📄 d3dx8math.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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