/* * Copyright (C) 2007 David Adam * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #ifndef __D3DX8MATH_INL__ #define __D3DX8MATH_INL__ /*_______________D3DXVECTOR2________________________*/ static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = pv1->x + pv2->x; pout->y = pv1->y + pv2->y; return pout; } static inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pv1 || !pv2) return 0.0f; return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) ); } static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pv1 || !pv2) return 0.0f; return ( (pv1->x * pv2->x + pv1->y * pv2->y) ); } static inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv) { if (!pv) return 0.0f; return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) ); } static inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv) { if (!pv) return 0.0f; return( (pv->x) * (pv->x) + (pv->y) * (pv->y) ); } static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = (1-s) * (pv1->x) + s * (pv2->x); pout->y = (1-s) * (pv1->y) + s * (pv2->y); return pout; } static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = max(pv1->x , pv2->x); pout->y = max(pv1->y , pv2->y); return pout; } static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = min(pv1->x , pv2->x); pout->y = min(pv1->y , pv2->y); return pout; } static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s) { if ( !pout || !pv) return NULL; pout->x = s * (pv->x); pout->y = s * (pv->y); return pout; } static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = pv1->x - pv2->x; pout->y = pv1->y - pv2->y; return pout; } /*__________________D3DXVECTOR3_______________________*/ static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = pv1->x + pv2->x; pout->y = pv1->y + pv2->y; pout->z = pv1->z + pv2->z; return pout; } static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) { if ( !pv1 || !pv2 ) return 0.0f; return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z); } static inline FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pv) { if (!pv) return 0.0f; return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) ); } static inline FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pv) { if (!pv) return 0.0f; return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z); } /*__________________D3DXVECTOR4_______________________*/ static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; 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; } static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) { if (!pv1 || !pv2 ) return 0.0f; return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z) + (pv1->w) * (pv2->w); } static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv) { if (!pv) return 0.0f; return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w) ); } static inline FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pv) { if (!pv) return 0.0f; return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w); } /*__________________D3DXQUATERNION____________________*/ static inline FLOAT D3DXQuaternionDot(CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2) { if ( !pq1 || !pq2 ) return 0.0f; return (pq1->x) * (pq2->x) + (pq1->y) * (pq2->y) + (pq1->z) * (pq2->z) + (pq1->w) * (pq2->w); } static inline FLOAT D3DXQuaternionLength(CONST D3DXQUATERNION *pq) { if (!pq) return 0.0f; return sqrt( (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w) ); } static inline FLOAT D3DXQuaternionLengthSq(CONST D3DXQUATERNION *pq) { if (!pq) return 0.0f; return (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w); } #endif