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Diffstat (limited to 'sdk/dx8sdk/Include/d3dxmath.inl')
-rw-r--r-- | sdk/dx8sdk/Include/d3dxmath.inl | 1809 |
1 files changed, 0 insertions, 1809 deletions
diff --git a/sdk/dx8sdk/Include/d3dxmath.inl b/sdk/dx8sdk/Include/d3dxmath.inl deleted file mode 100644 index 05f04319..00000000 --- a/sdk/dx8sdk/Include/d3dxmath.inl +++ /dev/null @@ -1,1809 +0,0 @@ -////////////////////////////////////////////////////////////////////////////// -// -// 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__ |