X-Git-Url: https://git.xonotic.org/?p=xonotic%2Fxonotic.git;a=blobdiff_plain;f=misc%2Fbuilddeps%2Fdp.win64%2Finclude%2Fd3dx9math.inl;fp=misc%2Fbuilddeps%2Fdp.win64%2Finclude%2Fd3dx9math.inl;h=3cd078aca71e2fa20a4a38c599419dc57ba54bdd;hp=0000000000000000000000000000000000000000;hb=6826e88c31c82664e3dc934e7d1888dea68f4d80;hpb=849728118c26bd23a26ec5a4c6c7015be43f0688 diff --git a/misc/builddeps/dp.win64/include/d3dx9math.inl b/misc/builddeps/dp.win64/include/d3dx9math.inl new file mode 100644 index 00000000..3cd078ac --- /dev/null +++ b/misc/builddeps/dp.win64/include/d3dx9math.inl @@ -0,0 +1,1268 @@ +/* + * Copyright (C) 2007 David Adam + * Copyright (C) 2007 Tony Wasserka + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA + */ + +#ifndef __D3DX9MATH_INL__ +#define __D3DX9MATH_INL__ + +/* constructors & operators */ +#ifdef __cplusplus + +inline D3DXVECTOR2::D3DXVECTOR2() +{ +} + +inline D3DXVECTOR2::D3DXVECTOR2(CONST FLOAT *pf) +{ + if(!pf) return; + x = pf[0]; + y = pf[1]; +} + +inline D3DXVECTOR2::D3DXVECTOR2(FLOAT fx, FLOAT fy) +{ + x = fx; + y = fy; +} + +inline D3DXVECTOR2::operator FLOAT* () +{ + return (FLOAT*)&x; +} + +inline D3DXVECTOR2::operator CONST FLOAT* () const +{ + return (CONST FLOAT*)&x; +} + +inline D3DXVECTOR2& D3DXVECTOR2::operator += (CONST D3DXVECTOR2& v) +{ + x += v.x; + y += v.y; + return *this; +} + +inline D3DXVECTOR2& D3DXVECTOR2::operator -= (CONST D3DXVECTOR2& v) +{ + x -= v.x; + y -= v.y; + return *this; +} + +inline D3DXVECTOR2& D3DXVECTOR2::operator *= (FLOAT f) +{ + x *= f; + y *= f; + return *this; +} + +inline D3DXVECTOR2& D3DXVECTOR2::operator /= (FLOAT f) +{ + x /= f; + y /= f; + return *this; +} + +inline D3DXVECTOR2 D3DXVECTOR2::operator + () const +{ + return *this; +} + +inline D3DXVECTOR2 D3DXVECTOR2::operator - () const +{ + return D3DXVECTOR2(-x, -y); +} + +inline D3DXVECTOR2 D3DXVECTOR2::operator + (CONST D3DXVECTOR2& v) const +{ + return D3DXVECTOR2(x + v.x, y + v.y); +} + +inline D3DXVECTOR2 D3DXVECTOR2::operator - (CONST D3DXVECTOR2& v) const +{ + return D3DXVECTOR2(x - v.x, y - v.y); +} + +inline D3DXVECTOR2 D3DXVECTOR2::operator * (FLOAT f) const +{ + return D3DXVECTOR2(x * f, y * f); +} + +inline D3DXVECTOR2 D3DXVECTOR2::operator / (FLOAT f) const +{ + return D3DXVECTOR2(x / f, y / f); +} + +inline D3DXVECTOR2 operator * (FLOAT f, CONST D3DXVECTOR2& v) +{ + return D3DXVECTOR2(f * v.x, f * v.y); +} + +inline BOOL D3DXVECTOR2::operator == (CONST D3DXVECTOR2& v) const +{ + return x == v.x && y == v.y; +} + +inline BOOL D3DXVECTOR2::operator != (CONST D3DXVECTOR2& v) const +{ + return x != v.x || y != v.y; +} + +inline D3DXVECTOR3::D3DXVECTOR3() +{ +} + +inline D3DXVECTOR3::D3DXVECTOR3(CONST FLOAT *pf) +{ + if(!pf) return; + x = pf[0]; + y = pf[1]; + z = pf[2]; +} + +inline D3DXVECTOR3::D3DXVECTOR3(CONST D3DVECTOR& v) +{ + x = v.x; + y = v.y; + z = v.z; +} + +inline D3DXVECTOR3::D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz) +{ + x = fx; + y = fy; + z = fz; +} + +inline D3DXVECTOR3::operator FLOAT* () +{ + return (FLOAT*)&x; +} + +inline D3DXVECTOR3::operator CONST FLOAT* () const +{ + return (CONST FLOAT*)&x; +} + +inline D3DXVECTOR3& D3DXVECTOR3::operator += (CONST D3DXVECTOR3& v) +{ + x += v.x; + y += v.y; + z += v.z; + return *this; +} + +inline D3DXVECTOR3& D3DXVECTOR3::operator -= (CONST D3DXVECTOR3& v) +{ + x -= v.x; + y -= v.y; + z -= v.z; + return *this; +} + +inline D3DXVECTOR3& D3DXVECTOR3::operator *= (FLOAT f) +{ + x *= f; + y *= f; + z *= f; + return *this; +} + +inline D3DXVECTOR3& D3DXVECTOR3::operator /= (FLOAT f) +{ + x /= f; + y /= f; + z /= f; + return *this; +} + +inline D3DXVECTOR3 D3DXVECTOR3::operator + () const +{ + return *this; +} + +inline D3DXVECTOR3 D3DXVECTOR3::operator - () const +{ + return D3DXVECTOR3(-x, -y, -z); +} + +inline D3DXVECTOR3 D3DXVECTOR3::operator + (CONST D3DXVECTOR3& v) const +{ + return D3DXVECTOR3(x + v.x, y + v.y, z + v.z); +} + +inline D3DXVECTOR3 D3DXVECTOR3::operator - (CONST D3DXVECTOR3& v) const +{ + return D3DXVECTOR3(x - v.x, y - v.y, z - v.z); +} + +inline D3DXVECTOR3 D3DXVECTOR3::operator * (FLOAT f) const +{ + return D3DXVECTOR3(x * f, y * f, z * f); +} + +inline D3DXVECTOR3 D3DXVECTOR3::operator / (FLOAT f) const +{ + return D3DXVECTOR3(x / f, y / f, z / f); +} + +inline D3DXVECTOR3 operator * (FLOAT f, CONST D3DXVECTOR3& v) +{ + return D3DXVECTOR3(f * v.x, f * v.y, f * v.z); +} + +inline BOOL D3DXVECTOR3::operator == (CONST D3DXVECTOR3& v) const +{ + return x == v.x && y == v.y && z == v.z; +} + +inline BOOL D3DXVECTOR3::operator != (CONST D3DXVECTOR3& v) const +{ + return x != v.x || y != v.y || z != v.z; +} + +inline D3DXVECTOR4::D3DXVECTOR4() +{ +} + +inline D3DXVECTOR4::D3DXVECTOR4(CONST FLOAT *pf) +{ + if(!pf) return; + x = pf[0]; + y = pf[1]; + z = pf[2]; + w = pf[3]; +} + +inline D3DXVECTOR4::D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw) +{ + x = fx; + y = fy; + z = fz; + w = fw; +} + +inline D3DXVECTOR4::operator FLOAT* () +{ + return (FLOAT*)&x; +} + +inline D3DXVECTOR4::operator CONST FLOAT* () const +{ + return (CONST FLOAT*)&x; +} + +inline D3DXVECTOR4& D3DXVECTOR4::operator += (CONST D3DXVECTOR4& v) +{ + x += v.x; + y += v.y; + z += v.z; + w += v.w; + return *this; +} + +inline D3DXVECTOR4& D3DXVECTOR4::operator -= (CONST D3DXVECTOR4& v) +{ + x -= v.x; + y -= v.y; + z -= v.z; + w -= v.w; + return *this; +} + +inline D3DXVECTOR4& D3DXVECTOR4::operator *= (FLOAT f) +{ + x *= f; + y *= f; + z *= f; + w *= f; + return *this; +} + +inline D3DXVECTOR4& D3DXVECTOR4::operator /= (FLOAT f) +{ + x /= f; + y /= f; + z /= f; + w /= f; + return *this; +} + +inline D3DXVECTOR4 D3DXVECTOR4::operator + () const +{ + return *this; +} + +inline D3DXVECTOR4 D3DXVECTOR4::operator - () const +{ + return D3DXVECTOR4(-x, -y, -z, -w); +} + +inline D3DXVECTOR4 D3DXVECTOR4::operator + (CONST D3DXVECTOR4& v) const +{ + return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w); +} + +inline D3DXVECTOR4 D3DXVECTOR4::operator - (CONST D3DXVECTOR4& v) const +{ + return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w); +} + +inline D3DXVECTOR4 D3DXVECTOR4::operator * (FLOAT f) const +{ + return D3DXVECTOR4(x * f, y * f, z * f, w * f); +} + +inline D3DXVECTOR4 D3DXVECTOR4::operator / (FLOAT f) const +{ + return D3DXVECTOR4(x / f, y / f, z / f, w / f); +} + +inline D3DXVECTOR4 operator * (FLOAT f, CONST D3DXVECTOR4& v) +{ + return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w); +} + +inline BOOL D3DXVECTOR4::operator == (CONST D3DXVECTOR4& v) const +{ + return x == v.x && y == v.y && z == v.z && w == v.w; +} + +inline BOOL D3DXVECTOR4::operator != (CONST D3DXVECTOR4& v) const +{ + return x != v.x || y != v.y || z != v.z || w != v.w; +} + +inline D3DXMATRIX::D3DXMATRIX() +{ +} + +inline D3DXMATRIX::D3DXMATRIX(CONST FLOAT *pf) +{ + if(!pf) return; + memcpy(&_11, pf, sizeof(D3DXMATRIX)); +} + +inline D3DXMATRIX::D3DXMATRIX(CONST D3DMATRIX& mat) +{ + memcpy(&_11, &mat, sizeof(D3DXMATRIX)); +} + +inline D3DXMATRIX::D3DXMATRIX(FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14, + FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24, + FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34, + FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44) +{ + _11 = f11; _12 = f12; _13 = f13; _14 = f14; + _21 = f21; _22 = f22; _23 = f23; _24 = f24; + _31 = f31; _32 = f32; _33 = f33; _34 = f34; + _41 = f41; _42 = f42; _43 = f43; _44 = f44; +} + +inline FLOAT& D3DXMATRIX::operator () (UINT row, UINT col) +{ + return m[row][col]; +} + +inline FLOAT D3DXMATRIX::operator () (UINT row, UINT col) const +{ + return m[row][col]; +} + +inline D3DXMATRIX::operator FLOAT* () +{ + return (FLOAT*)&_11; +} + +inline D3DXMATRIX::operator CONST FLOAT* () const +{ + return (CONST FLOAT*)&_11; +} + +inline D3DXMATRIX& D3DXMATRIX::operator *= (CONST D3DXMATRIX& mat) +{ + D3DXMatrixMultiply(this, this, &mat); + return *this; +} + +inline D3DXMATRIX& D3DXMATRIX::operator += (CONST D3DXMATRIX& mat) +{ + _11 += mat._11; _12 += mat._12; _13 += mat._13; _14 += mat._14; + _21 += mat._21; _22 += mat._22; _23 += mat._23; _24 += mat._24; + _31 += mat._31; _32 += mat._32; _33 += mat._33; _34 += mat._34; + _41 += mat._41; _42 += mat._42; _43 += mat._43; _44 += mat._44; + return *this; +} + +inline D3DXMATRIX& D3DXMATRIX::operator -= (CONST D3DXMATRIX& mat) +{ + _11 -= mat._11; _12 -= mat._12; _13 -= mat._13; _14 -= mat._14; + _21 -= mat._21; _22 -= mat._22; _23 -= mat._23; _24 -= mat._24; + _31 -= mat._31; _32 -= mat._32; _33 -= mat._33; _34 -= mat._34; + _41 -= mat._41; _42 -= mat._42; _43 -= mat._43; _44 -= mat._44; + return *this; +} + +inline D3DXMATRIX& D3DXMATRIX::operator *= (FLOAT f) +{ + _11 *= f; _12 *= f; _13 *= f; _14 *= f; + _21 *= f; _22 *= f; _23 *= f; _24 *= f; + _31 *= f; _32 *= f; _33 *= f; _34 *= f; + _41 *= f; _42 *= f; _43 *= f; _44 *= f; + return *this; +} + +inline D3DXMATRIX& D3DXMATRIX::operator /= (FLOAT f) +{ + FLOAT inv = 1.0f / f; + _11 *= inv; _12 *= inv; _13 *= inv; _14 *= inv; + _21 *= inv; _22 *= inv; _23 *= inv; _24 *= inv; + _31 *= inv; _32 *= inv; _33 *= inv; _34 *= inv; + _41 *= inv; _42 *= inv; _43 *= inv; _44 *= inv; + return *this; +} + +inline D3DXMATRIX D3DXMATRIX::operator + () const +{ + return *this; +} + +inline D3DXMATRIX D3DXMATRIX::operator - () const +{ + return D3DXMATRIX(-_11, -_12, -_13, -_14, + -_21, -_22, -_23, -_24, + -_31, -_32, -_33, -_34, + -_41, -_42, -_43, -_44); +} + +inline D3DXMATRIX D3DXMATRIX::operator * (CONST D3DXMATRIX& mat) const +{ + D3DXMATRIX buf; + D3DXMatrixMultiply(&buf, this, &mat); + return buf; +} + +inline D3DXMATRIX D3DXMATRIX::operator + (CONST D3DXMATRIX& mat) const +{ + return D3DXMATRIX(_11 + mat._11, _12 + mat._12, _13 + mat._13, _14 + mat._14, + _21 + mat._21, _22 + mat._22, _23 + mat._23, _24 + mat._24, + _31 + mat._31, _32 + mat._32, _33 + mat._33, _34 + mat._34, + _41 + mat._41, _42 + mat._42, _43 + mat._43, _44 + mat._44); +} + +inline D3DXMATRIX D3DXMATRIX::operator - (CONST D3DXMATRIX& mat) const +{ + return D3DXMATRIX(_11 - mat._11, _12 - mat._12, _13 - mat._13, _14 - mat._14, + _21 - mat._21, _22 - mat._22, _23 - mat._23, _24 - mat._24, + _31 - mat._31, _32 - mat._32, _33 - mat._33, _34 - mat._34, + _41 - mat._41, _42 - mat._42, _43 - mat._43, _44 - mat._44); +} + +inline D3DXMATRIX D3DXMATRIX::operator * (FLOAT f) const +{ + return D3DXMATRIX(_11 * f, _12 * f, _13 * f, _14 * f, + _21 * f, _22 * f, _23 * f, _24 * f, + _31 * f, _32 * f, _33 * f, _34 * f, + _41 * f, _42 * f, _43 * f, _44 * f); +} + +inline D3DXMATRIX D3DXMATRIX::operator / (FLOAT f) const +{ + FLOAT inv = 1.0f / f; + return D3DXMATRIX(_11 * inv, _12 * inv, _13 * inv, _14 * inv, + _21 * inv, _22 * inv, _23 * inv, _24 * inv, + _31 * inv, _32 * inv, _33 * inv, _34 * inv, + _41 * inv, _42 * inv, _43 * inv, _44 * inv); +} + +inline D3DXMATRIX operator * (FLOAT f, CONST D3DXMATRIX& mat) +{ + return D3DXMATRIX(f * mat._11, f * mat._12, f * mat._13, f * mat._14, + f * mat._21, f * mat._22, f * mat._23, f * mat._24, + f * mat._31, f * mat._32, f * mat._33, f * mat._34, + f * mat._41, f * mat._42, f * mat._43, f * mat._44); +} + +inline BOOL D3DXMATRIX::operator == (CONST D3DXMATRIX& mat) const +{ + return (memcmp(this, &mat, sizeof(D3DXMATRIX)) == 0); +} + +inline BOOL D3DXMATRIX::operator != (CONST D3DXMATRIX& mat) const +{ + return (memcmp(this, &mat, sizeof(D3DXMATRIX)) != 0); +} + +inline D3DXQUATERNION::D3DXQUATERNION() +{ +} + +inline D3DXQUATERNION::D3DXQUATERNION(CONST FLOAT *pf) +{ + if(!pf) return; + x = pf[0]; + y = pf[1]; + z = pf[2]; + w = pf[3]; +} + +inline D3DXQUATERNION::D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw) +{ + x = fx; + y = fy; + z = fz; + w = fw; +} + +inline D3DXQUATERNION::operator FLOAT* () +{ + return (FLOAT*)&x; +} + +inline D3DXQUATERNION::operator CONST FLOAT* () const +{ + return (CONST FLOAT*)&x; +} + +inline D3DXQUATERNION& D3DXQUATERNION::operator += (CONST D3DXQUATERNION& quat) +{ + x += quat.x; + y += quat.y; + z += quat.z; + w += quat.w; + return *this; +} + +inline D3DXQUATERNION& D3DXQUATERNION::operator -= (CONST D3DXQUATERNION& quat) +{ + x -= quat.x; + y -= quat.y; + z -= quat.z; + w -= quat.w; + return *this; +} + +/* TODO: uncomment this when D3DXQuaternionMultiply has been implemented +inline D3DXQUATERNION& D3DXQUATERNION::operator *= (CONST D3DXQUATERNION& quat) +{ + D3DXQuaternionMultiply(this, this, &quat); + return *this; +} +*/ + +inline D3DXQUATERNION& D3DXQUATERNION::operator *= (FLOAT f) +{ + x *= f; + y *= f; + z *= f; + w *= f; + return *this; +} + +inline D3DXQUATERNION& D3DXQUATERNION::operator /= (FLOAT f) +{ + FLOAT inv = 1.0f / f; + x *= inv; + y *= inv; + z *= inv; + w *= inv; + return *this; +} + +inline D3DXQUATERNION D3DXQUATERNION::operator + () const +{ + return *this; +} + +inline D3DXQUATERNION D3DXQUATERNION::operator - () const +{ + return D3DXQUATERNION(-x, -y, -z, -w); +} + +inline D3DXQUATERNION D3DXQUATERNION::operator + (CONST D3DXQUATERNION& quat) const +{ + return D3DXQUATERNION(x + quat.x, y + quat.y, z + quat.z, w + quat.w); +} + +inline D3DXQUATERNION D3DXQUATERNION::operator - (CONST D3DXQUATERNION& quat) const +{ + return D3DXQUATERNION(x - quat.x, y - quat.y, z - quat.z, w - quat.w); +} + +/* TODO: uncomment this when D3DXQuaternionMultiply has been implemented +inline D3DXQUATERNION D3DXQUATERNION::operator * (CONST D3DXQUATERNION& quat) const +{ + D3DXQUATERNION buf; + D3DXQuaternionMultiply(&buf, this, &quat); + return buf; +} +*/ + +inline D3DXQUATERNION D3DXQUATERNION::operator * (FLOAT f) const +{ + return D3DXQUATERNION(x * f, y * f, z * f, w * f); +} + +inline D3DXQUATERNION D3DXQUATERNION::operator / (FLOAT f) const +{ + FLOAT inv = 1.0f / f; + return D3DXQUATERNION(x * inv, y * inv, z * inv, w * inv); +} + +inline D3DXQUATERNION operator * (FLOAT f, CONST D3DXQUATERNION& quat) +{ + return D3DXQUATERNION(f * quat.x, f * quat.y, f * quat.z, f * quat.w); +} + +inline BOOL D3DXQUATERNION::operator == (CONST D3DXQUATERNION& quat) const +{ + return x == quat.x && y == quat.y && z == quat.z && w == quat.w; +} + +inline BOOL D3DXQUATERNION::operator != (CONST D3DXQUATERNION& quat) const +{ + return x != quat.x || y != quat.y || z != quat.z || w != quat.w; +} + +inline D3DXPLANE::D3DXPLANE() +{ +} + +inline D3DXPLANE::D3DXPLANE(CONST FLOAT *pf) +{ + if(!pf) return; + a = pf[0]; + b = pf[1]; + c = pf[2]; + d = pf[3]; +} + +inline D3DXPLANE::D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd) +{ + a = fa; + b = fb; + c = fc; + d = fd; +} + +inline D3DXPLANE::operator FLOAT* () +{ + return (FLOAT*)&a; +} + +inline D3DXPLANE::operator CONST FLOAT* () const +{ + return (CONST FLOAT*)&a; +} + +inline D3DXPLANE D3DXPLANE::operator + () const +{ + return *this; +} + +inline D3DXPLANE D3DXPLANE::operator - () const +{ + return D3DXPLANE(-a, -b, -c, -d); +} + +inline BOOL D3DXPLANE::operator == (CONST D3DXPLANE& pl) const +{ + return a == pl.a && b == pl.b && c == pl.c && d == pl.d; +} + +inline BOOL D3DXPLANE::operator != (CONST D3DXPLANE& pl) const +{ + return a != pl.a || b != pl.b || c != pl.c || d != pl.d; +} + +inline D3DXCOLOR::D3DXCOLOR() +{ +} + +inline D3DXCOLOR::D3DXCOLOR(DWORD col) +{ + CONST FLOAT f = 1.0f / 255.0f; + r = f * (FLOAT)(unsigned char)(col >> 16); + g = f * (FLOAT)(unsigned char)(col >> 8); + b = f * (FLOAT)(unsigned char)col; + a = f * (FLOAT)(unsigned char)(col >> 24); +} + +inline D3DXCOLOR::D3DXCOLOR(CONST FLOAT *pf) +{ + if(!pf) return; + r = pf[0]; + g = pf[1]; + b = pf[2]; + a = pf[3]; +} + +inline D3DXCOLOR::D3DXCOLOR(CONST D3DCOLORVALUE& col) +{ + r = col.r; + g = col.g; + b = col.b; + a = col.a; +} + +inline D3DXCOLOR::D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa) +{ + r = fr; + g = fg; + b = fb; + a = fa; +} + +inline D3DXCOLOR::operator DWORD () const +{ + DWORD _r = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD)(r * 255.0f + 0.5f); + DWORD _g = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD)(g * 255.0f + 0.5f); + DWORD _b = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD)(b * 255.0f + 0.5f); + DWORD _a = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD)(a * 255.0f + 0.5f); + + return (_a << 24) | (_r << 16) | (_g << 8) | _b; +} + +inline D3DXCOLOR::operator FLOAT * () +{ + return (FLOAT*)&r; +} + +inline D3DXCOLOR::operator CONST FLOAT * () const +{ + return (CONST FLOAT*)&r; +} + +inline D3DXCOLOR::operator D3DCOLORVALUE * () +{ + return (D3DCOLORVALUE*)&r; +} + +inline D3DXCOLOR::operator CONST D3DCOLORVALUE * () const +{ + return (CONST D3DCOLORVALUE*)&r; +} + +inline D3DXCOLOR::operator D3DCOLORVALUE& () +{ + return *((D3DCOLORVALUE*)&r); +} + +inline D3DXCOLOR::operator CONST D3DCOLORVALUE& () const +{ + return *((CONST D3DCOLORVALUE*)&r); +} + +inline D3DXCOLOR& D3DXCOLOR::operator += (CONST D3DXCOLOR& col) +{ + r += col.r; + g += col.g; + b += col.b; + a += col.a; + return *this; +} + +inline D3DXCOLOR& D3DXCOLOR::operator -= (CONST D3DXCOLOR& col) +{ + r -= col.r; + g -= col.g; + b -= col.b; + a -= col.a; + return *this; +} + +inline D3DXCOLOR& D3DXCOLOR::operator *= (FLOAT f) +{ + r *= f; + g *= f; + b *= f; + a *= f; + return *this; +} + +inline D3DXCOLOR& D3DXCOLOR::operator /= (FLOAT f) +{ + FLOAT inv = 1.0f / f; + r *= inv; + g *= inv; + b *= inv; + a *= inv; + return *this; +} + +inline D3DXCOLOR D3DXCOLOR::operator + () const +{ + return *this; +} + +inline D3DXCOLOR D3DXCOLOR::operator - () const +{ + return D3DXCOLOR(-r, -g, -b, -a); +} + +inline D3DXCOLOR D3DXCOLOR::operator + (CONST D3DXCOLOR& col) const +{ + return D3DXCOLOR(r + col.r, g + col.g, b + col.b, a + col.a); +} + +inline D3DXCOLOR D3DXCOLOR::operator - (CONST D3DXCOLOR& col) const +{ + return D3DXCOLOR(r - col.r, g - col.g, b - col.b, a - col.a); +} + +inline D3DXCOLOR D3DXCOLOR::operator * (FLOAT f) const +{ + return D3DXCOLOR(r * f, g * f, b * f, a * f); +} + +inline D3DXCOLOR D3DXCOLOR::operator / (FLOAT f) const +{ + FLOAT inv = 1.0f / f; + return D3DXCOLOR(r * inv, g * inv, b * inv, a * inv); +} + +inline D3DXCOLOR operator * (FLOAT f, CONST D3DXCOLOR& col) +{ + return D3DXCOLOR(f * col.r, f * col.g, f * col.b, f * col.a); +} + +inline BOOL D3DXCOLOR::operator == (CONST D3DXCOLOR& col) const +{ + return r == col.r && g == col.g && b == col.b && a == col.a; +} + +inline BOOL D3DXCOLOR::operator != (CONST D3DXCOLOR& col) const +{ + return r != col.r || g != col.g || b != col.b || a != col.a; +} + +#endif /* __cplusplus */ + +/*_______________D3DXCOLOR_____________________*/ + +static inline D3DXCOLOR* D3DXColorAdd(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2) +{ + if ( !pout || !pc1 || !pc2 ) return NULL; + pout->r = (pc1->r) + (pc2->r); + pout->g = (pc1->g) + (pc2->g); + pout->b = (pc1->b) + (pc2->b); + pout->a = (pc1->a) + (pc2->a); + return pout; +} + +static inline D3DXCOLOR* D3DXColorLerp(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2, FLOAT s) +{ + if ( !pout || !pc1 || !pc2 ) return NULL; + pout->r = (1-s) * (pc1->r) + s *(pc2->r); + pout->g = (1-s) * (pc1->g) + s *(pc2->g); + pout->b = (1-s) * (pc1->b) + s *(pc2->b); + pout->a = (1-s) * (pc1->a) + s *(pc2->a); + return pout; +} + +static inline D3DXCOLOR* D3DXColorModulate(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2) +{ + if ( !pout || !pc1 || !pc2 ) return NULL; + pout->r = (pc1->r) * (pc2->r); + pout->g = (pc1->g) * (pc2->g); + pout->b = (pc1->b) * (pc2->b); + pout->a = (pc1->a) * (pc2->a); + return pout; +} + +static inline D3DXCOLOR* D3DXColorNegative(D3DXCOLOR *pout, CONST D3DXCOLOR *pc) +{ + if ( !pout || !pc ) return NULL; + pout->r = 1.0f - pc->r; + pout->g = 1.0f - pc->g; + pout->b = 1.0f - pc->b; + pout->a = pc->a; + return pout; +} + +static inline D3DXCOLOR* D3DXColorScale(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s) +{ + if ( !pout || !pc ) return NULL; + pout->r = s* (pc->r); + pout->g = s* (pc->g); + pout->b = s* (pc->b); + pout->a = s* (pc->a); + return pout; +} + +static inline D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2) +{ + if ( !pout || !pc1 || !pc2 ) return NULL; + pout->r = (pc1->r) - (pc2->r); + pout->g = (pc1->g) - (pc2->g); + pout->b = (pc1->b) - (pc2->b); + pout->a = (pc1->a) - (pc2->a); + return pout; +} + +/*_______________D3DXVECTOR2________________________*/ + +static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = pv1->x + pv2->x; + pout->y = pv1->y + pv2->y; + return pout; +} + +static inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) +{ + if ( !pv1 || !pv2) return 0.0f; + return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) ); +} + +static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) +{ + if ( !pv1 || !pv2) return 0.0f; + return ( (pv1->x * pv2->x + pv1->y * pv2->y) ); +} + +static inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv) +{ + if (!pv) return 0.0f; + return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) ); +} + +static inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv) +{ + if (!pv) return 0.0f; + return( (pv->x) * (pv->x) + (pv->y) * (pv->y) ); +} + +static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = (1-s) * (pv1->x) + s * (pv2->x); + pout->y = (1-s) * (pv1->y) + s * (pv2->y); + return pout; +} + +static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = max(pv1->x , pv2->x); + pout->y = max(pv1->y , pv2->y); + return pout; +} + +static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = min(pv1->x , pv2->x); + pout->y = min(pv1->y , pv2->y); + return pout; +} + +static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s) +{ + if ( !pout || !pv) return NULL; + pout->x = s * (pv->x); + pout->y = s * (pv->y); + return pout; +} + +static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = pv1->x - pv2->x; + pout->y = pv1->y - pv2->y; + return pout; +} + +/*__________________D3DXVECTOR3_______________________*/ + +static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = pv1->x + pv2->x; + pout->y = pv1->y + pv2->y; + pout->z = pv1->z + pv2->z; + return pout; +} + +static inline D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = (pv1->y) * (pv2->z) - (pv1->z) * (pv2->y); + pout->y = (pv1->z) * (pv2->x) - (pv1->x) * (pv2->z); + pout->z = (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x); + return pout; +} + +static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) +{ + if ( !pv1 || !pv2 ) return 0.0f; + return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z); +} + +static inline FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pv) +{ + if (!pv) return 0.0f; + return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) ); +} + +static inline FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pv) +{ + if (!pv) return 0.0f; + return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z); +} + +static inline D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, FLOAT s) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = (1-s) * (pv1->x) + s * (pv2->x); + pout->y = (1-s) * (pv1->y) + s * (pv2->y); + pout->z = (1-s) * (pv1->z) + s * (pv2->z); + return pout; +} + +static inline D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = max(pv1->x , pv2->x); + pout->y = max(pv1->y , pv2->y); + pout->z = max(pv1->z , pv2->z); + return pout; +} + +static inline D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = min(pv1->x , pv2->x); + pout->y = min(pv1->y , pv2->y); + pout->z = min(pv1->z , pv2->z); + return pout; +} + +static inline D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, FLOAT s) +{ + if ( !pout || !pv) return NULL; + pout->x = s * (pv->x); + pout->y = s * (pv->y); + pout->z = s * (pv->z); + return pout; +} + +static inline D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = pv1->x - pv2->x; + pout->y = pv1->y - pv2->y; + pout->z = pv1->z - pv2->z; + return pout; +} +/*__________________D3DXVECTOR4_______________________*/ + +static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = pv1->x + pv2->x; + pout->y = pv1->y + pv2->y; + pout->z = pv1->z + pv2->z; + pout->w = pv1->w + pv2->w; + return pout; +} + +static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) +{ + if (!pv1 || !pv2 ) return 0.0f; + return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z) + (pv1->w) * (pv2->w); +} + +static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv) +{ + if (!pv) return 0.0f; + return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w) ); +} + +static inline FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pv) +{ + if (!pv) return 0.0f; + return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w); +} + +static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, FLOAT s) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = (1-s) * (pv1->x) + s * (pv2->x); + pout->y = (1-s) * (pv1->y) + s * (pv2->y); + pout->z = (1-s) * (pv1->z) + s * (pv2->z); + pout->w = (1-s) * (pv1->w) + s * (pv2->w); + return pout; +} + + +static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = max(pv1->x , pv2->x); + pout->y = max(pv1->y , pv2->y); + pout->z = max(pv1->z , pv2->z); + pout->w = max(pv1->w , pv2->w); + return pout; +} + +static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = min(pv1->x , pv2->x); + pout->y = min(pv1->y , pv2->y); + pout->z = min(pv1->z , pv2->z); + pout->w = min(pv1->w , pv2->w); + return pout; +} + +static inline D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, FLOAT s) +{ + if ( !pout || !pv) return NULL; + pout->x = s * (pv->x); + pout->y = s * (pv->y); + pout->z = s * (pv->z); + pout->w = s * (pv->w); + return pout; +} + +static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) +{ + if ( !pout || !pv1 || !pv2) return NULL; + pout->x = pv1->x - pv2->x; + pout->y = pv1->y - pv2->y; + pout->z = pv1->z - pv2->z; + pout->w = pv1->w - pv2->w; + return pout; +} + +/*__________________D3DXMatrix____________________*/ +#ifdef NONAMELESSUNION +# define D3DX_U(x) (x).u +#else +# define D3DX_U(x) (x) +#endif + +static inline D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pout) +{ + if ( !pout ) return NULL; + D3DX_U(*pout).m[0][1] = 0.0f; + D3DX_U(*pout).m[0][2] = 0.0f; + D3DX_U(*pout).m[0][3] = 0.0f; + D3DX_U(*pout).m[1][0] = 0.0f; + D3DX_U(*pout).m[1][2] = 0.0f; + D3DX_U(*pout).m[1][3] = 0.0f; + D3DX_U(*pout).m[2][0] = 0.0f; + D3DX_U(*pout).m[2][1] = 0.0f; + D3DX_U(*pout).m[2][3] = 0.0f; + D3DX_U(*pout).m[3][0] = 0.0f; + D3DX_U(*pout).m[3][1] = 0.0f; + D3DX_U(*pout).m[3][2] = 0.0f; + D3DX_U(*pout).m[0][0] = 1.0f; + D3DX_U(*pout).m[1][1] = 1.0f; + D3DX_U(*pout).m[2][2] = 1.0f; + D3DX_U(*pout).m[3][3] = 1.0f; + return pout; +} + +static inline BOOL D3DXMatrixIsIdentity(D3DXMATRIX *pm) +{ + int i,j; + D3DXMATRIX testmatrix; + + if ( !pm ) return FALSE; + D3DXMatrixIdentity(&testmatrix); + for (i=0; i<4; i++) + { + for (j=0; j<4; j++) + { + if ( D3DX_U(*pm).m[i][j] != D3DX_U(testmatrix).m[i][j] ) return FALSE; + } + } + return TRUE; +} +#undef D3DX_U + +/*__________________D3DXPLANE____________________*/ + +static inline FLOAT D3DXPlaneDot(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv) +{ + if ( !pp || !pv ) return 0.0f; + return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) * (pv->w) ); +} + +static inline FLOAT D3DXPlaneDotCoord(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv) +{ + if ( !pp || !pv ) return 0.0f; + return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) ); +} + +static inline FLOAT D3DXPlaneDotNormal(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv) +{ + if ( !pp || !pv ) return 0.0f; + return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) ); +} + +/*__________________D3DXQUATERNION____________________*/ + +static inline D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) +{ + if ( !pout || !pq) return NULL; + pout->x = -pq->x; + pout->y = -pq->y; + pout->z = -pq->z; + pout->w = pq->w; + return pout; +} + +static inline FLOAT D3DXQuaternionDot(CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2) +{ + if ( !pq1 || !pq2 ) return 0.0f; + return (pq1->x) * (pq2->x) + (pq1->y) * (pq2->y) + (pq1->z) * (pq2->z) + (pq1->w) * (pq2->w); +} + +static inline D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pout) +{ + if ( !pout) return NULL; + pout->x = 0.0f; + pout->y = 0.0f; + pout->z = 0.0f; + pout->w = 1.0f; + return pout; +} + +static inline BOOL D3DXQuaternionIsIdentity(D3DXQUATERNION *pq) +{ + if ( !pq) return FALSE; + return ( (pq->x == 0.0f) && (pq->y == 0.0f) && (pq->z == 0.0f) && (pq->w == 1.0f) ); +} + +static inline FLOAT D3DXQuaternionLength(CONST D3DXQUATERNION *pq) +{ + if (!pq) return 0.0f; + return sqrt( (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w) ); +} + +static inline FLOAT D3DXQuaternionLengthSq(CONST D3DXQUATERNION *pq) +{ + if (!pq) return 0.0f; + return (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w); +} + +#endif