Leaked source code of windows server 2003
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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__