📄 utility.h
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// DirectX Utility
#pragma once
#include "Mathematics/Matrix.h"
namespace DirectX
{
using namespace Mathematics;
/// Converts a Matrix into a D3DXMATRIX.
/// Note that D3DXMATRIX convention is pre-multiplication by a row vector,
/// hence this conversion takes the transpose of the input matrix.
inline D3DXMATRIX ConvertMatrix(const Matrix &matrix)
{
return D3DXMATRIX(matrix.m11, matrix.m21, matrix.m31, matrix.m41,
matrix.m12, matrix.m22, matrix.m32, matrix.m42,
matrix.m13, matrix.m23, matrix.m33, matrix.m43,
matrix.m14, matrix.m24, matrix.m34, matrix.m44);
}
/// Converts a D3DXMATRIX into a Matrix.
/// Note that Mathematics::Matrix convention is post-multiplication
/// by a column vector, hence this conversion takes the transpose of the input matrix.
inline Matrix ConvertMatrix(const D3DXMATRIX &matrix)
{
return Matrix(matrix._11, matrix._21, matrix._31, matrix._41,
matrix._12, matrix._22, matrix._32, matrix._42,
matrix._13, matrix._23, matrix._33, matrix._43,
matrix._14, matrix._24, matrix._34, matrix._44);
}
}
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