include: Add d3dx10math.h/inl

Alistair Leslie-Hughes leslie_alistair at hotmail.com
Thu Jan 7 01:16:16 CST 2016


The d3dx10math.h guard has the define as in d3dx9math.h, which is
to prevent double-inclusion. This is the same as the DirectX SDK.

This is just a copy of d3dx9math.h/inl with the following changes
- D3D9_VIEWPORT -> D3D10_VIEWPORT
- Copied D3DVECTOR, D3DMATRIX types from d3d9types.h

Signed-off-by: Alistair Leslie-Hughes <leslie_alistair at hotmail.com>
---
 include/Makefile.in    |    2 +
 include/d3dx10.h       |    1 +
 include/d3dx10math.h   |  500 +++++++++++++++++++
 include/d3dx10math.inl | 1298 ++++++++++++++++++++++++++++++++++++++++++++++++
 4 files changed, 1801 insertions(+)
 create mode 100644 include/d3dx10math.h
 create mode 100644 include/d3dx10math.inl

diff --git a/include/Makefile.in b/include/Makefile.in
index ea0e3fd..ac5e9ea 100644
--- a/include/Makefile.in
+++ b/include/Makefile.in
@@ -247,6 +247,8 @@ HEADER_SRCS = \
 	d3dvec.inl \
 	d3dx10.h \
 	d3dx10async.h \
+	d3dx10math.h \
+	d3dx10math.inl \
 	d3dx9.h \
 	d3dx9anim.h \
 	d3dx9core.h \
diff --git a/include/d3dx10.h b/include/d3dx10.h
index df7cdb1..b3825b3 100644
--- a/include/d3dx10.h
+++ b/include/d3dx10.h
@@ -27,6 +27,7 @@
 #define DXGI_FORMAT_FROM_FILE ((DXGI_FORMAT)0xfffffffdu)
 
 #include "d3d10.h"
+#include "d3dx10math.h"
 #include "d3dx10core.h"
 #include "d3dx10async.h"
 
diff --git a/include/d3dx10math.h b/include/d3dx10math.h
new file mode 100644
index 0000000..5ef8738
--- /dev/null
+++ b/include/d3dx10math.h
@@ -0,0 +1,500 @@
+/*
+ * 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
+ */
+
+#include <d3dx10.h>
+
+/* This guaud is the same as D3DX9 to prevent double-inclusion */
+#ifndef __D3DX9MATH_H__
+#define __D3DX9MATH_H__
+
+#include <math.h>
+
+#define D3DX_PI    ((FLOAT)3.141592654)
+#define D3DX_1BYPI ((FLOAT)0.318309886)
+
+#define D3DXSH_MINORDER 2
+#define D3DXSH_MAXORDER 6
+
+#define D3DXToRadian(degree) ((degree) * (D3DX_PI / 180.0f))
+#define D3DXToDegree(radian) ((radian) * (180.0f / D3DX_PI))
+
+/* Copied from d3d9types.h */
+#ifndef D3DVECTOR_DEFINED
+typedef struct _D3DVECTOR {
+    float x;
+    float y;
+    float z;
+} D3DVECTOR;
+#define D3DVECTOR_DEFINED
+#endif
+
+#ifndef D3DMATRIX_DEFINED
+typedef struct _D3DMATRIX {
+    union {
+        struct {
+            float        _11, _12, _13, _14;
+            float        _21, _22, _23, _24;
+            float        _31, _32, _33, _34;
+            float        _41, _42, _43, _44;
+        } DUMMYSTRUCTNAME;
+        float m[4][4];
+    } DUMMYUNIONNAME;
+} D3DMATRIX;
+#define D3DMATRIX_DEFINED
+#endif
+
+typedef struct D3DXVECTOR2
+{
+#ifdef __cplusplus
+    D3DXVECTOR2();
+    D3DXVECTOR2(const FLOAT *pf);
+    D3DXVECTOR2(FLOAT fx, FLOAT fy);
+
+    operator FLOAT* ();
+    operator const FLOAT* () const;
+
+    D3DXVECTOR2& operator += (const D3DXVECTOR2&);
+    D3DXVECTOR2& operator -= (const D3DXVECTOR2&);
+    D3DXVECTOR2& operator *= (FLOAT);
+    D3DXVECTOR2& operator /= (FLOAT);
+
+    D3DXVECTOR2 operator + () const;
+    D3DXVECTOR2 operator - () const;
+
+    D3DXVECTOR2 operator + (const D3DXVECTOR2&) const;
+    D3DXVECTOR2 operator - (const D3DXVECTOR2&) const;
+    D3DXVECTOR2 operator * (FLOAT) const;
+    D3DXVECTOR2 operator / (FLOAT) const;
+
+    friend D3DXVECTOR2 operator * (FLOAT, const D3DXVECTOR2&);
+
+    BOOL operator == (const D3DXVECTOR2&) const;
+    BOOL operator != (const D3DXVECTOR2&) const;
+#endif /* __cplusplus */
+    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
+{
+#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;
+
+#ifdef __cplusplus
+typedef struct D3DXMATRIX : public D3DMATRIX
+{
+    D3DXMATRIX();
+    D3DXMATRIX(const FLOAT *pf);
+    D3DXMATRIX(const D3DMATRIX& mat);
+    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);
+
+    FLOAT& operator () (UINT row, UINT col);
+    FLOAT operator () (UINT row, UINT col) const;
+
+    operator FLOAT* ();
+    operator const FLOAT* () const;
+
+    D3DXMATRIX& operator *= (const D3DXMATRIX&);
+    D3DXMATRIX& operator += (const D3DXMATRIX&);
+    D3DXMATRIX& operator -= (const D3DXMATRIX&);
+    D3DXMATRIX& operator *= (FLOAT);
+    D3DXMATRIX& operator /= (FLOAT);
+
+    D3DXMATRIX operator + () const;
+    D3DXMATRIX operator - () const;
+
+    D3DXMATRIX operator * (const D3DXMATRIX&) const;
+    D3DXMATRIX operator + (const D3DXMATRIX&) const;
+    D3DXMATRIX operator - (const D3DXMATRIX&) const;
+    D3DXMATRIX operator * (FLOAT) const;
+    D3DXMATRIX operator / (FLOAT) const;
+
+    friend D3DXMATRIX operator * (FLOAT, const D3DXMATRIX&);
+
+    BOOL operator == (const D3DXMATRIX&) const;
+    BOOL operator != (const D3DXMATRIX&) const;
+} D3DXMATRIX, *LPD3DXMATRIX;
+#else /* !__cplusplus */
+typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
+#endif /* !__cplusplus */
+
+typedef struct D3DXQUATERNION
+{
+#ifdef __cplusplus
+    D3DXQUATERNION();
+    D3DXQUATERNION(const FLOAT *pf);
+    D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
+
+    operator FLOAT* ();
+    operator const FLOAT* () const;
+
+    D3DXQUATERNION& operator += (const D3DXQUATERNION&);
+    D3DXQUATERNION& operator -= (const D3DXQUATERNION&);
+    D3DXQUATERNION& operator *= (const D3DXQUATERNION&);
+    D3DXQUATERNION& operator *= (FLOAT);
+    D3DXQUATERNION& operator /= (FLOAT);
+
+    D3DXQUATERNION  operator + () const;
+    D3DXQUATERNION  operator - () const;
+
+    D3DXQUATERNION operator + (const D3DXQUATERNION&) const;
+    D3DXQUATERNION operator - (const D3DXQUATERNION&) const;
+    D3DXQUATERNION operator * (const D3DXQUATERNION&) const;
+    D3DXQUATERNION operator * (FLOAT) const;
+    D3DXQUATERNION operator / (FLOAT) const;
+
+    friend D3DXQUATERNION operator * (FLOAT, const D3DXQUATERNION&);
+
+    BOOL operator == (const D3DXQUATERNION&) const;
+    BOOL operator != (const D3DXQUATERNION&) const;
+#endif /* __cplusplus */
+    FLOAT x, y, z, w;
+} D3DXQUATERNION, *LPD3DXQUATERNION;
+
+typedef struct D3DXPLANE
+{
+#ifdef __cplusplus
+    D3DXPLANE();
+    D3DXPLANE(const FLOAT *pf);
+    D3DXPLANE(FLOAT fa, FLOAT fb, FLOAT fc, FLOAT fd);
+
+    operator FLOAT* ();
+    operator const FLOAT* () const;
+
+    D3DXPLANE operator + () const;
+    D3DXPLANE operator - () const;
+
+    BOOL operator == (const D3DXPLANE&) const;
+    BOOL operator != (const D3DXPLANE&) const;
+#endif /* __cplusplus */
+    FLOAT a, b, c, d;
+} D3DXPLANE, *LPD3DXPLANE;
+
+typedef struct D3DXCOLOR
+{
+#ifdef __cplusplus
+    D3DXCOLOR();
+    D3DXCOLOR(DWORD col);
+    D3DXCOLOR(const FLOAT *pf);
+    D3DXCOLOR(const D3DCOLORVALUE& col);
+    D3DXCOLOR(FLOAT fr, FLOAT fg, FLOAT fb, FLOAT fa);
+
+    operator DWORD () const;
+
+    operator FLOAT* ();
+    operator const FLOAT* () const;
+
+    operator D3DCOLORVALUE* ();
+    operator const D3DCOLORVALUE* () const;
+
+    operator D3DCOLORVALUE& ();
+    operator const D3DCOLORVALUE& () const;
+
+    D3DXCOLOR& operator += (const D3DXCOLOR&);
+    D3DXCOLOR& operator -= (const D3DXCOLOR&);
+    D3DXCOLOR& operator *= (FLOAT);
+    D3DXCOLOR& operator /= (FLOAT);
+
+    D3DXCOLOR operator + () const;
+    D3DXCOLOR operator - () const;
+
+    D3DXCOLOR operator + (const D3DXCOLOR&) const;
+    D3DXCOLOR operator - (const D3DXCOLOR&) const;
+    D3DXCOLOR operator * (FLOAT) const;
+    D3DXCOLOR operator / (FLOAT) const;
+
+    friend D3DXCOLOR operator * (FLOAT, const D3DXCOLOR&);
+
+    BOOL operator == (const D3DXCOLOR&) const;
+    BOOL operator != (const D3DXCOLOR&) const;
+#endif /* __cplusplus */
+    FLOAT r, g, b, a;
+} D3DXCOLOR, *LPD3DXCOLOR;
+
+typedef struct D3DXFLOAT16
+{
+#ifdef __cplusplus
+    D3DXFLOAT16();
+    D3DXFLOAT16(FLOAT f);
+    D3DXFLOAT16(const D3DXFLOAT16 &f);
+
+    operator FLOAT ();
+
+    BOOL operator == (const D3DXFLOAT16 &) const;
+    BOOL operator != (const D3DXFLOAT16 &) const;
+#endif /* __cplusplus */
+    WORD value;
+} D3DXFLOAT16, *LPD3DXFLOAT16;
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
+D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s);
+
+FLOAT WINAPI D3DXFresnelTerm(FLOAT costheta, FLOAT refractionindex);
+
+D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR3 *rotationcenter, const D3DXQUATERNION *rotation,
+    const D3DXVECTOR3 *translation);
+D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation,
+    const D3DXVECTOR2 *ptranslation);
+HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, const D3DXMATRIX *pm);
+FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm);
+D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm);
+D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
+D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup);
+D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
+D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2);
+D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
+D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
+D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
+D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf);
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf);
+D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf);
+D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane);
+D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *pout, const D3DXVECTOR3 *pv, FLOAT angle);
+D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq);
+D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle);
+D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle);
+D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
+D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle);
+D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz);
+D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane);
+D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3 *pscalingcenter, const D3DXQUATERNION *pscalingrotation, const D3DXVECTOR3 *pscaling, const D3DXVECTOR3 *protationcenter,
+    const D3DXQUATERNION *protation, const D3DXVECTOR3 *ptranslation);
+D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling,
+    const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation);
+D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z);
+D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm);
+
+D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal);
+D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3);
+D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *pp, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2);
+D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, const D3DXPLANE *pp);
+D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, const D3DXMATRIX *pm);
+D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE *pout, UINT outstride, const D3DXPLANE *pplane, UINT pstride, const D3DXMATRIX *pm, UINT n);
+
+D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
+D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
+D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
+D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
+D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2);
+D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, const D3DXQUATERNION *pq);
+D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, const D3DXVECTOR3 *pv, FLOAT angle);
+D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, const D3DXMATRIX *pm);
+D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
+D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, FLOAT t);
+D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3,
+    const D3DXQUATERNION *pq4, FLOAT t);
+void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbout, D3DXQUATERNION *pcout, const D3DXQUATERNION *pq0,
+    const D3DXQUATERNION *pq1, const D3DXQUATERNION *pq2, const D3DXQUATERNION *pq3);
+void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);
+
+D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
+D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s);
+D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s);
+D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv);
+D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
+D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
+D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
+D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
+D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
+D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
+
+D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g);
+D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s);
+D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pt1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pt2, FLOAT s);
+D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv);
+D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3D10_VIEWPORT *pviewport, const D3DXMATRIX *pprojection,
+    const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
+D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3D10_VIEWPORT *pviewport,
+    const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n);
+D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
+D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
+D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
+D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
+D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
+D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
+D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, const D3D10_VIEWPORT *pviewport, const D3DXMATRIX *pprojection,
+    const D3DXMATRIX *pview, const D3DXMATRIX *pworld);
+D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3D10_VIEWPORT *pviewport,
+    const D3DXMATRIX *pprojection, const D3DXMATRIX *pview, const D3DXMATRIX *pworld, UINT n);
+D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
+D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s);
+D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3);
+D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s);
+D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv);
+D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm);
+D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR4 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
+
+D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UINT n);
+FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n);
+
+FLOAT* WINAPI D3DXSHAdd(FLOAT *out, UINT order, const FLOAT *a, const FLOAT *b);
+FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b);
+HRESULT WINAPI D3DXSHEvalConeLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
+FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir);
+HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
+HRESULT WINAPI D3DXSHEvalHemisphereLight(UINT order, const D3DXVECTOR3 *dir, D3DXCOLOR top, D3DXCOLOR bottom, FLOAT *rout, FLOAT *gout, FLOAT *bout);
+HRESULT WINAPI D3DXSHEvalSphericalLight(UINT order, const D3DXVECTOR3 *dir, FLOAT radius, FLOAT Rintensity, FLOAT Gintensity, FLOAT Bintensity, FLOAT *rout, FLOAT *gout, FLOAT *bout);
+FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b);
+FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b);
+FLOAT* WINAPI D3DXSHMultiply4(FLOAT *out, const FLOAT *a, const FLOAT *b);
+FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, const D3DXMATRIX *matrix, const FLOAT *in);
+FLOAT* WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in);
+FLOAT* WINAPI D3DXSHScale(FLOAT *out, UINT order, const FLOAT *a, const FLOAT scale);
+
+#ifdef __cplusplus
+}
+#endif
+
+typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
+
+DEFINE_GUID(IID_ID3DXMatrixStack,
+0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
+
+#undef INTERFACE
+#define INTERFACE ID3DXMatrixStack
+
+DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
+{
+    STDMETHOD(QueryInterface)(THIS_ REFIID riid, void **out) PURE;
+    STDMETHOD_(ULONG,AddRef)(THIS) PURE;
+    STDMETHOD_(ULONG,Release)(THIS) PURE;
+    STDMETHOD(Pop)(THIS) PURE;
+    STDMETHOD(Push)(THIS) PURE;
+    STDMETHOD(LoadIdentity)(THIS) PURE;
+    STDMETHOD(LoadMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
+    STDMETHOD(MultMatrix)(THIS_ const D3DXMATRIX* pM ) PURE;
+    STDMETHOD(MultMatrixLocal)(THIS_ const D3DXMATRIX* pM ) PURE;
+    STDMETHOD(RotateAxis)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
+    STDMETHOD(RotateAxisLocal)(THIS_ const D3DXVECTOR3* pV, FLOAT Angle) PURE;
+    STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
+    STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
+    STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
+    STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
+    STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
+    STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
+    STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
+};
+
+#undef INTERFACE
+
+#if !defined(__cplusplus) || defined(CINTERFACE)
+
+#define ID3DXMatrixStack_QueryInterface(p,a,b)            (p)->lpVtbl->QueryInterface(p,a,b)
+#define ID3DXMatrixStack_AddRef(p)                        (p)->lpVtbl->AddRef(p)
+#define ID3DXMatrixStack_Release(p)                       (p)->lpVtbl->Release(p)
+#define ID3DXMatrixStack_Pop(p)                           (p)->lpVtbl->Pop(p)
+#define ID3DXMatrixStack_Push(p)                          (p)->lpVtbl->Push(p)
+#define ID3DXMatrixStack_LoadIdentity(p)                  (p)->lpVtbl->LoadIdentity(p)
+#define ID3DXMatrixStack_LoadMatrix(p,a)                  (p)->lpVtbl->LoadMatrix(p,a)
+#define ID3DXMatrixStack_MultMatrix(p,a)                  (p)->lpVtbl->MultMatrix(p,a)
+#define ID3DXMatrixStack_MultMatrixLocal(p,a)             (p)->lpVtbl->MultMatrixLocal(p,a)
+#define ID3DXMatrixStack_RotateAxis(p,a,b)                (p)->lpVtbl->RotateAxis(p,a,b)
+#define ID3DXMatrixStack_RotateAxisLocal(p,a,b)           (p)->lpVtbl->RotateAxisLocal(p,a,b)
+#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c)      (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
+#define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
+#define ID3DXMatrixStack_Scale(p,a,b,c)                   (p)->lpVtbl->Scale(p,a,b,c)
+#define ID3DXMatrixStack_ScaleLocal(p,a,b,c)              (p)->lpVtbl->ScaleLocal(p,a,b,c)
+#define ID3DXMatrixStack_Translate(p,a,b,c)               (p)->lpVtbl->Translate(p,a,b,c)
+#define ID3DXMatrixStack_TranslateLocal(p,a,b,c)          (p)->lpVtbl->TranslateLocal(p,a,b,c)
+#define ID3DXMatrixStack_GetTop(p)                        (p)->lpVtbl->GetTop(p)
+
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, ID3DXMatrixStack **stack);
+
+#ifdef __cplusplus
+}
+#endif
+
+#include <d3dx10math.inl>
+
+#endif /* __D3DX9MATH_H__ */
diff --git a/include/d3dx10math.inl b/include/d3dx10math.inl
new file mode 100644
index 0000000..71cfe41
--- /dev/null
+++ b/include/d3dx10math.inl
@@ -0,0 +1,1298 @@
+/*
+ * 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 __D3DXMATH_INL__
+#define __D3DXMATH_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 BOOL D3DXVECTOR2::operator == (const D3DXVECTOR2& v) const
+{
+    return x == v.x && y == v.y;
+}
+
+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;
+}
+
+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;
+}
+
+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 BOOL D3DXMATRIX::operator == (const D3DXMATRIX& mat) const
+{
+    return (memcmp(this, &mat, sizeof(D3DXMATRIX)) == 0);
+}
+
+inline BOOL 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 BOOL D3DXQUATERNION::operator == (const D3DXQUATERNION& quat) const
+{
+    return x == quat.x && y == quat.y && z == quat.z && w == quat.w;
+}
+
+inline BOOL 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 BOOL D3DXPLANE::operator == (const D3DXPLANE& pl) const
+{
+    return a == pl.a && b == pl.b && c == pl.c && d == pl.d;
+}
+
+inline BOOL 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 BOOL D3DXCOLOR::operator == (const D3DXCOLOR& col) const
+{
+    return r == col.r && g == col.g && b == col.b && a == col.a;
+}
+
+inline BOOL 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 BOOL D3DXFLOAT16::operator == (const D3DXFLOAT16 &f) const
+{
+    return value == f.value;
+}
+
+inline BOOL 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 BOOL 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 BOOL 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
-- 
1.9.1




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