d3dx8: Implement the C++ stuff of the D3DXVECTOR4 structure.
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d320460765
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@ -96,6 +96,32 @@ typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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typedef struct D3DXVECTOR4
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{
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#ifdef __cplusplus
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D3DXVECTOR4();
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D3DXVECTOR4(CONST FLOAT *pf);
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D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
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operator FLOAT* ();
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operator CONST FLOAT* () const;
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D3DXVECTOR4& operator += (CONST D3DXVECTOR4&);
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D3DXVECTOR4& operator -= (CONST D3DXVECTOR4&);
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D3DXVECTOR4& operator *= (FLOAT);
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D3DXVECTOR4& operator /= (FLOAT);
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D3DXVECTOR4 operator + () const;
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D3DXVECTOR4 operator - () const;
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D3DXVECTOR4 operator + (CONST D3DXVECTOR4&) const;
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D3DXVECTOR4 operator - (CONST D3DXVECTOR4&) const;
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D3DXVECTOR4 operator * (FLOAT) const;
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D3DXVECTOR4 operator / (FLOAT) const;
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friend D3DXVECTOR4 operator * (FLOAT, CONST D3DXVECTOR4&);
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BOOL operator == (CONST D3DXVECTOR4&) const;
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BOOL operator != (CONST D3DXVECTOR4&) const;
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#endif /* __cplusplus */
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FLOAT x, y, z, w;
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} D3DXVECTOR4, *LPD3DXVECTOR4;
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@ -236,6 +236,118 @@ inline BOOL D3DXVECTOR3::operator != (CONST D3DXVECTOR3& v) const
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return x != v.x || y != v.y || z != v.z;
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}
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inline D3DXVECTOR4::D3DXVECTOR4()
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{
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}
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inline D3DXVECTOR4::D3DXVECTOR4(CONST FLOAT *pf)
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{
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if(!pf) return;
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x = pf[0];
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y = pf[1];
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z = pf[2];
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w = pf[3];
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}
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inline D3DXVECTOR4::D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw)
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{
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x = fx;
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y = fy;
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z = fz;
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w = fw;
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}
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inline D3DXVECTOR4::operator FLOAT* ()
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{
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return (FLOAT*)&x;
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}
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inline D3DXVECTOR4::operator CONST FLOAT* () const
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{
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return (CONST FLOAT*)&x;
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}
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inline D3DXVECTOR4& D3DXVECTOR4::operator += (CONST D3DXVECTOR4& v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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w += v.w;
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return *this;
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}
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inline D3DXVECTOR4& D3DXVECTOR4::operator -= (CONST D3DXVECTOR4& v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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w -= v.w;
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return *this;
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}
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inline D3DXVECTOR4& D3DXVECTOR4::operator *= (FLOAT f)
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{
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x *= f;
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y *= f;
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z *= f;
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w *= f;
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return *this;
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}
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inline D3DXVECTOR4& D3DXVECTOR4::operator /= (FLOAT f)
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{
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x /= f;
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y /= f;
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z /= f;
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w /= f;
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return *this;
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}
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inline D3DXVECTOR4 D3DXVECTOR4::operator + () const
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{
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return *this;
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}
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inline D3DXVECTOR4 D3DXVECTOR4::operator - () const
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{
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return D3DXVECTOR4(-x, -y, -z, -w);
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}
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inline D3DXVECTOR4 D3DXVECTOR4::operator + (CONST D3DXVECTOR4& v) const
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{
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return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);
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}
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inline D3DXVECTOR4 D3DXVECTOR4::operator - (CONST D3DXVECTOR4& v) const
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{
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return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);
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}
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inline D3DXVECTOR4 D3DXVECTOR4::operator * (FLOAT f) const
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{
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return D3DXVECTOR4(x * f, y * f, z * f, w * f);
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}
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inline D3DXVECTOR4 D3DXVECTOR4::operator / (FLOAT f) const
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{
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return D3DXVECTOR4(x / f, y / f, z / f, w / f);
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}
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inline D3DXVECTOR4 operator * (FLOAT f, CONST D3DXVECTOR4& v)
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{
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return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);
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}
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inline BOOL D3DXVECTOR4::operator == (CONST D3DXVECTOR4& v) const
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{
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return x == v.x && y == v.y && z == v.z && w == v.w;
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}
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inline BOOL D3DXVECTOR4::operator != (CONST D3DXVECTOR4& v) const
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{
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return x != v.x || y != v.y || z != v.z || w != v.w;
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}
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#endif /* __cplusplus */
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/*_______________D3DXCOLOR_____________________*/
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