Lines Matching refs:pv2

929 static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
931 if ( !pout || !pv1 || !pv2) return NULL;
932 pout->x = pv1->x + pv2->x;
933 pout->y = pv1->y + pv2->y;
937 static inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
939 if ( !pv1 || !pv2) return 0.0f;
940 return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) );
943 static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
945 if ( !pv1 || !pv2) return 0.0f;
946 return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
961 static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
963 if ( !pout || !pv1 || !pv2) return NULL;
964 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
965 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
969 static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
971 if ( !pout || !pv1 || !pv2) return NULL;
972 pout->x = max(pv1->x , pv2->x);
973 pout->y = max(pv1->y , pv2->y);
977 static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
979 if ( !pout || !pv1 || !pv2) return NULL;
980 pout->x = min(pv1->x , pv2->x);
981 pout->y = min(pv1->y , pv2->y);
993 static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
995 if ( !pout || !pv1 || !pv2) return NULL;
996 pout->x = pv1->x - pv2->x;
997 pout->y = pv1->y - pv2->y;
1003 static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1005 if ( !pout || !pv1 || !pv2) return NULL;
1006 pout->x = pv1->x + pv2->x;
1007 pout->y = pv1->y + pv2->y;
1008 pout->z = pv1->z + pv2->z;
1012 static inline D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1014 if ( !pout || !pv1 || !pv2) return NULL;
1015 pout->x = (pv1->y) * (pv2->z) - (pv1->z) * (pv2->y);
1016 pout->y = (pv1->z) * (pv2->x) - (pv1->x) * (pv2->z);
1017 pout->z = (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x);
1021 static inline FLOAT D3DXVec3Dot(CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1023 if ( !pv1 || !pv2 ) return 0.0f;
1024 return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z);
1039 static inline D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2, FLOAT s)
1041 if ( !pout || !pv1 || !pv2) return NULL;
1042 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
1043 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
1044 pout->z = (1-s) * (pv1->z) + s * (pv2->z);
1048 static inline D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1050 if ( !pout || !pv1 || !pv2) return NULL;
1051 pout->x = max(pv1->x , pv2->x);
1052 pout->y = max(pv1->y , pv2->y);
1053 pout->z = max(pv1->z , pv2->z);
1057 static inline D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1059 if ( !pout || !pv1 || !pv2) return NULL;
1060 pout->x = min(pv1->x , pv2->x);
1061 pout->y = min(pv1->y , pv2->y);
1062 pout->z = min(pv1->z , pv2->z);
1075 static inline D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, CONST D3DXVECTOR3 *pv2)
1077 if ( !pout || !pv1 || !pv2) return NULL;
1078 pout->x = pv1->x - pv2->x;
1079 pout->y = pv1->y - pv2->y;
1080 pout->z = pv1->z - pv2->z;
1085 static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1087 if ( !pout || !pv1 || !pv2) return NULL;
1088 pout->x = pv1->x + pv2->x;
1089 pout->y = pv1->y + pv2->y;
1090 pout->z = pv1->z + pv2->z;
1091 pout->w = pv1->w + pv2->w;
1095 static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1097 if (!pv1 || !pv2 ) return 0.0f;
1098 return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z) + (pv1->w) * (pv2->w);
1113 static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, FLOAT s)
1115 if ( !pout || !pv1 || !pv2) return NULL;
1116 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
1117 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
1118 pout->z = (1-s) * (pv1->z) + s * (pv2->z);
1119 pout->w = (1-s) * (pv1->w) + s * (pv2->w);
1124 static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1126 if ( !pout || !pv1 || !pv2) return NULL;
1127 pout->x = max(pv1->x , pv2->x);
1128 pout->y = max(pv1->y , pv2->y);
1129 pout->z = max(pv1->z , pv2->z);
1130 pout->w = max(pv1->w , pv2->w);
1134 static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1136 if ( !pout || !pv1 || !pv2) return NULL;
1137 pout->x = min(pv1->x , pv2->x);
1138 pout->y = min(pv1->y , pv2->y);
1139 pout->z = min(pv1->z , pv2->z);
1140 pout->w = min(pv1->w , pv2->w);
1154 static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1156 if ( !pout || !pv1 || !pv2) return NULL;
1157 pout->x = pv1->x - pv2->x;
1158 pout->y = pv1->y - pv2->y;
1159 pout->z = pv1->z - pv2->z;
1160 pout->w = pv1->w - pv2->w;