Commit d3204607 authored by Tony Wasserka's avatar Tony Wasserka Committed by Alexandre Julliard

d3dx8: Implement the C++ stuff of the D3DXVECTOR3 structure.

parent 74750c3c
/*
* 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
......@@ -60,7 +61,38 @@ typedef struct D3DXVECTOR2
FLOAT x, y;
} D3DXVECTOR2, *LPD3DXVECTOR2;
#ifdef __cplusplus
typedef struct D3DXVECTOR3 : public D3DVECTOR
{
D3DXVECTOR3();
D3DXVECTOR3(CONST FLOAT *pf);
D3DXVECTOR3(CONST D3DVECTOR& v);
D3DXVECTOR3(FLOAT fx, FLOAT fy, FLOAT fz);
operator FLOAT* ();
operator CONST FLOAT* () const;
D3DXVECTOR3& operator += (CONST D3DXVECTOR3&);
D3DXVECTOR3& operator -= (CONST D3DXVECTOR3&);
D3DXVECTOR3& operator *= (FLOAT);
D3DXVECTOR3& operator /= (FLOAT);
D3DXVECTOR3 operator + () const;
D3DXVECTOR3 operator - () const;
D3DXVECTOR3 operator + (CONST D3DXVECTOR3&) const;
D3DXVECTOR3 operator - (CONST D3DXVECTOR3&) const;
D3DXVECTOR3 operator * (FLOAT) const;
D3DXVECTOR3 operator / (FLOAT) const;
friend D3DXVECTOR3 operator * (FLOAT, CONST struct D3DXVECTOR3&);
BOOL operator == (CONST D3DXVECTOR3&) const;
BOOL operator != (CONST D3DXVECTOR3&) const;
} D3DXVECTOR3, *LPD3DXVECTOR3;
#else /* !__cplusplus */
typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
#endif /* !__cplusplus */
typedef struct D3DXVECTOR4
{
......
/*
* 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
......@@ -19,8 +20,6 @@
#ifndef __D3DX8MATH_INL__
#define __D3DX8MATH_INL__
/*_______________D3DXCOLOR_____________________*/
/* constructors & operators */
#ifdef __cplusplus
......@@ -124,8 +123,123 @@ 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;
}
#endif /* __cplusplus */
/*_______________D3DXCOLOR_____________________*/
static inline D3DXCOLOR* D3DXColorAdd(D3DXCOLOR *pout, CONST D3DXCOLOR *pc1, CONST D3DXCOLOR *pc2)
{
if ( !pout || !pc1 || !pc2 ) return NULL;
......
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