/* * Copyright (C) 2007 David Adam * Copyright (C) 2007 Tony Wasserka * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #ifndef __D3DX8MATH_INL__ #define __D3DX8MATH_INL__ /* constructors & operators */ #ifdef __cplusplus inline D3DXVECTOR2::D3DXVECTOR2() { } inline D3DXVECTOR2::D3DXVECTOR2(CONST FLOAT *pf) { if(!pf) return; x = pf[0]; y = pf[1]; } inline D3DXVECTOR2::D3DXVECTOR2(FLOAT fx, FLOAT fy) { x = fx; y = fy; } inline D3DXVECTOR2::operator FLOAT* () { return (FLOAT*)&x; } inline D3DXVECTOR2::operator CONST FLOAT* () const { return (CONST FLOAT*)&x; } inline D3DXVECTOR2& D3DXVECTOR2::operator += (CONST D3DXVECTOR2& v) { x += v.x; y += v.y; return *this; } inline D3DXVECTOR2& D3DXVECTOR2::operator -= (CONST D3DXVECTOR2& v) { x -= v.x; y -= v.y; return *this; } inline D3DXVECTOR2& D3DXVECTOR2::operator *= (FLOAT f) { x *= f; y *= f; return *this; } inline D3DXVECTOR2& D3DXVECTOR2::operator /= (FLOAT f) { x /= f; y /= f; return *this; } inline D3DXVECTOR2 D3DXVECTOR2::operator + () const { return *this; } inline D3DXVECTOR2 D3DXVECTOR2::operator - () const { return D3DXVECTOR2(-x, -y); } inline D3DXVECTOR2 D3DXVECTOR2::operator + (CONST D3DXVECTOR2& v) const { return D3DXVECTOR2(x + v.x, y + v.y); } inline D3DXVECTOR2 D3DXVECTOR2::operator - (CONST D3DXVECTOR2& v) const { return D3DXVECTOR2(x - v.x, y - v.y); } inline D3DXVECTOR2 D3DXVECTOR2::operator * (FLOAT f) const { return D3DXVECTOR2(x * f, y * f); } inline D3DXVECTOR2 D3DXVECTOR2::operator / (FLOAT f) const { return D3DXVECTOR2(x / f, y / f); } inline D3DXVECTOR2 operator * (FLOAT f, CONST D3DXVECTOR2& v) { return D3DXVECTOR2(f * v.x, f * v.y); } inline BOOL D3DXVECTOR2::operator == (CONST D3DXVECTOR2& v) const { return x == v.x && y == v.y; } inline BOOL D3DXVECTOR2::operator != (CONST D3DXVECTOR2& v) const { return x != v.x || y != v.y; } inline D3DXVECTOR3::D3DXVECTOR3() { } inline D3DXVECTOR3::D3DXVECTOR3(CONST FLOAT *pf) { if(!pf) return; x = pf[0]; y = pf[1]; z = pf[2]; } inline D3DXVECTOR3::D3DXVECTOR3(CONST D3DVECTOR& v) { x = v.x; y = v.y; z = v.z; } inline D3DXVECTOR3::D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz) { x = fx; y = fy; z = fz; } inline D3DXVECTOR3::operator FLOAT* () { return (FLOAT*)&x; } inline D3DXVECTOR3::operator CONST FLOAT* () const { return (CONST FLOAT*)&x; } inline D3DXVECTOR3& D3DXVECTOR3::operator += (CONST D3DXVECTOR3& v) { x += v.x; y += v.y; z += v.z; return *this; } inline D3DXVECTOR3& D3DXVECTOR3::operator -= (CONST D3DXVECTOR3& v) { x -= v.x; y -= v.y; z -= v.z; return *this; } inline D3DXVECTOR3& D3DXVECTOR3::operator *= (FLOAT f) { x *= f; y *= f; z *= f; return *this; } inline D3DXVECTOR3& D3DXVECTOR3::operator /= (FLOAT f) { x /= f; y /= f; z /= f; return *this; } inline D3DXVECTOR3 D3DXVECTOR3::operator + () const { return *this; } inline D3DXVECTOR3 D3DXVECTOR3::operator - () const { return D3DXVECTOR3(-x, -y, -z); } inline D3DXVECTOR3 D3DXVECTOR3::operator + (CONST D3DXVECTOR3& v) const { return D3DXVECTOR3(x + v.x, y + v.y, z + v.z); } inline D3DXVECTOR3 D3DXVECTOR3::operator - (CONST D3DXVECTOR3& v) const { return D3DXVECTOR3(x - v.x, y - v.y, z - v.z); } inline D3DXVECTOR3 D3DXVECTOR3::operator * (FLOAT f) const { return D3DXVECTOR3(x * f, y * f, z * f); } inline D3DXVECTOR3 D3DXVECTOR3::operator / (FLOAT f) const { return D3DXVECTOR3(x / f, y / f, z / f); } inline D3DXVECTOR3 operator * (FLOAT f, CONST D3DXVECTOR3& v) { return D3DXVECTOR3(f * v.x, f * v.y, f * v.z); } inline BOOL D3DXVECTOR3::operator == (CONST D3DXVECTOR3& v) const { return x == v.x && y == v.y && z == v.z; } inline BOOL D3DXVECTOR3::operator != (CONST D3DXVECTOR3& v) const { return x != v.x || y != v.y || z != v.z; } inline D3DXVECTOR4::D3DXVECTOR4() { } inline D3DXVECTOR4::D3DXVECTOR4(CONST FLOAT *pf) { if(!pf) return; x = pf[0]; y = pf[1]; z = pf[2]; w = pf[3]; } inline D3DXVECTOR4::D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw) { x = fx; y = fy; z = fz; w = fw; } inline D3DXVECTOR4::operator FLOAT* () { return (FLOAT*)&x; } inline D3DXVECTOR4::operator CONST FLOAT* () const { return (CONST FLOAT*)&x; } inline D3DXVECTOR4& D3DXVECTOR4::operator += (CONST D3DXVECTOR4& v) { x += v.x; y += v.y; z += v.z; w += v.w; return *this; } inline D3DXVECTOR4& D3DXVECTOR4::operator -= (CONST D3DXVECTOR4& v) { x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; } inline D3DXVECTOR4& D3DXVECTOR4::operator *= (FLOAT f) { x *= f; y *= f; z *= f; w *= f; return *this; } inline D3DXVECTOR4& D3DXVECTOR4::operator /= (FLOAT f) { x /= f; y /= f; z /= f; w /= f; return *this; } inline D3DXVECTOR4 D3DXVECTOR4::operator + () const { return *this; } inline D3DXVECTOR4 D3DXVECTOR4::operator - () const { return D3DXVECTOR4(-x, -y, -z, -w); } inline D3DXVECTOR4 D3DXVECTOR4::operator + (CONST D3DXVECTOR4& v) const { return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w); } inline D3DXVECTOR4 D3DXVECTOR4::operator - (CONST D3DXVECTOR4& v) const { return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w); } inline D3DXVECTOR4 D3DXVECTOR4::operator * (FLOAT f) const { return D3DXVECTOR4(x * f, y * f, z * f, w * f); } inline D3DXVECTOR4 D3DXVECTOR4::operator / (FLOAT f) const { return D3DXVECTOR4(x / f, y / f, z / f, w / f); } inline D3DXVECTOR4 operator * (FLOAT f, CONST D3DXVECTOR4& v) { return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w); } inline BOOL D3DXVECTOR4::operator == (CONST D3DXVECTOR4& v) const { return x == v.x && y == v.y && z == v.z && w == v.w; } inline BOOL D3DXVECTOR4::operator != (CONST D3DXVECTOR4& v) const { return x != v.x || y != v.y || z != v.z || w != v.w; } #endif /* __cplusplus */ /*_______________D3DXCOLOR_____________________*/ static inline D3DXCOLOR* D3DXColorAdd(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2) { if ( !pout || !pc1 || !pc2 ) return NULL; 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; } static inline D3DXCOLOR* D3DXColorLerp(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2, FLOAT s) { if ( !pout || !pc1 || !pc2 ) return NULL; pout->r = (1-s) * (pc1->r) + s *(pc2->r); pout->g = (1-s) * (pc1->g) + s *(pc2->g); pout->b = (1-s) * (pc1->b) + s *(pc2->b); pout->a = (1-s) * (pc1->a) + s *(pc2->a); return pout; } static inline D3DXCOLOR* D3DXColorModulate(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2) { if ( !pout || !pc1 || !pc2 ) return NULL; 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; } static inline D3DXCOLOR* D3DXColorNegative(D3DXCOLOR *pout, CONST D3DXCOLOR *pc) { if ( !pout || !pc ) return NULL; pout->r = 1.0f - pc->r; pout->g = 1.0f - pc->g; pout->b = 1.0f - pc->b; pout->a = pc->a; return pout; } static inline D3DXCOLOR* D3DXColorScale(D3DXCOLOR *pout, CONST D3DXCOLOR *pc, FLOAT s) { if ( !pout || !pc ) return NULL; pout->r = s* (pc->r); pout->g = s* (pc->g); pout->b = s* (pc->b); pout->a = s* (pc->a); return pout; } static inline D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2) { if ( !pout || !pc1 || !pc2 ) return NULL; 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; } /*_______________D3DXVECTOR2________________________*/ static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = pv1->x + pv2->x; pout->y = pv1->y + pv2->y; return pout; } static inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pv1 || !pv2) return 0.0f; return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) ); } static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pv1 || !pv2) return 0.0f; return ( (pv1->x * pv2->x + pv1->y * pv2->y) ); } static inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv) { if (!pv) return 0.0f; return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) ); } static inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv) { if (!pv) return 0.0f; return( (pv->x) * (pv->x) + (pv->y) * (pv->y) ); } static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = (1-s) * (pv1->x) + s * (pv2->x); pout->y = (1-s) * (pv1->y) + s * (pv2->y); return pout; } static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = max(pv1->x , pv2->x); pout->y = max(pv1->y , pv2->y); return pout; } static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = min(pv1->x , pv2->x); pout->y = min(pv1->y , pv2->y); return pout; } static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s) { if ( !pout || !pv) return NULL; pout->x = s * (pv->x); pout->y = s * (pv->y); return pout; } static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = pv1->x - pv2->x; pout->y = pv1->y - pv2->y; return pout; } /*__________________D3DXVECTOR3_______________________*/ static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = pv1->x + pv2->x; pout->y = pv1->y + pv2->y; pout->z = pv1->z + pv2->z; return pout; } static inline D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = (pv1->y) * (pv2->z) - (pv1->z) * (pv2->y); pout->y = (pv1->z) * (pv2->x) - (pv1->x) * (pv2->z); pout->z = (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x); return pout; } static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) { if ( !pv1 || !pv2 ) return 0.0f; return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z); } static inline FLOAT D3DXVec3Length(CONST D3DXVECTOR3 *pv) { if (!pv) return 0.0f; return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) ); } static inline FLOAT D3DXVec3LengthSq(CONST D3DXVECTOR3 *pv) { if (!pv) return 0.0f; return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z); } static inline D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, FLOAT s) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = (1-s) * (pv1->x) + s * (pv2->x); pout->y = (1-s) * (pv1->y) + s * (pv2->y); pout->z = (1-s) * (pv1->z) + s * (pv2->z); return pout; } static inline D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = max(pv1->x , pv2->x); pout->y = max(pv1->y , pv2->y); pout->z = max(pv1->z , pv2->z); return pout; } static inline D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = min(pv1->x , pv2->x); pout->y = min(pv1->y , pv2->y); pout->z = min(pv1->z , pv2->z); return pout; } static inline D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv, FLOAT s) { if ( !pout || !pv) return NULL; pout->x = s * (pv->x); pout->y = s * (pv->y); pout->z = s * (pv->z); return pout; } static inline D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = pv1->x - pv2->x; pout->y = pv1->y - pv2->y; pout->z = pv1->z - pv2->z; return pout; } /*__________________D3DXVECTOR4_______________________*/ static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = pv1->x + pv2->x; pout->y = pv1->y + pv2->y; pout->z = pv1->z + pv2->z; pout->w = pv1->w + pv2->w; return pout; } static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) { if (!pv1 || !pv2 ) return 0.0f; return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z) + (pv1->w) * (pv2->w); } static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv) { if (!pv) return 0.0f; return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w) ); } static inline FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pv) { if (!pv) return 0.0f; return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w); } static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, FLOAT s) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = (1-s) * (pv1->x) + s * (pv2->x); pout->y = (1-s) * (pv1->y) + s * (pv2->y); pout->z = (1-s) * (pv1->z) + s * (pv2->z); pout->w = (1-s) * (pv1->w) + s * (pv2->w); return pout; } static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = max(pv1->x , pv2->x); pout->y = max(pv1->y , pv2->y); pout->z = max(pv1->z , pv2->z); pout->w = max(pv1->w , pv2->w); return pout; } static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = min(pv1->x , pv2->x); pout->y = min(pv1->y , pv2->y); pout->z = min(pv1->z , pv2->z); pout->w = min(pv1->w , pv2->w); return pout; } static inline D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, FLOAT s) { if ( !pout || !pv) return NULL; pout->x = s * (pv->x); pout->y = s * (pv->y); pout->z = s * (pv->z); pout->w = s * (pv->w); return pout; } static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2) { if ( !pout || !pv1 || !pv2) return NULL; pout->x = pv1->x - pv2->x; pout->y = pv1->y - pv2->y; pout->z = pv1->z - pv2->z; pout->w = pv1->w - pv2->w; return pout; } /*__________________D3DXMatrix____________________*/ #ifdef NONAMELESSUNION # define D3DX_U(x) (x).u #else # define D3DX_U(x) (x) #endif static inline D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pout) { if ( !pout ) return NULL; D3DX_U(*pout).m[0][1] = 0.0f; D3DX_U(*pout).m[0][2] = 0.0f; D3DX_U(*pout).m[0][3] = 0.0f; D3DX_U(*pout).m[1][0] = 0.0f; D3DX_U(*pout).m[1][2] = 0.0f; D3DX_U(*pout).m[1][3] = 0.0f; D3DX_U(*pout).m[2][0] = 0.0f; D3DX_U(*pout).m[2][1] = 0.0f; D3DX_U(*pout).m[2][3] = 0.0f; D3DX_U(*pout).m[3][0] = 0.0f; D3DX_U(*pout).m[3][1] = 0.0f; D3DX_U(*pout).m[3][2] = 0.0f; D3DX_U(*pout).m[0][0] = 1.0f; D3DX_U(*pout).m[1][1] = 1.0f; D3DX_U(*pout).m[2][2] = 1.0f; D3DX_U(*pout).m[3][3] = 1.0f; return pout; } static inline BOOL D3DXMatrixIsIdentity(D3DXMATRIX *pm) { int i,j; D3DXMATRIX testmatrix; if ( !pm ) return FALSE; D3DXMatrixIdentity(&testmatrix); for (i=0; i<4; i++) { for (j=0; j<4; j++) { if ( D3DX_U(*pm).m[i][j] != D3DX_U(testmatrix).m[i][j] ) return FALSE; } } return TRUE; } #undef D3DX_U /*__________________D3DXPLANE____________________*/ static inline FLOAT D3DXPlaneDot(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv) { if ( !pp || !pv ) return 0.0f; return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) * (pv->w) ); } static inline FLOAT D3DXPlaneDotCoord(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv) { if ( !pp || !pv ) return 0.0f; return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) ); } static inline FLOAT D3DXPlaneDotNormal(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv) { if ( !pp || !pv ) return 0.0f; return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) ); } /*__________________D3DXQUATERNION____________________*/ static inline D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq) { if ( !pout || !pq) return NULL; pout->x = -pq->x; pout->y = -pq->y; pout->z = -pq->z; pout->w = pq->w; return pout; } static inline FLOAT D3DXQuaternionDot(CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2) { if ( !pq1 || !pq2 ) return 0.0f; return (pq1->x) * (pq2->x) + (pq1->y) * (pq2->y) + (pq1->z) * (pq2->z) + (pq1->w) * (pq2->w); } static inline D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pout) { if ( !pout) return NULL; pout->x = 0.0f; pout->y = 0.0f; pout->z = 0.0f; pout->w = 1.0f; return pout; } static inline BOOL D3DXQuaternionIsIdentity(D3DXQUATERNION *pq) { if ( !pq) return FALSE; return ( (pq->x == 0.0f) && (pq->y == 0.0f) && (pq->z == 0.0f) && (pq->w == 1.0f) ); } static inline FLOAT D3DXQuaternionLength(CONST D3DXQUATERNION *pq) { if (!pq) return 0.0f; return sqrt( (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w) ); } static inline FLOAT D3DXQuaternionLengthSq(CONST D3DXQUATERNION *pq) { if (!pq) return 0.0f; return (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w); } #endif