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📄 d3dxmath.inl

📁 Direct8.1SDK 游戏编程必备SDK 8.1版适用范围广些
💻 INL
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    m30 *= fInv; m31 *= fInv; m32 *= fInv; m33 *= fInv;
    return *this;
}


// unary operators
D3DXINLINE D3DXMATRIX 
D3DXMATRIX::operator + () const
{
    return *this;
}

D3DXINLINE D3DXMATRIX 
D3DXMATRIX::operator - () const
{
    return D3DXMATRIX(-m00, -m01, -m02, -m03,
                      -m10, -m11, -m12, -m13,
                      -m20, -m21, -m22, -m23,
                      -m30, -m31, -m32, -m33);
}


// binary operators
D3DXINLINE D3DXMATRIX 
D3DXMATRIX::operator * ( const D3DXMATRIX& mat ) const
{
    D3DXMATRIX matT;
    D3DXMatrixMultiply(&matT, this, &mat);
    return matT;
}

D3DXINLINE D3DXMATRIX 
D3DXMATRIX::operator + ( const D3DXMATRIX& mat ) const
{
    return D3DXMATRIX(m00 + mat.m00, m01 + mat.m01, m02 + mat.m02, m03 + mat.m03, 
                      m10 + mat.m10, m11 + mat.m11, m12 + mat.m12, m13 + mat.m13, 
                      m20 + mat.m20, m21 + mat.m21, m22 + mat.m22, m23 + mat.m23, 
                      m30 + mat.m30, m31 + mat.m31, m32 + mat.m32, m33 + mat.m33);
}    

D3DXINLINE D3DXMATRIX 
D3DXMATRIX::operator - ( const D3DXMATRIX& mat ) const
{
    return D3DXMATRIX(m00 - mat.m00, m01 - mat.m01, m02 - mat.m02, m03 - mat.m03, 
                      m10 - mat.m10, m11 - mat.m11, m12 - mat.m12, m13 - mat.m13, 
                      m20 - mat.m20, m21 - mat.m21, m22 - mat.m22, m23 - mat.m23, 
                      m30 - mat.m30, m31 - mat.m31, m32 - mat.m32, m33 - mat.m33);
}

D3DXINLINE D3DXMATRIX 
D3DXMATRIX::operator * ( float f ) const
{
    return D3DXMATRIX(m00 * f, m01 * f, m02 * f, m03 * f, 
                      m10 * f, m11 * f, m12 * f, m13 * f, 
                      m20 * f, m21 * f, m22 * f, m23 * f, 
                      m30 * f, m31 * f, m32 * f, m33 * f);
}

D3DXINLINE D3DXMATRIX 
D3DXMATRIX::operator / ( float f ) const
{
    float fInv = 1.0f / f;
    return D3DXMATRIX(m00 * fInv, m01 * fInv, m02 * fInv, m03 * fInv, 
                      m10 * fInv, m11 * fInv, m12 * fInv, m13 * fInv, 
                      m20 * fInv, m21 * fInv, m22 * fInv, m23 * fInv, 
                      m30 * fInv, m31 * fInv, m32 * fInv, m33 * fInv);
}


D3DXINLINE D3DXMATRIX 
operator * ( float f, const D3DXMATRIX& mat )
{
    return D3DXMATRIX(f * mat.m00, f * mat.m01, f * mat.m02, f * mat.m03, 
                      f * mat.m10, f * mat.m11, f * mat.m12, f * mat.m13, 
                      f * mat.m20, f * mat.m21, f * mat.m22, f * mat.m23, 
                      f * mat.m30, f * mat.m31, f * mat.m32, f * mat.m33);
}


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;

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