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📄 d3dx8math.inl

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

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

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

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

    pOut->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_DEBUG
    if(!pV)
        return 0.0f;
#endif

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

D3DXINLINE FLOAT D3DXVec3LengthSq
    ( CONST D3DXVECTOR3 *pV )
{
#ifdef D3DX_DEBUG
    if(!pV)
        return 0.0f;
#endif

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

D3DXINLINE FLOAT D3DXVec3Dot
    ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
{
#ifdef D3DX_DEBUG
    if(!pV1 || !pV2)
        return 0.0f;
#endif

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

    v.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_DEBUG
    if(!pOut || !pV1 || !pV2)
        return NULL;
#endif

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

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

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

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

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

    pOut->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_DEBUG
    if(!pV)
        return 0.0f;
#endif

#ifdef __cplusplus
    return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w);
#else
    return (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_DEBUG
    if(!pV)
        return 0.0f;
#endif

    return 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_DEBUG
    if(!pV1 || !pV2)
        return 0.0f;
#endif

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

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

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

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

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

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

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

    pOut->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_DEBUG
    if(!pM)
        return FALSE;
#endif

    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 &&
           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_DEBUG
    if(!pQ)
        return 0.0f;
#endif

#ifdef __cplusplus
    return sqrtf(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w);
#else
    return (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_DEBUG
    if(!pQ)
        return 0.0f;
#endif

    return 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_DEBUG
    if(!pQ1 || !pQ2)
        return 0.0f;
#endif

    return pQ1->x * pQ2->x + pQ1->y * pQ2->y + pQ1->z * pQ2->z + pQ1->w * pQ2->w;
}


D3DXINLINE D3DXQUATERNION* D3DXQuaternionIdentity
    ( D3DXQUATERNION *pOut )
{
#ifdef D3DX_DEBUG
    if(!pOut)
        return NULL;
#endif

    pOut->x = pOut->y = pOut->z = 0.0f;
    pOut->w = 1.0f;
    return pOut;
}

D3DXINLINE BOOL D3DXQuaternionIsIdentity
    ( CONST D3DXQUATERNION *pQ )
{
#ifdef D3DX_DEBUG
    if(!pQ)
        return FALSE;
#endif

    return 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_DEBUG
    if(!pOut || !pQ)
        return NULL;
#endif

    pOut->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_DEBUG
    if(!pP || !pV)
        return 0.0f;
#endif

    return 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_DEBUG
    if(!pP || !pV)
        return 0.0f;
#endif

    return 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_DEBUG
    if(!pP || !pV)
        return 0.0f;
#endif

    return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z;
}


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

D3DXINLINE D3DXCOLOR* D3DXColorNegative
    (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC)
{
#ifdef D3DX_DEBUG
    if(!pOut || !pC)
        return NULL;
#endif

    pOut->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_DEBUG
    if(!pOut || !pC1 || !pC2)
        return NULL;
#endif

    pOut->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_DEBUG
    if(!pOut || !pC1 || !pC2)
        return NULL;
#endif

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

    pOut->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_DEBUG
    if(!pOut || !pC1 || !pC2)
        return NULL;
#endif

    pOut->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_DEBUG
    if(!pOut || !pC1 || !pC2)
        return NULL;
#endif

    pOut->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 // __D3DX8MATH_INL__

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