Lines Matching refs:pv2

947 static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
949 if ( !pout || !pv1 || !pv2) return NULL;
950 pout->x = pv1->x + pv2->x;
951 pout->y = pv1->y + pv2->y;
955 static inline FLOAT D3DXVec2CCW(const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
957 if ( !pv1 || !pv2) return 0.0f;
958 return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) );
961 static inline FLOAT D3DXVec2Dot(const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
963 if ( !pv1 || !pv2) return 0.0f;
964 return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
979 static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, FLOAT s)
981 if ( !pout || !pv1 || !pv2) return NULL;
982 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
983 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
987 static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
989 if ( !pout || !pv1 || !pv2) return NULL;
990 pout->x = pv1->x > pv2->x ? pv1->x : pv2->x;
991 pout->y = pv1->y > pv2->y ? pv1->y : pv2->y;
995 static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
997 if ( !pout || !pv1 || !pv2) return NULL;
998 pout->x = pv1->x < pv2->x ? pv1->x : pv2->x;
999 pout->y = pv1->y < pv2->y ? pv1->y : pv2->y;
1011 static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2)
1013 if ( !pout || !pv1 || !pv2) return NULL;
1014 pout->x = pv1->x - pv2->x;
1015 pout->y = pv1->y - pv2->y;
1021 static inline D3DXVECTOR3* D3DXVec3Add(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
1023 if ( !pout || !pv1 || !pv2) return NULL;
1024 pout->x = pv1->x + pv2->x;
1025 pout->y = pv1->y + pv2->y;
1026 pout->z = pv1->z + pv2->z;
1030 static inline D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
1034 if ( !pout || !pv1 || !pv2) return NULL;
1035 temp.x = (pv1->y) * (pv2->z) - (pv1->z) * (pv2->y);
1036 temp.y = (pv1->z) * (pv2->x) - (pv1->x) * (pv2->z);
1037 temp.z = (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x);
1042 static inline FLOAT D3DXVec3Dot(const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
1044 if ( !pv1 || !pv2 ) return 0.0f;
1045 return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z);
1060 static inline D3DXVECTOR3* D3DXVec3Lerp(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, FLOAT s)
1062 if ( !pout || !pv1 || !pv2) return NULL;
1063 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
1064 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
1065 pout->z = (1-s) * (pv1->z) + s * (pv2->z);
1069 static inline D3DXVECTOR3* D3DXVec3Maximize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
1071 if ( !pout || !pv1 || !pv2) return NULL;
1072 pout->x = pv1->x > pv2->x ? pv1->x : pv2->x;
1073 pout->y = pv1->y > pv2->y ? pv1->y : pv2->y;
1074 pout->z = pv1->z > pv2->z ? pv1->z : pv2->z;
1078 static inline D3DXVECTOR3* D3DXVec3Minimize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
1080 if ( !pout || !pv1 || !pv2) return NULL;
1081 pout->x = pv1->x < pv2->x ? pv1->x : pv2->x;
1082 pout->y = pv1->y < pv2->y ? pv1->y : pv2->y;
1083 pout->z = pv1->z < pv2->z ? pv1->z : pv2->z;
1096 static inline D3DXVECTOR3* D3DXVec3Subtract(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2)
1098 if ( !pout || !pv1 || !pv2) return NULL;
1099 pout->x = pv1->x - pv2->x;
1100 pout->y = pv1->y - pv2->y;
1101 pout->z = pv1->z - pv2->z;
1106 static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
1108 if ( !pout || !pv1 || !pv2) return NULL;
1109 pout->x = pv1->x + pv2->x;
1110 pout->y = pv1->y + pv2->y;
1111 pout->z = pv1->z + pv2->z;
1112 pout->w = pv1->w + pv2->w;
1116 static inline FLOAT D3DXVec4Dot(const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
1118 if (!pv1 || !pv2 ) return 0.0f;
1119 return (pv1->x) * (pv2->x) + (pv1->y) * (pv2->y) + (pv1->z) * (pv2->z) + (pv1->w) * (pv2->w);
1134 static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, FLOAT s)
1136 if ( !pout || !pv1 || !pv2) return NULL;
1137 pout->x = (1-s) * (pv1->x) + s * (pv2->x);
1138 pout->y = (1-s) * (pv1->y) + s * (pv2->y);
1139 pout->z = (1-s) * (pv1->z) + s * (pv2->z);
1140 pout->w = (1-s) * (pv1->w) + s * (pv2->w);
1145 static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
1147 if ( !pout || !pv1 || !pv2) return NULL;
1148 pout->x = pv1->x > pv2->x ? pv1->x : pv2->x;
1149 pout->y = pv1->y > pv2->y ? pv1->y : pv2->y;
1150 pout->z = pv1->z > pv2->z ? pv1->z : pv2->z;
1151 pout->w = pv1->w > pv2->w ? pv1->w : pv2->w;
1155 static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
1157 if ( !pout || !pv1 || !pv2) return NULL;
1158 pout->x = pv1->x < pv2->x ? pv1->x : pv2->x;
1159 pout->y = pv1->y < pv2->y ? pv1->y : pv2->y;
1160 pout->z = pv1->z < pv2->z ? pv1->z : pv2->z;
1161 pout->w = pv1->w < pv2->w ? pv1->w : pv2->w;
1175 static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
1177 if ( !pout || !pv1 || !pv2) return NULL;
1178 pout->x = pv1->x - pv2->x;
1179 pout->y = pv1->y - pv2->y;
1180 pout->z = pv1->z - pv2->z;
1181 pout->w = pv1->w - pv2->w;