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📄 d3dx8math.inl

📁 Direct8.1SDK 游戏编程必备SDK 8.1版适用范围广些
💻 INL
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    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 D3DXMATRIX
D3DXMATRIX::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 D3DXMATRIX
D3DXMATRIX::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 D3DXMATRIX
D3DXMATRIX::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 D3DXMATRIX
operator * ( 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 BOOL
D3DXMATRIX::operator == ( CONST D3DXMATRIX& mat ) const
{
    return 0 == memcmp(this, &mat, sizeof(D3DXMATRIX));
}

D3DXINLINE BOOL
D3DXMATRIX::operator != ( CONST D3DXMATRIX& mat ) const
{
    return 0 != memcmp(this, &mat, sizeof(D3DXMATRIX));
}



//--------------------------
// Quaternion
//--------------------------

D3DXINLINE
D3DXQUATERNION::D3DXQUATERNION( CONST FLOAT* pf )
{
#ifdef D3DX_DEBUG
    if(!pf)
        return;
#endif

    x = pf[0];
    y = pf[1];
    z = pf[2];
    w = pf[3];
}

D3DXINLINE
D3DXQUATERNION::D3DXQUATERNION( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw )
{
    x = fx;
    y = fy;
    z = fz;
    w = fw;
}


// casting
D3DXINLINE
D3DXQUATERNION::operator FLOAT* ()
{
    return (FLOAT *) &x;
}

D3DXINLINE
D3DXQUATERNION::operator CONST FLOAT* () const
{
    return (CONST FLOAT *) &x;
}


// assignment operators
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 )
{
    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 operators
D3DXINLINE D3DXQUATERNION
D3DXQUATERNION::operator + () const
{
    return *this;
}

D3DXINLINE D3DXQUATERNION
D3DXQUATERNION::operator - () const
{
    return D3DXQUATERNION(-x, -y, -z, -w);
}


// binary operators
D3DXINLINE D3DXQUATERNION
D3DXQUATERNION::operator + ( CONST D3DXQUATERNION& q ) const
{
    return D3DXQUATERNION(x + q.x, y + q.y, z + q.z, w + q.w);
}

D3DXINLINE D3DXQUATERNION
D3DXQUATERNION::operator - ( CONST D3DXQUATERNION& q ) const
{
    return D3DXQUATERNION(x - q.x, y - q.y, z - q.z, w - q.w);
}

D3DXINLINE D3DXQUATERNION
D3DXQUATERNION::operator * ( CONST D3DXQUATERNION& q ) const
{
    D3DXQUATERNION qT;
    D3DXQuaternionMultiply(&qT, this, &q);
    return qT;
}

D3DXINLINE D3DXQUATERNION
D3DXQUATERNION::operator * ( FLOAT f ) const
{
    return D3DXQUATERNION(x * f, y * f, z * f, w * f);
}

D3DXINLINE D3DXQUATERNION
D3DXQUATERNION::operator / ( FLOAT f ) const
{
    FLOAT fInv = 1.0f / f;
    return D3DXQUATERNION(x * fInv, y * fInv, z * fInv, w * fInv);
}


D3DXINLINE D3DXQUATERNION
operator * (FLOAT f, CONST D3DXQUATERNION& q )
{
    return D3DXQUATERNION(f * q.x, f * q.y, f * q.z, f * q.w);
}


D3DXINLINE BOOL
D3DXQUATERNION::operator == ( CONST D3DXQUATERNION& q ) const
{
    return x == q.x && y == q.y && z == q.z && w == q.w;
}

D3DXINLINE BOOL
D3DXQUATERNION::operator != ( CONST D3DXQUATERNION& q ) const
{
    return x != q.x || y != q.y || z != q.z || w != q.w;
}



//--------------------------
// Plane
//--------------------------

D3DXINLINE
D3DXPLANE::D3DXPLANE( CONST FLOAT* pf )
{
#ifdef D3DX_DEBUG
    if(!pf)
        return;
#endif

    a = pf[0];
    b = pf[1];
    c = pf[2];
    d = pf[3];
}

D3DXINLINE
D3DXPLANE::D3DXPLANE( FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd )
{
    a = fa;
    b = fb;
    c = fc;
    d = fd;
}


// casting
D3DXINLINE
D3DXPLANE::operator FLOAT* ()
{
    return (FLOAT *) &a;
}

D3DXINLINE
D3DXPLANE::operator CONST FLOAT* () const
{
    return (CONST FLOAT *) &a;
}


// unary operators
D3DXINLINE D3DXPLANE
D3DXPLANE::operator + () const
{
    return *this;
}

D3DXINLINE D3DXPLANE
D3DXPLANE::operator - () const
{
    return D3DXPLANE(-a, -b, -c, -d);
}


// binary operators
D3DXINLINE BOOL
D3DXPLANE::operator == ( CONST D3DXPLANE& p ) const
{
    return a == p.a && b == p.b && c == p.c && d == p.d;
}

D3DXINLINE BOOL
D3DXPLANE::operator != ( CONST D3DXPLANE& p ) const
{
    return a != p.a || b != p.b || c != p.c || d != p.d;
}




//--------------------------
// Color
//--------------------------

D3DXINLINE
D3DXCOLOR::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);
}

D3DXINLINE
D3DXCOLOR::D3DXCOLOR( CONST FLOAT* pf )
{
#ifdef D3DX_DEBUG
    if(!pf)
        return;
#endif

    r = pf[0];
    g = pf[1];
    b = pf[2];
    a = pf[3];
}

D3DXINLINE
D3DXCOLOR::D3DXCOLOR( CONST D3DCOLORVALUE& c )
{
    r = c.r;
    g = c.g;
    b = c.b;
    a = c.a;
}

D3DXINLINE
D3DXCOLOR::D3DXCOLOR( FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa )
{
    r = fr;
    g = fg;
    b = fb;
    a = fa;
}


// casting
D3DXINLINE
D3DXCOLOR::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;
}


D3DXINLINE
D3DXCOLOR::operator FLOAT * ()
{
    return (FLOAT *) &r;
}

D3DXINLINE
D3DXCOLOR::operator CONST FLOAT * () const
{
    return (CONST FLOAT *) &r;
}


D3DXINLINE
D3DXCOLOR::operator D3DCOLORVALUE * ()
{
    return (D3DCOLORVALUE *) &r;
}

D3DXINLINE
D3DXCOLOR::operator CONST D3DCOLORVALUE * () const
{
    return (CONST D3DCOLORVALUE *) &r;
}


D3DXINLINE
D3DXCOLOR::operator D3DCOLORVALUE& ()
{
    return *((D3DCOLORVALUE *) &r);
}

D3DXINLINE
D3DXCOLOR::operator CONST D3DCOLORVALUE& () const
{
    return *((CONST D3DCOLORVALUE *) &r);
}


// assignment operators
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 -= ( 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 operators
D3DXINLINE D3DXCOLOR
D3DXCOLOR::operator + () const
{
    return *this;
}

D3DXINLINE D3DXCOLOR
D3DXCOLOR::operator - () const
{
    return D3DXCOLOR(-r, -g, -b, -a);
}


// binary operators
D3DXINLINE D3DXCOLOR
D3DXCOLOR::operator + ( CONST D3DXCOLOR& c ) const
{
    return D3DXCOLOR(r + c.r, g + c.g, b + c.b, a + c.a);
}

D3DXINLINE D3DXCOLOR
D3DXCOLOR::operator - ( CONST D3DXCOLOR& c ) const
{
    return D3DXCOLOR(r - c.r, g - c.g, b - c.b, a - c.a);
}

D3DXINLINE D3DXCOLOR
D3DXCOLOR::operator * ( FLOAT f ) const
{
    return D3DXCOLOR(r * f, g * f, b * f, a * f);
}

D3DXINLINE D3DXCOLOR
D3DXCOLOR::operator / ( FLOAT f ) const
{
    FLOAT fInv = 1.0f / f;
    return D3DXCOLOR(r * fInv, g * fInv, b * fInv, a * fInv);
}


D3DXINLINE D3DXCOLOR
operator * (FLOAT f, CONST D3DXCOLOR& c )
{
    return D3DXCOLOR(f * c.r, f * c.g, f * c.b, f * c.a);
}


D3DXINLINE BOOL
D3DXCOLOR::operator == ( CONST D3DXCOLOR& c ) const
{
    return r == c.r && g == c.g && b == c.b && a == c.a;
}

D3DXINLINE BOOL
D3DXCOLOR::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_DEBUG
    if(!pV)
        return 0.0f;
#endif

#ifdef __cplusplus
    return sqrtf(pV->x * pV->x + pV->y * pV->y);
#else
    return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y);
#endif
}

D3DXINLINE FLOAT D3DXVec2LengthSq
    ( CONST D3DXVECTOR2 *pV )
{
#ifdef D3DX_DEBUG
    if(!pV)
        return 0.0f;
#endif

    return pV->x * pV->x + pV->y * pV->y;
}

D3DXINLINE FLOAT D3DXVec2Dot
    ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 )
{
#ifdef D3DX_DEBUG
    if(!pV1 || !pV2)
        return 0.0f;
#endif

    return pV1->x * pV2->x + pV1->y * pV2->y;
}

D3DXINLINE FLOAT D3DXVec2CCW
    ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 )
{
#ifdef D3DX_DEBUG
    if(!pV1 || !pV2)
        return 0.0f;
#endif

    return pV1->x * pV2->y - pV1->y * pV2->x;
}

D3DXINLINE D3DXVECTOR2* D3DXVec2Add
    ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 )
{
#ifdef D3DX_DEBUG
    if(!pOut || !pV1 || !pV2)
        return NULL;
#endif

    pOut->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_DEBUG
    if(!pOut || !pV1 || !pV2)
        return NULL;
#endif

    pOut->x = pV1->x - pV2->x;
    pOut->y = pV1->y - pV2->y;
    return pOut;
}

D3DXINLINE D3DXVECTOR2* D3DXVec2Minimize

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