blob: 3cd078aca71e2fa20a4a38c599419dc57ba54bdd [file] [log] [blame]
David Adam9b34a2d2007-11-27 00:36:20 +01001/*
2 * Copyright (C) 2007 David Adam
3 * Copyright (C) 2007 Tony Wasserka
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
14 *
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
18 */
19
20#ifndef __D3DX9MATH_INL__
21#define __D3DX9MATH_INL__
22
23/* constructors & operators */
24#ifdef __cplusplus
25
26inline D3DXVECTOR2::D3DXVECTOR2()
27{
28}
29
30inline D3DXVECTOR2::D3DXVECTOR2(CONST FLOAT *pf)
31{
32 if(!pf) return;
33 x = pf[0];
34 y = pf[1];
35}
36
37inline D3DXVECTOR2::D3DXVECTOR2(FLOAT fx, FLOAT fy)
38{
39 x = fx;
40 y = fy;
41}
42
43inline D3DXVECTOR2::operator FLOAT* ()
44{
45 return (FLOAT*)&x;
46}
47
48inline D3DXVECTOR2::operator CONST FLOAT* () const
49{
50 return (CONST FLOAT*)&x;
51}
52
53inline D3DXVECTOR2& D3DXVECTOR2::operator += (CONST D3DXVECTOR2& v)
54{
55 x += v.x;
56 y += v.y;
57 return *this;
58}
59
60inline D3DXVECTOR2& D3DXVECTOR2::operator -= (CONST D3DXVECTOR2& v)
61{
62 x -= v.x;
63 y -= v.y;
64 return *this;
65}
66
67inline D3DXVECTOR2& D3DXVECTOR2::operator *= (FLOAT f)
68{
69 x *= f;
70 y *= f;
71 return *this;
72}
73
74inline D3DXVECTOR2& D3DXVECTOR2::operator /= (FLOAT f)
75{
76 x /= f;
77 y /= f;
78 return *this;
79}
80
81inline D3DXVECTOR2 D3DXVECTOR2::operator + () const
82{
83 return *this;
84}
85
86inline D3DXVECTOR2 D3DXVECTOR2::operator - () const
87{
88 return D3DXVECTOR2(-x, -y);
89}
90
91inline D3DXVECTOR2 D3DXVECTOR2::operator + (CONST D3DXVECTOR2& v) const
92{
93 return D3DXVECTOR2(x + v.x, y + v.y);
94}
95
96inline D3DXVECTOR2 D3DXVECTOR2::operator - (CONST D3DXVECTOR2& v) const
97{
98 return D3DXVECTOR2(x - v.x, y - v.y);
99}
100
101inline D3DXVECTOR2 D3DXVECTOR2::operator * (FLOAT f) const
102{
103 return D3DXVECTOR2(x * f, y * f);
104}
105
106inline D3DXVECTOR2 D3DXVECTOR2::operator / (FLOAT f) const
107{
108 return D3DXVECTOR2(x / f, y / f);
109}
110
111inline D3DXVECTOR2 operator * (FLOAT f, CONST D3DXVECTOR2& v)
112{
113 return D3DXVECTOR2(f * v.x, f * v.y);
114}
115
116inline BOOL D3DXVECTOR2::operator == (CONST D3DXVECTOR2& v) const
117{
118 return x == v.x && y == v.y;
119}
120
121inline BOOL D3DXVECTOR2::operator != (CONST D3DXVECTOR2& v) const
122{
123 return x != v.x || y != v.y;
124}
125
126inline D3DXVECTOR3::D3DXVECTOR3()
127{
128}
129
130inline D3DXVECTOR3::D3DXVECTOR3(CONST FLOAT *pf)
131{
132 if(!pf) return;
133 x = pf[0];
134 y = pf[1];
135 z = pf[2];
136}
137
138inline D3DXVECTOR3::D3DXVECTOR3(CONST D3DVECTOR& v)
139{
140 x = v.x;
141 y = v.y;
142 z = v.z;
143}
144
145inline D3DXVECTOR3::D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz)
146{
147 x = fx;
148 y = fy;
149 z = fz;
150}
151
152inline D3DXVECTOR3::operator FLOAT* ()
153{
154 return (FLOAT*)&x;
155}
156
157inline D3DXVECTOR3::operator CONST FLOAT* () const
158{
159 return (CONST FLOAT*)&x;
160}
161
162inline D3DXVECTOR3& D3DXVECTOR3::operator += (CONST D3DXVECTOR3& v)
163{
164 x += v.x;
165 y += v.y;
166 z += v.z;
167 return *this;
168}
169
170inline D3DXVECTOR3& D3DXVECTOR3::operator -= (CONST D3DXVECTOR3& v)
171{
172 x -= v.x;
173 y -= v.y;
174 z -= v.z;
175 return *this;
176}
177
178inline D3DXVECTOR3& D3DXVECTOR3::operator *= (FLOAT f)
179{
180 x *= f;
181 y *= f;
182 z *= f;
183 return *this;
184}
185
186inline D3DXVECTOR3& D3DXVECTOR3::operator /= (FLOAT f)
187{
188 x /= f;
189 y /= f;
190 z /= f;
191 return *this;
192}
193
194inline D3DXVECTOR3 D3DXVECTOR3::operator + () const
195{
196 return *this;
197}
198
199inline D3DXVECTOR3 D3DXVECTOR3::operator - () const
200{
201 return D3DXVECTOR3(-x, -y, -z);
202}
203
204inline D3DXVECTOR3 D3DXVECTOR3::operator + (CONST D3DXVECTOR3& v) const
205{
206 return D3DXVECTOR3(x + v.x, y + v.y, z + v.z);
207}
208
209inline D3DXVECTOR3 D3DXVECTOR3::operator - (CONST D3DXVECTOR3& v) const
210{
211 return D3DXVECTOR3(x - v.x, y - v.y, z - v.z);
212}
213
214inline D3DXVECTOR3 D3DXVECTOR3::operator * (FLOAT f) const
215{
216 return D3DXVECTOR3(x * f, y * f, z * f);
217}
218
219inline D3DXVECTOR3 D3DXVECTOR3::operator / (FLOAT f) const
220{
221 return D3DXVECTOR3(x / f, y / f, z / f);
222}
223
224inline D3DXVECTOR3 operator * (FLOAT f, CONST D3DXVECTOR3& v)
225{
226 return D3DXVECTOR3(f * v.x, f * v.y, f * v.z);
227}
228
229inline BOOL D3DXVECTOR3::operator == (CONST D3DXVECTOR3& v) const
230{
231 return x == v.x && y == v.y && z == v.z;
232}
233
234inline BOOL D3DXVECTOR3::operator != (CONST D3DXVECTOR3& v) const
235{
236 return x != v.x || y != v.y || z != v.z;
237}
238
239inline D3DXVECTOR4::D3DXVECTOR4()
240{
241}
242
243inline D3DXVECTOR4::D3DXVECTOR4(CONST FLOAT *pf)
244{
245 if(!pf) return;
246 x = pf[0];
247 y = pf[1];
248 z = pf[2];
249 w = pf[3];
250}
251
252inline D3DXVECTOR4::D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw)
253{
254 x = fx;
255 y = fy;
256 z = fz;
257 w = fw;
258}
259
260inline D3DXVECTOR4::operator FLOAT* ()
261{
262 return (FLOAT*)&x;
263}
264
265inline D3DXVECTOR4::operator CONST FLOAT* () const
266{
267 return (CONST FLOAT*)&x;
268}
269
270inline D3DXVECTOR4& D3DXVECTOR4::operator += (CONST D3DXVECTOR4& v)
271{
272 x += v.x;
273 y += v.y;
274 z += v.z;
275 w += v.w;
276 return *this;
277}
278
279inline D3DXVECTOR4& D3DXVECTOR4::operator -= (CONST D3DXVECTOR4& v)
280{
281 x -= v.x;
282 y -= v.y;
283 z -= v.z;
284 w -= v.w;
285 return *this;
286}
287
288inline D3DXVECTOR4& D3DXVECTOR4::operator *= (FLOAT f)
289{
290 x *= f;
291 y *= f;
292 z *= f;
293 w *= f;
294 return *this;
295}
296
297inline D3DXVECTOR4& D3DXVECTOR4::operator /= (FLOAT f)
298{
299 x /= f;
300 y /= f;
301 z /= f;
302 w /= f;
303 return *this;
304}
305
306inline D3DXVECTOR4 D3DXVECTOR4::operator + () const
307{
308 return *this;
309}
310
311inline D3DXVECTOR4 D3DXVECTOR4::operator - () const
312{
313 return D3DXVECTOR4(-x, -y, -z, -w);
314}
315
316inline D3DXVECTOR4 D3DXVECTOR4::operator + (CONST D3DXVECTOR4& v) const
317{
318 return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);
319}
320
321inline D3DXVECTOR4 D3DXVECTOR4::operator - (CONST D3DXVECTOR4& v) const
322{
323 return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);
324}
325
326inline D3DXVECTOR4 D3DXVECTOR4::operator * (FLOAT f) const
327{
328 return D3DXVECTOR4(x * f, y * f, z * f, w * f);
329}
330
331inline D3DXVECTOR4 D3DXVECTOR4::operator / (FLOAT f) const
332{
333 return D3DXVECTOR4(x / f, y / f, z / f, w / f);
334}
335
336inline D3DXVECTOR4 operator * (FLOAT f, CONST D3DXVECTOR4& v)
337{
338 return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);
339}
340
341inline BOOL D3DXVECTOR4::operator == (CONST D3DXVECTOR4& v) const
342{
343 return x == v.x && y == v.y && z == v.z && w == v.w;
344}
345
346inline BOOL D3DXVECTOR4::operator != (CONST D3DXVECTOR4& v) const
347{
348 return x != v.x || y != v.y || z != v.z || w != v.w;
349}
350
351inline D3DXMATRIX::D3DXMATRIX()
352{
353}
354
355inline D3DXMATRIX::D3DXMATRIX(CONST FLOAT *pf)
356{
357 if(!pf) return;
358 memcpy(&_11, pf, sizeof(D3DXMATRIX));
359}
360
361inline D3DXMATRIX::D3DXMATRIX(CONST D3DMATRIX& mat)
362{
363 memcpy(&_11, &mat, sizeof(D3DXMATRIX));
364}
365
366inline D3DXMATRIX::D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
367 FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
368 FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
369 FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44)
370{
371 _11 = f11; _12 = f12; _13 = f13; _14 = f14;
372 _21 = f21; _22 = f22; _23 = f23; _24 = f24;
373 _31 = f31; _32 = f32; _33 = f33; _34 = f34;
374 _41 = f41; _42 = f42; _43 = f43; _44 = f44;
375}
376
377inline FLOAT& D3DXMATRIX::operator () (UINT row, UINT col)
378{
379 return m[row][col];
380}
381
382inline FLOAT D3DXMATRIX::operator () (UINT row, UINT col) const
383{
384 return m[row][col];
385}
386
387inline D3DXMATRIX::operator FLOAT* ()
388{
389 return (FLOAT*)&_11;
390}
391
392inline D3DXMATRIX::operator CONST FLOAT* () const
393{
394 return (CONST FLOAT*)&_11;
395}
396
397inline D3DXMATRIX& D3DXMATRIX::operator *= (CONST D3DXMATRIX& mat)
398{
399 D3DXMatrixMultiply(this, this, &mat);
400 return *this;
401}
402
403inline D3DXMATRIX& D3DXMATRIX::operator += (CONST D3DXMATRIX& mat)
404{
405 _11 += mat._11; _12 += mat._12; _13 += mat._13; _14 += mat._14;
406 _21 += mat._21; _22 += mat._22; _23 += mat._23; _24 += mat._24;
407 _31 += mat._31; _32 += mat._32; _33 += mat._33; _34 += mat._34;
408 _41 += mat._41; _42 += mat._42; _43 += mat._43; _44 += mat._44;
409 return *this;
410}
411
412inline D3DXMATRIX& D3DXMATRIX::operator -= (CONST D3DXMATRIX& mat)
413{
414 _11 -= mat._11; _12 -= mat._12; _13 -= mat._13; _14 -= mat._14;
415 _21 -= mat._21; _22 -= mat._22; _23 -= mat._23; _24 -= mat._24;
416 _31 -= mat._31; _32 -= mat._32; _33 -= mat._33; _34 -= mat._34;
417 _41 -= mat._41; _42 -= mat._42; _43 -= mat._43; _44 -= mat._44;
418 return *this;
419}
420
421inline D3DXMATRIX& D3DXMATRIX::operator *= (FLOAT f)
422{
423 _11 *= f; _12 *= f; _13 *= f; _14 *= f;
424 _21 *= f; _22 *= f; _23 *= f; _24 *= f;
425 _31 *= f; _32 *= f; _33 *= f; _34 *= f;
426 _41 *= f; _42 *= f; _43 *= f; _44 *= f;
427 return *this;
428}
429
430inline D3DXMATRIX& D3DXMATRIX::operator /= (FLOAT f)
431{
432 FLOAT inv = 1.0f / f;
433 _11 *= inv; _12 *= inv; _13 *= inv; _14 *= inv;
434 _21 *= inv; _22 *= inv; _23 *= inv; _24 *= inv;
435 _31 *= inv; _32 *= inv; _33 *= inv; _34 *= inv;
436 _41 *= inv; _42 *= inv; _43 *= inv; _44 *= inv;
437 return *this;
438}
439
440inline D3DXMATRIX D3DXMATRIX::operator + () const
441{
442 return *this;
443}
444
445inline D3DXMATRIX D3DXMATRIX::operator - () const
446{
447 return D3DXMATRIX(-_11, -_12, -_13, -_14,
448 -_21, -_22, -_23, -_24,
449 -_31, -_32, -_33, -_34,
450 -_41, -_42, -_43, -_44);
451}
452
453inline D3DXMATRIX D3DXMATRIX::operator * (CONST D3DXMATRIX& mat) const
454{
455 D3DXMATRIX buf;
456 D3DXMatrixMultiply(&buf, this, &mat);
457 return buf;
458}
459
460inline D3DXMATRIX D3DXMATRIX::operator + (CONST D3DXMATRIX& mat) const
461{
462 return D3DXMATRIX(_11 + mat._11, _12 + mat._12, _13 + mat._13, _14 + mat._14,
463 _21 + mat._21, _22 + mat._22, _23 + mat._23, _24 + mat._24,
464 _31 + mat._31, _32 + mat._32, _33 + mat._33, _34 + mat._34,
465 _41 + mat._41, _42 + mat._42, _43 + mat._43, _44 + mat._44);
466}
467
468inline D3DXMATRIX D3DXMATRIX::operator - (CONST D3DXMATRIX& mat) const
469{
470 return D3DXMATRIX(_11 - mat._11, _12 - mat._12, _13 - mat._13, _14 - mat._14,
471 _21 - mat._21, _22 - mat._22, _23 - mat._23, _24 - mat._24,
472 _31 - mat._31, _32 - mat._32, _33 - mat._33, _34 - mat._34,
473 _41 - mat._41, _42 - mat._42, _43 - mat._43, _44 - mat._44);
474}
475
476inline D3DXMATRIX D3DXMATRIX::operator * (FLOAT f) const
477{
478 return D3DXMATRIX(_11 * f, _12 * f, _13 * f, _14 * f,
479 _21 * f, _22 * f, _23 * f, _24 * f,
480 _31 * f, _32 * f, _33 * f, _34 * f,
481 _41 * f, _42 * f, _43 * f, _44 * f);
482}
483
484inline D3DXMATRIX D3DXMATRIX::operator / (FLOAT f) const
485{
486 FLOAT inv = 1.0f / f;
487 return D3DXMATRIX(_11 * inv, _12 * inv, _13 * inv, _14 * inv,
488 _21 * inv, _22 * inv, _23 * inv, _24 * inv,
489 _31 * inv, _32 * inv, _33 * inv, _34 * inv,
490 _41 * inv, _42 * inv, _43 * inv, _44 * inv);
491}
492
493inline D3DXMATRIX operator * (FLOAT f, CONST D3DXMATRIX& mat)
494{
495 return D3DXMATRIX(f * mat._11, f * mat._12, f * mat._13, f * mat._14,
496 f * mat._21, f * mat._22, f * mat._23, f * mat._24,
497 f * mat._31, f * mat._32, f * mat._33, f * mat._34,
498 f * mat._41, f * mat._42, f * mat._43, f * mat._44);
499}
500
501inline BOOL D3DXMATRIX::operator == (CONST D3DXMATRIX& mat) const
502{
503 return (memcmp(this, &mat, sizeof(D3DXMATRIX)) == 0);
504}
505
506inline BOOL D3DXMATRIX::operator != (CONST D3DXMATRIX& mat) const
507{
508 return (memcmp(this, &mat, sizeof(D3DXMATRIX)) != 0);
509}
510
511inline D3DXQUATERNION::D3DXQUATERNION()
512{
513}
514
515inline D3DXQUATERNION::D3DXQUATERNION(CONST FLOAT *pf)
516{
517 if(!pf) return;
518 x = pf[0];
519 y = pf[1];
520 z = pf[2];
521 w = pf[3];
522}
523
524inline D3DXQUATERNION::D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw)
525{
526 x = fx;
527 y = fy;
528 z = fz;
529 w = fw;
530}
531
532inline D3DXQUATERNION::operator FLOAT* ()
533{
534 return (FLOAT*)&x;
535}
536
537inline D3DXQUATERNION::operator CONST FLOAT* () const
538{
539 return (CONST FLOAT*)&x;
540}
541
542inline D3DXQUATERNION& D3DXQUATERNION::operator += (CONST D3DXQUATERNION& quat)
543{
544 x += quat.x;
545 y += quat.y;
546 z += quat.z;
547 w += quat.w;
548 return *this;
549}
550
551inline D3DXQUATERNION& D3DXQUATERNION::operator -= (CONST D3DXQUATERNION& quat)
552{
553 x -= quat.x;
554 y -= quat.y;
555 z -= quat.z;
556 w -= quat.w;
557 return *this;
558}
559
560/* TODO: uncomment this when D3DXQuaternionMultiply has been implemented
561inline D3DXQUATERNION& D3DXQUATERNION::operator *= (CONST D3DXQUATERNION& quat)
562{
563 D3DXQuaternionMultiply(this, this, &quat);
564 return *this;
565}
566*/
567
568inline D3DXQUATERNION& D3DXQUATERNION::operator *= (FLOAT f)
569{
570 x *= f;
571 y *= f;
572 z *= f;
573 w *= f;
574 return *this;
575}
576
577inline D3DXQUATERNION& D3DXQUATERNION::operator /= (FLOAT f)
578{
579 FLOAT inv = 1.0f / f;
580 x *= inv;
581 y *= inv;
582 z *= inv;
583 w *= inv;
584 return *this;
585}
586
587inline D3DXQUATERNION D3DXQUATERNION::operator + () const
588{
589 return *this;
590}
591
592inline D3DXQUATERNION D3DXQUATERNION::operator - () const
593{
594 return D3DXQUATERNION(-x, -y, -z, -w);
595}
596
597inline D3DXQUATERNION D3DXQUATERNION::operator + (CONST D3DXQUATERNION& quat) const
598{
599 return D3DXQUATERNION(x + quat.x, y + quat.y, z + quat.z, w + quat.w);
600}
601
602inline D3DXQUATERNION D3DXQUATERNION::operator - (CONST D3DXQUATERNION& quat) const
603{
604 return D3DXQUATERNION(x - quat.x, y - quat.y, z - quat.z, w - quat.w);
605}
606
607/* TODO: uncomment this when D3DXQuaternionMultiply has been implemented
608inline D3DXQUATERNION D3DXQUATERNION::operator * (CONST D3DXQUATERNION& quat) const
609{
610 D3DXQUATERNION buf;
611 D3DXQuaternionMultiply(&buf, this, &quat);
612 return buf;
613}
614*/
615
616inline D3DXQUATERNION D3DXQUATERNION::operator * (FLOAT f) const
617{
618 return D3DXQUATERNION(x * f, y * f, z * f, w * f);
619}
620
621inline D3DXQUATERNION D3DXQUATERNION::operator / (FLOAT f) const
622{
623 FLOAT inv = 1.0f / f;
624 return D3DXQUATERNION(x * inv, y * inv, z * inv, w * inv);
625}
626
627inline D3DXQUATERNION operator * (FLOAT f, CONST D3DXQUATERNION& quat)
628{
629 return D3DXQUATERNION(f * quat.x, f * quat.y, f * quat.z, f * quat.w);
630}
631
632inline BOOL D3DXQUATERNION::operator == (CONST D3DXQUATERNION& quat) const
633{
634 return x == quat.x && y == quat.y && z == quat.z && w == quat.w;
635}
636
637inline BOOL D3DXQUATERNION::operator != (CONST D3DXQUATERNION& quat) const
638{
639 return x != quat.x || y != quat.y || z != quat.z || w != quat.w;
640}
641
642inline D3DXPLANE::D3DXPLANE()
643{
644}
645
646inline D3DXPLANE::D3DXPLANE(CONST FLOAT *pf)
647{
648 if(!pf) return;
649 a = pf[0];
650 b = pf[1];
651 c = pf[2];
652 d = pf[3];
653}
654
655inline D3DXPLANE::D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd)
656{
657 a = fa;
658 b = fb;
659 c = fc;
660 d = fd;
661}
662
663inline D3DXPLANE::operator FLOAT* ()
664{
665 return (FLOAT*)&a;
666}
667
668inline D3DXPLANE::operator CONST FLOAT* () const
669{
670 return (CONST FLOAT*)&a;
671}
672
673inline D3DXPLANE D3DXPLANE::operator + () const
674{
675 return *this;
676}
677
678inline D3DXPLANE D3DXPLANE::operator - () const
679{
680 return D3DXPLANE(-a, -b, -c, -d);
681}
682
683inline BOOL D3DXPLANE::operator == (CONST D3DXPLANE& pl) const
684{
685 return a == pl.a && b == pl.b && c == pl.c && d == pl.d;
686}
687
688inline BOOL D3DXPLANE::operator != (CONST D3DXPLANE& pl) const
689{
690 return a != pl.a || b != pl.b || c != pl.c || d != pl.d;
691}
692
693inline D3DXCOLOR::D3DXCOLOR()
694{
695}
696
697inline D3DXCOLOR::D3DXCOLOR(DWORD col)
698{
699 CONST FLOAT f = 1.0f / 255.0f;
700 r = f * (FLOAT)(unsigned char)(col >> 16);
701 g = f * (FLOAT)(unsigned char)(col >> 8);
702 b = f * (FLOAT)(unsigned char)col;
703 a = f * (FLOAT)(unsigned char)(col >> 24);
704}
705
706inline D3DXCOLOR::D3DXCOLOR(CONST FLOAT *pf)
707{
708 if(!pf) return;
709 r = pf[0];
710 g = pf[1];
711 b = pf[2];
712 a = pf[3];
713}
714
715inline D3DXCOLOR::D3DXCOLOR(CONST D3DCOLORVALUE& col)
716{
717 r = col.r;
718 g = col.g;
719 b = col.b;
720 a = col.a;
721}
722
723inline D3DXCOLOR::D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa)
724{
725 r = fr;
726 g = fg;
727 b = fb;
728 a = fa;
729}
730
731inline D3DXCOLOR::operator DWORD () const
732{
733 DWORD _r = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD)(r * 255.0f + 0.5f);
734 DWORD _g = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD)(g * 255.0f + 0.5f);
735 DWORD _b = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD)(b * 255.0f + 0.5f);
736 DWORD _a = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD)(a * 255.0f + 0.5f);
737
738 return (_a << 24) | (_r << 16) | (_g << 8) | _b;
739}
740
741inline D3DXCOLOR::operator FLOAT * ()
742{
743 return (FLOAT*)&r;
744}
745
746inline D3DXCOLOR::operator CONST FLOAT * () const
747{
748 return (CONST FLOAT*)&r;
749}
750
751inline D3DXCOLOR::operator D3DCOLORVALUE * ()
752{
753 return (D3DCOLORVALUE*)&r;
754}
755
756inline D3DXCOLOR::operator CONST D3DCOLORVALUE * () const
757{
758 return (CONST D3DCOLORVALUE*)&r;
759}
760
761inline D3DXCOLOR::operator D3DCOLORVALUE& ()
762{
763 return *((D3DCOLORVALUE*)&r);
764}
765
766inline D3DXCOLOR::operator CONST D3DCOLORVALUE& () const
767{
768 return *((CONST D3DCOLORVALUE*)&r);
769}
770
771inline D3DXCOLOR& D3DXCOLOR::operator += (CONST D3DXCOLOR& col)
772{
773 r += col.r;
774 g += col.g;
775 b += col.b;
776 a += col.a;
777 return *this;
778}
779
780inline D3DXCOLOR& D3DXCOLOR::operator -= (CONST D3DXCOLOR& col)
781{
782 r -= col.r;
783 g -= col.g;
784 b -= col.b;
785 a -= col.a;
786 return *this;
787}
788
789inline D3DXCOLOR& D3DXCOLOR::operator *= (FLOAT f)
790{
791 r *= f;
792 g *= f;
793 b *= f;
794 a *= f;
795 return *this;
796}
797
798inline D3DXCOLOR& D3DXCOLOR::operator /= (FLOAT f)
799{
800 FLOAT inv = 1.0f / f;
801 r *= inv;
802 g *= inv;
803 b *= inv;
804 a *= inv;
805 return *this;
806}
807
808inline D3DXCOLOR D3DXCOLOR::operator + () const
809{
810 return *this;
811}
812
813inline D3DXCOLOR D3DXCOLOR::operator - () const
814{
815 return D3DXCOLOR(-r, -g, -b, -a);
816}
817
818inline D3DXCOLOR D3DXCOLOR::operator + (CONST D3DXCOLOR& col) const
819{
820 return D3DXCOLOR(r + col.r, g + col.g, b + col.b, a + col.a);
821}
822
823inline D3DXCOLOR D3DXCOLOR::operator - (CONST D3DXCOLOR& col) const
824{
825 return D3DXCOLOR(r - col.r, g - col.g, b - col.b, a - col.a);
826}
827
828inline D3DXCOLOR D3DXCOLOR::operator * (FLOAT f) const
829{
830 return D3DXCOLOR(r * f, g * f, b * f, a * f);
831}
832
833inline D3DXCOLOR D3DXCOLOR::operator / (FLOAT f) const
834{
835 FLOAT inv = 1.0f / f;
836 return D3DXCOLOR(r * inv, g * inv, b * inv, a * inv);
837}
838
839inline D3DXCOLOR operator * (FLOAT f, CONST D3DXCOLOR& col)
840{
841 return D3DXCOLOR(f * col.r, f * col.g, f * col.b, f * col.a);
842}
843
844inline BOOL D3DXCOLOR::operator == (CONST D3DXCOLOR& col) const
845{
846 return r == col.r && g == col.g && b == col.b && a == col.a;
847}
848
849inline BOOL D3DXCOLOR::operator != (CONST D3DXCOLOR& col) const
850{
851 return r != col.r || g != col.g || b != col.b || a != col.a;
852}
853
854#endif /* __cplusplus */
855
856/*_______________D3DXCOLOR_____________________*/
857
858static inline D3DXCOLOR* D3DXColorAdd(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2)
859{
860 if ( !pout || !pc1 || !pc2 ) return NULL;
861 pout->r = (pc1->r) + (pc2->r);
862 pout->g = (pc1->g) + (pc2->g);
863 pout->b = (pc1->b) + (pc2->b);
864 pout->a = (pc1->a) + (pc2->a);
865 return pout;
866}
867
868static inline D3DXCOLOR* D3DXColorLerp(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2, FLOAT s)
869{
870 if ( !pout || !pc1 || !pc2 ) return NULL;
871 pout->r = (1-s) * (pc1->r) + s *(pc2->r);
872 pout->g = (1-s) * (pc1->g) + s *(pc2->g);
873 pout->b = (1-s) * (pc1->b) + s *(pc2->b);
874 pout->a = (1-s) * (pc1->a) + s *(pc2->a);
875 return pout;
876}
877
878static inline D3DXCOLOR* D3DXColorModulate(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2)
879{
880 if ( !pout || !pc1 || !pc2 ) return NULL;
881 pout->r = (pc1->r) * (pc2->r);
882 pout->g = (pc1->g) * (pc2->g);
883 pout->b = (pc1->b) * (pc2->b);
884 pout->a = (pc1->a) * (pc2->a);
885 return pout;
886}
887
888static inline D3DXCOLOR* D3DXColorNegative(D3DXCOLOR *pout, CONST D3DXCOLOR *pc)
889{
890 if ( !pout || !pc ) return NULL;
891 pout->r = 1.0f - pc->r;
892 pout->g = 1.0f - pc->g;
893 pout->b = 1.0f - pc->b;
894 pout->a = pc->a;
895 return pout;
896}
897
898static inline D3DXCOLOR* D3DXColorScale(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
899{
900 if ( !pout || !pc ) return NULL;
901 pout->r = s* (pc->r);
902 pout->g = s* (pc->g);
903 pout->b = s* (pc->b);
904 pout->a = s* (pc->a);
905 return pout;
906}
907
908static inline D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2)
909{
910 if ( !pout || !pc1 || !pc2 ) return NULL;
911 pout->r = (pc1->r) - (pc2->r);
912 pout->g = (pc1->g) - (pc2->g);
913 pout->b = (pc1->b) - (pc2->b);
914 pout->a = (pc1->a) - (pc2->a);
915 return pout;
916}
917
918/*_______________D3DXVECTOR2________________________*/
919
920static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
921{
922 if ( !pout || !pv1 || !pv2) return NULL;
923 pout->x = pv1->x + pv2->x;
924 pout->y = pv1->y + pv2->y;
925 return pout;
926}
927
928static inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
929{
930 if ( !pv1 || !pv2) return 0.0f;
931 return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) );
932}
933
934static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
935{
936 if ( !pv1 || !pv2) return 0.0f;
937 return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
938}
939
940static inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
941{
942 if (!pv) return 0.0f;
943 return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
944}
945
946static inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
947{
948 if (!pv) return 0.0f;
949 return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
950}
951
952static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
953{
954 if ( !pout || !pv1 || !pv2) return NULL;
955 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
956 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
957 return pout;
958}
959
960static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
961{
962 if ( !pout || !pv1 || !pv2) return NULL;
963 pout->x = max(pv1->x , pv2->x);
964 pout->y = max(pv1->y , pv2->y);
965 return pout;
966}
967
968static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
969{
970 if ( !pout || !pv1 || !pv2) return NULL;
971 pout->x = min(pv1->x , pv2->x);
972 pout->y = min(pv1->y , pv2->y);
973 return pout;
974}
975
976static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s)
977{
978 if ( !pout || !pv) return NULL;
979 pout->x = s * (pv->x);
980 pout->y = s * (pv->y);
981 return pout;
982}
983
984static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
985{
986 if ( !pout || !pv1 || !pv2) return NULL;
987 pout->x = pv1->x - pv2->x;
988 pout->y = pv1->y - pv2->y;
989 return pout;
990}
991
992/*__________________D3DXVECTOR3_______________________*/
993
994static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
995{
996 if ( !pout || !pv1 || !pv2) return NULL;
997 pout->x = pv1->x + pv2->x;
998 pout->y = pv1->y + pv2->y;
999 pout->z = pv1->z + pv2->z;
1000 return pout;
1001}
1002
1003static inline D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1004{
1005 if ( !pout || !pv1 || !pv2) return NULL;
1006 pout->x = (pv1->y) * (pv2->z) - (pv1->z) * (pv2->y);
1007 pout->y = (pv1->z) * (pv2->x) - (pv1->x) * (pv2->z);
1008 pout->z = (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x);
1009 return pout;
1010}
1011
1012static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1013{
1014 if ( !pv1 || !pv2 ) return 0.0f;
1015 return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z);
1016}
1017
1018static inline FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pv)
1019{
1020 if (!pv) return 0.0f;
1021 return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) );
1022}
1023
1024static inline FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pv)
1025{
1026 if (!pv) return 0.0f;
1027 return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z);
1028}
1029
1030static inline D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, FLOAT s)
1031{
1032 if ( !pout || !pv1 || !pv2) return NULL;
1033 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
1034 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
1035 pout->z = (1-s) * (pv1->z) + s * (pv2->z);
1036 return pout;
1037}
1038
1039static inline D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1040{
1041 if ( !pout || !pv1 || !pv2) return NULL;
1042 pout->x = max(pv1->x , pv2->x);
1043 pout->y = max(pv1->y , pv2->y);
1044 pout->z = max(pv1->z , pv2->z);
1045 return pout;
1046}
1047
1048static inline D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1049{
1050 if ( !pout || !pv1 || !pv2) return NULL;
1051 pout->x = min(pv1->x , pv2->x);
1052 pout->y = min(pv1->y , pv2->y);
1053 pout->z = min(pv1->z , pv2->z);
1054 return pout;
1055}
1056
1057static inline D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, FLOAT s)
1058{
1059 if ( !pout || !pv) return NULL;
1060 pout->x = s * (pv->x);
1061 pout->y = s * (pv->y);
1062 pout->z = s * (pv->z);
1063 return pout;
1064}
1065
1066static inline D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1067{
1068 if ( !pout || !pv1 || !pv2) return NULL;
1069 pout->x = pv1->x - pv2->x;
1070 pout->y = pv1->y - pv2->y;
1071 pout->z = pv1->z - pv2->z;
1072 return pout;
1073}
1074/*__________________D3DXVECTOR4_______________________*/
1075
1076static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1077{
1078 if ( !pout || !pv1 || !pv2) return NULL;
1079 pout->x = pv1->x + pv2->x;
1080 pout->y = pv1->y + pv2->y;
1081 pout->z = pv1->z + pv2->z;
1082 pout->w = pv1->w + pv2->w;
1083 return pout;
1084}
1085
1086static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1087{
1088 if (!pv1 || !pv2 ) return 0.0f;
1089 return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z) + (pv1->w) * (pv2->w);
1090}
1091
1092static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv)
1093{
1094 if (!pv) return 0.0f;
1095 return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w) );
1096}
1097
1098static inline FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pv)
1099{
1100 if (!pv) return 0.0f;
1101 return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w);
1102}
1103
1104static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, FLOAT s)
1105{
1106 if ( !pout || !pv1 || !pv2) return NULL;
1107 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
1108 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
1109 pout->z = (1-s) * (pv1->z) + s * (pv2->z);
1110 pout->w = (1-s) * (pv1->w) + s * (pv2->w);
1111 return pout;
1112}
1113
1114
1115static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1116{
1117 if ( !pout || !pv1 || !pv2) return NULL;
1118 pout->x = max(pv1->x , pv2->x);
1119 pout->y = max(pv1->y , pv2->y);
1120 pout->z = max(pv1->z , pv2->z);
1121 pout->w = max(pv1->w , pv2->w);
1122 return pout;
1123}
1124
1125static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1126{
1127 if ( !pout || !pv1 || !pv2) return NULL;
1128 pout->x = min(pv1->x , pv2->x);
1129 pout->y = min(pv1->y , pv2->y);
1130 pout->z = min(pv1->z , pv2->z);
1131 pout->w = min(pv1->w , pv2->w);
1132 return pout;
1133}
1134
1135static inline D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, FLOAT s)
1136{
1137 if ( !pout || !pv) return NULL;
1138 pout->x = s * (pv->x);
1139 pout->y = s * (pv->y);
1140 pout->z = s * (pv->z);
1141 pout->w = s * (pv->w);
1142 return pout;
1143}
1144
1145static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1146{
1147 if ( !pout || !pv1 || !pv2) return NULL;
1148 pout->x = pv1->x - pv2->x;
1149 pout->y = pv1->y - pv2->y;
1150 pout->z = pv1->z - pv2->z;
1151 pout->w = pv1->w - pv2->w;
1152 return pout;
1153}
1154
1155/*__________________D3DXMatrix____________________*/
1156#ifdef NONAMELESSUNION
1157# define D3DX_U(x) (x).u
1158#else
1159# define D3DX_U(x) (x)
1160#endif
1161
1162static inline D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pout)
1163{
1164 if ( !pout ) return NULL;
1165 D3DX_U(*pout).m[0][1] = 0.0f;
1166 D3DX_U(*pout).m[0][2] = 0.0f;
1167 D3DX_U(*pout).m[0][3] = 0.0f;
1168 D3DX_U(*pout).m[1][0] = 0.0f;
1169 D3DX_U(*pout).m[1][2] = 0.0f;
1170 D3DX_U(*pout).m[1][3] = 0.0f;
1171 D3DX_U(*pout).m[2][0] = 0.0f;
1172 D3DX_U(*pout).m[2][1] = 0.0f;
1173 D3DX_U(*pout).m[2][3] = 0.0f;
1174 D3DX_U(*pout).m[3][0] = 0.0f;
1175 D3DX_U(*pout).m[3][1] = 0.0f;
1176 D3DX_U(*pout).m[3][2] = 0.0f;
1177 D3DX_U(*pout).m[0][0] = 1.0f;
1178 D3DX_U(*pout).m[1][1] = 1.0f;
1179 D3DX_U(*pout).m[2][2] = 1.0f;
1180 D3DX_U(*pout).m[3][3] = 1.0f;
1181 return pout;
1182}
1183
1184static inline BOOL D3DXMatrixIsIdentity(D3DXMATRIX *pm)
1185{
1186 int i,j;
1187 D3DXMATRIX testmatrix;
1188
1189 if ( !pm ) return FALSE;
1190 D3DXMatrixIdentity(&testmatrix);
1191 for (i=0; i<4; i++)
1192 {
1193 for (j=0; j<4; j++)
1194 {
1195 if ( D3DX_U(*pm).m[i][j] != D3DX_U(testmatrix).m[i][j] ) return FALSE;
1196 }
1197 }
1198 return TRUE;
1199}
1200#undef D3DX_U
1201
1202/*__________________D3DXPLANE____________________*/
1203
1204static inline FLOAT D3DXPlaneDot(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
1205{
1206 if ( !pp || !pv ) return 0.0f;
1207 return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) * (pv->w) );
1208}
1209
1210static inline FLOAT D3DXPlaneDotCoord(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
1211{
1212 if ( !pp || !pv ) return 0.0f;
1213 return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) );
1214}
1215
1216static inline FLOAT D3DXPlaneDotNormal(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
1217{
1218 if ( !pp || !pv ) return 0.0f;
1219 return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) );
1220}
1221
1222/*__________________D3DXQUATERNION____________________*/
1223
1224static inline D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1225{
1226 if ( !pout || !pq) return NULL;
1227 pout->x = -pq->x;
1228 pout->y = -pq->y;
1229 pout->z = -pq->z;
1230 pout->w = pq->w;
1231 return pout;
1232}
1233
1234static inline FLOAT D3DXQuaternionDot(CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
1235{
1236 if ( !pq1 || !pq2 ) return 0.0f;
1237 return (pq1->x) * (pq2->x) + (pq1->y) * (pq2->y) + (pq1->z) * (pq2->z) + (pq1->w) * (pq2->w);
1238}
1239
1240static inline D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pout)
1241{
1242 if ( !pout) return NULL;
1243 pout->x = 0.0f;
1244 pout->y = 0.0f;
1245 pout->z = 0.0f;
1246 pout->w = 1.0f;
1247 return pout;
1248}
1249
1250static inline BOOL D3DXQuaternionIsIdentity(D3DXQUATERNION *pq)
1251{
1252 if ( !pq) return FALSE;
1253 return ( (pq->x == 0.0f) && (pq->y == 0.0f) && (pq->z == 0.0f) && (pq->w == 1.0f) );
1254}
1255
1256static inline FLOAT D3DXQuaternionLength(CONST D3DXQUATERNION *pq)
1257{
1258 if (!pq) return 0.0f;
1259 return sqrt( (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w) );
1260}
1261
1262static inline FLOAT D3DXQuaternionLengthSq(CONST D3DXQUATERNION *pq)
1263{
1264 if (!pq) return 0.0f;
1265 return (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w);
1266}
1267
1268#endif