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+//////////////////////////////////////////////////////////////////////////////
+//
+// Copyright (C) Microsoft Corporation. All Rights Reserved.
+//
+// File: d3dxmath.inl
+// Content: D3DX math inline functions
+//
+//////////////////////////////////////////////////////////////////////////////
+
+#ifndef __D3DXMATH_INL__
+#define __D3DXMATH_INL__
+
+
+//===========================================================================
+//
+// Inline Class Methods
+//
+//===========================================================================
+
+#ifdef __cplusplus
+
+//--------------------------
+// 2D Vector
+//--------------------------
+
+D3DXINLINE
+D3DXVECTOR2::D3DXVECTOR2( const float *pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ x = pf[0];
+ y = pf[1];
+}
+
+D3DXINLINE
+D3DXVECTOR2::D3DXVECTOR2( float fx, float fy )
+{
+ x = fx;
+ y = fy;
+}
+
+// casting
+D3DXINLINE
+D3DXVECTOR2::operator float* ()
+{
+ return (float *) &x;
+}
+
+D3DXINLINE
+D3DXVECTOR2::operator const float* () const
+{
+ return (const float *) &x;
+}
+
+// assignment operators
+D3DXINLINE D3DXVECTOR2&
+D3DXVECTOR2::operator += ( const D3DXVECTOR2& v )
+{
+ x += v.x;
+ y += v.y;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR2&
+D3DXVECTOR2::operator -= ( const D3DXVECTOR2& v )
+{
+ x -= v.x;
+ y -= v.y;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR2&
+D3DXVECTOR2::operator *= ( float f )
+{
+ x *= f;
+ y *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR2&
+D3DXVECTOR2::operator /= ( float f )
+{
+ float fInv = 1.0f / f;
+ x *= fInv;
+ y *= fInv;
+ return *this;
+}
+
+// unary operators
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator - () const
+{
+ return D3DXVECTOR2(-x, -y);
+}
+
+// binary operators
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator + ( const D3DXVECTOR2& v ) const
+{
+ return D3DXVECTOR2(x + v.x, y + v.y);
+}
+
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator - ( const D3DXVECTOR2& v ) const
+{
+ return D3DXVECTOR2(x - v.x, y - v.y);
+}
+
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator * ( float f ) const
+{
+ return D3DXVECTOR2(x * f, y * f);
+}
+
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator / ( float f ) const
+{
+ float fInv = 1.0f / f;
+ return D3DXVECTOR2(x * fInv, y * fInv);
+}
+
+
+D3DXINLINE D3DXVECTOR2
+operator * ( float f, const D3DXVECTOR2& v )
+{
+ return D3DXVECTOR2(f * v.x, f * v.y);
+}
+
+D3DXINLINE BOOL
+D3DXVECTOR2::operator == ( const D3DXVECTOR2& v ) const
+{
+ return x == v.x && y == v.y;
+}
+
+D3DXINLINE BOOL
+D3DXVECTOR2::operator != ( const D3DXVECTOR2& v ) const
+{
+ return x != v.x || y != v.y;
+}
+
+
+
+
+//--------------------------
+// 3D Vector
+//--------------------------
+D3DXINLINE
+D3DXVECTOR3::D3DXVECTOR3( const float *pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ x = pf[0];
+ y = pf[1];
+ z = pf[2];
+}
+
+D3DXINLINE
+D3DXVECTOR3::D3DXVECTOR3( const D3DVECTOR& v )
+{
+ x = v.x;
+ y = v.y;
+ z = v.z;
+}
+
+D3DXINLINE
+D3DXVECTOR3::D3DXVECTOR3( float fx, float fy, float fz )
+{
+ x = fx;
+ y = fy;
+ z = fz;
+}
+
+
+// casting
+D3DXINLINE
+D3DXVECTOR3::operator float* ()
+{
+ return (float *) &x;
+}
+
+D3DXINLINE
+D3DXVECTOR3::operator const float* () const
+{
+ return (const float *) &x;
+}
+
+
+D3DXINLINE
+D3DXVECTOR3::operator D3DVECTOR* ()
+{
+ return (D3DVECTOR *) &x;
+}
+
+D3DXINLINE
+D3DXVECTOR3::operator const D3DVECTOR* () const
+{
+ return (const D3DVECTOR *) &x;
+}
+
+
+D3DXINLINE
+D3DXVECTOR3::operator D3DVECTOR& ()
+{
+ return *((D3DVECTOR *) &x);
+}
+
+D3DXINLINE
+D3DXVECTOR3::operator const D3DVECTOR& () const
+{
+ return *((const D3DVECTOR *) &x);
+}
+
+
+// assignment operators
+D3DXINLINE D3DXVECTOR3&
+D3DXVECTOR3::operator += ( const D3DXVECTOR3& v )
+{
+ x += v.x;
+ y += v.y;
+ z += v.z;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR3&
+D3DXVECTOR3::operator -= ( const D3DXVECTOR3& v )
+{
+ x -= v.x;
+ y -= v.y;
+ z -= v.z;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR3&
+D3DXVECTOR3::operator *= ( float f )
+{
+ x *= f;
+ y *= f;
+ z *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR3&
+D3DXVECTOR3::operator /= ( float f )
+{
+ float fInv = 1.0f / f;
+ x *= fInv;
+ y *= fInv;
+ z *= fInv;
+ return *this;
+}
+
+
+// unary operators
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator - () const
+{
+ return D3DXVECTOR3(-x, -y, -z);
+}
+
+
+// binary operators
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator + ( const D3DXVECTOR3& v ) const
+{
+ return D3DXVECTOR3(x + v.x, y + v.y, z + v.z);
+}
+
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator - ( const D3DXVECTOR3& v ) const
+{
+ return D3DXVECTOR3(x - v.x, y - v.y, z - v.z);
+}
+
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator * ( float f ) const
+{
+ return D3DXVECTOR3(x * f, y * f, z * f);
+}
+
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator / ( float f ) const
+{
+ float fInv = 1.0f / f;
+ return D3DXVECTOR3(x * fInv, y * fInv, z * fInv);
+}
+
+
+D3DXINLINE D3DXVECTOR3
+operator * ( float f, const struct D3DXVECTOR3& v )
+{
+ return D3DXVECTOR3(f * v.x, f * v.y, f * v.z);
+}
+
+
+D3DXINLINE BOOL
+D3DXVECTOR3::operator == ( const D3DXVECTOR3& v ) const
+{
+ return x == v.x && y == v.y && z == v.z;
+}
+
+D3DXINLINE BOOL
+D3DXVECTOR3::operator != ( const D3DXVECTOR3& v ) const
+{
+ return x != v.x || y != v.y || z != v.z;
+}
+
+
+
+//--------------------------
+// 4D Vector
+//--------------------------
+D3DXINLINE
+D3DXVECTOR4::D3DXVECTOR4( const float *pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ x = pf[0];
+ y = pf[1];
+ z = pf[2];
+ w = pf[3];
+}
+
+D3DXINLINE
+D3DXVECTOR4::D3DXVECTOR4( float fx, float fy, float fz, float fw )
+{
+ x = fx;
+ y = fy;
+ z = fz;
+ w = fw;
+}
+
+
+// casting
+D3DXINLINE
+D3DXVECTOR4::operator float* ()
+{
+ return (float *) &x;
+}
+
+D3DXINLINE
+D3DXVECTOR4::operator const float* () const
+{
+ return (const float *) &x;
+}
+
+
+// assignment operators
+D3DXINLINE D3DXVECTOR4&
+D3DXVECTOR4::operator += ( const D3DXVECTOR4& v )
+{
+ x += v.x;
+ y += v.y;
+ z += v.z;
+ w += v.w;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR4&
+D3DXVECTOR4::operator -= ( const D3DXVECTOR4& v )
+{
+ x -= v.x;
+ y -= v.y;
+ z -= v.z;
+ w -= v.w;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR4&
+D3DXVECTOR4::operator *= ( float f )
+{
+ x *= f;
+ y *= f;
+ z *= f;
+ w *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR4&
+D3DXVECTOR4::operator /= ( float f )
+{
+ float fInv = 1.0f / f;
+ x *= fInv;
+ y *= fInv;
+ z *= fInv;
+ w *= fInv;
+ return *this;
+}
+
+
+// unary operators
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator - () const
+{
+ return D3DXVECTOR4(-x, -y, -z, -w);
+}
+
+
+// binary operators
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator + ( const D3DXVECTOR4& v ) const
+{
+ return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);
+}
+
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator - ( const D3DXVECTOR4& v ) const
+{
+ return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);
+}
+
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator * ( float f ) const
+{
+ return D3DXVECTOR4(x * f, y * f, z * f, w * f);
+}
+
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator / ( float f ) const
+{
+ float fInv = 1.0f / f;
+ return D3DXVECTOR4(x * fInv, y * fInv, z * fInv, w * fInv);
+}
+
+
+D3DXINLINE D3DXVECTOR4
+operator * ( float f, const D3DXVECTOR4& v )
+{
+ return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);
+}
+
+
+D3DXINLINE BOOL
+D3DXVECTOR4::operator == ( const D3DXVECTOR4& v ) const
+{
+ return x == v.x && y == v.y && z == v.z && w == v.w;
+}
+
+D3DXINLINE BOOL
+D3DXVECTOR4::operator != ( const D3DXVECTOR4& v ) const
+{
+ return x != v.x || y != v.y || z != v.z || w != v.w;
+}
+
+
+//--------------------------
+// Matrix
+//--------------------------
+D3DXINLINE
+D3DXMATRIX::D3DXMATRIX( const float* pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ memcpy(&m00, pf, sizeof(D3DXMATRIX));
+}
+
+D3DXINLINE
+D3DXMATRIX::D3DXMATRIX( const D3DMATRIX& mat )
+{
+ memcpy(&m00, &mat, sizeof(D3DXMATRIX));
+}
+
+D3DXINLINE
+D3DXMATRIX::D3DXMATRIX( float f00, float f01, float f02, float f03,
+ float f10, float f11, float f12, float f13,
+ float f20, float f21, float f22, float f23,
+ float f30, float f31, float f32, float f33 )
+{
+ m00 = f00; m01 = f01; m02 = f02; m03 = f03;
+ m10 = f10; m11 = f11; m12 = f12; m13 = f13;
+ m20 = f20; m21 = f21; m22 = f22; m23 = f23;
+ m30 = f30; m31 = f31; m32 = f32; m33 = f33;
+}
+
+
+
+// access grants
+D3DXINLINE float&
+D3DXMATRIX::operator () ( UINT iRow, UINT iCol )
+{
+ return m[iRow][iCol];
+}
+
+D3DXINLINE float
+D3DXMATRIX::operator () ( UINT iRow, UINT iCol ) const
+{
+ return m[iRow][iCol];
+}
+
+
+// casting operators
+D3DXINLINE
+D3DXMATRIX::operator float* ()
+{
+ return (float *) &m00;
+}
+
+D3DXINLINE
+D3DXMATRIX::operator const float* () const
+{
+ return (const float *) &m00;
+}
+
+
+D3DXINLINE
+D3DXMATRIX::operator D3DMATRIX* ()
+{
+ return (D3DMATRIX *) &m00;
+}
+
+D3DXINLINE
+D3DXMATRIX::operator const D3DMATRIX* () const
+{
+ return (const D3DMATRIX *) &m00;
+}
+
+
+D3DXINLINE
+D3DXMATRIX::operator D3DMATRIX& ()
+{
+ return *((D3DMATRIX *) &m00);
+}
+
+D3DXINLINE
+D3DXMATRIX::operator const D3DMATRIX& () const
+{
+ return *((const D3DMATRIX *) &m00);
+}
+
+
+// assignment operators
+D3DXINLINE D3DXMATRIX&
+D3DXMATRIX::operator *= ( const D3DXMATRIX& mat )
+{
+ D3DXMatrixMultiply(this, this, &mat);
+ return *this;
+}
+
+D3DXINLINE D3DXMATRIX&
+D3DXMATRIX::operator += ( const D3DXMATRIX& mat )
+{
+ m00 += mat.m00; m01 += mat.m01; m02 += mat.m02; m03 += mat.m03;
+ m10 += mat.m10; m11 += mat.m11; m12 += mat.m12; m13 += mat.m13;
+ m20 += mat.m20; m21 += mat.m21; m22 += mat.m22; m23 += mat.m23;
+ m30 += mat.m30; m31 += mat.m31; m32 += mat.m32; m33 += mat.m33;
+ return *this;
+}
+
+D3DXINLINE D3DXMATRIX&
+D3DXMATRIX::operator -= ( const D3DXMATRIX& mat )
+{
+ m00 -= mat.m00; m01 -= mat.m01; m02 -= mat.m02; m03 -= mat.m03;
+ m10 -= mat.m10; m11 -= mat.m11; m12 -= mat.m12; m13 -= mat.m13;
+ m20 -= mat.m20; m21 -= mat.m21; m22 -= mat.m22; m23 -= mat.m23;
+ m30 -= mat.m30; m31 -= mat.m31; m32 -= mat.m32; m33 -= mat.m33;
+ return *this;
+}
+
+D3DXINLINE D3DXMATRIX&
+D3DXMATRIX::operator *= ( float f )
+{
+ m00 *= f; m01 *= f; m02 *= f; m03 *= f;
+ m10 *= f; m11 *= f; m12 *= f; m13 *= f;
+ m20 *= f; m21 *= f; m22 *= f; m23 *= f;
+ m30 *= f; m31 *= f; m32 *= f; m33 *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXMATRIX&
+D3DXMATRIX::operator /= ( float f )
+{
+ float fInv = 1.0f / f;
+ m00 *= fInv; m01 *= fInv; m02 *= fInv; m03 *= fInv;
+ m10 *= fInv; m11 *= fInv; m12 *= fInv; m13 *= fInv;
+ m20 *= fInv; m21 *= fInv; m22 *= fInv; m23 *= fInv;
+ m30 *= fInv; m31 *= fInv; m32 *= fInv; m33 *= fInv;
+ return *this;
+}
+
+
+// unary operators
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator - () const
+{
+ return D3DXMATRIX(-m00, -m01, -m02, -m03,
+ -m10, -m11, -m12, -m13,
+ -m20, -m21, -m22, -m23,
+ -m30, -m31, -m32, -m33);
+}
+
+
+// binary operators
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator * ( const D3DXMATRIX& mat ) const
+{
+ D3DXMATRIX matT;
+ D3DXMatrixMultiply(&matT, this, &mat);
+ return matT;
+}
+
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator + ( const D3DXMATRIX& mat ) const
+{
+ return D3DXMATRIX(m00 + mat.m00, m01 + mat.m01, m02 + mat.m02, m03 + mat.m03,
+ m10 + mat.m10, m11 + mat.m11, m12 + mat.m12, m13 + mat.m13,
+ m20 + mat.m20, m21 + mat.m21, m22 + mat.m22, m23 + mat.m23,
+ m30 + mat.m30, m31 + mat.m31, m32 + mat.m32, m33 + mat.m33);
+}
+
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator - ( const D3DXMATRIX& mat ) const
+{
+ return D3DXMATRIX(m00 - mat.m00, m01 - mat.m01, m02 - mat.m02, m03 - mat.m03,
+ m10 - mat.m10, m11 - mat.m11, m12 - mat.m12, m13 - mat.m13,
+ m20 - mat.m20, m21 - mat.m21, m22 - mat.m22, m23 - mat.m23,
+ m30 - mat.m30, m31 - mat.m31, m32 - mat.m32, m33 - mat.m33);
+}
+
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator * ( float f ) const
+{
+ return D3DXMATRIX(m00 * f, m01 * f, m02 * f, m03 * f,
+ m10 * f, m11 * f, m12 * f, m13 * f,
+ m20 * f, m21 * f, m22 * f, m23 * f,
+ m30 * f, m31 * f, m32 * f, m33 * f);
+}
+
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator / ( float f ) const
+{
+ float fInv = 1.0f / f;
+ return D3DXMATRIX(m00 * fInv, m01 * fInv, m02 * fInv, m03 * fInv,
+ m10 * fInv, m11 * fInv, m12 * fInv, m13 * fInv,
+ m20 * fInv, m21 * fInv, m22 * fInv, m23 * fInv,
+ m30 * fInv, m31 * fInv, m32 * fInv, m33 * fInv);
+}
+
+
+D3DXINLINE D3DXMATRIX
+operator * ( float f, const D3DXMATRIX& mat )
+{
+ return D3DXMATRIX(f * mat.m00, f * mat.m01, f * mat.m02, f * mat.m03,
+ f * mat.m10, f * mat.m11, f * mat.m12, f * mat.m13,
+ f * mat.m20, f * mat.m21, f * mat.m22, f * mat.m23,
+ f * mat.m30, f * mat.m31, f * mat.m32, f * mat.m33);
+}
+
+
+D3DXINLINE BOOL
+D3DXMATRIX::operator == ( const D3DXMATRIX& mat ) const
+{
+ return 0 == memcmp(this, &mat, sizeof(D3DXMATRIX));
+}
+
+D3DXINLINE BOOL
+D3DXMATRIX::operator != ( const D3DXMATRIX& mat ) const
+{
+ return 0 != memcmp(this, &mat, sizeof(D3DXMATRIX));
+}
+
+
+
+//--------------------------
+// Quaternion
+//--------------------------
+
+D3DXINLINE
+D3DXQUATERNION::D3DXQUATERNION( const float* pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ x = pf[0];
+ y = pf[1];
+ z = pf[2];
+ w = pf[3];
+}
+
+D3DXINLINE
+D3DXQUATERNION::D3DXQUATERNION( float fx, float fy, float fz, float fw )
+{
+ x = fx;
+ y = fy;
+ z = fz;
+ w = fw;
+}
+
+
+// casting
+D3DXINLINE
+D3DXQUATERNION::operator float* ()
+{
+ return (float *) &x;
+}
+
+D3DXINLINE
+D3DXQUATERNION::operator const float* () const
+{
+ return (const float *) &x;
+}
+
+
+// assignment operators
+D3DXINLINE D3DXQUATERNION&
+D3DXQUATERNION::operator += ( const D3DXQUATERNION& q )
+{
+ x += q.x;
+ y += q.y;
+ z += q.z;
+ w += q.w;
+ return *this;
+}
+
+D3DXINLINE D3DXQUATERNION&
+D3DXQUATERNION::operator -= ( const D3DXQUATERNION& q )
+{
+ x -= q.x;
+ y -= q.y;
+ z -= q.z;
+ w -= q.w;
+ return *this;
+}
+
+D3DXINLINE D3DXQUATERNION&
+D3DXQUATERNION::operator *= ( const D3DXQUATERNION& q )
+{
+ D3DXQuaternionMultiply(this, this, &q);
+ return *this;
+}
+
+D3DXINLINE D3DXQUATERNION&
+D3DXQUATERNION::operator *= ( float f )
+{
+ x *= f;
+ y *= f;
+ z *= f;
+ w *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXQUATERNION&
+D3DXQUATERNION::operator /= ( float f )
+{
+ float fInv = 1.0f / f;
+ x *= fInv;
+ y *= fInv;
+ z *= fInv;
+ w *= fInv;
+ return *this;
+}
+
+
+// unary operators
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator - () const
+{
+ return D3DXQUATERNION(-x, -y, -z, -w);
+}
+
+
+// binary operators
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator + ( const D3DXQUATERNION& q ) const
+{
+ return D3DXQUATERNION(x + q.x, y + q.y, z + q.z, w + q.w);
+}
+
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator - ( const D3DXQUATERNION& q ) const
+{
+ return D3DXQUATERNION(x - q.x, y - q.y, z - q.z, w - q.w);
+}
+
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator * ( const D3DXQUATERNION& q ) const
+{
+ D3DXQUATERNION qT;
+ D3DXQuaternionMultiply(&qT, this, &q);
+ return qT;
+}
+
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator * ( float f ) const
+{
+ return D3DXQUATERNION(x * f, y * f, z * f, w * f);
+}
+
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator / ( float f ) const
+{
+ float fInv = 1.0f / f;
+ return D3DXQUATERNION(x * fInv, y * fInv, z * fInv, w * fInv);
+}
+
+
+D3DXINLINE D3DXQUATERNION
+operator * (float f, const D3DXQUATERNION& q )
+{
+ return D3DXQUATERNION(f * q.x, f * q.y, f * q.z, f * q.w);
+}
+
+
+D3DXINLINE BOOL
+D3DXQUATERNION::operator == ( const D3DXQUATERNION& q ) const
+{
+ return x == q.x && y == q.y && z == q.z && w == q.w;
+}
+
+D3DXINLINE BOOL
+D3DXQUATERNION::operator != ( const D3DXQUATERNION& q ) const
+{
+ return x != q.x || y != q.y || z != q.z || w != q.w;
+}
+
+
+
+//--------------------------
+// Plane
+//--------------------------
+
+D3DXINLINE
+D3DXPLANE::D3DXPLANE( const float* pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ a = pf[0];
+ b = pf[1];
+ c = pf[2];
+ d = pf[3];
+}
+
+D3DXINLINE
+D3DXPLANE::D3DXPLANE( float fa, float fb, float fc, float fd )
+{
+ a = fa;
+ b = fb;
+ c = fc;
+ d = fd;
+}
+
+
+// casting
+D3DXINLINE
+D3DXPLANE::operator float* ()
+{
+ return (float *) &a;
+}
+
+D3DXINLINE
+D3DXPLANE::operator const float* () const
+{
+ return (const float *) &a;
+}
+
+
+// unary operators
+D3DXINLINE D3DXPLANE
+D3DXPLANE::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXPLANE
+D3DXPLANE::operator - () const
+{
+ return D3DXPLANE(-a, -b, -c, -d);
+}
+
+
+// binary operators
+D3DXINLINE BOOL
+D3DXPLANE::operator == ( const D3DXPLANE& p ) const
+{
+ return a == p.a && b == p.b && c == p.c && d == p.d;
+}
+
+D3DXINLINE BOOL
+D3DXPLANE::operator != ( const D3DXPLANE& p ) const
+{
+ return a != p.a || b != p.b || c != p.c || d != p.d;
+}
+
+
+
+
+//--------------------------
+// Color
+//--------------------------
+
+D3DXINLINE
+D3DXCOLOR::D3DXCOLOR( DWORD dw )
+{
+ const float f = 1.0f / 255.0f;
+ r = f * (float) (unsigned char) (dw >> 16);
+ g = f * (float) (unsigned char) (dw >> 8);
+ b = f * (float) (unsigned char) (dw >> 0);
+ a = f * (float) (unsigned char) (dw >> 24);
+}
+
+D3DXINLINE
+D3DXCOLOR::D3DXCOLOR( const float* pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ r = pf[0];
+ g = pf[1];
+ b = pf[2];
+ a = pf[3];
+}
+
+D3DXINLINE
+D3DXCOLOR::D3DXCOLOR( const D3DCOLORVALUE& c )
+{
+ r = c.r;
+ g = c.g;
+ b = c.b;
+ a = c.a;
+}
+
+D3DXINLINE
+D3DXCOLOR::D3DXCOLOR( float fr, float fg, float fb, float fa )
+{
+ r = fr;
+ g = fg;
+ b = fb;
+ a = fa;
+}
+
+
+// casting
+D3DXINLINE
+D3DXCOLOR::operator DWORD () const
+{
+ DWORD dwR = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD) (r * 255.0f + 0.5f);
+ DWORD dwG = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD) (g * 255.0f + 0.5f);
+ DWORD dwB = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD) (b * 255.0f + 0.5f);
+ DWORD dwA = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD) (a * 255.0f + 0.5f);
+
+ return (dwA << 24) | (dwR << 16) | (dwG << 8) | dwB;
+}
+
+
+D3DXINLINE
+D3DXCOLOR::operator float * ()
+{
+ return (float *) &r;
+}
+
+D3DXINLINE
+D3DXCOLOR::operator const float * () const
+{
+ return (const float *) &r;
+}
+
+
+D3DXINLINE
+D3DXCOLOR::operator D3DCOLORVALUE * ()
+{
+ return (D3DCOLORVALUE *) &r;
+}
+
+D3DXINLINE
+D3DXCOLOR::operator const D3DCOLORVALUE * () const
+{
+ return (const D3DCOLORVALUE *) &r;
+}
+
+
+D3DXINLINE
+D3DXCOLOR::operator D3DCOLORVALUE& ()
+{
+ return *((D3DCOLORVALUE *) &r);
+}
+
+D3DXINLINE
+D3DXCOLOR::operator const D3DCOLORVALUE& () const
+{
+ return *((const D3DCOLORVALUE *) &r);
+}
+
+
+// assignment operators
+D3DXINLINE D3DXCOLOR&
+D3DXCOLOR::operator += ( const D3DXCOLOR& c )
+{
+ r += c.r;
+ g += c.g;
+ b += c.b;
+ a += c.a;
+ return *this;
+}
+
+D3DXINLINE D3DXCOLOR&
+D3DXCOLOR::operator -= ( const D3DXCOLOR& c )
+{
+ r -= c.r;
+ g -= c.g;
+ b -= c.b;
+ a -= c.a;
+ return *this;
+}
+
+D3DXINLINE D3DXCOLOR&
+D3DXCOLOR::operator *= ( float f )
+{
+ r *= f;
+ g *= f;
+ b *= f;
+ a *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXCOLOR&
+D3DXCOLOR::operator /= ( float f )
+{
+ float fInv = 1.0f / f;
+ r *= fInv;
+ g *= fInv;
+ b *= fInv;
+ a *= fInv;
+ return *this;
+}
+
+
+// unary operators
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator - () const
+{
+ return D3DXCOLOR(-r, -g, -b, -a);
+}
+
+
+// binary operators
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator + ( const D3DXCOLOR& c ) const
+{
+ return D3DXCOLOR(r + c.r, g + c.g, b + c.b, a + c.a);
+}
+
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator - ( const D3DXCOLOR& c ) const
+{
+ return D3DXCOLOR(r - c.r, g - c.g, b - c.b, a - c.a);
+}
+
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator * ( float f ) const
+{
+ return D3DXCOLOR(r * f, g * f, b * f, a * f);
+}
+
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator / ( float f ) const
+{
+ float fInv = 1.0f / f;
+ return D3DXCOLOR(r * fInv, g * fInv, b * fInv, a * fInv);
+}
+
+
+D3DXINLINE D3DXCOLOR
+operator * (float f, const D3DXCOLOR& c )
+{
+ return D3DXCOLOR(f * c.r, f * c.g, f * c.b, f * c.a);
+}
+
+
+D3DXINLINE BOOL
+D3DXCOLOR::operator == ( const D3DXCOLOR& c ) const
+{
+ return r == c.r && g == c.g && b == c.b && a == c.a;
+}
+
+D3DXINLINE BOOL
+D3DXCOLOR::operator != ( const D3DXCOLOR& c ) const
+{
+ return r != c.r || g != c.g || b != c.b || a != c.a;
+}
+
+
+#endif //__cplusplus
+
+
+
+//===========================================================================
+//
+// Inline functions
+//
+//===========================================================================
+
+
+//--------------------------
+// 2D Vector
+//--------------------------
+
+D3DXINLINE float D3DXVec2Length
+ ( const D3DXVECTOR2 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+#ifdef __cplusplus
+ return sqrtf(pV->x * pV->x + pV->y * pV->y);
+#else
+ return (float) sqrt(pV->x * pV->x + pV->y * pV->y);
+#endif
+}
+
+D3DXINLINE float D3DXVec2LengthSq
+ ( const D3DXVECTOR2 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+ return pV->x * pV->x + pV->y * pV->y;
+}
+
+D3DXINLINE float D3DXVec2Dot
+ ( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pV1 || !pV2)
+ return 0.0f;
+#endif
+
+ return pV1->x * pV2->x + pV1->y * pV2->y;
+}
+
+D3DXINLINE float D3DXVec2CCW
+ ( const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pV1 || !pV2)
+ return 0.0f;
+#endif
+
+ return pV1->x * pV2->y - pV1->y * pV2->x;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Add
+ ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x + pV2->x;
+ pOut->y = pV1->y + pV2->y;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Subtract
+ ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x - pV2->x;
+ pOut->y = pV1->y - pV2->y;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Minimize
+ ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Maximize
+ ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Scale
+ ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV, float s )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV)
+ return NULL;
+#endif
+
+ pOut->x = pV->x * s;
+ pOut->y = pV->y * s;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Lerp
+ ( D3DXVECTOR2 *pOut, const D3DXVECTOR2 *pV1, const D3DXVECTOR2 *pV2,
+ float s )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x + s * (pV2->x - pV1->x);
+ pOut->y = pV1->y + s * (pV2->y - pV1->y);
+ return pOut;
+}
+
+
+//--------------------------
+// 3D Vector
+//--------------------------
+
+D3DXINLINE float D3DXVec3Length
+ ( const D3DXVECTOR3 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+#ifdef __cplusplus
+ return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z);
+#else
+ return (float) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z);
+#endif
+}
+
+D3DXINLINE float D3DXVec3LengthSq
+ ( const D3DXVECTOR3 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+ return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z;
+}
+
+D3DXINLINE float D3DXVec3Dot
+ ( const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pV1 || !pV2)
+ return 0.0f;
+#endif
+
+ return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Cross
+ ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
+{
+ D3DXVECTOR3 v;
+
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ v.x = pV1->y * pV2->z - pV1->z * pV2->y;
+ v.y = pV1->z * pV2->x - pV1->x * pV2->z;
+ v.z = pV1->x * pV2->y - pV1->y * pV2->x;
+
+ *pOut = v;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Add
+ ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x + pV2->x;
+ pOut->y = pV1->y + pV2->y;
+ pOut->z = pV1->z + pV2->z;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract
+ ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x - pV2->x;
+ pOut->y = pV1->y - pV2->y;
+ pOut->z = pV1->z - pV2->z;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Minimize
+ ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;
+ pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Maximize
+ ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;
+ pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Scale
+ ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV, float s)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV)
+ return NULL;
+#endif
+
+ pOut->x = pV->x * s;
+ pOut->y = pV->y * s;
+ pOut->z = pV->z * s;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Lerp
+ ( D3DXVECTOR3 *pOut, const D3DXVECTOR3 *pV1, const D3DXVECTOR3 *pV2,
+ float s )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x + s * (pV2->x - pV1->x);
+ pOut->y = pV1->y + s * (pV2->y - pV1->y);
+ pOut->z = pV1->z + s * (pV2->z - pV1->z);
+ return pOut;
+}
+
+
+//--------------------------
+// 4D Vector
+//--------------------------
+
+D3DXINLINE float D3DXVec4Length
+ ( const D3DXVECTOR4 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+#ifdef __cplusplus
+ return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w);
+#else
+ return (float) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w);
+#endif
+}
+
+D3DXINLINE float D3DXVec4LengthSq
+ ( const D3DXVECTOR4 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+ return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w;
+}
+
+D3DXINLINE float D3DXVec4Dot
+ ( const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pV1 || !pV2)
+ return 0.0f;
+#endif
+
+ return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z + pV1->w * pV2->w;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Add
+ ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ 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;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Subtract
+ ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ 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;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Minimize
+ ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;
+ pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z;
+ pOut->w = pV1->w < pV2->w ? pV1->w : pV2->w;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Maximize
+ ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;
+ pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z;
+ pOut->w = pV1->w > pV2->w ? pV1->w : pV2->w;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Scale
+ ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV, float s)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV)
+ return NULL;
+#endif
+
+ pOut->x = pV->x * s;
+ pOut->y = pV->y * s;
+ pOut->z = pV->z * s;
+ pOut->w = pV->w * s;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Lerp
+ ( D3DXVECTOR4 *pOut, const D3DXVECTOR4 *pV1, const D3DXVECTOR4 *pV2,
+ float s )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x + s * (pV2->x - pV1->x);
+ pOut->y = pV1->y + s * (pV2->y - pV1->y);
+ pOut->z = pV1->z + s * (pV2->z - pV1->z);
+ pOut->w = pV1->w + s * (pV2->w - pV1->w);
+ return pOut;
+}
+
+
+//--------------------------
+// 4D Matrix
+//--------------------------
+
+D3DXINLINE D3DXMATRIX* D3DXMatrixIdentity
+ ( D3DXMATRIX *pOut )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut)
+ return NULL;
+#endif
+
+ pOut->m[0][1] = pOut->m[0][2] = pOut->m[0][3] =
+ pOut->m[1][0] = pOut->m[1][2] = pOut->m[1][3] =
+ pOut->m[2][0] = pOut->m[2][1] = pOut->m[2][3] =
+ pOut->m[3][0] = pOut->m[3][1] = pOut->m[3][2] = 0.0f;
+
+ pOut->m[0][0] = pOut->m[1][1] = pOut->m[2][2] = pOut->m[3][3] = 1.0f;
+ return pOut;
+}
+
+
+D3DXINLINE BOOL D3DXMatrixIsIdentity
+ ( const D3DXMATRIX *pM )
+{
+#ifdef D3DX_DEBUG
+ if(!pM)
+ return FALSE;
+#endif
+
+ return pM->m[0][0] == 1.0f && pM->m[0][1] == 0.0f && pM->m[0][2] == 0.0f && pM->m[0][3] == 0.0f &&
+ pM->m[1][0] == 0.0f && pM->m[1][1] == 1.0f && pM->m[1][2] == 0.0f && pM->m[1][3] == 0.0f &&
+ pM->m[2][0] == 0.0f && pM->m[2][1] == 0.0f && pM->m[2][2] == 1.0f && pM->m[2][3] == 0.0f &&
+ pM->m[3][0] == 0.0f && pM->m[3][1] == 0.0f && pM->m[3][2] == 0.0f && pM->m[3][3] == 1.0f;
+}
+
+
+//--------------------------
+// Quaternion
+//--------------------------
+
+D3DXINLINE float D3DXQuaternionLength
+ ( const D3DXQUATERNION *pQ )
+{
+#ifdef D3DX_DEBUG
+ if(!pQ)
+ return 0.0f;
+#endif
+
+#ifdef __cplusplus
+ return sqrtf(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w);
+#else
+ return (float) sqrt(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w);
+#endif
+}
+
+D3DXINLINE float D3DXQuaternionLengthSq
+ ( const D3DXQUATERNION *pQ )
+{
+#ifdef D3DX_DEBUG
+ if(!pQ)
+ return 0.0f;
+#endif
+
+ return pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w;
+}
+
+D3DXINLINE float D3DXQuaternionDot
+ ( const D3DXQUATERNION *pQ1, const D3DXQUATERNION *pQ2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pQ1 || !pQ2)
+ return 0.0f;
+#endif
+
+ return pQ1->x * pQ2->x + pQ1->y * pQ2->y + pQ1->z * pQ2->z + pQ1->w * pQ2->w;
+}
+
+
+D3DXINLINE D3DXQUATERNION* D3DXQuaternionIdentity
+ ( D3DXQUATERNION *pOut )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut)
+ return NULL;
+#endif
+
+ pOut->x = pOut->y = pOut->z = 0.0f;
+ pOut->w = 1.0f;
+ return pOut;
+}
+
+D3DXINLINE BOOL D3DXQuaternionIsIdentity
+ ( const D3DXQUATERNION *pQ )
+{
+#ifdef D3DX_DEBUG
+ if(!pQ)
+ return FALSE;
+#endif
+
+ return pQ->x == 0.0f && pQ->y == 0.0f && pQ->z == 0.0f && pQ->w == 1.0f;
+}
+
+
+D3DXINLINE D3DXQUATERNION* D3DXQuaternionConjugate
+ ( D3DXQUATERNION *pOut, const D3DXQUATERNION *pQ )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pQ)
+ return NULL;
+#endif
+
+ pOut->x = -pQ->x;
+ pOut->y = -pQ->y;
+ pOut->z = -pQ->z;
+ pOut->w = pQ->w;
+ return pOut;
+}
+
+
+//--------------------------
+// Plane
+//--------------------------
+
+D3DXINLINE float D3DXPlaneDot
+ ( const D3DXPLANE *pP, const D3DXVECTOR4 *pV)
+{
+#ifdef D3DX_DEBUG
+ if(!pP || !pV)
+ return 0.0f;
+#endif
+
+ return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d * pV->w;
+}
+
+D3DXINLINE float D3DXPlaneDotCoord
+ ( const D3DXPLANE *pP, const D3DXVECTOR3 *pV)
+{
+#ifdef D3DX_DEBUG
+ if(!pP || !pV)
+ return 0.0f;
+#endif
+
+ return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d;
+}
+
+D3DXINLINE float D3DXPlaneDotNormal
+ ( const D3DXPLANE *pP, const D3DXVECTOR3 *pV)
+{
+#ifdef D3DX_DEBUG
+ if(!pP || !pV)
+ return 0.0f;
+#endif
+
+ return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z;
+}
+
+
+//--------------------------
+// Color
+//--------------------------
+
+D3DXINLINE D3DXCOLOR* D3DXColorNegative
+ (D3DXCOLOR *pOut, const D3DXCOLOR *pC)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC)
+ return NULL;
+#endif
+
+ pOut->r = 1.0f - pC->r;
+ pOut->g = 1.0f - pC->g;
+ pOut->b = 1.0f - pC->b;
+ pOut->a = pC->a;
+ return pOut;
+}
+
+D3DXINLINE D3DXCOLOR* D3DXColorAdd
+ (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC1 || !pC2)
+ return NULL;
+#endif
+
+ 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;
+}
+
+D3DXINLINE D3DXCOLOR* D3DXColorSubtract
+ (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC1 || !pC2)
+ return NULL;
+#endif
+
+ 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;
+}
+
+D3DXINLINE D3DXCOLOR* D3DXColorScale
+ (D3DXCOLOR *pOut, const D3DXCOLOR *pC, float s)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC)
+ return NULL;
+#endif
+
+ pOut->r = pC->r * s;
+ pOut->g = pC->g * s;
+ pOut->b = pC->b * s;
+ pOut->a = pC->a * s;
+ return pOut;
+}
+
+D3DXINLINE D3DXCOLOR* D3DXColorModulate
+ (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC1 || !pC2)
+ return NULL;
+#endif
+
+ 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;
+}
+
+D3DXINLINE D3DXCOLOR* D3DXColorLerp
+ (D3DXCOLOR *pOut, const D3DXCOLOR *pC1, const D3DXCOLOR *pC2, float s)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC1 || !pC2)
+ return NULL;
+#endif
+
+ pOut->r = pC1->r + s * (pC2->r - pC1->r);
+ pOut->g = pC1->g + s * (pC2->g - pC1->g);
+ pOut->b = pC1->b + s * (pC2->b - pC1->b);
+ pOut->a = pC1->a + s * (pC2->a - pC1->a);
+ return pOut;
+}
+
+
+#endif // __D3DXMATH_INL__