#include inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f) { x = y = z = f; } inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z) { x = _x; y = _y; z = _z; } inline _D3DVECTOR::_D3DVECTOR(const D3DVALUE f[3]) { x = f[0]; y = f[1]; z = f[2]; } inline const D3DVALUE& _D3DVECTOR::operator[](int i) const { return (&x)[i]; } inline D3DVALUE& _D3DVECTOR::operator[](int i) { return (&x)[i]; } inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v) { x += v.x; y += v.y; z += v.z; return *this; } inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v) { x -= v.x; y -= v.y; z -= v.z; return *this; } inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v) { x *= v.x; y *= v.y; z *= v.z; return *this; } inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v) { x /= v.x; y /= v.y; z /= v.z; return *this; } inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s) { x *= s; y *= s; z *= s; return *this; } inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s) { x /= s; y /= s; z /= s; return *this; } inline _D3DVECTOR operator + (const _D3DVECTOR& v) { return v; } inline _D3DVECTOR operator - (const _D3DVECTOR& v) { return _D3DVECTOR(-v.x, -v.y, -v.z); } inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2) { return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); } inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2) { return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); } inline _D3DVECTOR operator * (const _D3DVECTOR& v1, const _D3DVECTOR& v2) { return _D3DVECTOR(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z); } inline _D3DVECTOR operator / (const _D3DVECTOR& v1, const _D3DVECTOR& v2) { return _D3DVECTOR(v1.x/v2.x, v1.y/v2.y, v1.z/v2.z); } inline int operator < (const _D3DVECTOR& v1, const _D3DVECTOR& v2) { return v1[0] < v2[0] && v1[1] < v2[1] && v1[2] < v2[2]; } inline int operator <= (const _D3DVECTOR& v1, const _D3DVECTOR& v2) { return v1[0] <= v2[0] && v1[1] <= v2[1] && v1[2] <= v2[2]; } inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s) { return _D3DVECTOR(s*v.x, s*v.y, s*v.z); } inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v) { return _D3DVECTOR(s*v.x, s*v.y, s*v.z); } inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s) { return _D3DVECTOR(v.x/s, v.y/s, v.z/s); } inline int operator == (const _D3DVECTOR& v1, const _D3DVECTOR& v2) { return v1.x==v2.x && v1.y==v2.y && v1.z == v2.z; } inline D3DVALUE Magnitude (const _D3DVECTOR& v) { return (D3DVALUE) sqrt(SquareMagnitude(v)); } inline D3DVALUE SquareMagnitude (const _D3DVECTOR& v) { return v.x*v.x + v.y*v.y + v.z*v.z; } inline _D3DVECTOR Normalize (const _D3DVECTOR& v) { return v / Magnitude(v); } inline D3DVALUE Min (const _D3DVECTOR& v) { D3DVALUE ret = v.x; if (v.y < ret) ret = v.y; if (v.z < ret) ret = v.z; return ret; } inline D3DVALUE Max (const _D3DVECTOR& v) { D3DVALUE ret = v.x; if (ret < v.y) ret = v.y; if (ret < v.z) ret = v.z; return ret; } inline _D3DVECTOR Minimize (const _D3DVECTOR& v1, const _D3DVECTOR& v2) { return _D3DVECTOR( v1[0] < v2[0] ? v1[0] : v2[0], v1[1] < v2[1] ? v1[1] : v2[1], v1[2] < v2[2] ? v1[2] : v2[2]); } inline _D3DVECTOR Maximize (const _D3DVECTOR& v1, const _D3DVECTOR& v2) { return _D3DVECTOR( v1[0] > v2[0] ? v1[0] : v2[0], v1[1] > v2[1] ? v1[1] : v2[1], v1[2] > v2[2] ? v1[2] : v2[2]); } inline D3DVALUE DotProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2) { return v1.x*v2.x + v1.y * v2.y + v1.z*v2.z; } inline _D3DVECTOR CrossProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2) { _D3DVECTOR result; result[0] = v1[1] * v2[2] - v1[2] * v2[1]; result[1] = v1[2] * v2[0] - v1[0] * v2[2]; result[2] = v1[0] * v2[1] - v1[1] * v2[0]; return result; } inline _D3DMATRIX operator* (const _D3DMATRIX& a, const _D3DMATRIX& b) { _D3DMATRIX ret; for (int i=0; i<4; i++) { for (int j=0; j<4; j++) { ret(i, j) = 0.0f; for (int k=0; k<4; k++) { ret(i, j) += a(i, k) * b(k, j); } } } return ret; }