Added a few C++ operators to Direct3D structures, and made some unions
'nameless'.
This commit is contained in:
parent
37f5c11118
commit
fddc3e15d8
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@ -49,17 +49,17 @@ static void update(IDirect3DLightImpl* This) {
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TRACE("Activating DIRECTIONAL\n");
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TRACE("Activating DIRECTIONAL\n");
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TRACE(" direction : %f %f %f\n",
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TRACE(" direction : %f %f %f\n",
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This->light.dvDirection.x.x,
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This->light.dvDirection.u1.x,
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This->light.dvDirection.y.y,
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This->light.dvDirection.u2.y,
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This->light.dvDirection.z.z);
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This->light.dvDirection.u3.z);
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_dump_colorvalue(" color ", This->light.dcvColor);
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_dump_colorvalue(" color ", This->light.dcvColor);
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glLightfv(dlpriv->light_num, GL_AMBIENT, (float *) zero_value);
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glLightfv(dlpriv->light_num, GL_AMBIENT, (float *) zero_value);
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glLightfv(dlpriv->light_num, GL_DIFFUSE, (float *) &(This->light.dcvColor));
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glLightfv(dlpriv->light_num, GL_DIFFUSE, (float *) &(This->light.dcvColor));
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direction[0] = -This->light.dvDirection.x.x;
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direction[0] = -This->light.dvDirection.u1.x;
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direction[1] = -This->light.dvDirection.y.y;
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direction[1] = -This->light.dvDirection.u2.y;
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direction[2] = -This->light.dvDirection.z.z;
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direction[2] = -This->light.dvDirection.u3.z;
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direction[3] = 0.0; /* This is a directional light */
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direction[3] = 0.0; /* This is a directional light */
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glLightfv(dlpriv->light_num, GL_POSITION, (float *) direction);
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glLightfv(dlpriv->light_num, GL_POSITION, (float *) direction);
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@ -103,7 +103,7 @@ typedef struct mesa_d3dd_private {
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#define _dump_colorvalue(s,v) \
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#define _dump_colorvalue(s,v) \
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TRACE(" " s " : %f %f %f %f\n", \
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TRACE(" " s " : %f %f %f %f\n", \
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(v).r.r, (v).g.g, (v).b.b, (v).a.a);
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(v).u1.r, (v).u2.g, (v).u3.b, (v).u4.a);
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/* Common functions defined in d3dcommon.c */
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/* Common functions defined in d3dcommon.c */
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void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
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void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
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@ -1732,18 +1732,18 @@ static HRESULT WINAPI IDirectSoundBufferImpl_QueryInterface(
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*ppobj = (LPVOID)dsl;
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*ppobj = (LPVOID)dsl;
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dsl->ds3dl.dwSize = sizeof(DS3DLISTENER);
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dsl->ds3dl.dwSize = sizeof(DS3DLISTENER);
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dsl->ds3dl.vPosition.x.x = 0.0;
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dsl->ds3dl.vPosition.u1.x = 0.0;
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dsl->ds3dl.vPosition.x.x = 0.0;
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dsl->ds3dl.vPosition.u2.y = 0.0;
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dsl->ds3dl.vPosition.z.z = 0.0;
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dsl->ds3dl.vPosition.u3.z = 0.0;
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dsl->ds3dl.vVelocity.x.x = 0.0;
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dsl->ds3dl.vVelocity.u1.x = 0.0;
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dsl->ds3dl.vVelocity.y.y = 0.0;
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dsl->ds3dl.vVelocity.u2.y = 0.0;
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dsl->ds3dl.vVelocity.z.z = 0.0;
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dsl->ds3dl.vVelocity.u3.z = 0.0;
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dsl->ds3dl.vOrientFront.x.x = 0.0;
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dsl->ds3dl.vOrientFront.u1.x = 0.0;
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dsl->ds3dl.vOrientFront.y.y = 0.0;
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dsl->ds3dl.vOrientFront.u2.y = 0.0;
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dsl->ds3dl.vOrientFront.z.z = 1.0;
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dsl->ds3dl.vOrientFront.u3.z = 1.0;
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dsl->ds3dl.vOrientTop.x.x = 0.0;
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dsl->ds3dl.vOrientTop.u1.x = 0.0;
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dsl->ds3dl.vOrientTop.y.y = 1.0;
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dsl->ds3dl.vOrientTop.u2.y = 1.0;
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dsl->ds3dl.vOrientTop.z.z = 0.0;
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dsl->ds3dl.vOrientTop.u3.z = 0.0;
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dsl->ds3dl.flDistanceFactor = DS3D_DEFAULTDISTANCEFACTOR;
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dsl->ds3dl.flDistanceFactor = DS3D_DEFAULTDISTANCEFACTOR;
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dsl->ds3dl.flRolloffFactor = DS3D_DEFAULTROLLOFFFACTOR;
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dsl->ds3dl.flRolloffFactor = DS3D_DEFAULTROLLOFFFACTOR;
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@ -2169,18 +2169,18 @@ static HRESULT WINAPI IDirectSoundImpl_QueryInterface(
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This->listener->dsb = NULL;
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This->listener->dsb = NULL;
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This->listener->ds3dl.dwSize = sizeof(DS3DLISTENER);
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This->listener->ds3dl.dwSize = sizeof(DS3DLISTENER);
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This->listener->ds3dl.vPosition.x.x = 0.0;
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This->listener->ds3dl.vPosition.u1.x = 0.0;
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This->listener->ds3dl.vPosition.x.x = 0.0;
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This->listener->ds3dl.vPosition.u2.y = 0.0;
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This->listener->ds3dl.vPosition.z.z = 0.0;
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This->listener->ds3dl.vPosition.u3.z = 0.0;
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This->listener->ds3dl.vVelocity.x.x = 0.0;
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This->listener->ds3dl.vVelocity.u1.x = 0.0;
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This->listener->ds3dl.vVelocity.y.y = 0.0;
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This->listener->ds3dl.vVelocity.u2.y = 0.0;
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This->listener->ds3dl.vVelocity.z.z = 0.0;
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This->listener->ds3dl.vVelocity.u3.z = 0.0;
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This->listener->ds3dl.vOrientFront.x.x = 0.0;
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This->listener->ds3dl.vOrientFront.u1.x = 0.0;
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This->listener->ds3dl.vOrientFront.y.y = 0.0;
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This->listener->ds3dl.vOrientFront.u2.y = 0.0;
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This->listener->ds3dl.vOrientFront.z.z = 1.0;
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This->listener->ds3dl.vOrientFront.u3.z = 1.0;
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This->listener->ds3dl.vOrientTop.x.x = 0.0;
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This->listener->ds3dl.vOrientTop.u1.x = 0.0;
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This->listener->ds3dl.vOrientTop.y.y = 1.0;
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This->listener->ds3dl.vOrientTop.u2.y = 1.0;
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This->listener->ds3dl.vOrientTop.z.z = 0.0;
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This->listener->ds3dl.vOrientTop.u3.z = 0.0;
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This->listener->ds3dl.flDistanceFactor = DS3D_DEFAULTDISTANCEFACTOR;
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This->listener->ds3dl.flDistanceFactor = DS3D_DEFAULTDISTANCEFACTOR;
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This->listener->ds3dl.flRolloffFactor = DS3D_DEFAULTROLLOFFFACTOR;
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This->listener->ds3dl.flRolloffFactor = DS3D_DEFAULTROLLOFFFACTOR;
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This->listener->ds3dl.flDopplerFactor = DS3D_DEFAULTDOPPLERFACTOR;
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This->listener->ds3dl.flDopplerFactor = DS3D_DEFAULTDOPPLERFACTOR;
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@ -69,54 +69,86 @@ typedef struct _D3DCOLORVALUE {
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union {
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union {
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D3DVALUE r;
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D3DVALUE r;
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D3DVALUE dvR;
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D3DVALUE dvR;
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} r;
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} DUMMYUNIONNAME1;
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union {
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union {
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D3DVALUE g;
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D3DVALUE g;
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D3DVALUE dvG;
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D3DVALUE dvG;
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} g;
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} DUMMYUNIONNAME2;
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union {
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union {
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D3DVALUE b;
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D3DVALUE b;
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D3DVALUE dvB;
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D3DVALUE dvB;
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} b;
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} DUMMYUNIONNAME3;
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union {
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union {
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D3DVALUE a;
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D3DVALUE a;
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D3DVALUE dvA;
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D3DVALUE dvA;
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} a;
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} DUMMYUNIONNAME4;
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} D3DCOLORVALUE,*LPD3DCOLORVALUE;
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} D3DCOLORVALUE,*LPD3DCOLORVALUE;
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typedef struct _D3DRECT {
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typedef struct _D3DRECT {
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union {
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union {
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LONG x1;
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LONG x1;
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LONG lX1;
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LONG lX1;
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} x1;
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} DUMMYUNIONNAME1;
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union {
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union {
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LONG y1;
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LONG y1;
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LONG lY1;
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LONG lY1;
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} y1;
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} DUMMYUNIONNAME2;
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union {
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union {
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LONG x2;
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LONG x2;
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LONG lX2;
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LONG lX2;
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} x2;
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} DUMMYUNIONNAME3;
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union {
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union {
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LONG y2;
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LONG y2;
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LONG lY2;
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LONG lY2;
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} y2;
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} DUMMYUNIONNAME4;
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} D3DRECT, *LPD3DRECT;
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} D3DRECT, *LPD3DRECT;
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typedef struct _D3DVECTOR {
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typedef struct _D3DVECTOR {
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union {
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union {
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D3DVALUE x;
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D3DVALUE x;
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D3DVALUE dvX;
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D3DVALUE dvX;
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} x;
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} DUMMYUNIONNAME1;
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union {
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union {
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D3DVALUE y;
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D3DVALUE y;
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D3DVALUE dvY;
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D3DVALUE dvY;
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} y;
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} DUMMYUNIONNAME2;
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union {
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union {
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D3DVALUE z;
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D3DVALUE z;
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D3DVALUE dvZ;
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D3DVALUE dvZ;
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} z;
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} DUMMYUNIONNAME3;
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/* the C++ variant has operator overloads etc. too */
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#if defined(__cplusplus) && defined(D3D_OVERLOADS)
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/* the definitions for these methods are in d3dvec.inl */
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public:
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/*** constructors ***/
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_D3DVECTOR() {}
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_D3DVECTOR(D3DVALUE f);
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_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z);
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_D3DVECTOR(const D3DVALUE f[3]);
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/*** assignment operators ***/
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_D3DVECTOR& operator += (const _D3DVECTOR& v);
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_D3DVECTOR& operator -= (const _D3DVECTOR& v);
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_D3DVECTOR& operator *= (const _D3DVECTOR& v);
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_D3DVECTOR& operator /= (const _D3DVECTOR& v);
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_D3DVECTOR& operator *= (D3DVALUE s);
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_D3DVECTOR& operator /= (D3DVALUE s);
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/*** binary operators ***/
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friend _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2);
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friend _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2);
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friend _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s);
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friend _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v);
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friend _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s);
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friend D3DVALUE SquareMagnitude(const _D3DVECTOR& v);
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friend D3DVALUE Magnitude(const _D3DVECTOR& v);
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friend _D3DVECTOR Normalize(const _D3DVECTOR& v);
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friend D3DVALUE DotProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2);
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friend _D3DVECTOR CrossProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2);
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#endif
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} D3DVECTOR,*LPD3DVECTOR;
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} D3DVECTOR,*LPD3DVECTOR;
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typedef struct _D3DHVERTEX {
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typedef struct _D3DHVERTEX {
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@ -250,6 +282,10 @@ typedef struct {
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/* FIXME: Some C++ stuff here */
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/* FIXME: Some C++ stuff here */
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} D3DMATRIX, *LPD3DMATRIX;
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} D3DMATRIX, *LPD3DMATRIX;
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#if defined(__cplusplus) && defined(D3D_OVERLOADS)
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#include "d3dvec.inl"
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#endif
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typedef struct _D3DVIEWPORT {
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typedef struct _D3DVIEWPORT {
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DWORD dwSize;
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DWORD dwSize;
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DWORD dwX;
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DWORD dwX;
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@ -421,23 +457,23 @@ typedef struct _D3DMATERIAL7 {
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union {
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union {
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D3DCOLORVALUE diffuse;
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D3DCOLORVALUE diffuse;
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D3DCOLORVALUE dcvDiffuse;
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D3DCOLORVALUE dcvDiffuse;
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}a;
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} DUMMYUNIONNAME;
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union {
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union {
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D3DCOLORVALUE ambient;
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D3DCOLORVALUE ambient;
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D3DCOLORVALUE dcvAmbient;
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D3DCOLORVALUE dcvAmbient;
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}b;
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} DUMMYUNIONNAME1;
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union {
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union {
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D3DCOLORVALUE specular;
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D3DCOLORVALUE specular;
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D3DCOLORVALUE dcvSpecular;
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D3DCOLORVALUE dcvSpecular;
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}c;
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} DUMMYUNIONNAME2;
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union {
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union {
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D3DCOLORVALUE emissive;
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D3DCOLORVALUE emissive;
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D3DCOLORVALUE dcvEmissive;
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D3DCOLORVALUE dcvEmissive;
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}d;
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} DUMMYUNIONNAME3;
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union {
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union {
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D3DVALUE power;
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D3DVALUE power;
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D3DVALUE dvPower;
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D3DVALUE dvPower;
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}e;
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} DUMMYUNIONNAME4;
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} D3DMATERIAL7, *LPD3DMATERIAL7;
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} D3DMATERIAL7, *LPD3DMATERIAL7;
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typedef enum {
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typedef enum {
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@ -0,0 +1,111 @@
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#ifndef __WINE_D3DVEC_INL
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#define __WINE_D3DVEC_INL
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/*** constructors ***/
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inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f)
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{
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x = y = z = f;
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}
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inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
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{
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x = _x; y = _y; z = _z;
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}
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/*** assignment operators ***/
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inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v)
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{
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x += v.x; y += v.y; z += v.z;
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return *this;
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}
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inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v)
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{
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x -= v.x; y -= v.y; z -= v.z;
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return *this;
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}
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inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v)
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{
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x *= v.x; y *= v.y; z *= v.z;
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return *this;
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}
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inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v)
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{
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x /= v.x; y /= v.y; z /= v.z;
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return *this;
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}
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inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s)
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{
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x *= s; y *= s; z *= s;
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return *this;
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}
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inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s)
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{
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x /= s; y /= s; z /= s;
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return *this;
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}
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/*** binary operators ***/
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inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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{
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return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z);
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}
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inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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{
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return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
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}
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inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s)
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{
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return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
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}
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inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v)
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{
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return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
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}
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inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s)
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{
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return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
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}
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inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v)
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{
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return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */
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}
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inline D3DVALUE Magnitude(const _D3DVECTOR& v)
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{
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return sqrt(SquareMagnitude(v));
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}
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inline _D3DVECTOR Normalize(const _D3DVECTOR& v)
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|
{
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return v / Magnitude(v);
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||||||
|
}
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|
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||||||
|
inline D3DVALUE DotProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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|
{
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||||||
|
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
|
||||||
|
}
|
||||||
|
|
||||||
|
inline _D3DVECTOR CrossProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
||||||
|
{
|
||||||
|
_D3DVECTOR res;
|
||||||
|
/* this is a left-handed cross product, right? */
|
||||||
|
res.x = v1.y * v2.z - v1.z * v2.y;
|
||||||
|
res.y = v1.z * v2.x - v1.x * v2.z;
|
||||||
|
res.z = v1.x * v2.y - v1.y * v2.x;
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
Loading…
Reference in New Issue