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////////////////////////////////////////////////////////////////////////////// // // Copyright (C) 1998 Microsoft Corporation. All Rights Reserved. // // File: d3dxmath.inl // Content: D3DX math inline functions // //////////////////////////////////////////////////////////////////////////////
#ifndef __D3DXMATHVB_INL__ #define __D3DXMATHVB_INL__
//=========================================================================== // // Inline functions // //===========================================================================
//-------------------------- // 2D Vector //--------------------------
float D3DVBCALL VB_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 }
float D3DVBCALL VB_D3DXVec2LengthSq ( const D3DXVECTOR2 *pV ) { #ifdef D3DX_DEBUG if(!pV) return 0.0f; #endif
return pV->x * pV->x + pV->y * pV->y; }
float D3DVBCALL VB_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; }
float D3DVBCALL D3DVBINLINE VB_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; }
D3DVBINLINE D3DXVECTOR2* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR2* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR2* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR2* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR2* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR2* D3DVBCALL VB_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 //--------------------------
D3DVBINLINE float D3DVBCALL VB_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 }
D3DVBINLINE float D3DVBCALL VB_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; }
D3DVBINLINE float D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR3* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR3* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR3* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR3* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR3* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR3* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR3* D3DVBCALL VB_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 //--------------------------
D3DVBINLINE float D3DVBCALL VB_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 }
D3DVBINLINE float D3DVBCALL VB_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; }
D3DVBINLINE float D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR4* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR4* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR4* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR4* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR4* D3DVBCALL VB_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; }
D3DVBINLINE D3DXVECTOR4* D3DVBCALL VB_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 //--------------------------
D3DVBINLINE D3DXMATRIX* D3DVBCALL VB_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; }
D3DVBINLINE BOOL D3DVBCALL VB_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 //--------------------------
D3DVBINLINE float D3DVBCALL VB_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 }
D3DVBINLINE float D3DVBCALL VB_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; }
D3DVBINLINE float D3DVBCALL VB_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; }
D3DVBINLINE D3DXQUATERNION* D3DVBCALL VB_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; }
D3DVBINLINE BOOL D3DVBCALL VB_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; }
D3DVBINLINE D3DXQUATERNION* D3DVBCALL VB_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 //--------------------------
D3DVBINLINE float D3DVBCALL VB_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; }
D3DVBINLINE float D3DVBCALL VB_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; }
D3DVBINLINE float D3DVBCALL VB_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 //--------------------------
D3DVBINLINE D3DXCOLOR* D3DVBCALL VB_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; }
D3DVBINLINE D3DXCOLOR* D3DVBCALL VB_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; }
D3DVBINLINE D3DXCOLOR* D3DVBCALL VB_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; }
D3DVBINLINE D3DXCOLOR* D3DVBCALL VB_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; }
D3DVBINLINE D3DXCOLOR* D3DVBCALL VB_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; }
D3DVBINLINE D3DXCOLOR* D3DVBCALL VB_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 // __D3DXMATHVB_INL__
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