95 lines
2.9 KiB
C++
95 lines
2.9 KiB
C++
/*
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* Copyright (C) 2007 David Adam
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __D3DX8MATH_INL__
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#define __D3DX8MATH_INL__
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static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = pv1->x + pv2->x;
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pout->y = pv1->y + pv2->y;
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return pout;
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}
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static inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pv1 || !pv2) return 0.0f;
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return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) );
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}
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static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pv1 || !pv2) return 0.0f;
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return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
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}
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static inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
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{
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if (!pv) return 0.0f;
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return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
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}
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static inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
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{
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if (!pv) return 0.0f;
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return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
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}
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static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = (1-s) * (pv1->x) + s * (pv2->x);
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pout->y = (1-s) * (pv1->y) + s * (pv2->y);
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return pout;
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}
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static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = max(pv1->x , pv2->x);
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pout->y = max(pv1->y , pv2->y);
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return pout;
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}
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static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = min(pv1->x , pv2->x);
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pout->y = min(pv1->y , pv2->y);
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return pout;
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}
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static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s)
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{
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if ( !pout || !pv) return NULL;
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pout->x = s * (pv->x);
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pout->y = s * (pv->y);
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return pout;
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}
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static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
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{
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if ( !pout || !pv1 || !pv2) return NULL;
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pout->x = pv1->x - pv2->x;
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pout->y = pv1->y - pv2->y;
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return pout;
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}
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#endif
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