2 * Copyright (C) 2007 David Adam
3 * Copyright (C) 2007 Tony Wasserka
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.
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.
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
20 #ifndef __D3DX8MATH_INL__
21 #define __D3DX8MATH_INL__
23 /* constructors & operators */
26 inline D3DXVECTOR2::D3DXVECTOR2()
30 inline D3DXVECTOR2::D3DXVECTOR2(CONST FLOAT *pf)
37 inline D3DXVECTOR2::D3DXVECTOR2(FLOAT fx, FLOAT fy)
43 inline D3DXVECTOR2::operator FLOAT* ()
48 inline D3DXVECTOR2::operator CONST FLOAT* () const
50 return (CONST FLOAT*)&x;
53 inline D3DXVECTOR2& D3DXVECTOR2::operator += (CONST D3DXVECTOR2& v)
60 inline D3DXVECTOR2& D3DXVECTOR2::operator -= (CONST D3DXVECTOR2& v)
67 inline D3DXVECTOR2& D3DXVECTOR2::operator *= (FLOAT f)
74 inline D3DXVECTOR2& D3DXVECTOR2::operator /= (FLOAT f)
81 inline D3DXVECTOR2 D3DXVECTOR2::operator + () const
86 inline D3DXVECTOR2 D3DXVECTOR2::operator - () const
88 return D3DXVECTOR2(-x, -y);
91 inline D3DXVECTOR2 D3DXVECTOR2::operator + (CONST D3DXVECTOR2& v) const
93 return D3DXVECTOR2(x + v.x, y + v.y);
96 inline D3DXVECTOR2 D3DXVECTOR2::operator - (CONST D3DXVECTOR2& v) const
98 return D3DXVECTOR2(x - v.x, y - v.y);
101 inline D3DXVECTOR2 D3DXVECTOR2::operator * (FLOAT f) const
103 return D3DXVECTOR2(x * f, y * f);
106 inline D3DXVECTOR2 D3DXVECTOR2::operator / (FLOAT f) const
108 return D3DXVECTOR2(x / f, y / f);
111 inline D3DXVECTOR2 operator * (FLOAT f, CONST D3DXVECTOR2& v)
113 return D3DXVECTOR2(f * v.x, f * v.y);
116 inline BOOL D3DXVECTOR2::operator == (CONST D3DXVECTOR2& v) const
118 return x == v.x && y == v.y;
121 inline BOOL D3DXVECTOR2::operator != (CONST D3DXVECTOR2& v) const
123 return x != v.x || y != v.y;
126 inline D3DXVECTOR3::D3DXVECTOR3()
130 inline D3DXVECTOR3::D3DXVECTOR3(CONST FLOAT *pf)
138 inline D3DXVECTOR3::D3DXVECTOR3(CONST D3DVECTOR& v)
145 inline D3DXVECTOR3::D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz)
152 inline D3DXVECTOR3::operator FLOAT* ()
157 inline D3DXVECTOR3::operator CONST FLOAT* () const
159 return (CONST FLOAT*)&x;
162 inline D3DXVECTOR3& D3DXVECTOR3::operator += (CONST D3DXVECTOR3& v)
170 inline D3DXVECTOR3& D3DXVECTOR3::operator -= (CONST D3DXVECTOR3& v)
178 inline D3DXVECTOR3& D3DXVECTOR3::operator *= (FLOAT f)
186 inline D3DXVECTOR3& D3DXVECTOR3::operator /= (FLOAT f)
194 inline D3DXVECTOR3 D3DXVECTOR3::operator + () const
199 inline D3DXVECTOR3 D3DXVECTOR3::operator - () const
201 return D3DXVECTOR3(-x, -y, -z);
204 inline D3DXVECTOR3 D3DXVECTOR3::operator + (CONST D3DXVECTOR3& v) const
206 return D3DXVECTOR3(x + v.x, y + v.y, z + v.z);
209 inline D3DXVECTOR3 D3DXVECTOR3::operator - (CONST D3DXVECTOR3& v) const
211 return D3DXVECTOR3(x - v.x, y - v.y, z - v.z);
214 inline D3DXVECTOR3 D3DXVECTOR3::operator * (FLOAT f) const
216 return D3DXVECTOR3(x * f, y * f, z * f);
219 inline D3DXVECTOR3 D3DXVECTOR3::operator / (FLOAT f) const
221 return D3DXVECTOR3(x / f, y / f, z / f);
224 inline D3DXVECTOR3 operator * (FLOAT f, CONST D3DXVECTOR3& v)
226 return D3DXVECTOR3(f * v.x, f * v.y, f * v.z);
229 inline BOOL D3DXVECTOR3::operator == (CONST D3DXVECTOR3& v) const
231 return x == v.x && y == v.y && z == v.z;
234 inline BOOL D3DXVECTOR3::operator != (CONST D3DXVECTOR3& v) const
236 return x != v.x || y != v.y || z != v.z;
239 inline D3DXVECTOR4::D3DXVECTOR4()
243 inline D3DXVECTOR4::D3DXVECTOR4(CONST FLOAT *pf)
252 inline D3DXVECTOR4::D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw)
260 inline D3DXVECTOR4::operator FLOAT* ()
265 inline D3DXVECTOR4::operator CONST FLOAT* () const
267 return (CONST FLOAT*)&x;
270 inline D3DXVECTOR4& D3DXVECTOR4::operator += (CONST D3DXVECTOR4& v)
279 inline D3DXVECTOR4& D3DXVECTOR4::operator -= (CONST D3DXVECTOR4& v)
288 inline D3DXVECTOR4& D3DXVECTOR4::operator *= (FLOAT f)
297 inline D3DXVECTOR4& D3DXVECTOR4::operator /= (FLOAT f)
306 inline D3DXVECTOR4 D3DXVECTOR4::operator + () const
311 inline D3DXVECTOR4 D3DXVECTOR4::operator - () const
313 return D3DXVECTOR4(-x, -y, -z, -w);
316 inline D3DXVECTOR4 D3DXVECTOR4::operator + (CONST D3DXVECTOR4& v) const
318 return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);
321 inline D3DXVECTOR4 D3DXVECTOR4::operator - (CONST D3DXVECTOR4& v) const
323 return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);
326 inline D3DXVECTOR4 D3DXVECTOR4::operator * (FLOAT f) const
328 return D3DXVECTOR4(x * f, y * f, z * f, w * f);
331 inline D3DXVECTOR4 D3DXVECTOR4::operator / (FLOAT f) const
333 return D3DXVECTOR4(x / f, y / f, z / f, w / f);
336 inline D3DXVECTOR4 operator * (FLOAT f, CONST D3DXVECTOR4& v)
338 return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);
341 inline BOOL D3DXVECTOR4::operator == (CONST D3DXVECTOR4& v) const
343 return x == v.x && y == v.y && z == v.z && w == v.w;
346 inline BOOL D3DXVECTOR4::operator != (CONST D3DXVECTOR4& v) const
348 return x != v.x || y != v.y || z != v.z || w != v.w;
351 inline D3DXMATRIX::D3DXMATRIX()
355 inline D3DXMATRIX::D3DXMATRIX(CONST FLOAT *pf)
358 memcpy(&_11, pf, sizeof(D3DXMATRIX));
361 inline D3DXMATRIX::D3DXMATRIX(CONST D3DMATRIX& mat)
363 memcpy(&_11, &mat, sizeof(D3DXMATRIX));
366 inline 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)
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;
377 inline FLOAT& D3DXMATRIX::operator () (UINT row, UINT col)
382 inline FLOAT D3DXMATRIX::operator () (UINT row, UINT col) const
387 inline D3DXMATRIX::operator FLOAT* ()
392 inline D3DXMATRIX::operator CONST FLOAT* () const
394 return (CONST FLOAT*)&_11;
397 inline D3DXMATRIX& D3DXMATRIX::operator *= (CONST D3DXMATRIX& mat)
399 D3DXMatrixMultiply(this, this, &mat);
403 inline D3DXMATRIX& D3DXMATRIX::operator += (CONST D3DXMATRIX& mat)
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;
412 inline D3DXMATRIX& D3DXMATRIX::operator -= (CONST D3DXMATRIX& mat)
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;
421 inline D3DXMATRIX& D3DXMATRIX::operator *= (FLOAT f)
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;
430 inline D3DXMATRIX& D3DXMATRIX::operator /= (FLOAT f)
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;
440 inline D3DXMATRIX D3DXMATRIX::operator + () const
445 inline D3DXMATRIX D3DXMATRIX::operator - () const
447 return D3DXMATRIX(-_11, -_12, -_13, -_14,
448 -_21, -_22, -_23, -_24,
449 -_31, -_32, -_33, -_34,
450 -_41, -_42, -_43, -_44);
453 inline D3DXMATRIX D3DXMATRIX::operator * (CONST D3DXMATRIX& mat) const
456 D3DXMatrixMultiply(&buf, this, &mat);
460 inline D3DXMATRIX D3DXMATRIX::operator + (CONST D3DXMATRIX& mat) const
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);
468 inline D3DXMATRIX D3DXMATRIX::operator - (CONST D3DXMATRIX& mat) const
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);
476 inline D3DXMATRIX D3DXMATRIX::operator * (FLOAT f) const
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);
484 inline D3DXMATRIX D3DXMATRIX::operator / (FLOAT f) const
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);
493 inline D3DXMATRIX operator * (FLOAT f, CONST D3DXMATRIX& mat)
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);
501 inline BOOL D3DXMATRIX::operator == (CONST D3DXMATRIX& mat) const
503 return (memcmp(this, &mat, sizeof(D3DXMATRIX)) == 0);
506 inline BOOL D3DXMATRIX::operator != (CONST D3DXMATRIX& mat) const
508 return (memcmp(this, &mat, sizeof(D3DXMATRIX)) != 0);
511 inline D3DXQUATERNION::D3DXQUATERNION()
515 inline D3DXQUATERNION::D3DXQUATERNION(CONST FLOAT *pf)
524 inline D3DXQUATERNION::D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw)
532 inline D3DXQUATERNION::operator FLOAT* ()
537 inline D3DXQUATERNION::operator CONST FLOAT* () const
539 return (CONST FLOAT*)&x;
542 inline D3DXQUATERNION& D3DXQUATERNION::operator += (CONST D3DXQUATERNION& quat)
551 inline D3DXQUATERNION& D3DXQUATERNION::operator -= (CONST D3DXQUATERNION& quat)
560 /* TODO: uncomment this when D3DXQuaternionMultiply has been implemented
561 inline D3DXQUATERNION& D3DXQUATERNION::operator *= (CONST D3DXQUATERNION& quat)
563 D3DXQuaternionMultiply(this, this, &quat);
568 inline D3DXQUATERNION& D3DXQUATERNION::operator *= (FLOAT f)
577 inline D3DXQUATERNION& D3DXQUATERNION::operator /= (FLOAT f)
579 FLOAT inv = 1.0f / f;
587 inline D3DXQUATERNION D3DXQUATERNION::operator + () const
592 inline D3DXQUATERNION D3DXQUATERNION::operator - () const
594 return D3DXQUATERNION(-x, -y, -z, -w);
597 inline D3DXQUATERNION D3DXQUATERNION::operator + (CONST D3DXQUATERNION& quat) const
599 return D3DXQUATERNION(x + quat.x, y + quat.y, z + quat.z, w + quat.w);
602 inline D3DXQUATERNION D3DXQUATERNION::operator - (CONST D3DXQUATERNION& quat) const
604 return D3DXQUATERNION(x - quat.x, y - quat.y, z - quat.z, w - quat.w);
607 /* TODO: uncomment this when D3DXQuaternionMultiply has been implemented
608 inline D3DXQUATERNION D3DXQUATERNION::operator * (CONST D3DXQUATERNION& quat) const
611 D3DXQuaternionMultiply(&buf, this, &quat);
616 inline D3DXQUATERNION D3DXQUATERNION::operator * (FLOAT f) const
618 return D3DXQUATERNION(x * f, y * f, z * f, w * f);
621 inline D3DXQUATERNION D3DXQUATERNION::operator / (FLOAT f) const
623 FLOAT inv = 1.0f / f;
624 return D3DXQUATERNION(x * inv, y * inv, z * inv, w * inv);
627 inline D3DXQUATERNION operator * (FLOAT f, CONST D3DXQUATERNION& quat)
629 return D3DXQUATERNION(f * quat.x, f * quat.y, f * quat.z, f * quat.w);
632 inline BOOL D3DXQUATERNION::operator == (CONST D3DXQUATERNION& quat) const
634 return x == quat.x && y == quat.y && z == quat.z && w == quat.w;
637 inline BOOL D3DXQUATERNION::operator != (CONST D3DXQUATERNION& quat) const
639 return x != quat.x || y != quat.y || z != quat.z || w != quat.w;
642 inline D3DXPLANE::D3DXPLANE()
646 inline D3DXPLANE::D3DXPLANE(CONST FLOAT *pf)
655 inline D3DXPLANE::D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd)
663 inline D3DXPLANE::operator FLOAT* ()
668 inline D3DXPLANE::operator CONST FLOAT* () const
670 return (CONST FLOAT*)&a;
673 inline D3DXPLANE D3DXPLANE::operator + () const
678 inline D3DXPLANE D3DXPLANE::operator - () const
680 return D3DXPLANE(-a, -b, -c, -d);
683 inline BOOL D3DXPLANE::operator == (CONST D3DXPLANE& pl) const
685 return a == pl.a && b == pl.b && c == pl.c && d == pl.d;
688 inline BOOL D3DXPLANE::operator != (CONST D3DXPLANE& pl) const
690 return a != pl.a || b != pl.b || c != pl.c || d != pl.d;
693 inline D3DXCOLOR::D3DXCOLOR()
697 inline D3DXCOLOR::D3DXCOLOR(DWORD col)
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);
706 inline D3DXCOLOR::D3DXCOLOR(CONST FLOAT *pf)
715 inline D3DXCOLOR::D3DXCOLOR(CONST D3DCOLORVALUE& col)
723 inline D3DXCOLOR::D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa)
731 inline D3DXCOLOR::operator DWORD () const
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);
738 return (_a << 24) | (_r << 16) | (_g << 8) | _b;
741 inline D3DXCOLOR::operator FLOAT * ()
746 inline D3DXCOLOR::operator CONST FLOAT * () const
748 return (CONST FLOAT*)&r;
751 inline D3DXCOLOR::operator D3DCOLORVALUE * ()
753 return (D3DCOLORVALUE*)&r;
756 inline D3DXCOLOR::operator CONST D3DCOLORVALUE * () const
758 return (CONST D3DCOLORVALUE*)&r;
761 inline D3DXCOLOR::operator D3DCOLORVALUE& ()
763 return *((D3DCOLORVALUE*)&r);
766 inline D3DXCOLOR::operator CONST D3DCOLORVALUE& () const
768 return *((CONST D3DCOLORVALUE*)&r);
771 inline D3DXCOLOR& D3DXCOLOR::operator += (CONST D3DXCOLOR& col)
780 inline D3DXCOLOR& D3DXCOLOR::operator -= (CONST D3DXCOLOR& col)
789 inline D3DXCOLOR& D3DXCOLOR::operator *= (FLOAT f)
798 inline D3DXCOLOR& D3DXCOLOR::operator /= (FLOAT f)
800 FLOAT inv = 1.0f / f;
808 inline D3DXCOLOR D3DXCOLOR::operator + () const
813 inline D3DXCOLOR D3DXCOLOR::operator - () const
815 return D3DXCOLOR(-r, -g, -b, -a);
818 inline D3DXCOLOR D3DXCOLOR::operator + (CONST D3DXCOLOR& col) const
820 return D3DXCOLOR(r + col.r, g + col.g, b + col.b, a + col.a);
823 inline D3DXCOLOR D3DXCOLOR::operator - (CONST D3DXCOLOR& col) const
825 return D3DXCOLOR(r - col.r, g - col.g, b - col.b, a - col.a);
828 inline D3DXCOLOR D3DXCOLOR::operator * (FLOAT f) const
830 return D3DXCOLOR(r * f, g * f, b * f, a * f);
833 inline D3DXCOLOR D3DXCOLOR::operator / (FLOAT f) const
835 FLOAT inv = 1.0f / f;
836 return D3DXCOLOR(r * inv, g * inv, b * inv, a * inv);
839 inline D3DXCOLOR operator * (FLOAT f, CONST D3DXCOLOR& col)
841 return D3DXCOLOR(f * col.r, f * col.g, f * col.b, f * col.a);
844 inline BOOL D3DXCOLOR::operator == (CONST D3DXCOLOR& col) const
846 return r == col.r && g == col.g && b == col.b && a == col.a;
849 inline BOOL D3DXCOLOR::operator != (CONST D3DXCOLOR& col) const
851 return r != col.r || g != col.g || b != col.b || a != col.a;
854 #endif /* __cplusplus */
856 /*_______________D3DXCOLOR_____________________*/
858 static inline D3DXCOLOR* D3DXColorAdd(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2)
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);
868 static inline D3DXCOLOR* D3DXColorLerp(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2, FLOAT s)
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);
878 static inline D3DXCOLOR* D3DXColorModulate(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2)
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);
888 static inline D3DXCOLOR* D3DXColorNegative(D3DXCOLOR *pout, CONST D3DXCOLOR *pc)
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;
898 static inline D3DXCOLOR* D3DXColorScale(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
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);
908 static inline D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2)
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);
918 /*_______________D3DXVECTOR2________________________*/
920 static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
922 if ( !pout || !pv1 || !pv2) return NULL;
923 pout->x = pv1->x + pv2->x;
924 pout->y = pv1->y + pv2->y;
928 static inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
930 if ( !pv1 || !pv2) return 0.0f;
931 return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) );
934 static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
936 if ( !pv1 || !pv2) return 0.0f;
937 return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
940 static inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
942 if (!pv) return 0.0f;
943 return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
946 static inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
948 if (!pv) return 0.0f;
949 return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
952 static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
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);
960 static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
962 if ( !pout || !pv1 || !pv2) return NULL;
963 pout->x = max(pv1->x , pv2->x);
964 pout->y = max(pv1->y , pv2->y);
968 static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
970 if ( !pout || !pv1 || !pv2) return NULL;
971 pout->x = min(pv1->x , pv2->x);
972 pout->y = min(pv1->y , pv2->y);
976 static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s)
978 if ( !pout || !pv) return NULL;
979 pout->x = s * (pv->x);
980 pout->y = s * (pv->y);
984 static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
986 if ( !pout || !pv1 || !pv2) return NULL;
987 pout->x = pv1->x - pv2->x;
988 pout->y = pv1->y - pv2->y;
992 /*__________________D3DXVECTOR3_______________________*/
994 static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
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;
1003 static inline D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
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);
1012 static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1014 if ( !pv1 || !pv2 ) return 0.0f;
1015 return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z);
1018 static inline FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pv)
1020 if (!pv) return 0.0f;
1021 return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) );
1024 static inline FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pv)
1026 if (!pv) return 0.0f;
1027 return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z);
1030 static inline D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, FLOAT s)
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);
1039 static inline D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
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);
1048 static inline D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
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);
1057 static inline D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, FLOAT s)
1059 if ( !pout || !pv) return NULL;
1060 pout->x = s * (pv->x);
1061 pout->y = s * (pv->y);
1062 pout->z = s * (pv->z);
1066 static inline D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
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;
1074 /*__________________D3DXVECTOR4_______________________*/
1076 static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
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;
1086 static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
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);
1092 static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv)
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) );
1098 static inline FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pv)
1100 if (!pv) return 0.0f;
1101 return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w);
1104 static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, FLOAT s)
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);
1115 static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
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);
1125 static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
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);
1135 static inline D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, FLOAT s)
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);
1145 static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
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;
1155 /*__________________D3DXMatrix____________________*/
1156 #ifdef NONAMELESSUNION
1157 # define D3DX_U(x) (x).u
1159 # define D3DX_U(x) (x)
1162 static inline D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pout)
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;
1184 static inline BOOL D3DXMatrixIsIdentity(D3DXMATRIX *pm)
1187 D3DXMATRIX testmatrix;
1189 if ( !pm ) return FALSE;
1190 D3DXMatrixIdentity(&testmatrix);
1195 if ( D3DX_U(*pm).m[i][j] != D3DX_U(testmatrix).m[i][j] ) return FALSE;
1202 /*__________________D3DXPLANE____________________*/
1204 static inline FLOAT D3DXPlaneDot(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
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) );
1210 static inline FLOAT D3DXPlaneDotCoord(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
1212 if ( !pp || !pv ) return 0.0f;
1213 return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) );
1216 static inline FLOAT D3DXPlaneDotNormal(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
1218 if ( !pp || !pv ) return 0.0f;
1219 return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) );
1222 /*__________________D3DXQUATERNION____________________*/
1224 static inline D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
1226 if ( !pout || !pq) return NULL;
1234 static inline FLOAT D3DXQuaternionDot(CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
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);
1240 static inline D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pout)
1242 if ( !pout) return NULL;
1250 static inline BOOL D3DXQuaternionIsIdentity(D3DXQUATERNION *pq)
1252 if ( !pq) return FALSE;
1253 return ( (pq->x == 0.0f) && (pq->y == 0.0f) && (pq->z == 0.0f) && (pq->w == 1.0f) );
1256 static inline FLOAT D3DXQuaternionLength(CONST D3DXQUATERNION *pq)
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) );
1262 static inline FLOAT D3DXQuaternionLengthSq(CONST D3DXQUATERNION *pq)
1264 if (!pq) return 0.0f;
1265 return (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w);