2025-04-23 00:09:35 -04:00

3202 lines
67 KiB
C++

//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx9math.inl
// Content: D3DX math inline functions
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3DX9MATH_INL__
#define __D3DX9MATH_INL__
#ifndef _NO_XBOXMATH
//===========================================================================
//
// XM_NO_MISALIGNED_VECTOR_ACCESS versions of functions copied from the
// xboxmath/XNAMath library.
//
//===========================================================================
#pragma warning(push)
#pragma warning(disable:4616 6001)
XMFINLINE XMVECTOR D3DX_LoadFloat2(__in CONST XMFLOAT2 * pSource)
{
#if defined(_NO_INTRINSICS_) || defined(_XM_NO_INTRINSICS_)
XMVECTOR V;
((UINT *)(&V.vector4_f32[0]))[0] = ((__in CONST UINT *)(&pSource->x))[0];
((UINT *)(&V.vector4_f32[1]))[0] = ((__in CONST UINT *)(&pSource->y))[0];
V.vector4_f32[2] = V.vector4_f32[3] = 0.0f;
return V;
#elif defined(_XM_SSE_INTRINSICS_)
// This reads 2 floats past the memory that should be ignored.
return _mm_loadu_ps( &pSource->x );
#else // XM_NO_MISALIGNED_VECTOR_ACCESS
XMVECTOR V;
XMVECTOR V0, V1;
XMVECTOR Permute;
V0 = __lvx(pSource, 0); // Load the 16 bytes starting at address pSource & ~0xF
Permute = __lvsl(pSource, 0); // Compute the permute control vector for shift left
V1 = __lvx(pSource, 7); // Load the 16 bytes starting at address ((BYTE*)pSource + 7) & ~0xF
V = __vperm(V0, V1, Permute); // Align the vector
return V;
#endif
}
XMFINLINE XMVECTOR D3DX_LoadFloat3(__in CONST XMFLOAT3 * pSource)
{
#if defined(_NO_INTRINSICS_) || defined(_XM_NO_INTRINSICS_)
XMVECTOR V;
((UINT *)(&V.vector4_f32[0]))[0] = ((__in CONST UINT *)(&pSource->x))[0];
((UINT *)(&V.vector4_f32[1]))[0] = ((__in CONST UINT *)(&pSource->y))[0];
((UINT *)(&V.vector4_f32[2]))[0] = ((__in CONST UINT *)(&pSource->z))[0];
V.vector4_f32[3] = 0.0f;
return V;
#elif defined(_XM_SSE_INTRINSICS_)
// This reads 1 floats past the memory that should be ignored.
return _mm_loadu_ps( &pSource->x );
#else // XM_NO_MISALIGNED_VECTOR_ACCESS
XMVECTOR V;
XMVECTOR V0, V1;
XMVECTOR Permute;
V0 = __lvx(pSource, 0); // Load the 16 bytes starting at address pSource & ~0xF
Permute = __lvsl(pSource, 0); // Compute the permute control vector for shift left
V1 = __lvx(pSource, 11); // Load the 16 bytes starting at address ((BYTE*)pSource + 11) & ~0xF
V = __vperm(V0, V1, Permute); // Align the vector
return V;
#endif
}
XMFINLINE XMVECTOR D3DX_LoadFloat4(__in CONST XMFLOAT4 * pSource)
{
#if defined(_NO_INTRINSICS_) || defined(_XM_NO_INTRINSICS_)
XMVECTOR V;
((UINT *)(&V.vector4_f32[0]))[0] = ((__in CONST UINT *)(&pSource->x))[0];
((UINT *)(&V.vector4_f32[1]))[0] = ((__in CONST UINT *)(&pSource->y))[0];
((UINT *)(&V.vector4_f32[2]))[0] = ((__in CONST UINT *)(&pSource->z))[0];
((UINT *)(&V.vector4_f32[3]))[0] = ((__in CONST UINT *)(&pSource->w))[0];
return V;
#elif defined(_XM_SSE_INTRINSICS_)
return _mm_loadu_ps( &pSource->x );
#else // XM_NO_MISALIGNED_VECTOR_ACCESS
XMVECTOR V;
XMVECTOR V0, V1;
XMVECTOR Permute;
V0 = __lvx(pSource, 0); // Load the 16 bytes starting at address pSource & ~0xF
Permute = __lvsl(pSource, 0); // Compute the permute control vector for shift left
V1 = __lvx(pSource, 15); // Load the 16 bytes starting at address ((BYTE*)pSource + 15) & ~0xF
V = __vperm(V0, V1, Permute); // Align the vector
return V;
#endif
}
XMFINLINE XMMATRIX D3DX_LoadFloat4x4(__in CONST XMFLOAT4X4 * pSource)
{
#if defined(_NO_INTRINSICS_) || defined(_XM_NO_INTRINSICS_)
XMMATRIX M;
((UINT *)(&M.r[0].vector4_f32[0]))[0] = ((__in CONST UINT *)(&pSource->m[0][0]))[0];
((UINT *)(&M.r[0].vector4_f32[1]))[0] = ((__in CONST UINT *)(&pSource->m[0][1]))[0];
((UINT *)(&M.r[0].vector4_f32[2]))[0] = ((__in CONST UINT *)(&pSource->m[0][2]))[0];
((UINT *)(&M.r[0].vector4_f32[3]))[0] = ((__in CONST UINT *)(&pSource->m[0][3]))[0];
((UINT *)(&M.r[1].vector4_f32[0]))[0] = ((__in CONST UINT *)(&pSource->m[1][0]))[0];
((UINT *)(&M.r[1].vector4_f32[1]))[0] = ((__in CONST UINT *)(&pSource->m[1][1]))[0];
((UINT *)(&M.r[1].vector4_f32[2]))[0] = ((__in CONST UINT *)(&pSource->m[1][2]))[0];
((UINT *)(&M.r[1].vector4_f32[3]))[0] = ((__in CONST UINT *)(&pSource->m[1][3]))[0];
((UINT *)(&M.r[2].vector4_f32[0]))[0] = ((__in CONST UINT *)(&pSource->m[2][0]))[0];
((UINT *)(&M.r[2].vector4_f32[1]))[0] = ((__in CONST UINT *)(&pSource->m[2][1]))[0];
((UINT *)(&M.r[2].vector4_f32[2]))[0] = ((__in CONST UINT *)(&pSource->m[2][2]))[0];
((UINT *)(&M.r[2].vector4_f32[3]))[0] = ((__in CONST UINT *)(&pSource->m[2][3]))[0];
((UINT *)(&M.r[3].vector4_f32[0]))[0] = ((__in CONST UINT *)(&pSource->m[3][0]))[0];
((UINT *)(&M.r[3].vector4_f32[1]))[0] = ((__in CONST UINT *)(&pSource->m[3][1]))[0];
((UINT *)(&M.r[3].vector4_f32[2]))[0] = ((__in CONST UINT *)(&pSource->m[3][2]))[0];
((UINT *)(&M.r[3].vector4_f32[3]))[0] = ((__in CONST UINT *)(&pSource->m[3][3]))[0];
return M;
#elif defined(_XM_SSE_INTRINSICS_)
XMMATRIX M;
M.r[0] = _mm_loadu_ps( &pSource->_11 );
M.r[1] = _mm_loadu_ps( &pSource->_21 );
M.r[2] = _mm_loadu_ps( &pSource->_31 );
M.r[3] = _mm_loadu_ps( &pSource->_41 );
return M;
#else // XM_NO_MISALIGNED_VECTOR_ACCESS
XMMATRIX M;
XMVECTOR V0, V1, V2, V3, V4;
XMVECTOR Permute;
V0 = __lvx(pSource, 0);
Permute = __lvsl(pSource, 0);
V1 = __lvx(pSource, 16);
V2 = __lvx(pSource, 32);
V3 = __lvx(pSource, 48);
V4 = __lvx(pSource, 63);
M.r[0] = __vperm(V0, V1, Permute);
M.r[1] = __vperm(V1, V2, Permute);
M.r[2] = __vperm(V2, V3, Permute);
M.r[3] = __vperm(V3, V4, Permute);
return M;
#endif
}
XMFINLINE FLOAT D3DX_ConvertHalfToFloat(HALF Value)
{
#if defined(_NO_INTRINSICS_) || defined(_XM_NO_INTRINSICS_) || defined(_XM_SSE_INTRINSICS_)
UINT Mantissa;
UINT Exponent;
UINT Result;
Mantissa = (UINT)(Value & 0x03FF);
if ((Value & 0x7C00) != 0) // The value is normalized
{
Exponent = (UINT)((Value >> 10) & 0x1F);
}
else if (Mantissa != 0) // The value is denormalized
{
// Normalize the value in the resulting float
Exponent = 1;
do
{
Exponent--;
Mantissa <<= 1;
} while ((Mantissa & 0x0400) == 0);
Mantissa &= 0x03FF;
}
else // The value is zero
{
Exponent = (UINT)-112;
}
Result = ((Value & 0x8000) << 16) | // Sign
((Exponent + 112) << 23) | // Exponent
(Mantissa << 13); // Mantissa
return *(FLOAT*)&Result;
#else // XM_NO_MISALIGNED_VECTOR_ACCESS
XMVECTOR ValueV;
XMVECTOR Permute;
FLOAT Result;
Permute = __lvsl(&Value, 0);
ValueV = __lvx(&Value, 0);
Permute = __vsldoi(Permute, Permute, 1 << 2);
ValueV = __vperm(ValueV, ValueV, Permute);
ValueV = __vupkd3d(ValueV, VPACK_FLOAT16_2);
ValueV = __vspltw(ValueV, 0);
__stvewx(ValueV, &Result, 0);
return Result;
#endif
}
XMFINLINE FLOAT* D3DX_ConvertHalfToFloatStream(__out FLOAT* pOutputStream, UINT OutputStride, __in CONST HALF * pInputStream, UINT InputStride, UINT HalfCount)
{
UINT i;
BYTE* pHalf = (BYTE*)pInputStream;
BYTE* pFloat = (BYTE*)pOutputStream;
for (i = 0; i < HalfCount; i++)
{
*(FLOAT*)pFloat = D3DX_ConvertHalfToFloat(*(HALF*)pHalf);
pHalf += InputStride;
pFloat += OutputStride;
}
return pOutputStream;
}
XMFINLINE HALF D3DX_ConvertFloatToHalf(FLOAT Value)
{
#if defined(_NO_INTRINSICS_) || defined(_XM_NO_INTRINSICS_) || defined(_XM_SSE_INTRINSICS_)
UINT Result;
UINT IValue = reinterpret_cast<UINT *>(&Value)[0];
UINT Sign = (IValue & 0x80000000U) >> 16U;
IValue = IValue & 0x7FFFFFFFU; // Hack off the sign
if (IValue > 0x47FFEFFFU)
{
// The number is too large to be represented as a half. Saturate to infinity.
Result = 0x7FFFU;
}
else
{
if (IValue < 0x38800000U)
{
// The number is too small to be represented as a normalized half.
// Convert it to a denormalized value.
UINT Shift = 113U - (IValue >> 23U);
IValue = (0x800000U | (IValue & 0x7FFFFFU)) >> Shift;
}
else
{
// Rebias the exponent to represent the value as a normalized half.
IValue += 0xC8000000U;
}
Result = ((IValue + 0x0FFFU + ((IValue >> 13U) & 1U)) >> 13U)&0x7FFFU;
}
return static_cast<HALF>(Result|Sign);
#else // XM_NO_MISALIGNED_VECTOR_ACCESS
XMVECTOR ValueV;
XMVECTOR Permute;
HALF Result;
ValueV = __lvx(&Value, 0);
Permute = __lvsl(&Value, 0);
ValueV = __vperm(ValueV, ValueV, Permute);
ValueV = __vpkd3d(ValueV, ValueV, VPACK_FLOAT16_4, VPACK_64LO, 2);
ValueV = __vsplth(ValueV, 0);
__stvehx(ValueV, &Result, 0);
return Result;
#endif
}
XMFINLINE HALF* D3DX_ConvertFloatToHalfStream(__out HALF* pOutputStream, UINT OutputStride, __in CONST FLOAT * pInputStream, UINT InputStride, UINT FloatCount)
{
UINT i;
BYTE* pFloat = (BYTE*)pInputStream;
BYTE* pHalf = (BYTE*)pOutputStream;
for (i = 0; i < FloatCount; i++)
{
*(HALF*)pHalf = D3DX_ConvertFloatToHalf(*(FLOAT*)pFloat);
pFloat += InputStride;
pHalf += OutputStride;
}
return pOutputStream;
}
XMFINLINE XMVECTOR D3DX_VectorReplicate(FLOAT Value)
{
#if !defined(_NO_INTRINSICS_) && !defined(_XM_NO_INTRINSICS_) && defined(_XM_SSE_INTRINSICS_)
return _mm_set_ps1( Value );
#else
XMVECTOR V;
V.vector4_f32[0] =
V.vector4_f32[1] =
V.vector4_f32[2] =
V.vector4_f32[3] = Value;
return V;
#endif
}
XMFINLINE XMVECTOR D3DX_VectorLerp(XMVECTOR V0, XMVECTOR V1, FLOAT t)
{
#if !defined(_NO_INTRINSICS_) && !defined(_XM_NO_INTRINSICS_) && defined(_XM_SSE_INTRINSICS_)
XMVECTOR L, S;
XMVECTOR Result;
L = _mm_sub_ps( V1, V0 );
S = _mm_set_ps1( t );
Result = _mm_mul_ps( L, S );
return _mm_add_ps( Result, V0 );
#else
XMVECTOR Scale;
XMVECTOR Length;
XMVECTOR Result;
Scale = D3DX_VectorReplicate(t);
Length = XMVectorSubtract(V1, V0);
Result = XMVectorMultiplyAdd(Length, Scale, V0);
return Result;
#endif
}
#pragma warning(pop)
#endif // _NO_XBOXMATH
//===========================================================================
//
// Inline Class Methods
//
//===========================================================================
#ifdef __cplusplus
//--------------------------
// Float16
//--------------------------
D3DXINLINE
D3DXFLOAT16::D3DXFLOAT16( FLOAT f )
{
#ifdef _NO_XBOXMATH
D3DXFloat32To16Array(this, &f, 1);
#else
value = D3DX_ConvertFloatToHalf(f);
#endif
}
D3DXINLINE
D3DXFLOAT16::D3DXFLOAT16( CONST D3DXFLOAT16& f )
{
value = f.value;
}
// casting
D3DXINLINE
D3DXFLOAT16::operator FLOAT ()
{
#ifdef _NO_XBOXMATH
FLOAT f;
D3DXFloat16To32Array(&f, this, 1);
return f;
#else
return D3DX_ConvertHalfToFloat(value);
#endif
}
// binary operators
D3DXINLINE BOOL
D3DXFLOAT16::operator == ( CONST D3DXFLOAT16& f ) const
{
return value == f.value;
}
D3DXINLINE BOOL
D3DXFLOAT16::operator != ( CONST D3DXFLOAT16& f ) const
{
return value != f.value;
}
//--------------------------
// 2D Vector
//--------------------------
D3DXINLINE
D3DXVECTOR2::D3DXVECTOR2( __in CONST FLOAT *pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
x = pf[0];
y = pf[1];
}
D3DXINLINE
D3DXVECTOR2::D3DXVECTOR2( __in CONST D3DXFLOAT16 *pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
#ifdef _NO_XBOXMATH
D3DXFloat16To32Array(&x, pf, 2);
#else
D3DX_ConvertHalfToFloatStream(&x, sizeof(FLOAT), (__in CONST HALF *)pf, sizeof(D3DXFLOAT16), 2);
#endif
}
D3DXINLINE
D3DXVECTOR2::D3DXVECTOR2( FLOAT fx, FLOAT fy )
{
x = fx;
y = fy;
}
// casting
D3DXINLINE
D3DXVECTOR2::operator FLOAT* ()
{
return (FLOAT *) &x;
}
D3DXINLINE
D3DXVECTOR2::operator __in CONST FLOAT * () const
{
return (__in 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 -= ( 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 )
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
x *= fInv;
y *= fInv;
#else // !_NO_XBOXMATH
XMVECTOR V, S;
S = D3DX_VectorReplicate(f);
V = D3DX_LoadFloat2((__in CONST XMFLOAT2 *)this);
S = XMVectorReciprocal(S);
V = XMVectorMultiply(V, S);
XMStoreFloat2((XMFLOAT2*)this, V);
#endif // !_NO_XBOXMATH
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
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
return D3DXVECTOR2(x * fInv, y * fInv);
#else // !_NO_XBOXMATH
XMVECTOR V, S;
D3DXVECTOR2 Result;
S = D3DX_VectorReplicate(f);
V = D3DX_LoadFloat2((__in CONST XMFLOAT2 *)this);
S = XMVectorReciprocal(S);
V = XMVectorMultiply(V, S);
XMStoreFloat2((XMFLOAT2*)&Result, V);
return Result;
#endif // !_NO_XBOXMATH
}
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;
}
//--------------------------
// 2D Vector (16 bit)
//--------------------------
D3DXINLINE
D3DXVECTOR2_16F::D3DXVECTOR2_16F( __in CONST FLOAT *pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
#ifdef _NO_XBOXMATH
D3DXFloat32To16Array(&x, pf, 2);
#else
D3DX_ConvertFloatToHalfStream((HALF*)&x, sizeof(D3DXFLOAT16), pf, sizeof(FLOAT), 2);
#endif
}
D3DXINLINE
D3DXVECTOR2_16F::D3DXVECTOR2_16F( __in CONST D3DXFLOAT16 *pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
*((DWORD *) &x) = *((DWORD *) &pf[0]);
}
D3DXINLINE
D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy )
{
x = fx;
y = fy;
}
// casting
D3DXINLINE
D3DXVECTOR2_16F::operator D3DXFLOAT16* ()
{
return (D3DXFLOAT16*) &x;
}
D3DXINLINE
D3DXVECTOR2_16F::operator __in CONST D3DXFLOAT16 * () const
{
return (__in CONST D3DXFLOAT16 *) &x;
}
// assignment operators
D3DXINLINE D3DXVECTOR2_16F&
D3DXVECTOR2_16F::operator = ( CONST D3DXVECTOR2_16F& v )
{
x = v.x;
y = v.y;
return *this;
}
// binary operators
D3DXINLINE BOOL
D3DXVECTOR2_16F::operator == ( CONST D3DXVECTOR2_16F &v ) const
{
return *((DWORD *) &x) == *((DWORD *) &v.x);
}
D3DXINLINE BOOL
D3DXVECTOR2_16F::operator != ( CONST D3DXVECTOR2_16F &v ) const
{
return *((DWORD *) &x) != *((DWORD *) &v.x);
}
//--------------------------
// 3D Vector
//--------------------------
D3DXINLINE
D3DXVECTOR3::D3DXVECTOR3( __in 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( __in CONST D3DXFLOAT16 *pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
#ifdef _NO_XBOXMATH
D3DXFloat16To32Array(&x, pf, 3);
#else
D3DX_ConvertHalfToFloatStream(&x, sizeof(FLOAT), (__in CONST HALF *)pf, sizeof(D3DXFLOAT16), 3);
#endif
}
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 __in CONST FLOAT * () const
{
return (__in CONST FLOAT *) &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 -= ( 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 )
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
x *= fInv;
y *= fInv;
z *= fInv;
#else // !_NO_XBOXMATH
XMVECTOR V, S;
S = D3DX_VectorReplicate(f);
V = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)this);
S = XMVectorReciprocal(S);
V = XMVectorMultiply(V, S);
XMStoreFloat3((XMFLOAT3*)this, V);
#endif // !_NO_XBOXMATH
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
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
return D3DXVECTOR3(x * fInv, y * fInv, z * fInv);
#else // !_NO_XBOXMATH
XMVECTOR V, S;
D3DXVECTOR3 Result;
S = D3DX_VectorReplicate(f);
V = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)this);
S = XMVectorReciprocal(S);
V = XMVectorMultiply(V, S);
XMStoreFloat3((XMFLOAT3*)&Result, V);
return Result;
#endif // !_NO_XBOXMATH
}
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;
}
//--------------------------
// 3D Vector (16 bit)
//--------------------------
D3DXINLINE
D3DXVECTOR3_16F::D3DXVECTOR3_16F( __in CONST FLOAT *pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
#ifdef _NO_XBOXMATH
D3DXFloat32To16Array(&x, pf, 3);
#else
D3DX_ConvertFloatToHalfStream((HALF*)&x, sizeof(D3DXFLOAT16), pf, sizeof(FLOAT), 3);
#endif
}
D3DXINLINE
D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DVECTOR& v )
{
#ifdef _NO_XBOXMATH
D3DXFloat32To16Array(&x, &v.x, 1);
D3DXFloat32To16Array(&y, &v.y, 1);
D3DXFloat32To16Array(&z, &v.z, 1);
#else
x = D3DX_ConvertFloatToHalf(v.x);
y = D3DX_ConvertFloatToHalf(v.y);
z = D3DX_ConvertFloatToHalf(v.z);
#endif
}
D3DXINLINE
D3DXVECTOR3_16F::D3DXVECTOR3_16F( __in CONST D3DXFLOAT16 *pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
*((DWORD *) &x) = *((DWORD *) &pf[0]);
*((WORD *) &z) = *((WORD *) &pf[2]);
}
D3DXINLINE
D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy, CONST D3DXFLOAT16 &fz )
{
x = fx;
y = fy;
z = fz;
}
// casting
D3DXINLINE
D3DXVECTOR3_16F::operator D3DXFLOAT16* ()
{
return (D3DXFLOAT16*) &x;
}
D3DXINLINE
D3DXVECTOR3_16F::operator __in CONST D3DXFLOAT16 * () const
{
return (__in CONST D3DXFLOAT16 *) &x;
}
// assignment operators
D3DXINLINE D3DXVECTOR3_16F&
D3DXVECTOR3_16F::operator = ( CONST D3DXVECTOR3_16F& v )
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
// binary operators
D3DXINLINE BOOL
D3DXVECTOR3_16F::operator == ( CONST D3DXVECTOR3_16F &v ) const
{
return *((DWORD *) &x) == *((DWORD *) &v.x) &&
*((WORD *) &z) == *((WORD *) &v.z);
}
D3DXINLINE BOOL
D3DXVECTOR3_16F::operator != ( CONST D3DXVECTOR3_16F &v ) const
{
return *((DWORD *) &x) != *((DWORD *) &v.x) ||
*((WORD *) &z) != *((WORD *) &v.z);
}
//--------------------------
// 4D Vector
//--------------------------
D3DXINLINE
D3DXVECTOR4::D3DXVECTOR4( __in 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( __in CONST D3DXFLOAT16 *pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
#ifdef _NO_XBOXMATH
D3DXFloat16To32Array(&x, pf, 4);
#else
D3DX_ConvertHalfToFloatStream(&x, sizeof(FLOAT), (__in CONST HALF *)pf, sizeof(D3DXFLOAT16), 4);
#endif
}
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 __in CONST FLOAT * () const
{
return (__in 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 -= ( 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 )
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
x *= fInv;
y *= fInv;
z *= fInv;
w *= fInv;
#else // !_NO_XBOXMATH
XMVECTOR V, S;
S = D3DX_VectorReplicate(f);
V = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)this);
S = XMVectorReciprocal(S);
V = XMVectorMultiply(V, S);
XMStoreFloat4NC((XMFLOAT4*)this, V);
#endif // !_NO_XBOXMATH
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
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
return D3DXVECTOR4(x * fInv, y * fInv, z * fInv, w * fInv);
#else // !_NO_XBOXMATH
XMVECTOR V, S;
D3DXVECTOR4 Result;
S = D3DX_VectorReplicate(f);
V = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)this);
S = XMVectorReciprocal(S);
V = XMVectorMultiply(V, S);
XMStoreFloat4NC((XMFLOAT4*)&Result, V);
return Result;
#endif // !_NO_XBOXMATH
}
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;
}
//--------------------------
// 4D Vector (16 bit)
//--------------------------
D3DXINLINE
D3DXVECTOR4_16F::D3DXVECTOR4_16F( __in CONST FLOAT *pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
#ifdef _NO_XBOXMATH
D3DXFloat32To16Array(&x, pf, 4);
#else
D3DX_ConvertFloatToHalfStream((HALF*)&x, sizeof(D3DXFLOAT16), pf, sizeof(FLOAT), 4);
#endif
}
D3DXINLINE
D3DXVECTOR4_16F::D3DXVECTOR4_16F( __in CONST D3DXFLOAT16 *pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
*((DWORD *) &x) = *((DWORD *) &pf[0]);
*((DWORD *) &z) = *((DWORD *) &pf[2]);
}
D3DXINLINE
D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXFLOAT16 &fx, CONST D3DXFLOAT16 &fy, CONST D3DXFLOAT16 &fz, CONST D3DXFLOAT16 &fw )
{
x = fx;
y = fy;
z = fz;
w = fw;
}
// casting
D3DXINLINE
D3DXVECTOR4_16F::operator D3DXFLOAT16* ()
{
return (D3DXFLOAT16*) &x;
}
D3DXINLINE
D3DXVECTOR4_16F::operator __in CONST D3DXFLOAT16 * () const
{
return (__in CONST D3DXFLOAT16 *) &x;
}
// assignment operators
D3DXINLINE D3DXVECTOR4_16F&
D3DXVECTOR4_16F::operator = ( CONST D3DXVECTOR4_16F& v )
{
x = v.x;
y = v.y;
z = v.z;
w = v.w;
return *this;
}
// binary operators
D3DXINLINE BOOL
D3DXVECTOR4_16F::operator == ( CONST D3DXVECTOR4_16F &v ) const
{
return *((DWORD *) &x) == *((DWORD *) &v.x) &&
*((DWORD *) &z) == *((DWORD *) &v.z);
}
D3DXINLINE BOOL
D3DXVECTOR4_16F::operator != ( CONST D3DXVECTOR4_16F &v ) const
{
return *((DWORD *) &x) != *((DWORD *) &v.x) ||
*((DWORD *) &z) != *((DWORD *) &v.z);
}
//--------------------------
// Matrix
//--------------------------
D3DXINLINE
D3DXMATRIX::D3DXMATRIX( __in CONST FLOAT * pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
memcpy(&_11, pf, sizeof(D3DXMATRIX));
}
D3DXINLINE
D3DXMATRIX::D3DXMATRIX( CONST D3DMATRIX& mat )
{
memcpy(&_11, &mat, sizeof(D3DXMATRIX));
}
D3DXINLINE
D3DXMATRIX::D3DXMATRIX( __in CONST D3DXFLOAT16 * pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
#ifdef _NO_XBOXMATH
D3DXFloat16To32Array(&_11, pf, 16);
#else
D3DX_ConvertHalfToFloatStream(&_11, sizeof(FLOAT), (__in CONST HALF *)pf, sizeof(D3DXFLOAT16), 16);
#endif
}
D3DXINLINE
D3DXMATRIX::D3DXMATRIX( FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44 )
{
_11 = f11; _12 = f12; _13 = f13; _14 = f14;
_21 = f21; _22 = f22; _23 = f23; _24 = f24;
_31 = f31; _32 = f32; _33 = f33; _34 = f34;
_41 = f41; _42 = f42; _43 = f43; _44 = f44;
}
// 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 *) &_11;
}
D3DXINLINE
D3DXMATRIX::operator __in CONST FLOAT * () const
{
return (__in CONST FLOAT *) &_11;
}
// assignment operators
D3DXINLINE D3DXMATRIX&
D3DXMATRIX::operator = ( CONST D3DXMATRIX& mat )
{
_11 = mat._11; _12 = mat._12; _13 = mat._13; _14 = mat._14;
_21 = mat._21; _22 = mat._22; _23 = mat._23; _24 = mat._24;
_31 = mat._31; _32 = mat._32; _33 = mat._33; _34 = mat._34;
_41 = mat._41; _42 = mat._42; _43 = mat._43; _44 = mat._44;
return *this;
}
D3DXINLINE D3DXMATRIX&
D3DXMATRIX::operator *= ( CONST D3DXMATRIX& mat )
{
D3DXMatrixMultiply(this, this, &mat);
return *this;
}
D3DXINLINE D3DXMATRIX&
D3DXMATRIX::operator += ( CONST D3DXMATRIX& mat )
{
_11 += mat._11; _12 += mat._12; _13 += mat._13; _14 += mat._14;
_21 += mat._21; _22 += mat._22; _23 += mat._23; _24 += mat._24;
_31 += mat._31; _32 += mat._32; _33 += mat._33; _34 += mat._34;
_41 += mat._41; _42 += mat._42; _43 += mat._43; _44 += mat._44;
return *this;
}
D3DXINLINE D3DXMATRIX&
D3DXMATRIX::operator -= ( CONST D3DXMATRIX& mat )
{
_11 -= mat._11; _12 -= mat._12; _13 -= mat._13; _14 -= mat._14;
_21 -= mat._21; _22 -= mat._22; _23 -= mat._23; _24 -= mat._24;
_31 -= mat._31; _32 -= mat._32; _33 -= mat._33; _34 -= mat._34;
_41 -= mat._41; _42 -= mat._42; _43 -= mat._43; _44 -= mat._44;
return *this;
}
D3DXINLINE D3DXMATRIX&
D3DXMATRIX::operator *= ( FLOAT f )
{
_11 *= f; _12 *= f; _13 *= f; _14 *= f;
_21 *= f; _22 *= f; _23 *= f; _24 *= f;
_31 *= f; _32 *= f; _33 *= f; _34 *= f;
_41 *= f; _42 *= f; _43 *= f; _44 *= f;
return *this;
}
D3DXINLINE D3DXMATRIX&
D3DXMATRIX::operator /= ( FLOAT f )
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
_11 *= fInv; _12 *= fInv; _13 *= fInv; _14 *= fInv;
_21 *= fInv; _22 *= fInv; _23 *= fInv; _24 *= fInv;
_31 *= fInv; _32 *= fInv; _33 *= fInv; _34 *= fInv;
_41 *= fInv; _42 *= fInv; _43 *= fInv; _44 *= fInv;
#else // !_NO_XBOXMATH
XMMATRIX M;
XMVECTOR S;
S = D3DX_VectorReplicate(f);
M = D3DX_LoadFloat4x4((__in CONST XMFLOAT4X4 *)this);
S = XMVectorReciprocal(S);
M.r[0] = XMVectorMultiply(M.r[0], S);
M.r[1] = XMVectorMultiply(M.r[1], S);
M.r[2] = XMVectorMultiply(M.r[2], S);
M.r[3] = XMVectorMultiply(M.r[3], S);
XMStoreFloat4x4NC((XMFLOAT4X4*)this, M);
#endif // !_NO_XBOXMATH
return *this;
}
// unary operators
D3DXINLINE D3DXMATRIX
D3DXMATRIX::operator + () const
{
return *this;
}
D3DXINLINE D3DXMATRIX
D3DXMATRIX::operator - () const
{
return D3DXMATRIX(-_11, -_12, -_13, -_14,
-_21, -_22, -_23, -_24,
-_31, -_32, -_33, -_34,
-_41, -_42, -_43, -_44);
}
// 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(_11 + mat._11, _12 + mat._12, _13 + mat._13, _14 + mat._14,
_21 + mat._21, _22 + mat._22, _23 + mat._23, _24 + mat._24,
_31 + mat._31, _32 + mat._32, _33 + mat._33, _34 + mat._34,
_41 + mat._41, _42 + mat._42, _43 + mat._43, _44 + mat._44);
}
D3DXINLINE D3DXMATRIX
D3DXMATRIX::operator - ( CONST D3DXMATRIX& mat ) const
{
return D3DXMATRIX(_11 - mat._11, _12 - mat._12, _13 - mat._13, _14 - mat._14,
_21 - mat._21, _22 - mat._22, _23 - mat._23, _24 - mat._24,
_31 - mat._31, _32 - mat._32, _33 - mat._33, _34 - mat._34,
_41 - mat._41, _42 - mat._42, _43 - mat._43, _44 - mat._44);
}
D3DXINLINE D3DXMATRIX
D3DXMATRIX::operator * ( FLOAT f ) const
{
return D3DXMATRIX(_11 * f, _12 * f, _13 * f, _14 * f,
_21 * f, _22 * f, _23 * f, _24 * f,
_31 * f, _32 * f, _33 * f, _34 * f,
_41 * f, _42 * f, _43 * f, _44 * f);
}
D3DXINLINE D3DXMATRIX
D3DXMATRIX::operator / ( FLOAT f ) const
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
return D3DXMATRIX(_11 * fInv, _12 * fInv, _13 * fInv, _14 * fInv,
_21 * fInv, _22 * fInv, _23 * fInv, _24 * fInv,
_31 * fInv, _32 * fInv, _33 * fInv, _34 * fInv,
_41 * fInv, _42 * fInv, _43 * fInv, _44 * fInv);
#else // !_NO_XBOXMATH
XMMATRIX M;
XMVECTOR S;
D3DXMATRIX Result;
S = D3DX_VectorReplicate(f);
M = D3DX_LoadFloat4x4((__in CONST XMFLOAT4X4 *)this);
S = XMVectorReciprocal(S);
M.r[0] = XMVectorMultiply(M.r[0], S);
M.r[1] = XMVectorMultiply(M.r[1], S);
M.r[2] = XMVectorMultiply(M.r[2], S);
M.r[3] = XMVectorMultiply(M.r[3], S);
XMStoreFloat4x4NC((XMFLOAT4X4*)&Result, M);
return Result;
#endif // !_NO_XBOXMATH
}
D3DXINLINE D3DXMATRIX
operator * ( FLOAT f, CONST D3DXMATRIX& mat )
{
return D3DXMATRIX(f * mat._11, f * mat._12, f * mat._13, f * mat._14,
f * mat._21, f * mat._22, f * mat._23, f * mat._24,
f * mat._31, f * mat._32, f * mat._33, f * mat._34,
f * mat._41, f * mat._42, f * mat._43, f * mat._44);
}
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));
}
//--------------------------
// Aligned Matrices
//--------------------------
D3DXINLINE
_D3DXMATRIXA16::_D3DXMATRIXA16( __in CONST FLOAT * f ) :
D3DXMATRIX( f )
{
}
D3DXINLINE
_D3DXMATRIXA16::_D3DXMATRIXA16( CONST D3DMATRIX& m ) :
D3DXMATRIX( m )
{
}
D3DXINLINE
_D3DXMATRIXA16::_D3DXMATRIXA16( __in CONST D3DXFLOAT16 * f ) :
D3DXMATRIX( f )
{
}
D3DXINLINE
_D3DXMATRIXA16::_D3DXMATRIXA16( FLOAT _11, FLOAT _12, FLOAT _13, FLOAT _14,
FLOAT _21, FLOAT _22, FLOAT _23, FLOAT _24,
FLOAT _31, FLOAT _32, FLOAT _33, FLOAT _34,
FLOAT _41, FLOAT _42, FLOAT _43, FLOAT _44 ) :
D3DXMATRIX(_11, _12, _13, _14,
_21, _22, _23, _24,
_31, _32, _33, _34,
_41, _42, _43, _44)
{
}
D3DXINLINE void*
_D3DXMATRIXA16::operator new( size_t s )
{
LPBYTE p = ::new BYTE[s + 16];
if (p)
{
BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15));
p += offset;
p[-1] = offset;
}
return p;
}
D3DXINLINE void*
_D3DXMATRIXA16::operator new[]( size_t s )
{
LPBYTE p = ::new BYTE[s + 16];
if (p)
{
BYTE offset = (BYTE)(16 - ((UINT_PTR)p & 15));
p += offset;
p[-1] = offset;
}
return p;
}
D3DXINLINE void
_D3DXMATRIXA16::operator delete(void* p)
{
if(p)
{
BYTE* pb = static_cast<BYTE*>(p);
pb -= pb[-1];
::delete [] pb;
}
}
D3DXINLINE void
_D3DXMATRIXA16::operator delete[](void* p)
{
if(p)
{
BYTE* pb = static_cast<BYTE*>(p);
pb -= pb[-1];
::delete [] pb;
}
}
D3DXINLINE _D3DXMATRIXA16&
_D3DXMATRIXA16::operator=(CONST D3DXMATRIX& rhs)
{
memcpy(&_11, &rhs, sizeof(D3DXMATRIX));
return *this;
}
//--------------------------
// Quaternion
//--------------------------
D3DXINLINE
D3DXQUATERNION::D3DXQUATERNION( __in 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( __in CONST D3DXFLOAT16 * pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
#ifdef _NO_XBOXMATH
D3DXFloat16To32Array(&x, pf, 4);
#else
D3DX_ConvertHalfToFloatStream(&x, sizeof(FLOAT), (__in CONST HALF *)pf, sizeof(D3DXFLOAT16), 4);
#endif
}
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 __in CONST FLOAT * () const
{
return (__in 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 )
{
x -= q.x;
y -= q.y;
z -= q.z;
w -= q.w;
return *this;
}
D3DXINLINE D3DXQUATERNION&
D3DXQUATERNION::operator *= ( CONST D3DXQUATERNION& q )
{
#ifdef _NO_XBOXMATH
D3DXQuaternionMultiply(this, this, &q);
#else
XMVECTOR Q0, Q1;
Q0 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)this);
Q1 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)&q);
Q0 = XMQuaternionMultiply(Q0, Q1);
XMStoreFloat4NC((XMFLOAT4*)this, Q0);
#endif
return *this;
}
D3DXINLINE D3DXQUATERNION&
D3DXQUATERNION::operator *= ( FLOAT f )
{
x *= f;
y *= f;
z *= f;
w *= f;
return *this;
}
D3DXINLINE D3DXQUATERNION&
D3DXQUATERNION::operator /= ( FLOAT f )
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
x *= fInv;
y *= fInv;
z *= fInv;
w *= fInv;
#else // !_NO_XBOXMATH
XMVECTOR Q, S;
S = D3DX_VectorReplicate(f);
Q = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)this);
S = XMVectorReciprocal(S);
Q = XMVectorMultiply(Q, S);
XMStoreFloat4NC((XMFLOAT4*)this, Q);
#endif // !_NO_XBOXMATH
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;
#ifdef _NO_XBOXMATH
D3DXQuaternionMultiply(&qT, this, &q);
#else
XMVECTOR Q0, Q1;
Q0 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)this);
Q1 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)&q);
Q0 = XMQuaternionMultiply(Q0, Q1);
XMStoreFloat4NC((XMFLOAT4*)&qT, Q0);
#endif
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
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
return D3DXQUATERNION(x * fInv, y * fInv, z * fInv, w * fInv);
#else // !_NO_XBOXMATH
XMVECTOR Q, S;
D3DXQUATERNION Result;
S = D3DX_VectorReplicate(f);
Q = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)this);
S = XMVectorReciprocal(S);
Q = XMVectorMultiply(Q, S);
XMStoreFloat4NC((XMFLOAT4*)&Result, Q);
return Result;
#endif // !_NO_XBOXMATH
}
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( __in 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( __in CONST D3DXFLOAT16 * pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
#ifdef _NO_XBOXMATH
D3DXFloat16To32Array(&a, pf, 4);
#else
D3DX_ConvertHalfToFloatStream(&a, sizeof(FLOAT), (__in CONST HALF *)pf, sizeof(D3DXFLOAT16), 4);
#endif
}
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 __in CONST FLOAT * () const
{
return (__in CONST FLOAT *) &a;
}
// assignment operators
D3DXINLINE D3DXPLANE&
D3DXPLANE::operator = ( CONST D3DXPLANE& p )
{
a = p.a;
b = p.b;
c = p.c;
d = p.d;
return *this;
}
D3DXINLINE D3DXPLANE&
D3DXPLANE::operator *= ( FLOAT f )
{
a *= f;
b *= f;
c *= f;
d *= f;
return *this;
}
D3DXINLINE D3DXPLANE&
D3DXPLANE::operator /= ( FLOAT f )
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
a *= fInv;
b *= fInv;
c *= fInv;
d *= fInv;
#else // !_NO_XBOXMATH
XMVECTOR P, S;
S = D3DX_VectorReplicate(f);
P = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)this);
S = XMVectorReciprocal(S);
P = XMVectorMultiply(P, S);
XMStoreFloat4NC((XMFLOAT4*)this, P);
#endif // !_NO_XBOXMATH
return *this;
}
// unary operators
D3DXINLINE D3DXPLANE
D3DXPLANE::operator + () const
{
return *this;
}
D3DXINLINE D3DXPLANE
D3DXPLANE::operator - () const
{
return D3DXPLANE(-a, -b, -c, -d);
}
// binary operators
D3DXINLINE D3DXPLANE
D3DXPLANE::operator * ( FLOAT f ) const
{
return D3DXPLANE(a * f, b * f, c * f, d * f);
}
D3DXINLINE D3DXPLANE
D3DXPLANE::operator / ( FLOAT f ) const
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
return D3DXPLANE(a * fInv, b * fInv, c * fInv, d * fInv);
#else // !_NO_XBOXMATH
XMVECTOR P, S;
D3DXPLANE Result;
S = D3DX_VectorReplicate(f);
P = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)this);
S = XMVectorReciprocal(S);
P = XMVectorMultiply(P, S);
XMStoreFloat4NC((XMFLOAT4*)&Result, P);
return Result;
#endif // !_NO_XBOXMATH
}
D3DXINLINE D3DXPLANE
operator * (FLOAT f, CONST D3DXPLANE& p )
{
return D3DXPLANE(f * p.a, f * p.b, f * p.c, f * p.d);
}
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( __in 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( __in CONST D3DXFLOAT16 * pf )
{
#ifdef D3DX_DEBUG
if(!pf)
return;
#endif
#ifdef _NO_XBOXMATH
D3DXFloat16To32Array(&r, pf, 4);
#else
D3DX_ConvertHalfToFloatStream(&r, sizeof(FLOAT), (__in CONST HALF *)pf, sizeof(D3DXFLOAT16), 4);
#endif
}
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
{
#ifdef _NO_XBOXMATH
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;
#else
XMVECTOR ColorSrc;
XMCOLOR ColorDst;
ColorSrc = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)this);
XMStoreColor(&ColorDst, ColorSrc);
return ColorDst.c;
#endif
}
D3DXINLINE
D3DXCOLOR::operator FLOAT * ()
{
return (FLOAT *) &r;
}
D3DXINLINE
D3DXCOLOR::operator __in CONST FLOAT * () const
{
return (__in CONST FLOAT *) &r;
}
D3DXINLINE
D3DXCOLOR::operator D3DCOLORVALUE * ()
{
return (D3DCOLORVALUE *) &r;
}
D3DXINLINE
D3DXCOLOR::operator __in CONST D3DCOLORVALUE * () const
{
return (__in CONST D3DCOLORVALUE *) &r;
}
D3DXINLINE
D3DXCOLOR::operator D3DCOLORVALUE& ()
{
return *((D3DCOLORVALUE *) &r);
}
D3DXINLINE
D3DXCOLOR::operator CONST D3DCOLORVALUE& () const
{
return *((__in 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 -= ( 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 )
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
r *= fInv;
g *= fInv;
b *= fInv;
a *= fInv;
#else // !_NO_XBOXMATH
XMVECTOR C, S;
S = D3DX_VectorReplicate(f);
C = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)this);
S = XMVectorReciprocal(S);
C = XMVectorMultiply(C, S);
XMStoreFloat4NC((XMFLOAT4*)this, C);
#endif // !_NO_XBOXMATH
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
{
#ifdef _NO_XBOXMATH
FLOAT fInv = 1.0f / f;
return D3DXCOLOR(r * fInv, g * fInv, b * fInv, a * fInv);
#else // !_NO_XBOXMATH
XMVECTOR C, S;
D3DXCOLOR Result;
S = D3DX_VectorReplicate(f);
C = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)this);
S = XMVectorReciprocal(S);
C = XMVectorMultiply(C, S);
XMStoreFloat4NC((XMFLOAT4*)&Result, C);
return Result;
#endif // !_NO_XBOXMATH
}
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
( __in CONST D3DXVECTOR2 *pV )
{
#ifdef D3DX_DEBUG
if(!pV)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
#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
#else // !_NO_XBOXMATH
XMVECTOR V, Result;
V = D3DX_LoadFloat2((__in CONST XMFLOAT2 *)pV);
Result = XMVector2Length(V);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE FLOAT D3DXVec2LengthSq
( __in CONST D3DXVECTOR2 *pV )
{
#ifdef D3DX_DEBUG
if(!pV)
return 0.0f;
#endif
return pV->x * pV->x + pV->y * pV->y;
}
D3DXINLINE FLOAT D3DXVec2Dot
( __in CONST D3DXVECTOR2 *pV1, __in 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
( __in CONST D3DXVECTOR2 *pV1, __in 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
( __out D3DXVECTOR2 * pOut, __in CONST D3DXVECTOR2 *pV1, __in 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
( __out D3DXVECTOR2 * pOut, __in CONST D3DXVECTOR2 *pV1, __in 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
( __out D3DXVECTOR2 * pOut, __in CONST D3DXVECTOR2 *pV1, __in 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
( __out D3DXVECTOR2 * pOut, __in CONST D3DXVECTOR2 *pV1, __in 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
( __out D3DXVECTOR2 * pOut, __in 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
( __out D3DXVECTOR2 * pOut, __in CONST D3DXVECTOR2 *pV1, __in 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
( __in CONST D3DXVECTOR3 *pV )
{
#ifdef D3DX_DEBUG
if(!pV)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
#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
#else // !_NO_XBOXMATH
XMVECTOR V, Result;
V = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV);
Result = XMVector3Length(V);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE FLOAT D3DXVec3LengthSq
( __in CONST D3DXVECTOR3 *pV )
{
#ifdef D3DX_DEBUG
if(!pV)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z;
#else // !_NO_XBOXMATH
XMVECTOR V, Result;
V = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV);
Result = XMVector3LengthSq(V);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE FLOAT D3DXVec3Dot
( __in CONST D3DXVECTOR3 *pV1, __in CONST D3DXVECTOR3 *pV2 )
{
#ifdef D3DX_DEBUG
if(!pV1 || !pV2)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z;
#else // !_NO_XBOXMATH
XMVECTOR V1, V2, Result;
V1 = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV1);
V2 = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV2);
Result = XMVector3Dot(V1, V2);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE D3DXVECTOR3* D3DXVec3Cross
( __out D3DXVECTOR3 * pOut, __in CONST D3DXVECTOR3 *pV1, __in CONST D3DXVECTOR3 *pV2 )
{
#ifdef D3DX_DEBUG
if(!pOut || !pV1 || !pV2)
return NULL;
#endif
#ifdef _NO_XBOXMATH
D3DXVECTOR3 v;
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;
#else // !_NO_XBOXMATH
XMVECTOR V1, V2, Result;
V1 = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV1);
V2 = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV2);
Result = XMVector3Cross(V1, V2);
XMStoreFloat3((XMFLOAT3*)pOut, Result);
#endif // !_NO_XBOXMATH
return pOut;
}
D3DXINLINE D3DXVECTOR3* D3DXVec3Add
( __out D3DXVECTOR3 * pOut, __in CONST D3DXVECTOR3 *pV1, __in 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
( __out D3DXVECTOR3 * pOut, __in CONST D3DXVECTOR3 *pV1, __in 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
( __out D3DXVECTOR3 * pOut, __in CONST D3DXVECTOR3 *pV1, __in CONST D3DXVECTOR3 *pV2 )
{
#ifdef D3DX_DEBUG
if(!pOut || !pV1 || !pV2)
return NULL;
#endif
#ifdef _NO_XBOXMATH
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;
#else // !_NO_XBOXMATH
XMVECTOR V1, V2, Result;
V1 = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV1);
V2 = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV2);
Result = XMVectorMinimize(V1, V2);
XMStoreFloat3((XMFLOAT3*)pOut, Result);
#endif // !_NO_XBOXMATH
return pOut;
}
D3DXINLINE D3DXVECTOR3* D3DXVec3Maximize
( __out D3DXVECTOR3 * pOut, __in CONST D3DXVECTOR3 *pV1, __in CONST D3DXVECTOR3 *pV2 )
{
#ifdef D3DX_DEBUG
if(!pOut || !pV1 || !pV2)
return NULL;
#endif
#ifdef _NO_XBOXMATH
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;
#else // !_NO_XBOXMATH
XMVECTOR V1, V2, Result;
V1 = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV1);
V2 = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV2);
Result = XMVectorMaximize(V1, V2);
XMStoreFloat3((XMFLOAT3*)pOut, Result);
#endif // !_NO_XBOXMATH
return pOut;
}
D3DXINLINE D3DXVECTOR3* D3DXVec3Scale
( __out D3DXVECTOR3 * pOut, __in 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
( __out D3DXVECTOR3 * pOut, __in CONST D3DXVECTOR3 *pV1, __in CONST D3DXVECTOR3 *pV2,
FLOAT s )
{
#ifdef D3DX_DEBUG
if(!pOut || !pV1 || !pV2)
return NULL;
#endif
#ifdef _NO_XBOXMATH
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);
#else // !_NO_XBOXMATH
XMVECTOR V1, V2, Result;
V1 = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV1);
V2 = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV2);
Result = D3DX_VectorLerp(V1, V2, s);
XMStoreFloat3((XMFLOAT3*)pOut, Result);
#endif // !_NO_XBOXMATH
return pOut;
}
//--------------------------
// 4D Vector
//--------------------------
D3DXINLINE FLOAT D3DXVec4Length
( __in CONST D3DXVECTOR4 *pV )
{
#ifdef D3DX_DEBUG
if(!pV)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
#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
#else // !_NO_XBOXMATH
XMVECTOR V, Result;
V = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pV);
Result = XMVector4Length(V);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE FLOAT D3DXVec4LengthSq
( __in CONST D3DXVECTOR4 *pV )
{
#ifdef D3DX_DEBUG
if(!pV)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w;
#else // !_NO_XBOXMATH
XMVECTOR V, Result;
V = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pV);
Result = XMVector4LengthSq(V);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE FLOAT D3DXVec4Dot
( __in CONST D3DXVECTOR4 *pV1, __in CONST D3DXVECTOR4 *pV2 )
{
#ifdef D3DX_DEBUG
if(!pV1 || !pV2)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z + pV1->w * pV2->w;
#else // !_NO_XBOXMATH
XMVECTOR V1, V2, Result;
V1 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pV1);
V2 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pV2);
Result = XMVector4Dot(V1, V2);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE D3DXVECTOR4* D3DXVec4Add
( __out D3DXVECTOR4 * pOut, __in CONST D3DXVECTOR4 *pV1, __in 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
( __out D3DXVECTOR4 * pOut, __in CONST D3DXVECTOR4 *pV1, __in 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
( __out D3DXVECTOR4 * pOut, __in CONST D3DXVECTOR4 *pV1, __in CONST D3DXVECTOR4 *pV2)
{
#ifdef D3DX_DEBUG
if(!pOut || !pV1 || !pV2)
return NULL;
#endif
#ifdef _NO_XBOXMATH
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;
#else // !_NO_XBOXMATH
XMVECTOR V1, V2, Result;
V1 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pV1);
V2 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pV2);
Result = XMVectorMinimize(V1, V2);
XMStoreFloat4NC((XMFLOAT4*)pOut, Result);
#endif // !_NO_XBOXMATH
return pOut;
}
D3DXINLINE D3DXVECTOR4* D3DXVec4Maximize
( __out D3DXVECTOR4 * pOut, __in CONST D3DXVECTOR4 *pV1, __in CONST D3DXVECTOR4 *pV2)
{
#ifdef D3DX_DEBUG
if(!pOut || !pV1 || !pV2)
return NULL;
#endif
#ifdef _NO_XBOXMATH
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;
#else // !_NO_XBOXMATH
XMVECTOR V1, V2, Result;
V1 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pV1);
V2 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pV2);
Result = XMVectorMaximize(V1, V2);
XMStoreFloat4NC((XMFLOAT4*)pOut, Result);
#endif // !_NO_XBOXMATH
return pOut;
}
D3DXINLINE D3DXVECTOR4* D3DXVec4Scale
( __out D3DXVECTOR4 * pOut, __in 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
( __out D3DXVECTOR4 * pOut, __in CONST D3DXVECTOR4 *pV1, __in CONST D3DXVECTOR4 *pV2,
FLOAT s )
{
#ifdef D3DX_DEBUG
if(!pOut || !pV1 || !pV2)
return NULL;
#endif
#ifdef _NO_XBOXMATH
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);
#else // !_NO_XBOXMATH
XMVECTOR V1, V2, Result;
V1 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pV1);
V2 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pV2);
Result = D3DX_VectorLerp(V1, V2, s);
XMStoreFloat4NC((XMFLOAT4*)pOut, Result);
#endif // !_NO_XBOXMATH
return pOut;
}
//--------------------------
// 4D Matrix
//--------------------------
D3DXINLINE D3DXMATRIX* D3DXMatrixIdentity
( __out D3DXMATRIX * pOut )
{
#ifdef D3DX_DEBUG
if(!pOut)
return NULL;
#endif
#ifdef _NO_XBOXMATH
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;
#else // !_NO_XBOXMATH
XMMATRIX M;
M = XMMatrixIdentity();
XMStoreFloat4x4NC((XMFLOAT4X4*)pOut, M);
#endif // !_NO_XBOXMATH
return pOut;
}
D3DXINLINE BOOL D3DXMatrixIsIdentity
( __in CONST D3DXMATRIX *pM )
{
#ifdef D3DX_DEBUG
if(!pM)
return FALSE;
#endif
#ifdef _NO_XBOXMATH
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;
#else // !_NO_XBOXMATH
XMMATRIX M;
M = D3DX_LoadFloat4x4((__in CONST XMFLOAT4X4 *)pM);
return XMMatrixIsIdentity(M);
#endif // !_NO_XBOXMATH
}
//--------------------------
// Quaternion
//--------------------------
D3DXINLINE FLOAT D3DXQuaternionLength
( __in CONST D3DXQUATERNION *pQ )
{
#ifdef D3DX_DEBUG
if(!pQ)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
#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
#else // !_NO_XBOXMATH
XMVECTOR Q, Result;
Q = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pQ);
Result = XMQuaternionLength(Q);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE FLOAT D3DXQuaternionLengthSq
( __in CONST D3DXQUATERNION *pQ )
{
#ifdef D3DX_DEBUG
if(!pQ)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
return pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w;
#else // !_NO_XBOXMATH
XMVECTOR Q, Result;
Q = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pQ);
Result = XMQuaternionLengthSq(Q);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE FLOAT D3DXQuaternionDot
( __in CONST D3DXQUATERNION *pQ1, __in CONST D3DXQUATERNION *pQ2 )
{
#ifdef D3DX_DEBUG
if(!pQ1 || !pQ2)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
return pQ1->x * pQ2->x + pQ1->y * pQ2->y + pQ1->z * pQ2->z + pQ1->w * pQ2->w;
#else // !_NO_XBOXMATH
XMVECTOR Q1, Q2, Result;
Q1 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pQ1);
Q2 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pQ2);
Result = XMQuaternionDot(Q1, Q2);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE D3DXQUATERNION* D3DXQuaternionIdentity
( __out D3DXQUATERNION * pOut )
{
#ifdef D3DX_DEBUG
if(!pOut)
return NULL;
#endif
#ifdef _NO_XBOXMATH
pOut->x = pOut->y = pOut->z = 0.0f;
pOut->w = 1.0f;
#else // !_NO_XBOXMATH
XMVECTOR Q;
Q = XMQuaternionIdentity();
XMStoreFloat4NC((XMFLOAT4*)pOut, Q);
#endif // !_NO_XBOXMATH
return pOut;
}
D3DXINLINE BOOL D3DXQuaternionIsIdentity
( __in CONST D3DXQUATERNION *pQ )
{
#ifdef D3DX_DEBUG
if(!pQ)
return FALSE;
#endif
#ifdef _NO_XBOXMATH
return pQ->x == 0.0f && pQ->y == 0.0f && pQ->z == 0.0f && pQ->w == 1.0f;
#else // !_NO_XBOXMATH
XMVECTOR Q;
Q = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pQ);
return XMQuaternionIsIdentity(Q);
#endif // !_NO_XBOXMATH
}
D3DXINLINE D3DXQUATERNION* D3DXQuaternionConjugate
( __out D3DXQUATERNION * pOut, __in 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
( __in CONST D3DXPLANE *pP, __in CONST D3DXVECTOR4 *pV)
{
#ifdef D3DX_DEBUG
if(!pP || !pV)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d * pV->w;
#else // !_NO_XBOXMATH
XMVECTOR P, V, Result;
P = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pP);
V = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pV);
Result = XMPlaneDot(P, V);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE FLOAT D3DXPlaneDotCoord
( __in CONST D3DXPLANE *pP, __in CONST D3DXVECTOR3 *pV)
{
#ifdef D3DX_DEBUG
if(!pP || !pV)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d;
#else // !_NO_XBOXMATH
XMVECTOR P, V, Result;
P = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pP);
V = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV);
Result = XMPlaneDotCoord(P, V);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE FLOAT D3DXPlaneDotNormal
( __in CONST D3DXPLANE *pP, __in CONST D3DXVECTOR3 *pV)
{
#ifdef D3DX_DEBUG
if(!pP || !pV)
return 0.0f;
#endif
#ifdef _NO_XBOXMATH
return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z;
#else // !_NO_XBOXMATH
XMVECTOR P, V, Result;
P = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pP);
V = D3DX_LoadFloat3((__in CONST XMFLOAT3 *)pV);
Result = XMPlaneDotNormal(P, V);
return XMVectorGetX( Result );
#endif // !_NO_XBOXMATH
}
D3DXINLINE D3DXPLANE* D3DXPlaneScale
(__out D3DXPLANE * pOut, __in CONST D3DXPLANE *pP, FLOAT s)
{
#ifdef D3DX_DEBUG
if(!pOut || !pP)
return NULL;
#endif
pOut->a = pP->a * s;
pOut->b = pP->b * s;
pOut->c = pP->c * s;
pOut->d = pP->d * s;
return pOut;
}
//--------------------------
// Color
//--------------------------
D3DXINLINE D3DXCOLOR* D3DXColorNegative
(__out D3DXCOLOR * pOut, __in 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
(__out D3DXCOLOR * pOut, __in CONST D3DXCOLOR *pC1, __in 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
(__out D3DXCOLOR * pOut, __in CONST D3DXCOLOR *pC1, __in 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
(__out D3DXCOLOR * pOut, __in 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
(__out D3DXCOLOR * pOut, __in CONST D3DXCOLOR *pC1, __in 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
(__out D3DXCOLOR * pOut, __in CONST D3DXCOLOR *pC1, __in CONST D3DXCOLOR *pC2, FLOAT s)
{
#ifdef D3DX_DEBUG
if(!pOut || !pC1 || !pC2)
return NULL;
#endif
#ifdef _NO_XBOXMATH
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);
#else // !_NO_XBOXMATH
XMVECTOR C1, C2, Result;
C1 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pC1);
C2 = D3DX_LoadFloat4((__in CONST XMFLOAT4 *)pC2);
Result = D3DX_VectorLerp(C1, C2, s);
XMStoreFloat4NC((XMFLOAT4*)pOut, Result);
#endif // !_NO_XBOXMATH
return pOut;
}
#endif // __D3DX9MATH_INL__