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-rw-r--r--sdk/dx8sdk/Include/d3dvec.inl255
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diff --git a/sdk/dx8sdk/Include/d3dvec.inl b/sdk/dx8sdk/Include/d3dvec.inl
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--- a/sdk/dx8sdk/Include/d3dvec.inl
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-
-/******************************************************************
- * *
- * D3DVec.inl *
- * *
- * Float-valued 3D vector class for Direct3D. *
- * *
- * Copyright (c) Microsoft Corp. All rights reserved. *
- * *
- ******************************************************************/
-
-#include <math.h>
-
-// =====================================
-// Constructors
-// =====================================
-
-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];
-}
-
-// =====================================
-// Access grants
-// =====================================
-
-inline const D3DVALUE&
-_D3DVECTOR::operator[](int i) const
-{
- return (&x)[i];
-}
-
-inline D3DVALUE&
-_D3DVECTOR::operator[](int i)
-{
- return (&x)[i];
-}
-
-
-// =====================================
-// Assignment operators
-// =====================================
-
-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;
-}
-