annotate lib/legacy_dx/d3dvec.inl @ 411:747933903b1c

00401A91 sub_401A91_AI(): actors drop when dead
author Nomad
date Sat, 23 Feb 2013 16:00:21 +0200
parents 9c0607679772
children
rev   line source
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1
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2 /******************************************************************
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3 * *
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4 * D3DVec.inl *
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5 * *
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6 * Float-valued 3D vector class for Direct3D. *
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7 * *
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8 * Copyright (c) Microsoft Corp. All rights reserved. *
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9 * *
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10 ******************************************************************/
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11
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12 #include <math.h>
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13
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14 // =====================================
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15 // Constructors
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16 // =====================================
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17
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18 inline
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19 _D3DVECTOR::_D3DVECTOR(D3DVALUE f)
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20 {
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21 x = y = z = f;
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22 }
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23
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24 inline
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25 _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
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26 {
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27 x = _x; y = _y; z = _z;
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28 }
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29
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30 inline
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31 _D3DVECTOR::_D3DVECTOR(const D3DVALUE f[3])
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32 {
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33 x = f[0]; y = f[1]; z = f[2];
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34 }
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35
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36 // =====================================
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37 // Access grants
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38 // =====================================
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39
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40 inline const D3DVALUE&
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41 _D3DVECTOR::operator[](int i) const
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42 {
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43 return (&x)[i];
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44 }
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45
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46 inline D3DVALUE&
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47 _D3DVECTOR::operator[](int i)
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48 {
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49 return (&x)[i];
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50 }
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51
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52
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53 // =====================================
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54 // Assignment operators
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55 // =====================================
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56
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57 inline _D3DVECTOR&
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58 _D3DVECTOR::operator += (const _D3DVECTOR& v)
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59 {
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60 x += v.x; y += v.y; z += v.z;
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61 return *_this;
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62 }
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63
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64 inline _D3DVECTOR&
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65 _D3DVECTOR::operator -= (const _D3DVECTOR& v)
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66 {
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67 x -= v.x; y -= v.y; z -= v.z;
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68 return *_this;
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69 }
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70
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71 inline _D3DVECTOR&
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72 _D3DVECTOR::operator *= (const _D3DVECTOR& v)
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73 {
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74 x *= v.x; y *= v.y; z *= v.z;
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75 return *_this;
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76 }
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77
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78 inline _D3DVECTOR&
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79 _D3DVECTOR::operator /= (const _D3DVECTOR& v)
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80 {
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81 x /= v.x; y /= v.y; z /= v.z;
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82 return *_this;
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83 }
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84
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85 inline _D3DVECTOR&
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86 _D3DVECTOR::operator *= (D3DVALUE s)
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87 {
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88 x *= s; y *= s; z *= s;
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89 return *_this;
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90 }
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91
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92 inline _D3DVECTOR&
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93 _D3DVECTOR::operator /= (D3DVALUE s)
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94 {
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95 x /= s; y /= s; z /= s;
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96 return *_this;
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97 }
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98
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99 inline _D3DVECTOR
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100 operator + (const _D3DVECTOR& v)
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101 {
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102 return v;
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103 }
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104
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105 inline _D3DVECTOR
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106 operator - (const _D3DVECTOR& v)
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107 {
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108 return _D3DVECTOR(-v.x, -v.y, -v.z);
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109 }
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110
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111 inline _D3DVECTOR
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112 operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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113 {
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114 return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z);
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115 }
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116
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117 inline _D3DVECTOR
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118 operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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119 {
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120 return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
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121 }
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122
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123 inline _D3DVECTOR
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124 operator * (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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125 {
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126 return _D3DVECTOR(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z);
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127 }
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128
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129 inline _D3DVECTOR
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130 operator / (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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131 {
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132 return _D3DVECTOR(v1.x/v2.x, v1.y/v2.y, v1.z/v2.z);
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133 }
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134
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135 inline int
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136 operator < (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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137 {
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138 return v1[0] < v2[0] && v1[1] < v2[1] && v1[2] < v2[2];
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139 }
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140
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141 inline int
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142 operator <= (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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143 {
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144 return v1[0] <= v2[0] && v1[1] <= v2[1] && v1[2] <= v2[2];
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145 }
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146
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147 inline _D3DVECTOR
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148 operator * (const _D3DVECTOR& v, D3DVALUE s)
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149 {
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150 return _D3DVECTOR(s*v.x, s*v.y, s*v.z);
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151 }
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152
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153 inline _D3DVECTOR
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154 operator * (D3DVALUE s, const _D3DVECTOR& v)
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155 {
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156 return _D3DVECTOR(s*v.x, s*v.y, s*v.z);
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157 }
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158
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159 inline _D3DVECTOR
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160 operator / (const _D3DVECTOR& v, D3DVALUE s)
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161 {
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162 return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
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163 }
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164
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165 inline int
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166 operator == (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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167 {
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168 return v1.x==v2.x && v1.y==v2.y && v1.z == v2.z;
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169 }
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170
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171 inline D3DVALUE
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172 Magnitude (const _D3DVECTOR& v)
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173 {
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174 return (D3DVALUE) sqrt(SquareMagnitude(v));
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175 }
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176
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177 inline D3DVALUE
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178 SquareMagnitude (const _D3DVECTOR& v)
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179 {
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180 return v.x*v.x + v.y*v.y + v.z*v.z;
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181 }
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182
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183 inline _D3DVECTOR
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184 Normalize (const _D3DVECTOR& v)
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185 {
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186 return v / Magnitude(v);
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187 }
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188
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189 inline D3DVALUE
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190 Min (const _D3DVECTOR& v)
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191 {
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192 D3DVALUE ret = v.x;
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193 if (v.y < ret) ret = v.y;
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194 if (v.z < ret) ret = v.z;
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195 return ret;
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196 }
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197
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198 inline D3DVALUE
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199 Max (const _D3DVECTOR& v)
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200 {
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201 D3DVALUE ret = v.x;
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202 if (ret < v.y) ret = v.y;
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203 if (ret < v.z) ret = v.z;
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204 return ret;
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205 }
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206
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207 inline _D3DVECTOR
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208 Minimize (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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209 {
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210 return _D3DVECTOR( v1[0] < v2[0] ? v1[0] : v2[0],
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211 v1[1] < v2[1] ? v1[1] : v2[1],
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212 v1[2] < v2[2] ? v1[2] : v2[2]);
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213 }
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214
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215 inline _D3DVECTOR
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216 Maximize (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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217 {
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218 return _D3DVECTOR( v1[0] > v2[0] ? v1[0] : v2[0],
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219 v1[1] > v2[1] ? v1[1] : v2[1],
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220 v1[2] > v2[2] ? v1[2] : v2[2]);
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221 }
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222
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223 inline D3DVALUE
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224 DotProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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225 {
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226 return v1.x*v2.x + v1.y * v2.y + v1.z*v2.z;
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227 }
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228
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229 inline _D3DVECTOR
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230 CrossProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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231 {
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232 _D3DVECTOR result;
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233
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234 result[0] = v1[1] * v2[2] - v1[2] * v2[1];
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235 result[1] = v1[2] * v2[0] - v1[0] * v2[2];
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236 result[2] = v1[0] * v2[1] - v1[1] * v2[0];
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237
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238 return result;
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239 }
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240
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241 inline _D3DMATRIX
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242 operator* (const _D3DMATRIX& a, const _D3DMATRIX& b)
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243 {
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244 _D3DMATRIX ret;
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245 for (int i=0; i<4; i++) {
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246 for (int j=0; j<4; j++) {
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247 ret(i, j) = 0.0f;
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248 for (int k=0; k<4; k++) {
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249 ret(i, j) += a(i, k) * b(k, j);
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250 }
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251 }
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252 }
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253 return ret;
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254 }
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255