2 * Copyright (C) 2007 David Adam
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 #ifndef __D3DX8MATH_INL__
20 #define __D3DX8MATH_INL__
22 /*_______________D3DXCOLOR_____________________*/
24 /* constructors & operators */
27 inline D3DXVECTOR2::D3DXVECTOR2()
31 inline D3DXVECTOR2::D3DXVECTOR2(CONST FLOAT *pf)
38 inline D3DXVECTOR2::D3DXVECTOR2(FLOAT fx, FLOAT fy)
44 inline D3DXVECTOR2::operator FLOAT* ()
49 inline D3DXVECTOR2::operator CONST FLOAT* () const
51 return (CONST FLOAT*)&x;
54 inline D3DXVECTOR2& D3DXVECTOR2::operator += (CONST D3DXVECTOR2& v)
61 inline D3DXVECTOR2& D3DXVECTOR2::operator -= (CONST D3DXVECTOR2& v)
68 inline D3DXVECTOR2& D3DXVECTOR2::operator *= (FLOAT f)
75 inline D3DXVECTOR2& D3DXVECTOR2::operator /= (FLOAT f)
82 inline D3DXVECTOR2 D3DXVECTOR2::operator + () const
87 inline D3DXVECTOR2 D3DXVECTOR2::operator - () const
89 return D3DXVECTOR2(-x, -y);
92 inline D3DXVECTOR2 D3DXVECTOR2::operator + (CONST D3DXVECTOR2& v) const
94 return D3DXVECTOR2(x + v.x, y + v.y);
97 inline D3DXVECTOR2 D3DXVECTOR2::operator - (CONST D3DXVECTOR2& v) const
99 return D3DXVECTOR2(x - v.x, y - v.y);
102 inline D3DXVECTOR2 D3DXVECTOR2::operator * (FLOAT f) const
104 return D3DXVECTOR2(x * f, y * f);
107 inline D3DXVECTOR2 D3DXVECTOR2::operator / (FLOAT f) const
109 return D3DXVECTOR2(x / f, y / f);
112 inline D3DXVECTOR2 operator * (FLOAT f, CONST D3DXVECTOR2& v)
114 return D3DXVECTOR2(f * v.x, f * v.y);
117 inline BOOL D3DXVECTOR2::operator == (CONST D3DXVECTOR2& v) const
119 return x == v.x && y == v.y;
122 inline BOOL D3DXVECTOR2::operator != (CONST D3DXVECTOR2& v) const
124 return x != v.x || y != v.y;
127 #endif /* __cplusplus */
129 static inline D3DXCOLOR* D3DXColorAdd(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2)
131 if ( !pout || !pc1 || !pc2 ) return NULL;
132 pout->r = (pc1->r) + (pc2->r);
133 pout->g = (pc1->g) + (pc2->g);
134 pout->b = (pc1->b) + (pc2->b);
135 pout->a = (pc1->a) + (pc2->a);
139 static inline D3DXCOLOR* D3DXColorLerp(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2, FLOAT s)
141 if ( !pout || !pc1 || !pc2 ) return NULL;
142 pout->r = (1-s) * (pc1->r) + s *(pc2->r);
143 pout->g = (1-s) * (pc1->g) + s *(pc2->g);
144 pout->b = (1-s) * (pc1->b) + s *(pc2->b);
145 pout->a = (1-s) * (pc1->a) + s *(pc2->a);
149 static inline D3DXCOLOR* D3DXColorModulate(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2)
151 if ( !pout || !pc1 || !pc2 ) return NULL;
152 pout->r = (pc1->r) * (pc2->r);
153 pout->g = (pc1->g) * (pc2->g);
154 pout->b = (pc1->b) * (pc2->b);
155 pout->a = (pc1->a) * (pc2->a);
159 static inline D3DXCOLOR* D3DXColorNegative(D3DXCOLOR *pout, CONST D3DXCOLOR *pc)
161 if ( !pout || !pc ) return NULL;
162 pout->r = 1.0f - pc->r;
163 pout->g = 1.0f - pc->g;
164 pout->b = 1.0f - pc->b;
169 static inline D3DXCOLOR* D3DXColorScale(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s)
171 if ( !pout || !pc ) return NULL;
172 pout->r = s* (pc->r);
173 pout->g = s* (pc->g);
174 pout->b = s* (pc->b);
175 pout->a = s* (pc->a);
179 static inline D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2)
181 if ( !pout || !pc1 || !pc2 ) return NULL;
182 pout->r = (pc1->r) - (pc2->r);
183 pout->g = (pc1->g) - (pc2->g);
184 pout->b = (pc1->b) - (pc2->b);
185 pout->a = (pc1->a) - (pc2->a);
189 /*_______________D3DXVECTOR2________________________*/
191 static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
193 if ( !pout || !pv1 || !pv2) return NULL;
194 pout->x = pv1->x + pv2->x;
195 pout->y = pv1->y + pv2->y;
199 static inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
201 if ( !pv1 || !pv2) return 0.0f;
202 return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) );
205 static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
207 if ( !pv1 || !pv2) return 0.0f;
208 return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
211 static inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
213 if (!pv) return 0.0f;
214 return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
217 static inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
219 if (!pv) return 0.0f;
220 return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
223 static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
225 if ( !pout || !pv1 || !pv2) return NULL;
226 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
227 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
231 static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
233 if ( !pout || !pv1 || !pv2) return NULL;
234 pout->x = max(pv1->x , pv2->x);
235 pout->y = max(pv1->y , pv2->y);
239 static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
241 if ( !pout || !pv1 || !pv2) return NULL;
242 pout->x = min(pv1->x , pv2->x);
243 pout->y = min(pv1->y , pv2->y);
247 static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s)
249 if ( !pout || !pv) return NULL;
250 pout->x = s * (pv->x);
251 pout->y = s * (pv->y);
255 static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
257 if ( !pout || !pv1 || !pv2) return NULL;
258 pout->x = pv1->x - pv2->x;
259 pout->y = pv1->y - pv2->y;
263 /*__________________D3DXVECTOR3_______________________*/
265 static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
267 if ( !pout || !pv1 || !pv2) return NULL;
268 pout->x = pv1->x + pv2->x;
269 pout->y = pv1->y + pv2->y;
270 pout->z = pv1->z + pv2->z;
274 static inline D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
276 if ( !pout || !pv1 || !pv2) return NULL;
277 pout->x = (pv1->y) * (pv2->z) - (pv1->z) * (pv2->y);
278 pout->y = (pv1->z) * (pv2->x) - (pv1->x) * (pv2->z);
279 pout->z = (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x);
283 static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
285 if ( !pv1 || !pv2 ) return 0.0f;
286 return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z);
289 static inline FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pv)
291 if (!pv) return 0.0f;
292 return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) );
295 static inline FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pv)
297 if (!pv) return 0.0f;
298 return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z);
301 static inline D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, FLOAT s)
303 if ( !pout || !pv1 || !pv2) return NULL;
304 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
305 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
306 pout->z = (1-s) * (pv1->z) + s * (pv2->z);
310 static inline D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
312 if ( !pout || !pv1 || !pv2) return NULL;
313 pout->x = max(pv1->x , pv2->x);
314 pout->y = max(pv1->y , pv2->y);
315 pout->z = max(pv1->z , pv2->z);
319 static inline D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
321 if ( !pout || !pv1 || !pv2) return NULL;
322 pout->x = min(pv1->x , pv2->x);
323 pout->y = min(pv1->y , pv2->y);
324 pout->z = min(pv1->z , pv2->z);
328 static inline D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, FLOAT s)
330 if ( !pout || !pv) return NULL;
331 pout->x = s * (pv->x);
332 pout->y = s * (pv->y);
333 pout->z = s * (pv->z);
337 static inline D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
339 if ( !pout || !pv1 || !pv2) return NULL;
340 pout->x = pv1->x - pv2->x;
341 pout->y = pv1->y - pv2->y;
342 pout->z = pv1->z - pv2->z;
345 /*__________________D3DXVECTOR4_______________________*/
347 static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
349 if ( !pout || !pv1 || !pv2) return NULL;
350 pout->x = pv1->x + pv2->x;
351 pout->y = pv1->y + pv2->y;
352 pout->z = pv1->z + pv2->z;
353 pout->w = pv1->w + pv2->w;
357 static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
359 if (!pv1 || !pv2 ) return 0.0f;
360 return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z) + (pv1->w) * (pv2->w);
363 static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv)
365 if (!pv) return 0.0f;
366 return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w) );
369 static inline FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pv)
371 if (!pv) return 0.0f;
372 return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w);
375 static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, FLOAT s)
377 if ( !pout || !pv1 || !pv2) return NULL;
378 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
379 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
380 pout->z = (1-s) * (pv1->z) + s * (pv2->z);
381 pout->w = (1-s) * (pv1->w) + s * (pv2->w);
386 static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
388 if ( !pout || !pv1 || !pv2) return NULL;
389 pout->x = max(pv1->x , pv2->x);
390 pout->y = max(pv1->y , pv2->y);
391 pout->z = max(pv1->z , pv2->z);
392 pout->w = max(pv1->w , pv2->w);
396 static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
398 if ( !pout || !pv1 || !pv2) return NULL;
399 pout->x = min(pv1->x , pv2->x);
400 pout->y = min(pv1->y , pv2->y);
401 pout->z = min(pv1->z , pv2->z);
402 pout->w = min(pv1->w , pv2->w);
406 static inline D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, FLOAT s)
408 if ( !pout || !pv) return NULL;
409 pout->x = s * (pv->x);
410 pout->y = s * (pv->y);
411 pout->z = s * (pv->z);
412 pout->w = s * (pv->w);
416 static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
418 if ( !pout || !pv1 || !pv2) return NULL;
419 pout->x = pv1->x - pv2->x;
420 pout->y = pv1->y - pv2->y;
421 pout->z = pv1->z - pv2->z;
422 pout->w = pv1->w - pv2->w;
426 /*__________________D3DXMatrix____________________*/
427 #ifdef NONAMELESSUNION
428 # define D3DX_U(x) (x).u
430 # define D3DX_U(x) (x)
433 static inline D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pout)
435 if ( !pout ) return NULL;
436 D3DX_U(*pout).m[0][1] = 0.0f;
437 D3DX_U(*pout).m[0][2] = 0.0f;
438 D3DX_U(*pout).m[0][3] = 0.0f;
439 D3DX_U(*pout).m[1][0] = 0.0f;
440 D3DX_U(*pout).m[1][2] = 0.0f;
441 D3DX_U(*pout).m[1][3] = 0.0f;
442 D3DX_U(*pout).m[2][0] = 0.0f;
443 D3DX_U(*pout).m[2][1] = 0.0f;
444 D3DX_U(*pout).m[2][3] = 0.0f;
445 D3DX_U(*pout).m[3][0] = 0.0f;
446 D3DX_U(*pout).m[3][1] = 0.0f;
447 D3DX_U(*pout).m[3][2] = 0.0f;
448 D3DX_U(*pout).m[0][0] = 1.0f;
449 D3DX_U(*pout).m[1][1] = 1.0f;
450 D3DX_U(*pout).m[2][2] = 1.0f;
451 D3DX_U(*pout).m[3][3] = 1.0f;
455 static inline BOOL D3DXMatrixIsIdentity(D3DXMATRIX *pm)
458 D3DXMATRIX testmatrix;
460 if ( !pm ) return FALSE;
461 D3DXMatrixIdentity(&testmatrix);
466 if ( D3DX_U(*pm).m[i][j] != D3DX_U(testmatrix).m[i][j] ) return FALSE;
473 /*__________________D3DXPLANE____________________*/
475 static inline FLOAT D3DXPlaneDot(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
477 if ( !pp || !pv ) return 0.0f;
478 return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) * (pv->w) );
481 static inline FLOAT D3DXPlaneDotCoord(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
483 if ( !pp || !pv ) return 0.0f;
484 return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) );
487 static inline FLOAT D3DXPlaneDotNormal(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
489 if ( !pp || !pv ) return 0.0f;
490 return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) );
493 /*__________________D3DXQUATERNION____________________*/
495 static inline D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
497 if ( !pout || !pq) return NULL;
505 static inline FLOAT D3DXQuaternionDot(CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
507 if ( !pq1 || !pq2 ) return 0.0f;
508 return (pq1->x) * (pq2->x) + (pq1->y) * (pq2->y) + (pq1->z) * (pq2->z) + (pq1->w) * (pq2->w);
511 static inline D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pout)
513 if ( !pout) return NULL;
521 static inline BOOL D3DXQuaternionIsIdentity(D3DXQUATERNION *pq)
523 if ( !pq) return FALSE;
524 return ( (pq->x == 0.0f) && (pq->y == 0.0f) && (pq->z == 0.0f) && (pq->w == 1.0f) );
527 static inline FLOAT D3DXQuaternionLength(CONST D3DXQUATERNION *pq)
529 if (!pq) return 0.0f;
530 return sqrt( (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w) );
533 static inline FLOAT D3DXQuaternionLengthSq(CONST D3DXQUATERNION *pq)
535 if (!pq) return 0.0f;
536 return (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w);