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+/*
+ * 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