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Diffstat (limited to 'sdk/dx8sdk/Include/d3dvec.inl')
-rw-r--r-- | sdk/dx8sdk/Include/d3dvec.inl | 255 |
1 files changed, 0 insertions, 255 deletions
diff --git a/sdk/dx8sdk/Include/d3dvec.inl b/sdk/dx8sdk/Include/d3dvec.inl deleted file mode 100644 index ff7fdfea..00000000 --- a/sdk/dx8sdk/Include/d3dvec.inl +++ /dev/null @@ -1,255 +0,0 @@ - -/****************************************************************** - * * - * D3DVec.inl * - * * - * Float-valued 3D vector class for Direct3D. * - * * - * Copyright (c) Microsoft Corp. All rights reserved. * - * * - ******************************************************************/ - -#include <math.h> - -// ===================================== -// Constructors -// ===================================== - -inline -_D3DVECTOR::_D3DVECTOR(D3DVALUE f) -{ - x = y = z = f; -} - -inline -_D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z) -{ - x = _x; y = _y; z = _z; -} - -inline -_D3DVECTOR::_D3DVECTOR(const D3DVALUE f[3]) -{ - x = f[0]; y = f[1]; z = f[2]; -} - -// ===================================== -// Access grants -// ===================================== - -inline const D3DVALUE& -_D3DVECTOR::operator[](int i) const -{ - return (&x)[i]; -} - -inline D3DVALUE& -_D3DVECTOR::operator[](int i) -{ - return (&x)[i]; -} - - -// ===================================== -// Assignment operators -// ===================================== - -inline _D3DVECTOR& -_D3DVECTOR::operator += (const _D3DVECTOR& v) -{ - x += v.x; y += v.y; z += v.z; - return *this; -} - -inline _D3DVECTOR& -_D3DVECTOR::operator -= (const _D3DVECTOR& v) -{ - x -= v.x; y -= v.y; z -= v.z; - return *this; -} - -inline _D3DVECTOR& -_D3DVECTOR::operator *= (const _D3DVECTOR& v) -{ - x *= v.x; y *= v.y; z *= v.z; - return *this; -} - -inline _D3DVECTOR& -_D3DVECTOR::operator /= (const _D3DVECTOR& v) -{ - x /= v.x; y /= v.y; z /= v.z; - return *this; -} - -inline _D3DVECTOR& -_D3DVECTOR::operator *= (D3DVALUE s) -{ - x *= s; y *= s; z *= s; - return *this; -} - -inline _D3DVECTOR& -_D3DVECTOR::operator /= (D3DVALUE s) -{ - x /= s; y /= s; z /= s; - return *this; -} - -inline _D3DVECTOR -operator + (const _D3DVECTOR& v) -{ - return v; -} - -inline _D3DVECTOR -operator - (const _D3DVECTOR& v) -{ - return _D3DVECTOR(-v.x, -v.y, -v.z); -} - -inline _D3DVECTOR -operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2) -{ - return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); -} - -inline _D3DVECTOR -operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2) -{ - return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); -} - -inline _D3DVECTOR -operator * (const _D3DVECTOR& v1, const _D3DVECTOR& v2) -{ - return _D3DVECTOR(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z); -} - -inline _D3DVECTOR -operator / (const _D3DVECTOR& v1, const _D3DVECTOR& v2) -{ - return _D3DVECTOR(v1.x/v2.x, v1.y/v2.y, v1.z/v2.z); -} - -inline int -operator < (const _D3DVECTOR& v1, const _D3DVECTOR& v2) -{ - return v1[0] < v2[0] && v1[1] < v2[1] && v1[2] < v2[2]; -} - -inline int -operator <= (const _D3DVECTOR& v1, const _D3DVECTOR& v2) -{ - return v1[0] <= v2[0] && v1[1] <= v2[1] && v1[2] <= v2[2]; -} - -inline _D3DVECTOR -operator * (const _D3DVECTOR& v, D3DVALUE s) -{ - return _D3DVECTOR(s*v.x, s*v.y, s*v.z); -} - -inline _D3DVECTOR -operator * (D3DVALUE s, const _D3DVECTOR& v) -{ - return _D3DVECTOR(s*v.x, s*v.y, s*v.z); -} - -inline _D3DVECTOR -operator / (const _D3DVECTOR& v, D3DVALUE s) -{ - return _D3DVECTOR(v.x/s, v.y/s, v.z/s); -} - -inline int -operator == (const _D3DVECTOR& v1, const _D3DVECTOR& v2) -{ - return v1.x==v2.x && v1.y==v2.y && v1.z == v2.z; -} - -inline D3DVALUE -Magnitude (const _D3DVECTOR& v) -{ - return (D3DVALUE) sqrt(SquareMagnitude(v)); -} - -inline D3DVALUE -SquareMagnitude (const _D3DVECTOR& v) -{ - return v.x*v.x + v.y*v.y + v.z*v.z; -} - -inline _D3DVECTOR -Normalize (const _D3DVECTOR& v) -{ - return v / Magnitude(v); -} - -inline D3DVALUE -Min (const _D3DVECTOR& v) -{ - D3DVALUE ret = v.x; - if (v.y < ret) ret = v.y; - if (v.z < ret) ret = v.z; - return ret; -} - -inline D3DVALUE -Max (const _D3DVECTOR& v) -{ - D3DVALUE ret = v.x; - if (ret < v.y) ret = v.y; - if (ret < v.z) ret = v.z; - return ret; -} - -inline _D3DVECTOR -Minimize (const _D3DVECTOR& v1, const _D3DVECTOR& v2) -{ - return _D3DVECTOR( v1[0] < v2[0] ? v1[0] : v2[0], - v1[1] < v2[1] ? v1[1] : v2[1], - v1[2] < v2[2] ? v1[2] : v2[2]); -} - -inline _D3DVECTOR -Maximize (const _D3DVECTOR& v1, const _D3DVECTOR& v2) -{ - return _D3DVECTOR( v1[0] > v2[0] ? v1[0] : v2[0], - v1[1] > v2[1] ? v1[1] : v2[1], - v1[2] > v2[2] ? v1[2] : v2[2]); -} - -inline D3DVALUE -DotProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2) -{ - return v1.x*v2.x + v1.y * v2.y + v1.z*v2.z; -} - -inline _D3DVECTOR -CrossProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2) -{ - _D3DVECTOR result; - - result[0] = v1[1] * v2[2] - v1[2] * v2[1]; - result[1] = v1[2] * v2[0] - v1[0] * v2[2]; - result[2] = v1[0] * v2[1] - v1[1] * v2[0]; - - return result; -} - -inline _D3DMATRIX -operator* (const _D3DMATRIX& a, const _D3DMATRIX& b) -{ - _D3DMATRIX ret; - for (int i=0; i<4; i++) { - for (int j=0; j<4; j++) { - ret(i, j) = 0.0f; - for (int k=0; k<4; k++) { - ret(i, j) += a(i, k) * b(k, j); - } - } - } - return ret; -} - |