SOL9 2.0 Class: DirectXVector
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Source code
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*
* Copyright (c) 2016 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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*
* DirectXVector.h
*
*****************************************************************************/
//2016/03/10 Updated.
#pragma once
#include <DirectXMath.h>
namespace SOL {
class DirectXVector {
private:
XMVECTOR vector;
public:
DirectXVector(float x=0.0f, float y=0.0f, float z=0.0f, float w=0.0f)
{
XMFLOAT4 float4(x, y, z, w);
vector = XMLoadFloat4(&float4);
}
public:
DirectXVector(const XMFLOAT4& float4)
{
vector = XMLoadFloat4(&float4);
}
DirectXVector(const DirectXVector& v)
{
vector = v.vector;
}
operator XMVECTOR()
{
return vector;
}
void operator=(XMVECTOR& float4)
{
vector = float4;
}
void operator=(XMFLOAT4& float4)
{
vector = XMLoadFloat4(&float4);
}
BOOL d3Equal(FXMVECTOR v2) const
{
return XMVector3Equal(vector, v2);
}
UINT d3EqualR(FXMVECTOR v2) const
{
return XMVector3EqualR(vector, v2);
}
BOOL d3EqualInt(FXMVECTOR v2) const
{
return XMVector3EqualInt(vector, v2);
}
UINT d3EqualIntR(FXMVECTOR v2) const
{
return XMVector3EqualIntR(vector, v2);
}
BOOL d3NearEqual(FXMVECTOR v2, FXMVECTOR epsilon) const
{
return XMVector3NearEqual(vector, v2, epsilon);
}
BOOL d3NotEqual(FXMVECTOR v2) const
{
return XMVector3NotEqual(vector, v2);
}
BOOL d3NotEqualInt(FXMVECTOR v2) const
{
return XMVector3NotEqualInt(vector, v2);
}
BOOL d3Greater(FXMVECTOR v2) const
{
return XMVector3Greater(vector, v2);
}
UINT d3GreaterR(FXMVECTOR v2) const
{
return XMVector3GreaterR(vector, v2);
}
BOOL d3GreaterOrEqual(FXMVECTOR v2) const
{
return XMVector3GreaterOrEqual(vector, v2);
}
UINT d3GreaterOrEqualR(FXMVECTOR v2)
{
return XMVector3GreaterOrEqualR(vector, v2);
}
BOOL d3Less(FXMVECTOR v2) const
{
return XMVector3Less(vector, v2);
}
BOOL d3LessOrEqual(FXMVECTOR v2) const
{
return XMVector3LessOrEqual(vector, v2);
}
BOOL d3InBounds(FXMVECTOR bounds) const
{
return XMVector3InBounds(vector, bounds);
}
UINT d3InBoundsR(FXMVECTOR bounds) const
{
return XMVector3InBoundsR(vector, bounds);
}
BOOL d3IsNaN() const
{
return XMVector3IsNaN(vector);
}
BOOL d3IsInfinite() const
{
return XMVector3IsInfinite(vector);
}
XMFLOAT4 d3Dot(FXMVECTOR v2) const
{
XMVECTOR v = XMVector3Dot(vector, v2);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3Cross(FXMVECTOR v2) const
{
XMVECTOR v = XMVector3Cross(vector, v2);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3LengthSq() const
{
XMVECTOR v = XMVector3LengthSq(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3ReciprocalLengthEst() const
{
XMVECTOR v = XMVector3ReciprocalLengthEst(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3ReciprocalLength() const
{
XMVECTOR v = XMVector3ReciprocalLength(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3LengthEst() const
{
XMVECTOR v = XMVector3LengthEst(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3dTrasformCoord(CXMMATRIX m) const
{
XMVECTOR v = XMVector3TransformCoord(vector, m);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3dTrasformNormal(CXMMATRIX m) const
{
XMVECTOR v = XMVector3TransformNormal(vector, m);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3Transform(CXMMATRIX m) const
{
XMVECTOR v = XMVector3Transform(vector, m);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3Length() const
{
XMVECTOR v = XMVector3Length(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3NormalizeEst() const
{
XMVECTOR v = XMVector3NormalizeEst(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3Normalize() const
{
XMVECTOR v= XMVector3Normalize(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3ClampLength(FLOAT lengthMin, FLOAT lengthMax) const
{
XMVECTOR v = XMVector3ClampLength(vector, lengthMin, lengthMax);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3ClampLengthV(FXMVECTOR lengthMin, FXMVECTOR lengthMax) const
{
XMVECTOR v = XMVector3ClampLengthV(vector, lengthMin, lengthMax);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3Reflect(FXMVECTOR normal, FLOAT refractionIndex) const
{
XMVECTOR v = XMVector3Refract(vector, normal, refractionIndex);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3RefractV(FXMVECTOR normal, FXMVECTOR refractionIndex) const
{
XMVECTOR v = XMVector3RefractV(vector, normal, refractionIndex);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3Orthogonal() const
{
XMVECTOR v = XMVector3Orthogonal(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3AngleBetweenNormalsEst(FXMVECTOR n2) const
{
XMVECTOR v = XMVector3AngleBetweenNormalsEst(vector, n2);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3AngleBetweenNormals(FXMVECTOR n2) const
{
XMVECTOR v = XMVector3AngleBetweenNormals(vector, n2);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3AngleBetweenVectors(FXMVECTOR v2) const
{
XMVECTOR v = XMVector3AngleBetweenVectors(vector, v2);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3LinePointDistance(FXMVECTOR linePoint2, FXMVECTOR point) const
{
XMVECTOR v = XMVector3LinePointDistance(vector, linePoint2, point);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3Rotate(FXMVECTOR rotationQuaternion) const
{
XMVECTOR v = XMVector3Rotate(vector, rotationQuaternion);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3InverseRotate(FXMVECTOR rotationQuaternion) const
{
XMVECTOR v = XMVector3InverseRotate(vector, rotationQuaternion);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3TransformCoord(CXMMATRIX m) const
{
XMVECTOR v = XMVector3TransformCoord(vector, m);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3TransformNormal(CXMMATRIX m) const
{
XMVECTOR v = XMVector3TransformNormal(vector, m);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3Project(FLOAT viewportX,
FLOAT viewportY, FLOAT viewportWidth, FLOAT viewportHeight,
FLOAT viewportMinZ, FLOAT viewportMaxZ,
CXMMATRIX projection, CXMMATRIX view, CXMMATRIX world) const
{
XMVECTOR v = XMVector3Project(vector, viewportX,
viewportY, viewportWidth, viewportHeight,
viewportMinZ, viewportMaxZ,
projection, view, world);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d3Unproject(FLOAT viewportX,
FLOAT viewportY, FLOAT viewportWidth, FLOAT viewportHeight,
FLOAT viewportMinZ, FLOAT viewportMaxZ,
CXMMATRIX projection, CXMMATRIX view, CXMMATRIX world) const
{
XMVECTOR v = XMVector3Unproject(vector, viewportX,
viewportY, viewportWidth, viewportHeight,
viewportMinZ, viewportMaxZ,
projection, view, world);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
BOOL d4Equal(FXMVECTOR v2) const
{
return XMVector4Equal(vector, v2);
}
UINT d4EqualR(FXMVECTOR v2) const
{
return XMVector4EqualR(vector, v2);
}
BOOL d4EqualInt(FXMVECTOR v2) const
{
return XMVector4EqualInt(vector, v2);
}
UINT d4EqualIntR(FXMVECTOR v2) const
{
return XMVector4EqualIntR(vector, v2);
}
BOOL d4NearEqual(FXMVECTOR v2, FXMVECTOR epsilon) const
{
return XMVector4NearEqual(vector, v2, epsilon);
}
BOOL d4NotEqual(FXMVECTOR v2) const
{
return XMVector4NotEqual(vector, v2);
}
BOOL d4NotEqualInt(FXMVECTOR v2) const
{
return XMVector4NotEqualInt(vector, v2);
}
BOOL d4Greater(FXMVECTOR v2) const
{
return XMVector4Greater(vector, v2);
}
UINT d4GreaterR(FXMVECTOR v2) const
{
return XMVector4GreaterR(vector, v2);
}
BOOL d4GreaterOrEqual(FXMVECTOR v2) const
{
return XMVector4GreaterOrEqual(vector, v2);
}
UINT d4GreaterOrEqualR(FXMVECTOR v2) const
{
return XMVector4GreaterOrEqualR(vector, v2);
}
BOOL d4Less(FXMVECTOR v2) const
{
return XMVector4Less(vector, v2);
}
BOOL d4LessOrEqual(FXMVECTOR v2) const
{
return XMVector4LessOrEqual(vector, v2);
}
BOOL d4InBounds(FXMVECTOR bounds) const
{
return XMVector4InBounds(vector, bounds);
}
UINT d4InBoundsR(FXMVECTOR bounds) const
{
return XMVector4InBoundsR(vector, bounds);
}
BOOL d4IsNaN() const
{
return XMVector4IsNaN(vector);
}
BOOL d4IsInfinite() const
{
return XMVector4IsInfinite(vector);
}
XMFLOAT4 d4Dot(FXMVECTOR v2) const
{
XMVECTOR v = XMVector4Dot(vector, v2);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4Cross(FXMVECTOR v2, FXMVECTOR v3) const
{
XMVECTOR v = XMVector4Cross(vector, v2, v3);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4LengthSq() const
{
XMVECTOR v = XMVector4LengthSq(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4ReciprocalLengthEst() const
{
XMVECTOR v = XMVector4ReciprocalLengthEst(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4ReciprocalLength() const
{
XMVECTOR v = XMVector4ReciprocalLength(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4LengthEst() const
{
XMVECTOR v = XMVector4LengthEst(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4Length() const
{
XMVECTOR v = XMVector4Length(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4NormalizeEst() const
{
XMVECTOR v = XMVector4NormalizeEst(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4Normalize() const
{
XMVECTOR v =XMVector4Normalize(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4ClampLength(FLOAT lengthMin, FLOAT lengthMax) const
{
XMVECTOR v = XMVector4ClampLength(vector, lengthMin, lengthMax);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4ClampLengthV(FXMVECTOR lengthMin, FXMVECTOR lengthMax) const
{
XMVECTOR v = XMVector4ClampLengthV(vector, lengthMin, lengthMax);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4Reflect(FXMVECTOR normal) const
{
XMVECTOR v = XMVector4Reflect(vector, normal);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4Refract(FXMVECTOR normal, FLOAT refractionIndex) const
{
XMVECTOR v = XMVector4Refract(vector, normal, refractionIndex);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4RefractV(FXMVECTOR normal, FXMVECTOR refractionIndex) const
{
XMVECTOR v = XMVector4RefractV(vector, normal, refractionIndex);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4Orthogonal() const
{
XMVECTOR v = XMVector4Orthogonal(vector);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4AngleBetweenNormalsEst(FXMVECTOR n2) const
{
XMVECTOR v = XMVector4AngleBetweenNormalsEst(vector, n2);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4AngleBetweenNormals(FXMVECTOR n2) const
{
XMVECTOR v = XMVector4AngleBetweenNormals(vector, n2);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4AngleBetweenVectors(FXMVECTOR v2) const
{
XMVECTOR v = XMVector4AngleBetweenVectors(vector, v2);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
XMFLOAT4 d4Transform(CXMMATRIX m) const
{
XMVECTOR v = XMVector4Transform(vector, m);
XMFLOAT4 float4;
XMStoreFloat4(&float4, v);
return float4;
}
};
}
Last modified: 5 May 2019
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