| /* | 
 |  * 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 | 
 |  * License as published by the Free Software Foundation; either | 
 |  * version 2.1 of the License, or (at your option) any later version. | 
 |  * | 
 |  * This library is distributed in the hope that it will be useful, | 
 |  * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
 |  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU | 
 |  * Lesser General Public License for more details. | 
 |  * | 
 |  * You should have received a copy of the GNU Lesser General Public | 
 |  * License along with this library; if not, write to the Free Software | 
 |  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA | 
 |  */ | 
 |  | 
 | #ifndef __D3DX9MATH_INL__ | 
 | #define __D3DX9MATH_INL__ | 
 |  | 
 | /* constructors & operators */ | 
 | #ifdef __cplusplus | 
 |  | 
 | inline D3DXVECTOR2::D3DXVECTOR2() | 
 | { | 
 | } | 
 |  | 
 | inline D3DXVECTOR2::D3DXVECTOR2(const FLOAT *pf) | 
 | { | 
 |     if(!pf) return; | 
 |     x = pf[0]; | 
 |     y = pf[1]; | 
 | } | 
 |  | 
 | inline D3DXVECTOR2::D3DXVECTOR2(FLOAT fx, FLOAT fy) | 
 | { | 
 |     x = fx; | 
 |     y = fy; | 
 | } | 
 |  | 
 | inline D3DXVECTOR2::operator FLOAT* () | 
 | { | 
 |     return (FLOAT*)&x; | 
 | } | 
 |  | 
 | inline D3DXVECTOR2::operator const FLOAT* () const | 
 | { | 
 |     return (const FLOAT*)&x; | 
 | } | 
 |  | 
 | inline D3DXVECTOR2& D3DXVECTOR2::operator += (const D3DXVECTOR2& v) | 
 | { | 
 |     x += v.x; | 
 |     y += v.y; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXVECTOR2& D3DXVECTOR2::operator -= (const D3DXVECTOR2& v) | 
 | { | 
 |     x -= v.x; | 
 |     y -= v.y; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXVECTOR2& D3DXVECTOR2::operator *= (FLOAT f) | 
 | { | 
 |     x *= f; | 
 |     y *= f; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXVECTOR2& D3DXVECTOR2::operator /= (FLOAT f) | 
 | { | 
 |     x /= f; | 
 |     y /= f; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXVECTOR2 D3DXVECTOR2::operator + () const | 
 | { | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXVECTOR2 D3DXVECTOR2::operator - () const | 
 | { | 
 |     return D3DXVECTOR2(-x, -y); | 
 | } | 
 |  | 
 | inline D3DXVECTOR2 D3DXVECTOR2::operator + (const D3DXVECTOR2& v) const | 
 | { | 
 |     return D3DXVECTOR2(x + v.x, y + v.y); | 
 | } | 
 |  | 
 | inline D3DXVECTOR2 D3DXVECTOR2::operator - (const D3DXVECTOR2& v) const | 
 | { | 
 |     return D3DXVECTOR2(x - v.x, y - v.y); | 
 | } | 
 |  | 
 | inline D3DXVECTOR2 D3DXVECTOR2::operator * (FLOAT f) const | 
 | { | 
 |     return D3DXVECTOR2(x * f, y * f); | 
 | } | 
 |  | 
 | inline D3DXVECTOR2 D3DXVECTOR2::operator / (FLOAT f) const | 
 | { | 
 |     return D3DXVECTOR2(x / f, y / f); | 
 | } | 
 |  | 
 | inline D3DXVECTOR2 operator * (FLOAT f, const D3DXVECTOR2& v) | 
 | { | 
 |     return D3DXVECTOR2(f * v.x, f * v.y); | 
 | } | 
 |  | 
 | inline WINBOOL D3DXVECTOR2::operator == (const D3DXVECTOR2& v) const | 
 | { | 
 |     return x == v.x && y == v.y; | 
 | } | 
 |  | 
 | inline WINBOOL 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 WINBOOL D3DXVECTOR3::operator == (const D3DXVECTOR3& v) const | 
 | { | 
 |     return x == v.x && y == v.y && z == v.z; | 
 | } | 
 |  | 
 | inline WINBOOL 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 WINBOOL D3DXVECTOR4::operator == (const D3DXVECTOR4& v) const | 
 | { | 
 |     return x == v.x && y == v.y && z == v.z && w == v.w; | 
 | } | 
 |  | 
 | inline WINBOOL D3DXVECTOR4::operator != (const D3DXVECTOR4& v) const | 
 | { | 
 |     return x != v.x || y != v.y || z != v.z || w != v.w; | 
 | } | 
 |  | 
 | inline D3DXMATRIX::D3DXMATRIX() | 
 | { | 
 | } | 
 |  | 
 | inline D3DXMATRIX::D3DXMATRIX(const FLOAT *pf) | 
 | { | 
 |     if(!pf) return; | 
 |     memcpy(&_11, pf, sizeof(D3DXMATRIX)); | 
 | } | 
 |  | 
 | inline D3DXMATRIX::D3DXMATRIX(const D3DMATRIX& mat) | 
 | { | 
 |     memcpy(&_11, &mat, sizeof(D3DXMATRIX)); | 
 | } | 
 |  | 
 | inline 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; | 
 | } | 
 |  | 
 | inline FLOAT& D3DXMATRIX::operator () (UINT row, UINT col) | 
 | { | 
 |     return m[row][col]; | 
 | } | 
 |  | 
 | inline FLOAT D3DXMATRIX::operator () (UINT row, UINT col) const | 
 | { | 
 |     return m[row][col]; | 
 | } | 
 |  | 
 | inline D3DXMATRIX::operator FLOAT* () | 
 | { | 
 |     return (FLOAT*)&_11; | 
 | } | 
 |  | 
 | inline D3DXMATRIX::operator const FLOAT* () const | 
 | { | 
 |     return (const FLOAT*)&_11; | 
 | } | 
 |  | 
 | inline D3DXMATRIX& D3DXMATRIX::operator *= (const D3DXMATRIX& mat) | 
 | { | 
 |     D3DXMatrixMultiply(this, this, &mat); | 
 |     return *this; | 
 | } | 
 |  | 
 | inline 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; | 
 | } | 
 |  | 
 | inline 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; | 
 | } | 
 |  | 
 | inline 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; | 
 | } | 
 |  | 
 | inline D3DXMATRIX& D3DXMATRIX::operator /= (FLOAT f) | 
 | { | 
 |     FLOAT inv = 1.0f / f; | 
 |     _11 *= inv; _12 *= inv; _13 *= inv; _14 *= inv; | 
 |     _21 *= inv; _22 *= inv; _23 *= inv; _24 *= inv; | 
 |     _31 *= inv; _32 *= inv; _33 *= inv; _34 *= inv; | 
 |     _41 *= inv; _42 *= inv; _43 *= inv; _44 *= inv; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXMATRIX D3DXMATRIX::operator + () const | 
 | { | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXMATRIX D3DXMATRIX::operator - () const | 
 | { | 
 |     return D3DXMATRIX(-_11, -_12, -_13, -_14, | 
 |                       -_21, -_22, -_23, -_24, | 
 |                       -_31, -_32, -_33, -_34, | 
 |                       -_41, -_42, -_43, -_44); | 
 | } | 
 |  | 
 | inline D3DXMATRIX D3DXMATRIX::operator * (const D3DXMATRIX& mat) const | 
 | { | 
 |     D3DXMATRIX buf; | 
 |     D3DXMatrixMultiply(&buf, this, &mat); | 
 |     return buf; | 
 | } | 
 |  | 
 | inline 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); | 
 | } | 
 |  | 
 | inline 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); | 
 | } | 
 |  | 
 | inline 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); | 
 | } | 
 |  | 
 | inline D3DXMATRIX D3DXMATRIX::operator / (FLOAT f) const | 
 | { | 
 |     FLOAT inv = 1.0f / f; | 
 |     return D3DXMATRIX(_11 * inv, _12 * inv, _13 * inv, _14 * inv, | 
 |                       _21 * inv, _22 * inv, _23 * inv, _24 * inv, | 
 |                       _31 * inv, _32 * inv, _33 * inv, _34 * inv, | 
 |                       _41 * inv, _42 * inv, _43 * inv, _44 * inv); | 
 | } | 
 |  | 
 | inline 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); | 
 | } | 
 |  | 
 | inline WINBOOL D3DXMATRIX::operator == (const D3DXMATRIX& mat) const | 
 | { | 
 |     return (memcmp(this, &mat, sizeof(D3DXMATRIX)) == 0); | 
 | } | 
 |  | 
 | inline WINBOOL D3DXMATRIX::operator != (const D3DXMATRIX& mat) const | 
 | { | 
 |     return (memcmp(this, &mat, sizeof(D3DXMATRIX)) != 0); | 
 | } | 
 |  | 
 | inline D3DXQUATERNION::D3DXQUATERNION() | 
 | { | 
 | } | 
 |  | 
 | inline D3DXQUATERNION::D3DXQUATERNION(const FLOAT *pf) | 
 | { | 
 |     if(!pf) return; | 
 |     x = pf[0]; | 
 |     y = pf[1]; | 
 |     z = pf[2]; | 
 |     w = pf[3]; | 
 | } | 
 |  | 
 | inline D3DXQUATERNION::D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw) | 
 | { | 
 |     x = fx; | 
 |     y = fy; | 
 |     z = fz; | 
 |     w = fw; | 
 | } | 
 |  | 
 | inline D3DXQUATERNION::operator FLOAT* () | 
 | { | 
 |     return (FLOAT*)&x; | 
 | } | 
 |  | 
 | inline D3DXQUATERNION::operator const FLOAT* () const | 
 | { | 
 |     return (const FLOAT*)&x; | 
 | } | 
 |  | 
 | inline D3DXQUATERNION& D3DXQUATERNION::operator += (const D3DXQUATERNION& quat) | 
 | { | 
 |     x += quat.x; | 
 |     y += quat.y; | 
 |     z += quat.z; | 
 |     w += quat.w; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXQUATERNION& D3DXQUATERNION::operator -= (const D3DXQUATERNION& quat) | 
 | { | 
 |     x -= quat.x; | 
 |     y -= quat.y; | 
 |     z -= quat.z; | 
 |     w -= quat.w; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXQUATERNION& D3DXQUATERNION::operator *= (const D3DXQUATERNION& quat) | 
 | { | 
 |     D3DXQuaternionMultiply(this, this, &quat); | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXQUATERNION& D3DXQUATERNION::operator *= (FLOAT f) | 
 | { | 
 |     x *= f; | 
 |     y *= f; | 
 |     z *= f; | 
 |     w *= f; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXQUATERNION& D3DXQUATERNION::operator /= (FLOAT f) | 
 | { | 
 |     FLOAT inv = 1.0f / f; | 
 |     x *= inv; | 
 |     y *= inv; | 
 |     z *= inv; | 
 |     w *= inv; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXQUATERNION D3DXQUATERNION::operator + () const | 
 | { | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXQUATERNION D3DXQUATERNION::operator - () const | 
 | { | 
 |     return D3DXQUATERNION(-x, -y, -z, -w); | 
 | } | 
 |  | 
 | inline D3DXQUATERNION D3DXQUATERNION::operator + (const D3DXQUATERNION& quat) const | 
 | { | 
 |     return D3DXQUATERNION(x + quat.x, y + quat.y, z + quat.z, w + quat.w); | 
 | } | 
 |  | 
 | inline D3DXQUATERNION D3DXQUATERNION::operator - (const D3DXQUATERNION& quat) const | 
 | { | 
 |     return D3DXQUATERNION(x - quat.x, y - quat.y, z - quat.z, w - quat.w); | 
 | } | 
 |  | 
 | inline D3DXQUATERNION D3DXQUATERNION::operator * (const D3DXQUATERNION& quat) const | 
 | { | 
 |     D3DXQUATERNION buf; | 
 |     D3DXQuaternionMultiply(&buf, this, &quat); | 
 |     return buf; | 
 | } | 
 |  | 
 | inline D3DXQUATERNION D3DXQUATERNION::operator * (FLOAT f) const | 
 | { | 
 |     return D3DXQUATERNION(x * f, y * f, z * f, w * f); | 
 | } | 
 |  | 
 | inline D3DXQUATERNION D3DXQUATERNION::operator / (FLOAT f) const | 
 | { | 
 |     FLOAT inv = 1.0f / f; | 
 |     return D3DXQUATERNION(x * inv, y * inv, z * inv, w * inv); | 
 | } | 
 |  | 
 | inline D3DXQUATERNION operator * (FLOAT f, const D3DXQUATERNION& quat) | 
 | { | 
 |     return D3DXQUATERNION(f * quat.x, f * quat.y, f * quat.z, f * quat.w); | 
 | } | 
 |  | 
 | inline WINBOOL D3DXQUATERNION::operator == (const D3DXQUATERNION& quat) const | 
 | { | 
 |     return x == quat.x && y == quat.y && z == quat.z && w == quat.w; | 
 | } | 
 |  | 
 | inline WINBOOL D3DXQUATERNION::operator != (const D3DXQUATERNION& quat) const | 
 | { | 
 |     return x != quat.x || y != quat.y || z != quat.z || w != quat.w; | 
 | } | 
 |  | 
 | inline D3DXPLANE::D3DXPLANE() | 
 | { | 
 | } | 
 |  | 
 | inline D3DXPLANE::D3DXPLANE(const FLOAT *pf) | 
 | { | 
 |     if(!pf) return; | 
 |     a = pf[0]; | 
 |     b = pf[1]; | 
 |     c = pf[2]; | 
 |     d = pf[3]; | 
 | } | 
 |  | 
 | inline D3DXPLANE::D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd) | 
 | { | 
 |     a = fa; | 
 |     b = fb; | 
 |     c = fc; | 
 |     d = fd; | 
 | } | 
 |  | 
 | inline D3DXPLANE::operator FLOAT* () | 
 | { | 
 |     return (FLOAT*)&a; | 
 | } | 
 |  | 
 | inline D3DXPLANE::operator const FLOAT* () const | 
 | { | 
 |     return (const FLOAT*)&a; | 
 | } | 
 |  | 
 | inline D3DXPLANE D3DXPLANE::operator + () const | 
 | { | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXPLANE D3DXPLANE::operator - () const | 
 | { | 
 |     return D3DXPLANE(-a, -b, -c, -d); | 
 | } | 
 |  | 
 | inline WINBOOL D3DXPLANE::operator == (const D3DXPLANE& pl) const | 
 | { | 
 |     return a == pl.a && b == pl.b && c == pl.c && d == pl.d; | 
 | } | 
 |  | 
 | inline WINBOOL D3DXPLANE::operator != (const D3DXPLANE& pl) const | 
 | { | 
 |     return a != pl.a || b != pl.b || c != pl.c || d != pl.d; | 
 | } | 
 |  | 
 | inline D3DXCOLOR::D3DXCOLOR() | 
 | { | 
 | } | 
 |  | 
 | inline D3DXCOLOR::D3DXCOLOR(DWORD col) | 
 | { | 
 |     const FLOAT f = 1.0f / 255.0f; | 
 |     r = f * (FLOAT)(unsigned char)(col >> 16); | 
 |     g = f * (FLOAT)(unsigned char)(col >>  8); | 
 |     b = f * (FLOAT)(unsigned char)col; | 
 |     a = f * (FLOAT)(unsigned char)(col >> 24); | 
 | } | 
 |  | 
 | inline D3DXCOLOR::D3DXCOLOR(const FLOAT *pf) | 
 | { | 
 |     if(!pf) return; | 
 |     r = pf[0]; | 
 |     g = pf[1]; | 
 |     b = pf[2]; | 
 |     a = pf[3]; | 
 | } | 
 |  | 
 | inline D3DXCOLOR::D3DXCOLOR(const D3DCOLORVALUE& col) | 
 | { | 
 |     r = col.r; | 
 |     g = col.g; | 
 |     b = col.b; | 
 |     a = col.a; | 
 | } | 
 |  | 
 | inline D3DXCOLOR::D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa) | 
 | { | 
 |     r = fr; | 
 |     g = fg; | 
 |     b = fb; | 
 |     a = fa; | 
 | } | 
 |  | 
 | inline D3DXCOLOR::operator DWORD () const | 
 | { | 
 |     DWORD _r = r >= 1.0f ? 0xff : r <= 0.0f ? 0x00 : (DWORD)(r * 255.0f + 0.5f); | 
 |     DWORD _g = g >= 1.0f ? 0xff : g <= 0.0f ? 0x00 : (DWORD)(g * 255.0f + 0.5f); | 
 |     DWORD _b = b >= 1.0f ? 0xff : b <= 0.0f ? 0x00 : (DWORD)(b * 255.0f + 0.5f); | 
 |     DWORD _a = a >= 1.0f ? 0xff : a <= 0.0f ? 0x00 : (DWORD)(a * 255.0f + 0.5f); | 
 |  | 
 |     return (_a << 24) | (_r << 16) | (_g << 8) | _b; | 
 | } | 
 |  | 
 | inline D3DXCOLOR::operator FLOAT * () | 
 | { | 
 |     return (FLOAT*)&r; | 
 | } | 
 |  | 
 | inline D3DXCOLOR::operator const FLOAT * () const | 
 | { | 
 |     return (const FLOAT*)&r; | 
 | } | 
 |  | 
 | inline D3DXCOLOR::operator D3DCOLORVALUE * () | 
 | { | 
 |     return (D3DCOLORVALUE*)&r; | 
 | } | 
 |  | 
 | inline D3DXCOLOR::operator const D3DCOLORVALUE * () const | 
 | { | 
 |     return (const D3DCOLORVALUE*)&r; | 
 | } | 
 |  | 
 | inline D3DXCOLOR::operator D3DCOLORVALUE& () | 
 | { | 
 |     return *((D3DCOLORVALUE*)&r); | 
 | } | 
 |  | 
 | inline D3DXCOLOR::operator const D3DCOLORVALUE& () const | 
 | { | 
 |     return *((const D3DCOLORVALUE*)&r); | 
 | } | 
 |  | 
 | inline D3DXCOLOR& D3DXCOLOR::operator += (const D3DXCOLOR& col) | 
 | { | 
 |     r += col.r; | 
 |     g += col.g; | 
 |     b += col.b; | 
 |     a += col.a; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXCOLOR& D3DXCOLOR::operator -= (const D3DXCOLOR& col) | 
 | { | 
 |     r -= col.r; | 
 |     g -= col.g; | 
 |     b -= col.b; | 
 |     a -= col.a; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXCOLOR& D3DXCOLOR::operator *= (FLOAT f) | 
 | { | 
 |     r *= f; | 
 |     g *= f; | 
 |     b *= f; | 
 |     a *= f; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXCOLOR& D3DXCOLOR::operator /= (FLOAT f) | 
 | { | 
 |     FLOAT inv = 1.0f / f; | 
 |     r *= inv; | 
 |     g *= inv; | 
 |     b *= inv; | 
 |     a *= inv; | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXCOLOR D3DXCOLOR::operator + () const | 
 | { | 
 |     return *this; | 
 | } | 
 |  | 
 | inline D3DXCOLOR D3DXCOLOR::operator - () const | 
 | { | 
 |     return D3DXCOLOR(-r, -g, -b, -a); | 
 | } | 
 |  | 
 | inline D3DXCOLOR D3DXCOLOR::operator + (const D3DXCOLOR& col) const | 
 | { | 
 |     return D3DXCOLOR(r + col.r, g + col.g, b + col.b, a + col.a); | 
 | } | 
 |  | 
 | inline D3DXCOLOR D3DXCOLOR::operator - (const D3DXCOLOR& col) const | 
 | { | 
 |     return D3DXCOLOR(r - col.r, g - col.g, b - col.b, a - col.a); | 
 | } | 
 |  | 
 | inline D3DXCOLOR D3DXCOLOR::operator * (FLOAT f) const | 
 | { | 
 |     return D3DXCOLOR(r * f, g * f, b * f, a * f); | 
 | } | 
 |  | 
 | inline D3DXCOLOR D3DXCOLOR::operator / (FLOAT f) const | 
 | { | 
 |     FLOAT inv = 1.0f / f; | 
 |     return D3DXCOLOR(r * inv, g * inv, b * inv, a * inv); | 
 | } | 
 |  | 
 | inline D3DXCOLOR operator * (FLOAT f, const D3DXCOLOR& col) | 
 | { | 
 |     return D3DXCOLOR(f * col.r, f * col.g, f * col.b, f * col.a); | 
 | } | 
 |  | 
 | inline WINBOOL D3DXCOLOR::operator == (const D3DXCOLOR& col) const | 
 | { | 
 |     return r == col.r && g == col.g && b == col.b && a == col.a; | 
 | } | 
 |  | 
 | inline WINBOOL D3DXCOLOR::operator != (const D3DXCOLOR& col) const | 
 | { | 
 |     return r != col.r || g != col.g || b != col.b || a != col.a; | 
 | } | 
 |  | 
 | inline D3DXFLOAT16::D3DXFLOAT16() | 
 | { | 
 | } | 
 |  | 
 | inline D3DXFLOAT16::D3DXFLOAT16(FLOAT f) | 
 | { | 
 |     D3DXFloat32To16Array(this, &f, 1); | 
 | } | 
 |  | 
 | inline D3DXFLOAT16::D3DXFLOAT16(const D3DXFLOAT16 &f) | 
 | { | 
 |     value = f.value; | 
 | } | 
 |  | 
 | inline D3DXFLOAT16::operator FLOAT () | 
 | { | 
 |     FLOAT f; | 
 |     D3DXFloat16To32Array(&f, this, 1); | 
 |     return f; | 
 | } | 
 |  | 
 | inline WINBOOL D3DXFLOAT16::operator == (const D3DXFLOAT16 &f) const | 
 | { | 
 |     return value == f.value; | 
 | } | 
 |  | 
 | inline WINBOOL D3DXFLOAT16::operator != (const D3DXFLOAT16 &f) const | 
 | { | 
 |     return value != f.value; | 
 | } | 
 |  | 
 | #endif /* __cplusplus */ | 
 |  | 
 | /*_______________D3DXCOLOR_____________________*/ | 
 |  | 
 | static inline D3DXCOLOR* D3DXColorAdd(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2) | 
 | { | 
 |     if ( !pout || !pc1 || !pc2 ) return NULL; | 
 |     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; | 
 | } | 
 |  | 
 | static inline D3DXCOLOR* D3DXColorLerp(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2, FLOAT s) | 
 | { | 
 |     if ( !pout || !pc1 || !pc2 ) return NULL; | 
 |     pout->r = (1-s) * (pc1->r) + s *(pc2->r); | 
 |     pout->g = (1-s) * (pc1->g) + s *(pc2->g); | 
 |     pout->b = (1-s) * (pc1->b) + s *(pc2->b); | 
 |     pout->a = (1-s) * (pc1->a) + s *(pc2->a); | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline D3DXCOLOR* D3DXColorModulate(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2) | 
 | { | 
 |     if ( !pout || !pc1 || !pc2 ) return NULL; | 
 |     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; | 
 | } | 
 |  | 
 | static inline D3DXCOLOR* D3DXColorNegative(D3DXCOLOR *pout, const D3DXCOLOR *pc) | 
 | { | 
 |     if ( !pout || !pc ) return NULL; | 
 |     pout->r = 1.0f - pc->r; | 
 |     pout->g = 1.0f - pc->g; | 
 |     pout->b = 1.0f - pc->b; | 
 |     pout->a = pc->a; | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline D3DXCOLOR* D3DXColorScale(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) | 
 | { | 
 |     if ( !pout || !pc ) return NULL; | 
 |     pout->r = s* (pc->r); | 
 |     pout->g = s* (pc->g); | 
 |     pout->b = s* (pc->b); | 
 |     pout->a = s* (pc->a); | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline D3DXCOLOR* D3DXColorSubtract(D3DXCOLOR *pout, const D3DXCOLOR *pc1, const D3DXCOLOR *pc2) | 
 | { | 
 |     if ( !pout || !pc1 || !pc2 ) return NULL; | 
 |     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; | 
 | } | 
 |  | 
 | /*_______________D3DXVECTOR2________________________*/ | 
 |  | 
 | static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     pout->x = pv1->x + pv2->x; | 
 |     pout->y = pv1->y + pv2->y; | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline FLOAT D3DXVec2CCW(const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) | 
 | { | 
 |     if ( !pv1 || !pv2) return 0.0f; | 
 |     return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) ); | 
 | } | 
 |  | 
 | static inline FLOAT D3DXVec2Dot(const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) | 
 | { | 
 |     if ( !pv1 || !pv2) return 0.0f; | 
 |     return ( (pv1->x * pv2->x + pv1->y * pv2->y) ); | 
 | } | 
 |  | 
 | static inline FLOAT D3DXVec2Length(const D3DXVECTOR2 *pv) | 
 | { | 
 |     if (!pv) return 0.0f; | 
 |     return sqrtf( pv->x * pv->x + pv->y * pv->y ); | 
 | } | 
 |  | 
 | static inline FLOAT D3DXVec2LengthSq(const D3DXVECTOR2 *pv) | 
 | { | 
 |     if (!pv) return 0.0f; | 
 |     return( (pv->x) * (pv->x) + (pv->y) * (pv->y) ); | 
 | } | 
 |  | 
 | static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, FLOAT s) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     pout->x = (1-s) * (pv1->x) + s * (pv2->x); | 
 |     pout->y = (1-s) * (pv1->y) + s * (pv2->y); | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     pout->x = pv1->x > pv2->x ? pv1->x : pv2->x; | 
 |     pout->y = pv1->y > pv2->y ? pv1->y : pv2->y; | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     pout->x = pv1->x < pv2->x ? pv1->x : pv2->x; | 
 |     pout->y = pv1->y < pv2->y ? pv1->y : pv2->y; | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, FLOAT s) | 
 | { | 
 |     if ( !pout || !pv) return NULL; | 
 |     pout->x = s * (pv->x); | 
 |     pout->y = s * (pv->y); | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     pout->x = pv1->x - pv2->x; | 
 |     pout->y = pv1->y - pv2->y; | 
 |     return pout; | 
 | } | 
 |  | 
 | /*__________________D3DXVECTOR3_______________________*/ | 
 |  | 
 | static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     pout->x = pv1->x + pv2->x; | 
 |     pout->y = pv1->y + pv2->y; | 
 |     pout->z = pv1->z + pv2->z; | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) | 
 | { | 
 |     D3DXVECTOR3 temp; | 
 |  | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     temp.x = (pv1->y) * (pv2->z) - (pv1->z) * (pv2->y); | 
 |     temp.y = (pv1->z) * (pv2->x) - (pv1->x) * (pv2->z); | 
 |     temp.z = (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x); | 
 |     *pout = temp; | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline FLOAT D3DXVec3Dot(const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) | 
 | { | 
 |     if ( !pv1 || !pv2 ) return 0.0f; | 
 |     return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z); | 
 | } | 
 |  | 
 | static inline FLOAT D3DXVec3Length(const D3DXVECTOR3 *pv) | 
 | { | 
 |     if (!pv) return 0.0f; | 
 |     return sqrtf( pv->x * pv->x + pv->y * pv->y + pv->z * pv->z ); | 
 | } | 
 |  | 
 | static inline FLOAT D3DXVec3LengthSq(const D3DXVECTOR3 *pv) | 
 | { | 
 |     if (!pv) return 0.0f; | 
 |     return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z); | 
 | } | 
 |  | 
 | static inline D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, FLOAT s) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     pout->x = (1-s) * (pv1->x) + s * (pv2->x); | 
 |     pout->y = (1-s) * (pv1->y) + s * (pv2->y); | 
 |     pout->z = (1-s) * (pv1->z) + s * (pv2->z); | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     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; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     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; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR3* D3DXVec3Scale(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, FLOAT s) | 
 | { | 
 |     if ( !pout || !pv) return NULL; | 
 |     pout->x = s * (pv->x); | 
 |     pout->y = s * (pv->y); | 
 |     pout->z = s * (pv->z); | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     pout->x = pv1->x - pv2->x; | 
 |     pout->y = pv1->y - pv2->y; | 
 |     pout->z = pv1->z - pv2->z; | 
 |     return pout; | 
 | } | 
 | /*__________________D3DXVECTOR4_______________________*/ | 
 |  | 
 | static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     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; | 
 | } | 
 |  | 
 | static inline FLOAT D3DXVec4Dot(const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2) | 
 | { | 
 |     if (!pv1 || !pv2 ) return 0.0f; | 
 |     return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z) + (pv1->w) * (pv2->w); | 
 | } | 
 |  | 
 | static inline FLOAT D3DXVec4Length(const D3DXVECTOR4 *pv) | 
 | { | 
 |     if (!pv) return 0.0f; | 
 |     return sqrtf( pv->x * pv->x + pv->y * pv->y + pv->z * pv->z + pv->w * pv->w ); | 
 | } | 
 |  | 
 | static inline FLOAT D3DXVec4LengthSq(const D3DXVECTOR4 *pv) | 
 | { | 
 |     if (!pv) return 0.0f; | 
 |     return (pv->x) * (pv->x) + (pv->y) * (pv->y) + (pv->z) * (pv->z) + (pv->w) * (pv->w); | 
 | } | 
 |  | 
 | static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, FLOAT s) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     pout->x = (1-s) * (pv1->x) + s * (pv2->x); | 
 |     pout->y = (1-s) * (pv1->y) + s * (pv2->y); | 
 |     pout->z = (1-s) * (pv1->z) + s * (pv2->z); | 
 |     pout->w = (1-s) * (pv1->w) + s * (pv2->w); | 
 |     return pout; | 
 | } | 
 |  | 
 |  | 
 | static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     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; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     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; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, FLOAT s) | 
 | { | 
 |     if ( !pout || !pv) return NULL; | 
 |     pout->x = s * (pv->x); | 
 |     pout->y = s * (pv->y); | 
 |     pout->z = s * (pv->z); | 
 |     pout->w = s * (pv->w); | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2) | 
 | { | 
 |     if ( !pout || !pv1 || !pv2) return NULL; | 
 |     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; | 
 | } | 
 |  | 
 | /*__________________D3DXMatrix____________________*/ | 
 | #ifdef NONAMELESSUNION | 
 | # define D3DX_U(x)  (x).u | 
 | #else | 
 | # define D3DX_U(x)  (x) | 
 | #endif | 
 |  | 
 | static inline D3DXMATRIX* D3DXMatrixIdentity(D3DXMATRIX *pout) | 
 | { | 
 |     if ( !pout ) return NULL; | 
 |     D3DX_U(*pout).m[0][1] = 0.0f; | 
 |     D3DX_U(*pout).m[0][2] = 0.0f; | 
 |     D3DX_U(*pout).m[0][3] = 0.0f; | 
 |     D3DX_U(*pout).m[1][0] = 0.0f; | 
 |     D3DX_U(*pout).m[1][2] = 0.0f; | 
 |     D3DX_U(*pout).m[1][3] = 0.0f; | 
 |     D3DX_U(*pout).m[2][0] = 0.0f; | 
 |     D3DX_U(*pout).m[2][1] = 0.0f; | 
 |     D3DX_U(*pout).m[2][3] = 0.0f; | 
 |     D3DX_U(*pout).m[3][0] = 0.0f; | 
 |     D3DX_U(*pout).m[3][1] = 0.0f; | 
 |     D3DX_U(*pout).m[3][2] = 0.0f; | 
 |     D3DX_U(*pout).m[0][0] = 1.0f; | 
 |     D3DX_U(*pout).m[1][1] = 1.0f; | 
 |     D3DX_U(*pout).m[2][2] = 1.0f; | 
 |     D3DX_U(*pout).m[3][3] = 1.0f; | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline WINBOOL D3DXMatrixIsIdentity(D3DXMATRIX *pm) | 
 | { | 
 |     int i,j; | 
 |     D3DXMATRIX testmatrix; | 
 |  | 
 |     if ( !pm ) return FALSE; | 
 |     D3DXMatrixIdentity(&testmatrix); | 
 |     for (i=0; i<4; i++) | 
 |     { | 
 |      for (j=0; j<4; j++) | 
 |      { | 
 |       if ( D3DX_U(*pm).m[i][j] != D3DX_U(testmatrix).m[i][j] ) return FALSE; | 
 |      } | 
 |     } | 
 |     return TRUE; | 
 | } | 
 | #undef D3DX_U | 
 |  | 
 | /*__________________D3DXPLANE____________________*/ | 
 |  | 
 | static inline FLOAT D3DXPlaneDot(const D3DXPLANE *pp, const D3DXVECTOR4 *pv) | 
 | { | 
 |     if ( !pp || !pv ) return 0.0f; | 
 |     return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) * (pv->w) ); | 
 | } | 
 |  | 
 | static inline FLOAT D3DXPlaneDotCoord(const D3DXPLANE *pp, const D3DXVECTOR4 *pv) | 
 | { | 
 |     if ( !pp || !pv ) return 0.0f; | 
 |     return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) + (pp->d) ); | 
 | } | 
 |  | 
 | static inline FLOAT D3DXPlaneDotNormal(const D3DXPLANE *pp, const D3DXVECTOR4 *pv) | 
 | { | 
 |     if ( !pp || !pv ) return 0.0f; | 
 |     return ( (pp->a) * (pv->x) + (pp->b) * (pv->y) + (pp->c) * (pv->z) ); | 
 | } | 
 |  | 
 | /*__________________D3DXQUATERNION____________________*/ | 
 |  | 
 | static inline D3DXQUATERNION* D3DXQuaternionConjugate(D3DXQUATERNION *pout, const D3DXQUATERNION *pq) | 
 | { | 
 |     if ( !pout || !pq) return NULL; | 
 |     pout->x = -pq->x; | 
 |     pout->y = -pq->y; | 
 |     pout->z = -pq->z; | 
 |     pout->w = pq->w; | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline FLOAT D3DXQuaternionDot(const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2) | 
 | { | 
 |     if ( !pq1 || !pq2 ) return 0.0f; | 
 |     return (pq1->x) * (pq2->x) + (pq1->y) * (pq2->y) + (pq1->z) * (pq2->z) + (pq1->w) * (pq2->w); | 
 | } | 
 |  | 
 | static inline D3DXQUATERNION* D3DXQuaternionIdentity(D3DXQUATERNION *pout) | 
 | { | 
 |     if ( !pout) return NULL; | 
 |     pout->x = 0.0f; | 
 |     pout->y = 0.0f; | 
 |     pout->z = 0.0f; | 
 |     pout->w = 1.0f; | 
 |     return pout; | 
 | } | 
 |  | 
 | static inline WINBOOL D3DXQuaternionIsIdentity(D3DXQUATERNION *pq) | 
 | { | 
 |     if ( !pq) return FALSE; | 
 |     return ( (pq->x == 0.0f) && (pq->y == 0.0f) && (pq->z == 0.0f) && (pq->w == 1.0f) ); | 
 | } | 
 |  | 
 | static inline FLOAT D3DXQuaternionLength(const D3DXQUATERNION *pq) | 
 | { | 
 |     if (!pq) return 0.0f; | 
 |     return sqrtf( pq->x * pq->x + pq->y * pq->y + pq->z * pq->z + pq->w * pq->w ); | 
 | } | 
 |  | 
 | static inline FLOAT D3DXQuaternionLengthSq(const D3DXQUATERNION *pq) | 
 | { | 
 |     if (!pq) return 0.0f; | 
 |     return (pq->x) * (pq->x) + (pq->y) * (pq->y) + (pq->z) * (pq->z) + (pq->w) * (pq->w); | 
 | } | 
 |  | 
 | #endif |