D Vector//--------------------------D3DXINLINE FLOAT D3DXVec2Length( CONST D3DXVECTOR2 *pV ){#ifdef D3DX_DEBUGif(!pV)return 0.0f;#endif#ifdef __cplusplusreturn sqrtf(pV->x * pV->x + pV->y * pV->y);#elsereturn (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y);#endif}D3DXINLINE FLOAT D3DXVec2LengthSq( CONST D3DXVECTOR2 *pV ){#ifdef D3DX_DEBUGif(!pV)return 0.0f;#endifreturn pV->x * pV->x + pV->y * pV->y;}D3DXINLINE FLOAT D3DXVec2Dot( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ){#ifdef D3DX_DEBUGif(!pV1 || !pV2)return 0.0f;#endifreturn pV1->x * pV2->x + pV1->y * pV2->y;}D3DXINLINE FLOAT D3DXVec2CCW( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ){#ifdef D3DX_DEBUGif(!pV1 || !pV2)return 0.0f;#endifreturn pV1->x * pV2->y - pV1->y * pV2->x;}D3DXINLINE D3DXVECTOR2* D3DXVec2Add( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x + pV2->x;pOut->y = pV1->y + pV2->y;return pOut;}D3DXINLINE D3DXVECTOR2* D3DXVec2Subtract( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x - pV2->x;pOut->y = pV1->y - pV2->y;return pOut;}D3DXINLINE D3DXVECTOR2* D3DXVec2Minimize( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;return pOut;}D3DXINLINE D3DXVECTOR2* D3DXVec2Maximize( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;return pOut;}D3DXINLINE D3DXVECTOR2* D3DXVec2Scale( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ){#ifdef D3DX_DEBUGif(!pOut || !pV)return NULL;#endifpOut->x = pV->x * s;pOut->y = pV->y * s;return pOut;}D3DXINLINE D3DXVECTOR2* D3DXVec2Lerp( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2,FLOAT s ){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x + s * (pV2->x - pV1->x);pOut->y = pV1->y + s * (pV2->y - pV1->y);return pOut;}//--------------------------// 3D Vector//--------------------------D3DXINLINE FLOAT D3DXVec3Length( CONST D3DXVECTOR3 *pV ){#ifdef D3DX_DEBUGif(!pV)return 0.0f;#endif#ifdef __cplusplusreturn sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z);#elsereturn (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z);#endif}D3DXINLINE FLOAT D3DXVec3LengthSq( CONST D3DXVECTOR3 *pV ){#ifdef D3DX_DEBUGif(!pV)return 0.0f;#endifreturn pV->x * pV->x + pV->y * pV->y + pV->z * pV->z;}D3DXINLINE FLOAT D3DXVec3Dot( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ){#ifdef D3DX_DEBUGif(!pV1 || !pV2)return 0.0f;#endifreturn pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z;}D3DXINLINE D3DXVECTOR3* D3DXVec3Cross( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ){D3DXVECTOR3 v;#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifv.x = pV1->y * pV2->z - pV1->z * pV2->y;v.y = pV1->z * pV2->x - pV1->x * pV2->z;v.z = pV1->x * pV2->y - pV1->y * pV2->x;*pOut = v;return pOut;}D3DXINLINE D3DXVECTOR3* D3DXVec3Add( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x + pV2->x;pOut->y = pV1->y + pV2->y;pOut->z = pV1->z + pV2->z;return pOut;}D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x - pV2->x;pOut->y = pV1->y - pV2->y;pOut->z = pV1->z - pV2->z;return pOut;}D3DXINLINE D3DXVECTOR3* D3DXVec3Minimize( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z;return pOut;}D3DXINLINE D3DXVECTOR3* D3DXVec3Maximize( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z;return pOut;}D3DXINLINE D3DXVECTOR3* D3DXVec3Scale( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s){#ifdef D3DX_DEBUGif(!pOut || !pV)return NULL;#endifpOut->x = pV->x * s;pOut->y = pV->y * s;pOut->z = pV->z * s;return pOut;}D3DXINLINE D3DXVECTOR3* D3DXVec3Lerp( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,FLOAT s ){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x + s * (pV2->x - pV1->x);pOut->y = pV1->y + s * (pV2->y - pV1->y);pOut->z = pV1->z + s * (pV2->z - pV1->z);return pOut;}//--------------------------// 4D Vector//--------------------------D3DXINLINE FLOAT D3DXVec4Length( CONST D3DXVECTOR4 *pV ){#ifdef D3DX_DEBUGif(!pV)return 0.0f;#endif#ifdef __cplusplusreturn sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w);#elsereturn (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w);#endif}D3DXINLINE FLOAT D3DXVec4LengthSq( CONST D3DXVECTOR4 *pV ){#ifdef D3DX_DEBUGif(!pV)return 0.0f;#endifreturn pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w;}D3DXINLINE FLOAT D3DXVec4Dot( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ){#ifdef D3DX_DEBUGif(!pV1 || !pV2)return 0.0f;#endifreturn pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z + pV1->w * pV2->w;}D3DXINLINE D3DXVECTOR4* D3DXVec4Add( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x + pV2->x;pOut->y = pV1->y + pV2->y;pOut->z = pV1->z + pV2->z;pOut->w = pV1->w + pV2->w;return pOut;}D3DXINLINE D3DXVECTOR4* D3DXVec4Subtract( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x - pV2->x;pOut->y = pV1->y - pV2->y;pOut->z = pV1->z - pV2->z;pOut->w = pV1->w - pV2->w;return pOut;}D3DXINLINE D3DXVECTOR4* D3DXVec4Minimize( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z;pOut->w = pV1->w < pV2->w ? pV1->w : pV2->w;return pOut;}D3DXINLINE D3DXVECTOR4* D3DXVec4Maximize( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z;pOut->w = pV1->w > pV2->w ? pV1->w : pV2->w;return pOut;}D3DXINLINE D3DXVECTOR4* D3DXVec4Scale( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s){#ifdef D3DX_DEBUGif(!pOut || !pV)return NULL;#endifpOut->x = pV->x * s;pOut->y = pV->y * s;pOut->z = pV->z * s;pOut->w = pV->w * s;return pOut;}D3DXINLINE D3DXVECTOR4* D3DXVec4Lerp( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2,FLOAT s ){#ifdef D3DX_DEBUGif(!pOut || !pV1 || !pV2)return NULL;#endifpOut->x = pV1->x + s * (pV2->x - pV1->x);pOut->y = pV1->y + s * (pV2->y - pV1->y);pOut->z = pV1->z + s * (pV2->z - pV1->z);pOut->w = pV1->w + s * (pV2->w - pV1->w);return pOut;}//--------------------------// 4D Matrix//--------------------------D3DXINLINE D3DXMATRIX* D3DXMatrixIdentity( D3DXMATRIX *pOut ){#ifdef D3DX_DEBUGif(!pOut)return NULL;#endifpOut->m[0][1] = pOut->m[0][2] = pOut->m[0][3] =pOut->m[1][0] = pOut->m[1][2] = pOut->m[1][3] =pOut->m[2][0] = pOut->m[2][1] = pOut->m[2][3] =pOut->m[3][0] = pOut->m[3][1] = pOut->m[3][2] = 0.0f;pOut->m[0][0] = pOut->m[1][1] = pOut->m[2][2] = pOut->m[3][3] = 1.0f;return pOut;}D3DXINLINE BOOL D3DXMatrixIsIdentity( CONST D3DXMATRIX *pM ){#ifdef D3DX_DEBUGif(!pM)return FALSE;#endifreturn pM->m[0][0] == 1.0f && pM->m[0][1] == 0.0f && pM->m[0][2] == 0.0f && pM->m[0][3] == 0.0f &&pM->m[1][0] == 0.0f && pM->m[1][1] == 1.0f && pM->m[1][2] == 0.0f && pM->m[1][3] == 0.0f &&pM->m[2][0] == 0.0f && pM->m[2][1] == 0.0f && pM->m[2][2] == 1.0f && pM->m[2][3] == 0.0f &&pM->m[3][0] == 0.0f && pM->m[3][1] == 0.0f && pM->m[3][2] == 0.0f && pM->m[3][3] == 1.0f;}//--------------------------// Quaternion//--------------------------D3DXINLINE FLOAT D3DXQuaternionLength( CONST D3DXQUATERNION *pQ ){#ifdef D3DX_DEBUGif(!pQ)return 0.0f;#endif#ifdef __cplusplusreturn sqrtf(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w);#elsereturn (FLOAT) sqrt(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w);#endif}D3DXINLINE FLOAT D3DXQuaternionLengthSq( CONST D3DXQUATERNION *pQ ){#ifdef D3DX_DEBUGif(!pQ)return 0.0f;#endifreturn pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w;}D3DXINLINE FLOAT D3DXQuaternionDot( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ){#ifdef D3DX_DEBUGif(!pQ1 || !pQ2)return 0.0f;#endifreturn pQ1->x * pQ2->x + pQ1->y * pQ2->y + pQ1->z * pQ2->z + pQ1->w * pQ2->w;}D3DXINLINE D3DXQUATERNION* D3DXQuaternionIdentity( D3DXQUATERNION *pOut ){#ifdef D3DX_DEBUGif(!pOut)return NULL;#endifpOut->x = pOut->y = pOut->z = 0.0f;pOut->w = 1.0f;return pOut;}D3DXINLINE BOOL D3DXQuaternionIsIdentity( CONST D3DXQUATERNION *pQ ){#ifdef D3DX_DEBUGif(!pQ)return FALSE;#endifreturn pQ->x == 0.0f && pQ->y == 0.0f && pQ->z == 0.0f && pQ->w == 1.0f;}D3DXINLINE D3DXQUATERNION* D3DXQuaternionConjugate( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ){#ifdef D3DX_DEBUGif(!pOut || !pQ)return NULL;#endifpOut->x = -pQ->x;pOut->y = -pQ->y;pOut->z = -pQ->z;pOut->w = pQ->w;return pOut;}//--------------------------// Plane//--------------------------D3DXINLINE FLOAT D3DXPlaneDot( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV){#ifdef D3DX_DEBUGif(!pP || !pV)return 0.0f;#endifreturn pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d * pV->w;}D3DXINLINE FLOAT D3DXPlaneDotCoord( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV){#ifdef D3DX_DEBUGif(!pP || !pV)return 0.0f;#endifreturn pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d;}D3DXINLINE FLOAT D3DXPlaneDotNormal( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV){#ifdef D3DX_DEBUGif(!pP || !pV)return 0.0f;#endifreturn pP->a * pV->x + pP->b * pV->y + pP->c * pV->z;}D3DXINLINE D3DXPLANE* D3DXPlaneScale(D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s){#ifdef D3DX_DEBUGif(!pOut || !pP)return NULL;#endifpOut->a = pP->a * s;pOut->b = pP->b * s;pOut->c = pP->c * s;pOut->d = pP->d * s;return pOut;}//--------------------------// Color//--------------------------D3DXINLINE D3DXCOLOR* D3DXColorNegative(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC){#ifdef D3DX_DEBUGif(!pOut || !pC)return NULL;#endifpOut->r = 1.0f - pC->r;pOut->g = 1.0f - pC->g;pOut->b = 1.0f - pC->b;pOut->a = pC->a;return pOut;}D3DXINLINE D3DXCOLOR* D3DXColorAdd(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2){#ifdef D3DX_DEBUGif(!pOut || !pC1 || !pC2)return NULL;#endifpOut->r = pC1->r + pC2->r;pOut->g = pC1->g + pC2->g;pOut->b = pC1->b + pC2->b;pOut->a = pC1->a + pC2->a;return pOut;}D3DXINLINE D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2){#ifdef D3DX_DEBUGif(!pOut || !pC1 || !pC2)return NULL;#endifpOut->r = pC1->r - pC2->r;pOut->g = pC1->g - pC2->g;pOut->b = pC1->b - pC2->b;pOut->a = pC1->a - pC2->a;return pOut;}D3DXINLINE D3DXCOLOR* D3DXColorScale(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s){#ifdef D3DX_DEBUGif(!pOut || !pC)return NULL;#endifpOut->r = pC->r * s;pOut->g = pC->g * s;pOut->b = pC->b * s;pOut->a = pC->a * s;return pOut;}D3DXINLINE D3DXCOLOR* D3DXColorModulate(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2){#ifdef D3DX_DEBUGif(!pOut || !pC1 || !pC2)return NULL;#endifpOut->r = pC1->r * pC2->r;pOut->g = pC1->g * pC2->g;pOut->b = pC1->b * pC2->b;pOut->a = pC1->a * pC2->a;return pOut;}D3DXINLINE D3DXCOLOR* D3DXColorLerp(D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s){#ifdef D3DX_DEBUGif(!pOut || !pC1 || !pC2)return NULL;#endifpOut->r = pC1->r + s * (pC2->r - pC1->r);pOut->g = pC1->g + s * (pC2->g - pC1->g);pOut->b = pC1->b + s * (pC2->b - pC1->b);pOut->a = pC1->a + s * (pC2->a - pC1->a);return pOut;}#endif // __D3DX9MATH_INL__