Commit dca53f18 authored by Tony Wasserka's avatar Tony Wasserka Committed by Alexandre Julliard

d3dx8: Implement the C++ stuff of the D3DXVECTOR4 structure.

parent d3204607
......@@ -96,6 +96,32 @@ typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
typedef struct D3DXVECTOR4
{
#ifdef __cplusplus
D3DXVECTOR4();
D3DXVECTOR4(CONST FLOAT *pf);
D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
operator FLOAT* ();
operator CONST FLOAT* () const;
D3DXVECTOR4& operator += (CONST D3DXVECTOR4&);
D3DXVECTOR4& operator -= (CONST D3DXVECTOR4&);
D3DXVECTOR4& operator *= (FLOAT);
D3DXVECTOR4& operator /= (FLOAT);
D3DXVECTOR4 operator + () const;
D3DXVECTOR4 operator - () const;
D3DXVECTOR4 operator + (CONST D3DXVECTOR4&) const;
D3DXVECTOR4 operator - (CONST D3DXVECTOR4&) const;
D3DXVECTOR4 operator * (FLOAT) const;
D3DXVECTOR4 operator / (FLOAT) const;
friend D3DXVECTOR4 operator * (FLOAT, CONST D3DXVECTOR4&);
BOOL operator == (CONST D3DXVECTOR4&) const;
BOOL operator != (CONST D3DXVECTOR4&) const;
#endif /* __cplusplus */
FLOAT x, y, z, w;
} D3DXVECTOR4, *LPD3DXVECTOR4;
......
......@@ -236,6 +236,118 @@ inline BOOL D3DXVECTOR3::operator != (CONST D3DXVECTOR3& v) const
return x != v.x || y != v.y || z != v.z;
}
inline D3DXVECTOR4::D3DXVECTOR4()
{
}
inline D3DXVECTOR4::D3DXVECTOR4(CONST FLOAT *pf)
{
if(!pf) return;
x = pf[0];
y = pf[1];
z = pf[2];
w = pf[3];
}
inline D3DXVECTOR4::D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw)
{
x = fx;
y = fy;
z = fz;
w = fw;
}
inline D3DXVECTOR4::operator FLOAT* ()
{
return (FLOAT*)&x;
}
inline D3DXVECTOR4::operator CONST FLOAT* () const
{
return (CONST FLOAT*)&x;
}
inline D3DXVECTOR4& D3DXVECTOR4::operator += (CONST D3DXVECTOR4& v)
{
x += v.x;
y += v.y;
z += v.z;
w += v.w;
return *this;
}
inline D3DXVECTOR4& D3DXVECTOR4::operator -= (CONST D3DXVECTOR4& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
w -= v.w;
return *this;
}
inline D3DXVECTOR4& D3DXVECTOR4::operator *= (FLOAT f)
{
x *= f;
y *= f;
z *= f;
w *= f;
return *this;
}
inline D3DXVECTOR4& D3DXVECTOR4::operator /= (FLOAT f)
{
x /= f;
y /= f;
z /= f;
w /= f;
return *this;
}
inline D3DXVECTOR4 D3DXVECTOR4::operator + () const
{
return *this;
}
inline D3DXVECTOR4 D3DXVECTOR4::operator - () const
{
return D3DXVECTOR4(-x, -y, -z, -w);
}
inline D3DXVECTOR4 D3DXVECTOR4::operator + (CONST D3DXVECTOR4& v) const
{
return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);
}
inline D3DXVECTOR4 D3DXVECTOR4::operator - (CONST D3DXVECTOR4& v) const
{
return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);
}
inline D3DXVECTOR4 D3DXVECTOR4::operator * (FLOAT f) const
{
return D3DXVECTOR4(x * f, y * f, z * f, w * f);
}
inline D3DXVECTOR4 D3DXVECTOR4::operator / (FLOAT f) const
{
return D3DXVECTOR4(x / f, y / f, z / f, w / f);
}
inline D3DXVECTOR4 operator * (FLOAT f, CONST D3DXVECTOR4& v)
{
return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);
}
inline BOOL D3DXVECTOR4::operator == (CONST D3DXVECTOR4& v) const
{
return x == v.x && y == v.y && z == v.z && w == v.w;
}
inline BOOL D3DXVECTOR4::operator != (CONST D3DXVECTOR4& v) const
{
return x != v.x || y != v.y || z != v.z || w != v.w;
}
#endif /* __cplusplus */
/*_______________D3DXCOLOR_____________________*/
......
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