diff --git a/reactos/include/dxsdk/d3dvec.inl b/reactos/include/dxsdk/d3dvec.inl new file mode 100644 index 00000000000..922c36ea462 --- /dev/null +++ b/reactos/include/dxsdk/d3dvec.inl @@ -0,0 +1,227 @@ + +#include + + +inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f) +{ + x = y = z = f; +} + +inline +_D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z) +{ + x = _x; + y = _y; + z = _z; +} + +inline _D3DVECTOR::_D3DVECTOR(const D3DVALUE f[3]) +{ + x = f[0]; + y = f[1]; + z = f[2]; +} + +inline const D3DVALUE& _D3DVECTOR::operator[](int i) const +{ + return (&x)[i]; +} + +inline D3DVALUE& _D3DVECTOR::operator[](int i) +{ + return (&x)[i]; +} + +inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v) +{ + x += v.x; + y += v.y; + z += v.z; + return *this; +} + +inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v) +{ + x -= v.x; + y -= v.y; + z -= v.z; + return *this; +} + +inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v) +{ + x *= v.x; + y *= v.y; + z *= v.z; + return *this; +} + +inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v) +{ + x /= v.x; + y /= v.y; + z /= v.z; + return *this; +} + +inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s) +{ + x *= s; + y *= s; + z *= s; + return *this; +} + +inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s) +{ + x /= s; + y /= s; + z /= s; + return *this; +} + +inline _D3DVECTOR operator + (const _D3DVECTOR& v) +{ + return v; +} + +inline _D3DVECTOR operator - (const _D3DVECTOR& v) +{ + return _D3DVECTOR(-v.x, -v.y, -v.z); +} + +inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2) +{ + return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); +} + +inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2) +{ + return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); +} + +inline _D3DVECTOR operator * (const _D3DVECTOR& v1, const _D3DVECTOR& v2) +{ + return _D3DVECTOR(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z); +} + +inline _D3DVECTOR operator / (const _D3DVECTOR& v1, const _D3DVECTOR& v2) +{ + return _D3DVECTOR(v1.x/v2.x, v1.y/v2.y, v1.z/v2.z); +} + +inline int operator < (const _D3DVECTOR& v1, const _D3DVECTOR& v2) +{ + return v1[0] < v2[0] && v1[1] < v2[1] && v1[2] < v2[2]; +} + +inline int operator <= (const _D3DVECTOR& v1, const _D3DVECTOR& v2) +{ + return v1[0] <= v2[0] && v1[1] <= v2[1] && v1[2] <= v2[2]; +} + +inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s) +{ + return _D3DVECTOR(s*v.x, s*v.y, s*v.z); +} + +inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v) +{ + return _D3DVECTOR(s*v.x, s*v.y, s*v.z); +} + +inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s) +{ + return _D3DVECTOR(v.x/s, v.y/s, v.z/s); +} + +inline int operator == (const _D3DVECTOR& v1, const _D3DVECTOR& v2) +{ + return v1.x==v2.x && v1.y==v2.y && v1.z == v2.z; +} + +inline D3DVALUE Magnitude (const _D3DVECTOR& v) +{ + return (D3DVALUE) sqrt(SquareMagnitude(v)); +} + +inline D3DVALUE SquareMagnitude (const _D3DVECTOR& v) +{ + return v.x*v.x + v.y*v.y + v.z*v.z; +} + +inline _D3DVECTOR Normalize (const _D3DVECTOR& v) +{ + return v / Magnitude(v); +} + +inline D3DVALUE Min (const _D3DVECTOR& v) +{ + D3DVALUE ret = v.x; + if (v.y < ret) + ret = v.y; + + if (v.z < ret) + ret = v.z; + + return ret; +} + +inline D3DVALUE Max (const _D3DVECTOR& v) +{ + D3DVALUE ret = v.x; + if (ret < v.y) + ret = v.y; + + if (ret < v.z) + ret = v.z; + + return ret; +} + +inline _D3DVECTOR Minimize (const _D3DVECTOR& v1, const _D3DVECTOR& v2) +{ + return _D3DVECTOR( v1[0] < v2[0] ? v1[0] : v2[0], + v1[1] < v2[1] ? v1[1] : v2[1], + v1[2] < v2[2] ? v1[2] : v2[2]); +} + +inline _D3DVECTOR Maximize (const _D3DVECTOR& v1, const _D3DVECTOR& v2) +{ + return _D3DVECTOR( v1[0] > v2[0] ? v1[0] : v2[0], + v1[1] > v2[1] ? v1[1] : v2[1], + v1[2] > v2[2] ? v1[2] : v2[2]); +} + +inline D3DVALUE DotProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2) +{ + return v1.x*v2.x + v1.y * v2.y + v1.z*v2.z; +} + +inline _D3DVECTOR CrossProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2) +{ + _D3DVECTOR result; + result[0] = v1[1] * v2[2] - v1[2] * v2[1]; + result[1] = v1[2] * v2[0] - v1[0] * v2[2]; + result[2] = v1[0] * v2[1] - v1[1] * v2[0]; + + return result; +} + +inline _D3DMATRIX operator* (const _D3DMATRIX& a, const _D3DMATRIX& b) +{ + _D3DMATRIX ret; + for (int i=0; i<4; i++) + { + for (int j=0; j<4; j++) + { + ret(i, j) = 0.0f; + for (int k=0; k<4; k++) + { + ret(i, j) += a(i, k) * b(k, j); + } + } +} + return ret; +} +