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+//////////////////////////////////////////////////////////////////////////////
+//
+// Copyright (C) Microsoft Corporation. All Rights Reserved.
+//
+// File: d3dx8math.inl
+// Content: D3DX math inline functions
+//
+//////////////////////////////////////////////////////////////////////////////
+
+#ifndef __D3DX8MATH_INL__
+#define __D3DX8MATH_INL__
+
+
+//===========================================================================
+//
+// Inline Class Methods
+//
+//===========================================================================
+
+#ifdef __cplusplus
+
+//--------------------------
+// 2D Vector
+//--------------------------
+
+D3DXINLINE
+D3DXVECTOR2::D3DXVECTOR2( CONST FLOAT *pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ x = pf[0];
+ y = pf[1];
+}
+
+D3DXINLINE
+D3DXVECTOR2::D3DXVECTOR2( FLOAT fx, FLOAT fy )
+{
+ x = fx;
+ y = fy;
+}
+
+// casting
+D3DXINLINE
+D3DXVECTOR2::operator FLOAT* ()
+{
+ return (FLOAT *) &x;
+}
+
+D3DXINLINE
+D3DXVECTOR2::operator CONST FLOAT* () const
+{
+ return (CONST FLOAT *) &x;
+}
+
+// assignment operators
+D3DXINLINE D3DXVECTOR2&
+D3DXVECTOR2::operator += ( CONST D3DXVECTOR2& v )
+{
+ x += v.x;
+ y += v.y;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR2&
+D3DXVECTOR2::operator -= ( CONST D3DXVECTOR2& v )
+{
+ x -= v.x;
+ y -= v.y;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR2&
+D3DXVECTOR2::operator *= ( FLOAT f )
+{
+ x *= f;
+ y *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR2&
+D3DXVECTOR2::operator /= ( FLOAT f )
+{
+ FLOAT fInv = 1.0f / f;
+ x *= fInv;
+ y *= fInv;
+ return *this;
+}
+
+// unary operators
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator - () const
+{
+ return D3DXVECTOR2(-x, -y);
+}
+
+// binary operators
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator + ( CONST D3DXVECTOR2& v ) const
+{
+ return D3DXVECTOR2(x + v.x, y + v.y);
+}
+
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator - ( CONST D3DXVECTOR2& v ) const
+{
+ return D3DXVECTOR2(x - v.x, y - v.y);
+}
+
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator * ( FLOAT f ) const
+{
+ return D3DXVECTOR2(x * f, y * f);
+}
+
+D3DXINLINE D3DXVECTOR2
+D3DXVECTOR2::operator / ( FLOAT f ) const
+{
+ FLOAT fInv = 1.0f / f;
+ return D3DXVECTOR2(x * fInv, y * fInv);
+}
+
+
+D3DXINLINE D3DXVECTOR2
+operator * ( FLOAT f, CONST D3DXVECTOR2& v )
+{
+ return D3DXVECTOR2(f * v.x, f * v.y);
+}
+
+D3DXINLINE BOOL
+D3DXVECTOR2::operator == ( CONST D3DXVECTOR2& v ) const
+{
+ return x == v.x && y == v.y;
+}
+
+D3DXINLINE BOOL
+D3DXVECTOR2::operator != ( CONST D3DXVECTOR2& v ) const
+{
+ return x != v.x || y != v.y;
+}
+
+
+
+
+//--------------------------
+// 3D Vector
+//--------------------------
+D3DXINLINE
+D3DXVECTOR3::D3DXVECTOR3( CONST FLOAT *pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ x = pf[0];
+ y = pf[1];
+ z = pf[2];
+}
+
+D3DXINLINE
+D3DXVECTOR3::D3DXVECTOR3( CONST D3DVECTOR& v )
+{
+ x = v.x;
+ y = v.y;
+ z = v.z;
+}
+
+D3DXINLINE
+D3DXVECTOR3::D3DXVECTOR3( FLOAT fx, FLOAT fy, FLOAT fz )
+{
+ x = fx;
+ y = fy;
+ z = fz;
+}
+
+
+// casting
+D3DXINLINE
+D3DXVECTOR3::operator FLOAT* ()
+{
+ return (FLOAT *) &x;
+}
+
+D3DXINLINE
+D3DXVECTOR3::operator CONST FLOAT* () const
+{
+ return (CONST FLOAT *) &x;
+}
+
+
+// assignment operators
+D3DXINLINE D3DXVECTOR3&
+D3DXVECTOR3::operator += ( CONST D3DXVECTOR3& v )
+{
+ x += v.x;
+ y += v.y;
+ z += v.z;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR3&
+D3DXVECTOR3::operator -= ( CONST D3DXVECTOR3& v )
+{
+ x -= v.x;
+ y -= v.y;
+ z -= v.z;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR3&
+D3DXVECTOR3::operator *= ( FLOAT f )
+{
+ x *= f;
+ y *= f;
+ z *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR3&
+D3DXVECTOR3::operator /= ( FLOAT f )
+{
+ FLOAT fInv = 1.0f / f;
+ x *= fInv;
+ y *= fInv;
+ z *= fInv;
+ return *this;
+}
+
+
+// unary operators
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator - () const
+{
+ return D3DXVECTOR3(-x, -y, -z);
+}
+
+
+// binary operators
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator + ( CONST D3DXVECTOR3& v ) const
+{
+ return D3DXVECTOR3(x + v.x, y + v.y, z + v.z);
+}
+
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator - ( CONST D3DXVECTOR3& v ) const
+{
+ return D3DXVECTOR3(x - v.x, y - v.y, z - v.z);
+}
+
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator * ( FLOAT f ) const
+{
+ return D3DXVECTOR3(x * f, y * f, z * f);
+}
+
+D3DXINLINE D3DXVECTOR3
+D3DXVECTOR3::operator / ( FLOAT f ) const
+{
+ FLOAT fInv = 1.0f / f;
+ return D3DXVECTOR3(x * fInv, y * fInv, z * fInv);
+}
+
+
+D3DXINLINE D3DXVECTOR3
+operator * ( FLOAT f, CONST struct D3DXVECTOR3& v )
+{
+ return D3DXVECTOR3(f * v.x, f * v.y, f * v.z);
+}
+
+
+D3DXINLINE BOOL
+D3DXVECTOR3::operator == ( CONST D3DXVECTOR3& v ) const
+{
+ return x == v.x && y == v.y && z == v.z;
+}
+
+D3DXINLINE BOOL
+D3DXVECTOR3::operator != ( CONST D3DXVECTOR3& v ) const
+{
+ return x != v.x || y != v.y || z != v.z;
+}
+
+
+
+//--------------------------
+// 4D Vector
+//--------------------------
+D3DXINLINE
+D3DXVECTOR4::D3DXVECTOR4( CONST FLOAT *pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ x = pf[0];
+ y = pf[1];
+ z = pf[2];
+ w = pf[3];
+}
+
+D3DXINLINE
+D3DXVECTOR4::D3DXVECTOR4( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw )
+{
+ x = fx;
+ y = fy;
+ z = fz;
+ w = fw;
+}
+
+
+// casting
+D3DXINLINE
+D3DXVECTOR4::operator FLOAT* ()
+{
+ return (FLOAT *) &x;
+}
+
+D3DXINLINE
+D3DXVECTOR4::operator CONST FLOAT* () const
+{
+ return (CONST FLOAT *) &x;
+}
+
+
+// assignment operators
+D3DXINLINE D3DXVECTOR4&
+D3DXVECTOR4::operator += ( CONST D3DXVECTOR4& v )
+{
+ x += v.x;
+ y += v.y;
+ z += v.z;
+ w += v.w;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR4&
+D3DXVECTOR4::operator -= ( CONST D3DXVECTOR4& v )
+{
+ x -= v.x;
+ y -= v.y;
+ z -= v.z;
+ w -= v.w;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR4&
+D3DXVECTOR4::operator *= ( FLOAT f )
+{
+ x *= f;
+ y *= f;
+ z *= f;
+ w *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR4&
+D3DXVECTOR4::operator /= ( FLOAT f )
+{
+ FLOAT fInv = 1.0f / f;
+ x *= fInv;
+ y *= fInv;
+ z *= fInv;
+ w *= fInv;
+ return *this;
+}
+
+
+// unary operators
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator - () const
+{
+ return D3DXVECTOR4(-x, -y, -z, -w);
+}
+
+
+// binary operators
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator + ( CONST D3DXVECTOR4& v ) const
+{
+ return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);
+}
+
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator - ( CONST D3DXVECTOR4& v ) const
+{
+ return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);
+}
+
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator * ( FLOAT f ) const
+{
+ return D3DXVECTOR4(x * f, y * f, z * f, w * f);
+}
+
+D3DXINLINE D3DXVECTOR4
+D3DXVECTOR4::operator / ( FLOAT f ) const
+{
+ FLOAT fInv = 1.0f / f;
+ return D3DXVECTOR4(x * fInv, y * fInv, z * fInv, w * fInv);
+}
+
+
+D3DXINLINE D3DXVECTOR4
+operator * ( FLOAT f, CONST D3DXVECTOR4& v )
+{
+ return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);
+}
+
+
+D3DXINLINE BOOL
+D3DXVECTOR4::operator == ( CONST D3DXVECTOR4& v ) const
+{
+ return x == v.x && y == v.y && z == v.z && w == v.w;
+}
+
+D3DXINLINE BOOL
+D3DXVECTOR4::operator != ( CONST D3DXVECTOR4& v ) const
+{
+ return x != v.x || y != v.y || z != v.z || w != v.w;
+}
+
+
+//--------------------------
+// Matrix
+//--------------------------
+D3DXINLINE
+D3DXMATRIX::D3DXMATRIX( CONST FLOAT* pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ memcpy(&_11, pf, sizeof(D3DXMATRIX));
+}
+
+D3DXINLINE
+D3DXMATRIX::D3DXMATRIX( CONST D3DMATRIX& mat )
+{
+ memcpy(&_11, &mat, sizeof(D3DXMATRIX));
+}
+
+D3DXINLINE
+D3DXMATRIX::D3DXMATRIX( FLOAT f11, FLOAT f12, FLOAT f13, FLOAT f14,
+ FLOAT f21, FLOAT f22, FLOAT f23, FLOAT f24,
+ FLOAT f31, FLOAT f32, FLOAT f33, FLOAT f34,
+ FLOAT f41, FLOAT f42, FLOAT f43, FLOAT f44 )
+{
+ _11 = f11; _12 = f12; _13 = f13; _14 = f14;
+ _21 = f21; _22 = f22; _23 = f23; _24 = f24;
+ _31 = f31; _32 = f32; _33 = f33; _34 = f34;
+ _41 = f41; _42 = f42; _43 = f43; _44 = f44;
+}
+
+
+
+// access grants
+D3DXINLINE FLOAT&
+D3DXMATRIX::operator () ( UINT iRow, UINT iCol )
+{
+ return m[iRow][iCol];
+}
+
+D3DXINLINE FLOAT
+D3DXMATRIX::operator () ( UINT iRow, UINT iCol ) const
+{
+ return m[iRow][iCol];
+}
+
+
+// casting operators
+D3DXINLINE
+D3DXMATRIX::operator FLOAT* ()
+{
+ return (FLOAT *) &_11;
+}
+
+D3DXINLINE
+D3DXMATRIX::operator CONST FLOAT* () const
+{
+ return (CONST FLOAT *) &_11;
+}
+
+
+// assignment operators
+D3DXINLINE D3DXMATRIX&
+D3DXMATRIX::operator *= ( CONST D3DXMATRIX& mat )
+{
+ D3DXMatrixMultiply(this, this, &mat);
+ return *this;
+}
+
+D3DXINLINE D3DXMATRIX&
+D3DXMATRIX::operator += ( CONST D3DXMATRIX& mat )
+{
+ _11 += mat._11; _12 += mat._12; _13 += mat._13; _14 += mat._14;
+ _21 += mat._21; _22 += mat._22; _23 += mat._23; _24 += mat._24;
+ _31 += mat._31; _32 += mat._32; _33 += mat._33; _34 += mat._34;
+ _41 += mat._41; _42 += mat._42; _43 += mat._43; _44 += mat._44;
+ return *this;
+}
+
+D3DXINLINE D3DXMATRIX&
+D3DXMATRIX::operator -= ( CONST D3DXMATRIX& mat )
+{
+ _11 -= mat._11; _12 -= mat._12; _13 -= mat._13; _14 -= mat._14;
+ _21 -= mat._21; _22 -= mat._22; _23 -= mat._23; _24 -= mat._24;
+ _31 -= mat._31; _32 -= mat._32; _33 -= mat._33; _34 -= mat._34;
+ _41 -= mat._41; _42 -= mat._42; _43 -= mat._43; _44 -= mat._44;
+ return *this;
+}
+
+D3DXINLINE D3DXMATRIX&
+D3DXMATRIX::operator *= ( FLOAT f )
+{
+ _11 *= f; _12 *= f; _13 *= f; _14 *= f;
+ _21 *= f; _22 *= f; _23 *= f; _24 *= f;
+ _31 *= f; _32 *= f; _33 *= f; _34 *= f;
+ _41 *= f; _42 *= f; _43 *= f; _44 *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXMATRIX&
+D3DXMATRIX::operator /= ( FLOAT f )
+{
+ FLOAT fInv = 1.0f / f;
+ _11 *= fInv; _12 *= fInv; _13 *= fInv; _14 *= fInv;
+ _21 *= fInv; _22 *= fInv; _23 *= fInv; _24 *= fInv;
+ _31 *= fInv; _32 *= fInv; _33 *= fInv; _34 *= fInv;
+ _41 *= fInv; _42 *= fInv; _43 *= fInv; _44 *= fInv;
+ return *this;
+}
+
+
+// unary operators
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator - () const
+{
+ return D3DXMATRIX(-_11, -_12, -_13, -_14,
+ -_21, -_22, -_23, -_24,
+ -_31, -_32, -_33, -_34,
+ -_41, -_42, -_43, -_44);
+}
+
+
+// binary operators
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator * ( CONST D3DXMATRIX& mat ) const
+{
+ D3DXMATRIX matT;
+ D3DXMatrixMultiply(&matT, this, &mat);
+ return matT;
+}
+
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator + ( CONST D3DXMATRIX& mat ) const
+{
+ return D3DXMATRIX(_11 + mat._11, _12 + mat._12, _13 + mat._13, _14 + mat._14,
+ _21 + mat._21, _22 + mat._22, _23 + mat._23, _24 + mat._24,
+ _31 + mat._31, _32 + mat._32, _33 + mat._33, _34 + mat._34,
+ _41 + mat._41, _42 + mat._42, _43 + mat._43, _44 + mat._44);
+}
+
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator - ( CONST D3DXMATRIX& mat ) const
+{
+ return D3DXMATRIX(_11 - mat._11, _12 - mat._12, _13 - mat._13, _14 - mat._14,
+ _21 - mat._21, _22 - mat._22, _23 - mat._23, _24 - mat._24,
+ _31 - mat._31, _32 - mat._32, _33 - mat._33, _34 - mat._34,
+ _41 - mat._41, _42 - mat._42, _43 - mat._43, _44 - mat._44);
+}
+
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator * ( FLOAT f ) const
+{
+ return D3DXMATRIX(_11 * f, _12 * f, _13 * f, _14 * f,
+ _21 * f, _22 * f, _23 * f, _24 * f,
+ _31 * f, _32 * f, _33 * f, _34 * f,
+ _41 * f, _42 * f, _43 * f, _44 * f);
+}
+
+D3DXINLINE D3DXMATRIX
+D3DXMATRIX::operator / ( FLOAT f ) const
+{
+ FLOAT fInv = 1.0f / f;
+ return D3DXMATRIX(_11 * fInv, _12 * fInv, _13 * fInv, _14 * fInv,
+ _21 * fInv, _22 * fInv, _23 * fInv, _24 * fInv,
+ _31 * fInv, _32 * fInv, _33 * fInv, _34 * fInv,
+ _41 * fInv, _42 * fInv, _43 * fInv, _44 * fInv);
+}
+
+
+D3DXINLINE D3DXMATRIX
+operator * ( FLOAT f, CONST D3DXMATRIX& mat )
+{
+ return D3DXMATRIX(f * mat._11, f * mat._12, f * mat._13, f * mat._14,
+ f * mat._21, f * mat._22, f * mat._23, f * mat._24,
+ f * mat._31, f * mat._32, f * mat._33, f * mat._34,
+ f * mat._41, f * mat._42, f * mat._43, f * mat._44);
+}
+
+
+D3DXINLINE BOOL
+D3DXMATRIX::operator == ( CONST D3DXMATRIX& mat ) const
+{
+ return 0 == memcmp(this, &mat, sizeof(D3DXMATRIX));
+}
+
+D3DXINLINE BOOL
+D3DXMATRIX::operator != ( CONST D3DXMATRIX& mat ) const
+{
+ return 0 != memcmp(this, &mat, sizeof(D3DXMATRIX));
+}
+
+
+
+//--------------------------
+// Quaternion
+//--------------------------
+
+D3DXINLINE
+D3DXQUATERNION::D3DXQUATERNION( CONST FLOAT* pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ x = pf[0];
+ y = pf[1];
+ z = pf[2];
+ w = pf[3];
+}
+
+D3DXINLINE
+D3DXQUATERNION::D3DXQUATERNION( FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw )
+{
+ x = fx;
+ y = fy;
+ z = fz;
+ w = fw;
+}
+
+
+// casting
+D3DXINLINE
+D3DXQUATERNION::operator FLOAT* ()
+{
+ return (FLOAT *) &x;
+}
+
+D3DXINLINE
+D3DXQUATERNION::operator CONST FLOAT* () const
+{
+ return (CONST FLOAT *) &x;
+}
+
+
+// assignment operators
+D3DXINLINE D3DXQUATERNION&
+D3DXQUATERNION::operator += ( CONST D3DXQUATERNION& q )
+{
+ x += q.x;
+ y += q.y;
+ z += q.z;
+ w += q.w;
+ return *this;
+}
+
+D3DXINLINE D3DXQUATERNION&
+D3DXQUATERNION::operator -= ( CONST D3DXQUATERNION& q )
+{
+ x -= q.x;
+ y -= q.y;
+ z -= q.z;
+ w -= q.w;
+ return *this;
+}
+
+D3DXINLINE D3DXQUATERNION&
+D3DXQUATERNION::operator *= ( CONST D3DXQUATERNION& q )
+{
+ D3DXQuaternionMultiply(this, this, &q);
+ return *this;
+}
+
+D3DXINLINE D3DXQUATERNION&
+D3DXQUATERNION::operator *= ( FLOAT f )
+{
+ x *= f;
+ y *= f;
+ z *= f;
+ w *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXQUATERNION&
+D3DXQUATERNION::operator /= ( FLOAT f )
+{
+ FLOAT fInv = 1.0f / f;
+ x *= fInv;
+ y *= fInv;
+ z *= fInv;
+ w *= fInv;
+ return *this;
+}
+
+
+// unary operators
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator - () const
+{
+ return D3DXQUATERNION(-x, -y, -z, -w);
+}
+
+
+// binary operators
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator + ( CONST D3DXQUATERNION& q ) const
+{
+ return D3DXQUATERNION(x + q.x, y + q.y, z + q.z, w + q.w);
+}
+
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator - ( CONST D3DXQUATERNION& q ) const
+{
+ return D3DXQUATERNION(x - q.x, y - q.y, z - q.z, w - q.w);
+}
+
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator * ( CONST D3DXQUATERNION& q ) const
+{
+ D3DXQUATERNION qT;
+ D3DXQuaternionMultiply(&qT, this, &q);
+ return qT;
+}
+
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator * ( FLOAT f ) const
+{
+ return D3DXQUATERNION(x * f, y * f, z * f, w * f);
+}
+
+D3DXINLINE D3DXQUATERNION
+D3DXQUATERNION::operator / ( FLOAT f ) const
+{
+ FLOAT fInv = 1.0f / f;
+ return D3DXQUATERNION(x * fInv, y * fInv, z * fInv, w * fInv);
+}
+
+
+D3DXINLINE D3DXQUATERNION
+operator * (FLOAT f, CONST D3DXQUATERNION& q )
+{
+ return D3DXQUATERNION(f * q.x, f * q.y, f * q.z, f * q.w);
+}
+
+
+D3DXINLINE BOOL
+D3DXQUATERNION::operator == ( CONST D3DXQUATERNION& q ) const
+{
+ return x == q.x && y == q.y && z == q.z && w == q.w;
+}
+
+D3DXINLINE BOOL
+D3DXQUATERNION::operator != ( CONST D3DXQUATERNION& q ) const
+{
+ return x != q.x || y != q.y || z != q.z || w != q.w;
+}
+
+
+
+//--------------------------
+// Plane
+//--------------------------
+
+D3DXINLINE
+D3DXPLANE::D3DXPLANE( CONST FLOAT* pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ a = pf[0];
+ b = pf[1];
+ c = pf[2];
+ d = pf[3];
+}
+
+D3DXINLINE
+D3DXPLANE::D3DXPLANE( FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd )
+{
+ a = fa;
+ b = fb;
+ c = fc;
+ d = fd;
+}
+
+
+// casting
+D3DXINLINE
+D3DXPLANE::operator FLOAT* ()
+{
+ return (FLOAT *) &a;
+}
+
+D3DXINLINE
+D3DXPLANE::operator CONST FLOAT* () const
+{
+ return (CONST FLOAT *) &a;
+}
+
+
+// unary operators
+D3DXINLINE D3DXPLANE
+D3DXPLANE::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXPLANE
+D3DXPLANE::operator - () const
+{
+ return D3DXPLANE(-a, -b, -c, -d);
+}
+
+
+// binary operators
+D3DXINLINE BOOL
+D3DXPLANE::operator == ( CONST D3DXPLANE& p ) const
+{
+ return a == p.a && b == p.b && c == p.c && d == p.d;
+}
+
+D3DXINLINE BOOL
+D3DXPLANE::operator != ( CONST D3DXPLANE& p ) const
+{
+ return a != p.a || b != p.b || c != p.c || d != p.d;
+}
+
+
+
+
+//--------------------------
+// Color
+//--------------------------
+
+D3DXINLINE
+D3DXCOLOR::D3DXCOLOR( DWORD dw )
+{
+ CONST FLOAT f = 1.0f / 255.0f;
+ r = f * (FLOAT) (unsigned char) (dw >> 16);
+ g = f * (FLOAT) (unsigned char) (dw >> 8);
+ b = f * (FLOAT) (unsigned char) (dw >> 0);
+ a = f * (FLOAT) (unsigned char) (dw >> 24);
+}
+
+D3DXINLINE
+D3DXCOLOR::D3DXCOLOR( CONST FLOAT* pf )
+{
+#ifdef D3DX_DEBUG
+ if(!pf)
+ return;
+#endif
+
+ r = pf[0];
+ g = pf[1];
+ b = pf[2];
+ a = pf[3];
+}
+
+D3DXINLINE
+D3DXCOLOR::D3DXCOLOR( CONST D3DCOLORVALUE& c )
+{
+ r = c.r;
+ g = c.g;
+ b = c.b;
+ a = c.a;
+}
+
+D3DXINLINE
+D3DXCOLOR::D3DXCOLOR( FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa )
+{
+ r = fr;
+ g = fg;
+ b = fb;
+ a = fa;
+}
+
+
+// casting
+D3DXINLINE
+D3DXCOLOR::operator DWORD () const
+{
+ DWORD dwR = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD) (r * 255.0f + 0.5f);
+ DWORD dwG = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD) (g * 255.0f + 0.5f);
+ DWORD dwB = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD) (b * 255.0f + 0.5f);
+ DWORD dwA = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD) (a * 255.0f + 0.5f);
+
+ return (dwA << 24) | (dwR << 16) | (dwG << 8) | dwB;
+}
+
+
+D3DXINLINE
+D3DXCOLOR::operator FLOAT * ()
+{
+ return (FLOAT *) &r;
+}
+
+D3DXINLINE
+D3DXCOLOR::operator CONST FLOAT * () const
+{
+ return (CONST FLOAT *) &r;
+}
+
+
+D3DXINLINE
+D3DXCOLOR::operator D3DCOLORVALUE * ()
+{
+ return (D3DCOLORVALUE *) &r;
+}
+
+D3DXINLINE
+D3DXCOLOR::operator CONST D3DCOLORVALUE * () const
+{
+ return (CONST D3DCOLORVALUE *) &r;
+}
+
+
+D3DXINLINE
+D3DXCOLOR::operator D3DCOLORVALUE& ()
+{
+ return *((D3DCOLORVALUE *) &r);
+}
+
+D3DXINLINE
+D3DXCOLOR::operator CONST D3DCOLORVALUE& () const
+{
+ return *((CONST D3DCOLORVALUE *) &r);
+}
+
+
+// assignment operators
+D3DXINLINE D3DXCOLOR&
+D3DXCOLOR::operator += ( CONST D3DXCOLOR& c )
+{
+ r += c.r;
+ g += c.g;
+ b += c.b;
+ a += c.a;
+ return *this;
+}
+
+D3DXINLINE D3DXCOLOR&
+D3DXCOLOR::operator -= ( CONST D3DXCOLOR& c )
+{
+ r -= c.r;
+ g -= c.g;
+ b -= c.b;
+ a -= c.a;
+ return *this;
+}
+
+D3DXINLINE D3DXCOLOR&
+D3DXCOLOR::operator *= ( FLOAT f )
+{
+ r *= f;
+ g *= f;
+ b *= f;
+ a *= f;
+ return *this;
+}
+
+D3DXINLINE D3DXCOLOR&
+D3DXCOLOR::operator /= ( FLOAT f )
+{
+ FLOAT fInv = 1.0f / f;
+ r *= fInv;
+ g *= fInv;
+ b *= fInv;
+ a *= fInv;
+ return *this;
+}
+
+
+// unary operators
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator + () const
+{
+ return *this;
+}
+
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator - () const
+{
+ return D3DXCOLOR(-r, -g, -b, -a);
+}
+
+
+// binary operators
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator + ( CONST D3DXCOLOR& c ) const
+{
+ return D3DXCOLOR(r + c.r, g + c.g, b + c.b, a + c.a);
+}
+
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator - ( CONST D3DXCOLOR& c ) const
+{
+ return D3DXCOLOR(r - c.r, g - c.g, b - c.b, a - c.a);
+}
+
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator * ( FLOAT f ) const
+{
+ return D3DXCOLOR(r * f, g * f, b * f, a * f);
+}
+
+D3DXINLINE D3DXCOLOR
+D3DXCOLOR::operator / ( FLOAT f ) const
+{
+ FLOAT fInv = 1.0f / f;
+ return D3DXCOLOR(r * fInv, g * fInv, b * fInv, a * fInv);
+}
+
+
+D3DXINLINE D3DXCOLOR
+operator * (FLOAT f, CONST D3DXCOLOR& c )
+{
+ return D3DXCOLOR(f * c.r, f * c.g, f * c.b, f * c.a);
+}
+
+
+D3DXINLINE BOOL
+D3DXCOLOR::operator == ( CONST D3DXCOLOR& c ) const
+{
+ return r == c.r && g == c.g && b == c.b && a == c.a;
+}
+
+D3DXINLINE BOOL
+D3DXCOLOR::operator != ( CONST D3DXCOLOR& c ) const
+{
+ return r != c.r || g != c.g || b != c.b || a != c.a;
+}
+
+
+#endif //__cplusplus
+
+
+
+//===========================================================================
+//
+// Inline functions
+//
+//===========================================================================
+
+
+//--------------------------
+// 2D Vector
+//--------------------------
+
+D3DXINLINE FLOAT D3DXVec2Length
+ ( CONST D3DXVECTOR2 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+#ifdef __cplusplus
+ return sqrtf(pV->x * pV->x + pV->y * pV->y);
+#else
+ return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y);
+#endif
+}
+
+D3DXINLINE FLOAT D3DXVec2LengthSq
+ ( CONST D3DXVECTOR2 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+ return pV->x * pV->x + pV->y * pV->y;
+}
+
+D3DXINLINE FLOAT D3DXVec2Dot
+ ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pV1 || !pV2)
+ return 0.0f;
+#endif
+
+ return pV1->x * pV2->x + pV1->y * pV2->y;
+}
+
+D3DXINLINE FLOAT D3DXVec2CCW
+ ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pV1 || !pV2)
+ return 0.0f;
+#endif
+
+ return pV1->x * pV2->y - pV1->y * pV2->x;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Add
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x + pV2->x;
+ pOut->y = pV1->y + pV2->y;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Subtract
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x - pV2->x;
+ pOut->y = pV1->y - pV2->y;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Minimize
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Maximize
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Scale
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV)
+ return NULL;
+#endif
+
+ pOut->x = pV->x * s;
+ pOut->y = pV->y * s;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR2* D3DXVec2Lerp
+ ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2,
+ FLOAT s )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x + s * (pV2->x - pV1->x);
+ pOut->y = pV1->y + s * (pV2->y - pV1->y);
+ return pOut;
+}
+
+
+//--------------------------
+// 3D Vector
+//--------------------------
+
+D3DXINLINE FLOAT D3DXVec3Length
+ ( CONST D3DXVECTOR3 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+#ifdef __cplusplus
+ return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z);
+#else
+ return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z);
+#endif
+}
+
+D3DXINLINE FLOAT D3DXVec3LengthSq
+ ( CONST D3DXVECTOR3 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+ return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z;
+}
+
+D3DXINLINE FLOAT D3DXVec3Dot
+ ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pV1 || !pV2)
+ return 0.0f;
+#endif
+
+ return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Cross
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
+{
+ D3DXVECTOR3 v;
+
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ v.x = pV1->y * pV2->z - pV1->z * pV2->y;
+ v.y = pV1->z * pV2->x - pV1->x * pV2->z;
+ v.z = pV1->x * pV2->y - pV1->y * pV2->x;
+
+ *pOut = v;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Add
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x + pV2->x;
+ pOut->y = pV1->y + pV2->y;
+ pOut->z = pV1->z + pV2->z;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x - pV2->x;
+ pOut->y = pV1->y - pV2->y;
+ pOut->z = pV1->z - pV2->z;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Minimize
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;
+ pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Maximize
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;
+ pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Scale
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV)
+ return NULL;
+#endif
+
+ pOut->x = pV->x * s;
+ pOut->y = pV->y * s;
+ pOut->z = pV->z * s;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR3* D3DXVec3Lerp
+ ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2,
+ FLOAT s )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x + s * (pV2->x - pV1->x);
+ pOut->y = pV1->y + s * (pV2->y - pV1->y);
+ pOut->z = pV1->z + s * (pV2->z - pV1->z);
+ return pOut;
+}
+
+
+//--------------------------
+// 4D Vector
+//--------------------------
+
+D3DXINLINE FLOAT D3DXVec4Length
+ ( CONST D3DXVECTOR4 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+#ifdef __cplusplus
+ return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w);
+#else
+ return (FLOAT) sqrt(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w);
+#endif
+}
+
+D3DXINLINE FLOAT D3DXVec4LengthSq
+ ( CONST D3DXVECTOR4 *pV )
+{
+#ifdef D3DX_DEBUG
+ if(!pV)
+ return 0.0f;
+#endif
+
+ return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w;
+}
+
+D3DXINLINE FLOAT D3DXVec4Dot
+ ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pV1 || !pV2)
+ return 0.0f;
+#endif
+
+ return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z + pV1->w * pV2->w;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Add
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ 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;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Subtract
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ 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;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Minimize
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y;
+ pOut->z = pV1->z < pV2->z ? pV1->z : pV2->z;
+ pOut->w = pV1->w < pV2->w ? pV1->w : pV2->w;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Maximize
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x;
+ pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y;
+ pOut->z = pV1->z > pV2->z ? pV1->z : pV2->z;
+ pOut->w = pV1->w > pV2->w ? pV1->w : pV2->w;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Scale
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV)
+ return NULL;
+#endif
+
+ pOut->x = pV->x * s;
+ pOut->y = pV->y * s;
+ pOut->z = pV->z * s;
+ pOut->w = pV->w * s;
+ return pOut;
+}
+
+D3DXINLINE D3DXVECTOR4* D3DXVec4Lerp
+ ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2,
+ FLOAT s )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pV1 || !pV2)
+ return NULL;
+#endif
+
+ pOut->x = pV1->x + s * (pV2->x - pV1->x);
+ pOut->y = pV1->y + s * (pV2->y - pV1->y);
+ pOut->z = pV1->z + s * (pV2->z - pV1->z);
+ pOut->w = pV1->w + s * (pV2->w - pV1->w);
+ return pOut;
+}
+
+
+//--------------------------
+// 4D Matrix
+//--------------------------
+
+D3DXINLINE D3DXMATRIX* D3DXMatrixIdentity
+ ( D3DXMATRIX *pOut )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut)
+ return NULL;
+#endif
+
+ pOut->m[0][1] = pOut->m[0][2] = pOut->m[0][3] =
+ pOut->m[1][0] = pOut->m[1][2] = pOut->m[1][3] =
+ pOut->m[2][0] = pOut->m[2][1] = pOut->m[2][3] =
+ pOut->m[3][0] = pOut->m[3][1] = pOut->m[3][2] = 0.0f;
+
+ pOut->m[0][0] = pOut->m[1][1] = pOut->m[2][2] = pOut->m[3][3] = 1.0f;
+ return pOut;
+}
+
+
+D3DXINLINE BOOL D3DXMatrixIsIdentity
+ ( CONST D3DXMATRIX *pM )
+{
+#ifdef D3DX_DEBUG
+ if(!pM)
+ return FALSE;
+#endif
+
+ return pM->m[0][0] == 1.0f && pM->m[0][1] == 0.0f && pM->m[0][2] == 0.0f && pM->m[0][3] == 0.0f &&
+ pM->m[1][0] == 0.0f && pM->m[1][1] == 1.0f && pM->m[1][2] == 0.0f && pM->m[1][3] == 0.0f &&
+ pM->m[2][0] == 0.0f && pM->m[2][1] == 0.0f && pM->m[2][2] == 1.0f && pM->m[2][3] == 0.0f &&
+ pM->m[3][0] == 0.0f && pM->m[3][1] == 0.0f && pM->m[3][2] == 0.0f && pM->m[3][3] == 1.0f;
+}
+
+
+//--------------------------
+// Quaternion
+//--------------------------
+
+D3DXINLINE FLOAT D3DXQuaternionLength
+ ( CONST D3DXQUATERNION *pQ )
+{
+#ifdef D3DX_DEBUG
+ if(!pQ)
+ return 0.0f;
+#endif
+
+#ifdef __cplusplus
+ return sqrtf(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w);
+#else
+ return (FLOAT) sqrt(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w);
+#endif
+}
+
+D3DXINLINE FLOAT D3DXQuaternionLengthSq
+ ( CONST D3DXQUATERNION *pQ )
+{
+#ifdef D3DX_DEBUG
+ if(!pQ)
+ return 0.0f;
+#endif
+
+ return pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w;
+}
+
+D3DXINLINE FLOAT D3DXQuaternionDot
+ ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 )
+{
+#ifdef D3DX_DEBUG
+ if(!pQ1 || !pQ2)
+ return 0.0f;
+#endif
+
+ return pQ1->x * pQ2->x + pQ1->y * pQ2->y + pQ1->z * pQ2->z + pQ1->w * pQ2->w;
+}
+
+
+D3DXINLINE D3DXQUATERNION* D3DXQuaternionIdentity
+ ( D3DXQUATERNION *pOut )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut)
+ return NULL;
+#endif
+
+ pOut->x = pOut->y = pOut->z = 0.0f;
+ pOut->w = 1.0f;
+ return pOut;
+}
+
+D3DXINLINE BOOL D3DXQuaternionIsIdentity
+ ( CONST D3DXQUATERNION *pQ )
+{
+#ifdef D3DX_DEBUG
+ if(!pQ)
+ return FALSE;
+#endif
+
+ return pQ->x == 0.0f && pQ->y == 0.0f && pQ->z == 0.0f && pQ->w == 1.0f;
+}
+
+
+D3DXINLINE D3DXQUATERNION* D3DXQuaternionConjugate
+ ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ )
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pQ)
+ return NULL;
+#endif
+
+ pOut->x = -pQ->x;
+ pOut->y = -pQ->y;
+ pOut->z = -pQ->z;
+ pOut->w = pQ->w;
+ return pOut;
+}
+
+
+//--------------------------
+// Plane
+//--------------------------
+
+D3DXINLINE FLOAT D3DXPlaneDot
+ ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV)
+{
+#ifdef D3DX_DEBUG
+ if(!pP || !pV)
+ return 0.0f;
+#endif
+
+ return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d * pV->w;
+}
+
+D3DXINLINE FLOAT D3DXPlaneDotCoord
+ ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV)
+{
+#ifdef D3DX_DEBUG
+ if(!pP || !pV)
+ return 0.0f;
+#endif
+
+ return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d;
+}
+
+D3DXINLINE FLOAT D3DXPlaneDotNormal
+ ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV)
+{
+#ifdef D3DX_DEBUG
+ if(!pP || !pV)
+ return 0.0f;
+#endif
+
+ return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z;
+}
+
+
+//--------------------------
+// Color
+//--------------------------
+
+D3DXINLINE D3DXCOLOR* D3DXColorNegative
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC)
+ return NULL;
+#endif
+
+ pOut->r = 1.0f - pC->r;
+ pOut->g = 1.0f - pC->g;
+ pOut->b = 1.0f - pC->b;
+ pOut->a = pC->a;
+ return pOut;
+}
+
+D3DXINLINE D3DXCOLOR* D3DXColorAdd
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC1 || !pC2)
+ return NULL;
+#endif
+
+ 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;
+}
+
+D3DXINLINE D3DXCOLOR* D3DXColorSubtract
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC1 || !pC2)
+ return NULL;
+#endif
+
+ 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;
+}
+
+D3DXINLINE D3DXCOLOR* D3DXColorScale
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC)
+ return NULL;
+#endif
+
+ pOut->r = pC->r * s;
+ pOut->g = pC->g * s;
+ pOut->b = pC->b * s;
+ pOut->a = pC->a * s;
+ return pOut;
+}
+
+D3DXINLINE D3DXCOLOR* D3DXColorModulate
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC1 || !pC2)
+ return NULL;
+#endif
+
+ 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;
+}
+
+D3DXINLINE D3DXCOLOR* D3DXColorLerp
+ (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s)
+{
+#ifdef D3DX_DEBUG
+ if(!pOut || !pC1 || !pC2)
+ return NULL;
+#endif
+
+ pOut->r = pC1->r + s * (pC2->r - pC1->r);
+ pOut->g = pC1->g + s * (pC2->g - pC1->g);
+ pOut->b = pC1->b + s * (pC2->b - pC1->b);
+ pOut->a = pC1->a + s * (pC2->a - pC1->a);
+ return pOut;
+}
+
+
+#endif // __D3DX8MATH_INL__