diff --git a/gfx/include/d3d9/d3dx9math.h b/gfx/include/d3d9/d3dx9math.h index 9bed2f91da..80983c2794 100644 --- a/gfx/include/d3d9/d3dx9math.h +++ b/gfx/include/d3d9/d3dx9math.h @@ -16,9 +16,6 @@ #if _MSC_VER >= 1200 #pragma warning(push) #endif -#pragma warning(disable:4201) // anonymous unions warning - - //=========================================================================== // @@ -1272,9 +1269,6 @@ D3DXCOLOR* WINAPI D3DXColorAdjustContrast } #endif - - - //-------------------------- // Misc //-------------------------- @@ -1292,8 +1286,6 @@ FLOAT WINAPI D3DXFresnelTerm } #endif - - //=========================================================================== // // Matrix Stack @@ -1436,159 +1428,24 @@ extern "C" { #define D3DXSH_MINORDER 2 #define D3DXSH_MAXORDER 6 -//============================================================================ -// -// D3DXSHEvalDirection: -// -------------------- -// Evaluates the Spherical Harmonic basis functions -// -// Parameters: -// pOut -// Output SH coefficients - basis function Ylm is stored at l*l + m+l -// This is the pointer that is returned. -// Order -// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 -// pDir -// Direction to evaluate in - assumed to be normalized -// -//============================================================================ - FLOAT* WINAPI D3DXSHEvalDirection ( FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir ); -//============================================================================ -// -// D3DXSHRotate: -// -------------------- -// Rotates SH vector by a rotation matrix -// -// Parameters: -// pOut -// Output SH coefficients - basis function Ylm is stored at l*l + m+l -// This is the pointer that is returned (should not alias with pIn.) -// Order -// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 -// pMatrix -// Matrix used for rotation - rotation sub matrix should be orthogonal -// and have a unit determinant. -// pIn -// Input SH coeffs (rotated), incorect results if this is also output. -// -//============================================================================ - FLOAT* WINAPI D3DXSHRotate ( FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn ); -//============================================================================ -// -// D3DXSHRotateZ: -// -------------------- -// Rotates the SH vector in the Z axis by an angle -// -// Parameters: -// pOut -// Output SH coefficients - basis function Ylm is stored at l*l + m+l -// This is the pointer that is returned (should not alias with pIn.) -// Order -// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 -// Angle -// Angle in radians to rotate around the Z axis. -// pIn -// Input SH coeffs (rotated), incorect results if this is also output. -// -//============================================================================ - - FLOAT* WINAPI D3DXSHRotateZ ( FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn ); -//============================================================================ -// -// D3DXSHAdd: -// -------------------- -// Adds two SH vectors, pOut[i] = pA[i] + pB[i]; -// -// Parameters: -// pOut -// Output SH coefficients - basis function Ylm is stored at l*l + m+l -// This is the pointer that is returned. -// Order -// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 -// pA -// Input SH coeffs. -// pB -// Input SH coeffs (second vector.) -// -//============================================================================ - FLOAT* WINAPI D3DXSHAdd ( FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); -//============================================================================ -// -// D3DXSHScale: -// -------------------- -// Adds two SH vectors, pOut[i] = pA[i]*Scale; -// -// Parameters: -// pOut -// Output SH coefficients - basis function Ylm is stored at l*l + m+l -// This is the pointer that is returned. -// Order -// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 -// pIn -// Input SH coeffs. -// Scale -// Scale factor. -// -//============================================================================ - FLOAT* WINAPI D3DXSHScale ( FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale ); -//============================================================================ -// -// D3DXSHDot: -// -------------------- -// Computes the dot product of two SH vectors -// -// Parameters: -// Order -// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 -// pA -// Input SH coeffs. -// pB -// Second set of input SH coeffs. -// -//============================================================================ - FLOAT WINAPI D3DXSHDot ( UINT Order, CONST FLOAT *pA, CONST FLOAT *pB ); -//============================================================================ -// -// D3DXSHMultiply[O]: -// -------------------- -// Computes the product of two functions represented using SH (f and g), where: -// pOut[i] = int(y_i(s) * f(s) * g(s)), where y_i(s) is the ith SH basis -// function, f(s) and g(s) are SH functions (sum_i(y_i(s)*c_i)). The order O -// determines the lengths of the arrays, where there should always be O^2 -// coefficients. In general the product of two SH functions of order O generates -// and SH function of order 2*O - 1, but we truncate the result. This means -// that the product commutes (f*g == g*f) but doesn't associate -// (f*(g*h) != (f*g)*h. -// -// Parameters: -// pOut -// Output SH coefficients - basis function Ylm is stored at l*l + m+l -// This is the pointer that is returned. -// pF -// Input SH coeffs for first function. -// pG -// Second set of input SH coeffs. -// -//============================================================================ - FLOAT* WINAPI D3DXSHMultiply2( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); FLOAT* WINAPI D3DXSHMultiply3( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); FLOAT* WINAPI D3DXSHMultiply4( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); @@ -1602,148 +1459,21 @@ FLOAT* WINAPI D3DXSHMultiply6( FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG); // //============================================================================ -//============================================================================ -// -// D3DXSHEvalDirectionalLight: -// -------------------- -// Evaluates a directional light and returns spectral SH data. The output -// vector is computed so that if the intensity of R/G/B is unit the resulting -// exit radiance of a point directly under the light on a diffuse object with -// an albedo of 1 would be 1.0. This will compute 3 spectral samples, pROut -// has to be specified, while pGout and pBout are optional. -// -// Parameters: -// Order -// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 -// pDir -// Direction light is coming from (assumed to be normalized.) -// RIntensity -// Red intensity of light. -// GIntensity -// Green intensity of light. -// BIntensity -// Blue intensity of light. -// pROut -// Output SH vector for Red. -// pGOut -// Output SH vector for Green (optional.) -// pBOut -// Output SH vector for Blue (optional.) -// -//============================================================================ - HRESULT WINAPI D3DXSHEvalDirectionalLight ( UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); -//============================================================================ -// -// D3DXSHEvalSphericalLight: -// -------------------- -// Evaluates a spherical light and returns spectral SH data. There is no -// normalization of the intensity of the light like there is for directional -// lights, care has to be taken when specifiying the intensities. This will -// compute 3 spectral samples, pROut has to be specified, while pGout and -// pBout are optional. -// -// Parameters: -// Order -// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 -// pPos -// Position of light - reciever is assumed to be at the origin. -// Radius -// Radius of the spherical light source. -// RIntensity -// Red intensity of light. -// GIntensity -// Green intensity of light. -// BIntensity -// Blue intensity of light. -// pROut -// Output SH vector for Red. -// pGOut -// Output SH vector for Green (optional.) -// pBOut -// Output SH vector for Blue (optional.) -// -//============================================================================ - HRESULT WINAPI D3DXSHEvalSphericalLight ( UINT Order, CONST D3DXVECTOR3 *pPos, FLOAT Radius, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); -//============================================================================ -// -// D3DXSHEvalConeLight: -// -------------------- -// Evaluates a light that is a cone of constant intensity and returns spectral -// SH data. The output vector is computed so that if the intensity of R/G/B is -// unit the resulting exit radiance of a point directly under the light oriented -// in the cone direction on a diffuse object with an albedo of 1 would be 1.0. -// This will compute 3 spectral samples, pROut has to be specified, while pGout -// and pBout are optional. -// -// Parameters: -// Order -// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 -// pDir -// Direction light is coming from (assumed to be normalized.) -// Radius -// Radius of cone in radians. -// RIntensity -// Red intensity of light. -// GIntensity -// Green intensity of light. -// BIntensity -// Blue intensity of light. -// pROut -// Output SH vector for Red. -// pGOut -// Output SH vector for Green (optional.) -// pBOut -// Output SH vector for Blue (optional.) -// -//============================================================================ - HRESULT WINAPI D3DXSHEvalConeLight ( UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT Radius, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); -//============================================================================ -// -// D3DXSHEvalHemisphereLight: -// -------------------- -// Evaluates a light that is a linear interpolant between two colors over the -// sphere. The interpolant is linear along the axis of the two points, not -// over the surface of the sphere (ie: if the axis was (0,0,1) it is linear in -// Z, not in the azimuthal angle.) The resulting spherical lighting function -// is normalized so that a point on a perfectly diffuse surface with no -// shadowing and a normal pointed in the direction pDir would result in exit -// radiance with a value of 1 if the top color was white and the bottom color -// was black. This is a very simple model where Top represents the intensity -// of the "sky" and Bottom represents the intensity of the "ground". -// -// Parameters: -// Order -// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1 -// pDir -// Axis of the hemisphere. -// Top -// Color of the upper hemisphere. -// Bottom -// Color of the lower hemisphere. -// pROut -// Output SH vector for Red. -// pGOut -// Output SH vector for Green -// pBOut -// Output SH vector for Blue -// -//============================================================================ - HRESULT WINAPI D3DXSHEvalHemisphereLight ( UINT Order, CONST D3DXVECTOR3 *pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut ); diff --git a/gfx/include/d3d9/d3dx9math.inl b/gfx/include/d3d9/d3dx9math.inl index 97d182dd2f..1d747453da 100644 --- a/gfx/include/d3d9/d3dx9math.inl +++ b/gfx/include/d3d9/d3dx9math.inl @@ -64,11 +64,6 @@ D3DXFLOAT16::operator != ( CONST D3DXFLOAT16& f ) const D3DXINLINE D3DXVECTOR2::D3DXVECTOR2( CONST FLOAT *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - x = pf[0]; y = pf[1]; } @@ -76,11 +71,6 @@ D3DXVECTOR2::D3DXVECTOR2( CONST FLOAT *pf ) D3DXINLINE D3DXVECTOR2::D3DXVECTOR2( CONST D3DXFLOAT16 *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - D3DXFloat16To32Array(&x, pf, 2); } @@ -208,22 +198,12 @@ D3DXVECTOR2::operator != ( CONST D3DXVECTOR2& v ) const D3DXINLINE D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST FLOAT *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - D3DXFloat32To16Array(&x, pf, 2); } D3DXINLINE D3DXVECTOR2_16F::D3DXVECTOR2_16F( CONST D3DXFLOAT16 *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - *((DWORD *) &x) = *((DWORD *) &pf[0]); } @@ -269,11 +249,6 @@ D3DXVECTOR2_16F::operator != ( CONST D3DXVECTOR2_16F &v ) const D3DXINLINE D3DXVECTOR3::D3DXVECTOR3( CONST FLOAT *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - x = pf[0]; y = pf[1]; z = pf[2]; @@ -290,11 +265,6 @@ D3DXVECTOR3::D3DXVECTOR3( CONST D3DVECTOR& v ) D3DXINLINE D3DXVECTOR3::D3DXVECTOR3( CONST D3DXFLOAT16 *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - D3DXFloat16To32Array(&x, pf, 3); } @@ -429,11 +399,6 @@ D3DXVECTOR3::operator != ( CONST D3DXVECTOR3& v ) const D3DXINLINE D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST FLOAT *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - D3DXFloat32To16Array(&x, pf, 3); } @@ -448,11 +413,6 @@ D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DVECTOR& v ) D3DXINLINE D3DXVECTOR3_16F::D3DXVECTOR3_16F( CONST D3DXFLOAT16 *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - *((DWORD *) &x) = *((DWORD *) &pf[0]); *((WORD *) &z) = *((WORD *) &pf[2]); } @@ -502,11 +462,6 @@ D3DXVECTOR3_16F::operator != ( CONST D3DXVECTOR3_16F &v ) const D3DXINLINE D3DXVECTOR4::D3DXVECTOR4( CONST FLOAT *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - x = pf[0]; y = pf[1]; z = pf[2]; @@ -516,11 +471,6 @@ D3DXVECTOR4::D3DXVECTOR4( CONST FLOAT *pf ) D3DXINLINE D3DXVECTOR4::D3DXVECTOR4( CONST D3DXFLOAT16 *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - D3DXFloat16To32Array(&x, pf, 4); } @@ -668,22 +618,12 @@ D3DXVECTOR4::operator != ( CONST D3DXVECTOR4& v ) const D3DXINLINE D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST FLOAT *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - D3DXFloat32To16Array(&x, pf, 4); } D3DXINLINE D3DXVECTOR4_16F::D3DXVECTOR4_16F( CONST D3DXFLOAT16 *pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - *((DWORD *) &x) = *((DWORD *) &pf[0]); *((DWORD *) &z) = *((DWORD *) &pf[2]); } @@ -743,11 +683,6 @@ D3DXVECTOR4_16F::operator != ( CONST D3DXVECTOR4_16F &v ) const D3DXINLINE D3DXMATRIX::D3DXMATRIX( CONST FLOAT* pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - memcpy(&_11, pf, sizeof(D3DXMATRIX)); } @@ -760,11 +695,6 @@ D3DXMATRIX::D3DXMATRIX( CONST D3DMATRIX& mat ) D3DXINLINE D3DXMATRIX::D3DXMATRIX( CONST D3DXFLOAT16* pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - D3DXFloat16To32Array(&_11, pf, 16); } @@ -1053,11 +983,6 @@ _D3DXMATRIXA16::operator=(CONST D3DXMATRIX& rhs) D3DXINLINE D3DXQUATERNION::D3DXQUATERNION( CONST FLOAT* pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - x = pf[0]; y = pf[1]; z = pf[2]; @@ -1067,11 +992,6 @@ D3DXQUATERNION::D3DXQUATERNION( CONST FLOAT* pf ) D3DXINLINE D3DXQUATERNION::D3DXQUATERNION( CONST D3DXFLOAT16* pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - D3DXFloat16To32Array(&x, pf, 4); } @@ -1226,11 +1146,6 @@ D3DXQUATERNION::operator != ( CONST D3DXQUATERNION& q ) const D3DXINLINE D3DXPLANE::D3DXPLANE( CONST FLOAT* pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - a = pf[0]; b = pf[1]; c = pf[2]; @@ -1240,11 +1155,6 @@ D3DXPLANE::D3DXPLANE( CONST FLOAT* pf ) D3DXINLINE D3DXPLANE::D3DXPLANE( CONST D3DXFLOAT16* pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - D3DXFloat16To32Array(&a, pf, 4); } @@ -1361,11 +1271,6 @@ D3DXCOLOR::D3DXCOLOR( DWORD dw ) D3DXINLINE D3DXCOLOR::D3DXCOLOR( CONST FLOAT* pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - r = pf[0]; g = pf[1]; b = pf[2]; @@ -1375,11 +1280,6 @@ D3DXCOLOR::D3DXCOLOR( CONST FLOAT* pf ) D3DXINLINE D3DXCOLOR::D3DXCOLOR( CONST D3DXFLOAT16* pf ) { -#ifdef D3DX_DEBUG - if(!pf) - return; -#endif - D3DXFloat16To32Array(&r, pf, 4); } @@ -1576,11 +1476,6 @@ D3DXCOLOR::operator != ( CONST D3DXCOLOR& c ) const D3DXINLINE FLOAT D3DXVec2Length ( CONST D3DXVECTOR2 *pV ) { -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - #ifdef __cplusplus return sqrtf(pV->x * pV->x + pV->y * pV->y); #else @@ -1591,44 +1486,24 @@ D3DXINLINE FLOAT D3DXVec2Length D3DXINLINE FLOAT D3DXVec2LengthSq ( CONST D3DXVECTOR2 *pV ) { -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - return pV->x * pV->x + pV->y * pV->y; } D3DXINLINE FLOAT D3DXVec2Dot ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pV1 || !pV2) - return 0.0f; -#endif - return pV1->x * pV2->x + pV1->y * pV2->y; } D3DXINLINE FLOAT D3DXVec2CCW ( CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pV1 || !pV2) - return 0.0f; -#endif - return pV1->x * pV2->y - pV1->y * pV2->x; } D3DXINLINE D3DXVECTOR2* D3DXVec2Add ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - pOut->x = pV1->x + pV2->x; pOut->y = pV1->y + pV2->y; return pOut; @@ -1637,11 +1512,6 @@ D3DXINLINE D3DXVECTOR2* D3DXVec2Add D3DXINLINE D3DXVECTOR2* D3DXVec2Subtract ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - pOut->x = pV1->x - pV2->x; pOut->y = pV1->y - pV2->y; return pOut; @@ -1650,11 +1520,6 @@ D3DXINLINE D3DXVECTOR2* D3DXVec2Subtract D3DXINLINE D3DXVECTOR2* D3DXVec2Minimize ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - pOut->x = pV1->x < pV2->x ? pV1->x : pV2->x; pOut->y = pV1->y < pV2->y ? pV1->y : pV2->y; return pOut; @@ -1663,11 +1528,6 @@ D3DXINLINE D3DXVECTOR2* D3DXVec2Minimize D3DXINLINE D3DXVECTOR2* D3DXVec2Maximize ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - pOut->x = pV1->x > pV2->x ? pV1->x : pV2->x; pOut->y = pV1->y > pV2->y ? pV1->y : pV2->y; return pOut; @@ -1676,11 +1536,6 @@ D3DXINLINE D3DXVECTOR2* D3DXVec2Maximize D3DXINLINE D3DXVECTOR2* D3DXVec2Scale ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV) - return NULL; -#endif - pOut->x = pV->x * s; pOut->y = pV->y * s; return pOut; @@ -1690,11 +1545,6 @@ D3DXINLINE D3DXVECTOR2* D3DXVec2Lerp ( D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, FLOAT s ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - pOut->x = pV1->x + s * (pV2->x - pV1->x); pOut->y = pV1->y + s * (pV2->y - pV1->y); return pOut; @@ -1708,11 +1558,6 @@ D3DXINLINE D3DXVECTOR2* D3DXVec2Lerp D3DXINLINE FLOAT D3DXVec3Length ( CONST D3DXVECTOR3 *pV ) { -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - #ifdef __cplusplus return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z); #else @@ -1723,22 +1568,12 @@ D3DXINLINE FLOAT D3DXVec3Length D3DXINLINE FLOAT D3DXVec3LengthSq ( CONST D3DXVECTOR3 *pV ) { -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z; } D3DXINLINE FLOAT D3DXVec3Dot ( CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pV1 || !pV2) - return 0.0f; -#endif - return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z; } @@ -1747,11 +1582,6 @@ D3DXINLINE D3DXVECTOR3* D3DXVec3Cross { D3DXVECTOR3 v; -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - v.x = pV1->y * pV2->z - pV1->z * pV2->y; v.y = pV1->z * pV2->x - pV1->x * pV2->z; v.z = pV1->x * pV2->y - pV1->y * pV2->x; @@ -1763,11 +1593,6 @@ D3DXINLINE D3DXVECTOR3* D3DXVec3Cross D3DXINLINE D3DXVECTOR3* D3DXVec3Add ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - pOut->x = pV1->x + pV2->x; pOut->y = pV1->y + pV2->y; pOut->z = pV1->z + pV2->z; @@ -1777,11 +1602,6 @@ D3DXINLINE D3DXVECTOR3* D3DXVec3Add D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - pOut->x = pV1->x - pV2->x; pOut->y = pV1->y - pV2->y; pOut->z = pV1->z - pV2->z; @@ -1791,11 +1611,6 @@ D3DXINLINE D3DXVECTOR3* D3DXVec3Subtract D3DXINLINE D3DXVECTOR3* D3DXVec3Minimize ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - 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; @@ -1805,11 +1620,6 @@ D3DXINLINE D3DXVECTOR3* D3DXVec3Minimize D3DXINLINE D3DXVECTOR3* D3DXVec3Maximize ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - 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; @@ -1819,11 +1629,6 @@ D3DXINLINE D3DXVECTOR3* D3DXVec3Maximize D3DXINLINE D3DXVECTOR3* D3DXVec3Scale ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s) { -#ifdef D3DX_DEBUG - if(!pOut || !pV) - return NULL; -#endif - pOut->x = pV->x * s; pOut->y = pV->y * s; pOut->z = pV->z * s; @@ -1834,11 +1639,6 @@ D3DXINLINE D3DXVECTOR3* D3DXVec3Lerp ( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, FLOAT s ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - pOut->x = pV1->x + s * (pV2->x - pV1->x); pOut->y = pV1->y + s * (pV2->y - pV1->y); pOut->z = pV1->z + s * (pV2->z - pV1->z); @@ -1853,11 +1653,6 @@ D3DXINLINE D3DXVECTOR3* D3DXVec3Lerp D3DXINLINE FLOAT D3DXVec4Length ( CONST D3DXVECTOR4 *pV ) { -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - #ifdef __cplusplus return sqrtf(pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w); #else @@ -1868,33 +1663,18 @@ D3DXINLINE FLOAT D3DXVec4Length D3DXINLINE FLOAT D3DXVec4LengthSq ( CONST D3DXVECTOR4 *pV ) { -#ifdef D3DX_DEBUG - if(!pV) - return 0.0f; -#endif - return pV->x * pV->x + pV->y * pV->y + pV->z * pV->z + pV->w * pV->w; } D3DXINLINE FLOAT D3DXVec4Dot ( CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2 ) { -#ifdef D3DX_DEBUG - if(!pV1 || !pV2) - return 0.0f; -#endif - return pV1->x * pV2->x + pV1->y * pV2->y + pV1->z * pV2->z + pV1->w * pV2->w; } D3DXINLINE D3DXVECTOR4* D3DXVec4Add ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - pOut->x = pV1->x + pV2->x; pOut->y = pV1->y + pV2->y; pOut->z = pV1->z + pV2->z; @@ -1905,11 +1685,6 @@ D3DXINLINE D3DXVECTOR4* D3DXVec4Add D3DXINLINE D3DXVECTOR4* D3DXVec4Subtract ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - pOut->x = pV1->x - pV2->x; pOut->y = pV1->y - pV2->y; pOut->z = pV1->z - pV2->z; @@ -1920,11 +1695,6 @@ D3DXINLINE D3DXVECTOR4* D3DXVec4Subtract D3DXINLINE D3DXVECTOR4* D3DXVec4Minimize ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - 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; @@ -1935,11 +1705,6 @@ D3DXINLINE D3DXVECTOR4* D3DXVec4Minimize D3DXINLINE D3DXVECTOR4* D3DXVec4Maximize ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - 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; @@ -1950,11 +1715,6 @@ D3DXINLINE D3DXVECTOR4* D3DXVec4Maximize D3DXINLINE D3DXVECTOR4* D3DXVec4Scale ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s) { -#ifdef D3DX_DEBUG - if(!pOut || !pV) - return NULL; -#endif - pOut->x = pV->x * s; pOut->y = pV->y * s; pOut->z = pV->z * s; @@ -1966,11 +1726,6 @@ D3DXINLINE D3DXVECTOR4* D3DXVec4Lerp ( D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, FLOAT s ) { -#ifdef D3DX_DEBUG - if(!pOut || !pV1 || !pV2) - return NULL; -#endif - pOut->x = pV1->x + s * (pV2->x - pV1->x); pOut->y = pV1->y + s * (pV2->y - pV1->y); pOut->z = pV1->z + s * (pV2->z - pV1->z); @@ -1986,11 +1741,6 @@ D3DXINLINE D3DXVECTOR4* D3DXVec4Lerp D3DXINLINE D3DXMATRIX* D3DXMatrixIdentity ( D3DXMATRIX *pOut ) { -#ifdef D3DX_DEBUG - if(!pOut) - return NULL; -#endif - pOut->m[0][1] = pOut->m[0][2] = pOut->m[0][3] = pOut->m[1][0] = pOut->m[1][2] = pOut->m[1][3] = pOut->m[2][0] = pOut->m[2][1] = pOut->m[2][3] = @@ -2004,11 +1754,6 @@ D3DXINLINE D3DXMATRIX* D3DXMatrixIdentity D3DXINLINE BOOL D3DXMatrixIsIdentity ( CONST D3DXMATRIX *pM ) { -#ifdef D3DX_DEBUG - if(!pM) - return FALSE; -#endif - return pM->m[0][0] == 1.0f && pM->m[0][1] == 0.0f && pM->m[0][2] == 0.0f && pM->m[0][3] == 0.0f && pM->m[1][0] == 0.0f && pM->m[1][1] == 1.0f && pM->m[1][2] == 0.0f && pM->m[1][3] == 0.0f && pM->m[2][0] == 0.0f && pM->m[2][1] == 0.0f && pM->m[2][2] == 1.0f && pM->m[2][3] == 0.0f && @@ -2023,11 +1768,6 @@ D3DXINLINE BOOL D3DXMatrixIsIdentity D3DXINLINE FLOAT D3DXQuaternionLength ( CONST D3DXQUATERNION *pQ ) { -#ifdef D3DX_DEBUG - if(!pQ) - return 0.0f; -#endif - #ifdef __cplusplus return sqrtf(pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w); #else @@ -2038,22 +1778,12 @@ D3DXINLINE FLOAT D3DXQuaternionLength D3DXINLINE FLOAT D3DXQuaternionLengthSq ( CONST D3DXQUATERNION *pQ ) { -#ifdef D3DX_DEBUG - if(!pQ) - return 0.0f; -#endif - return pQ->x * pQ->x + pQ->y * pQ->y + pQ->z * pQ->z + pQ->w * pQ->w; } D3DXINLINE FLOAT D3DXQuaternionDot ( CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2 ) { -#ifdef D3DX_DEBUG - if(!pQ1 || !pQ2) - return 0.0f; -#endif - return pQ1->x * pQ2->x + pQ1->y * pQ2->y + pQ1->z * pQ2->z + pQ1->w * pQ2->w; } @@ -2061,11 +1791,6 @@ D3DXINLINE FLOAT D3DXQuaternionDot D3DXINLINE D3DXQUATERNION* D3DXQuaternionIdentity ( D3DXQUATERNION *pOut ) { -#ifdef D3DX_DEBUG - if(!pOut) - return NULL; -#endif - pOut->x = pOut->y = pOut->z = 0.0f; pOut->w = 1.0f; return pOut; @@ -2074,11 +1799,6 @@ D3DXINLINE D3DXQUATERNION* D3DXQuaternionIdentity D3DXINLINE BOOL D3DXQuaternionIsIdentity ( CONST D3DXQUATERNION *pQ ) { -#ifdef D3DX_DEBUG - if(!pQ) - return FALSE; -#endif - return pQ->x == 0.0f && pQ->y == 0.0f && pQ->z == 0.0f && pQ->w == 1.0f; } @@ -2086,11 +1806,6 @@ D3DXINLINE BOOL D3DXQuaternionIsIdentity D3DXINLINE D3DXQUATERNION* D3DXQuaternionConjugate ( D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ ) { -#ifdef D3DX_DEBUG - if(!pOut || !pQ) - return NULL; -#endif - pOut->x = -pQ->x; pOut->y = -pQ->y; pOut->z = -pQ->z; @@ -2106,44 +1821,24 @@ D3DXINLINE D3DXQUATERNION* D3DXQuaternionConjugate D3DXINLINE FLOAT D3DXPlaneDot ( CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV) { -#ifdef D3DX_DEBUG - if(!pP || !pV) - return 0.0f; -#endif - return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d * pV->w; } D3DXINLINE FLOAT D3DXPlaneDotCoord ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) { -#ifdef D3DX_DEBUG - if(!pP || !pV) - return 0.0f; -#endif - return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z + pP->d; } D3DXINLINE FLOAT D3DXPlaneDotNormal ( CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV) { -#ifdef D3DX_DEBUG - if(!pP || !pV) - return 0.0f; -#endif - return pP->a * pV->x + pP->b * pV->y + pP->c * pV->z; } D3DXINLINE D3DXPLANE* D3DXPlaneScale (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s) { -#ifdef D3DX_DEBUG - if(!pOut || !pP) - return NULL; -#endif - pOut->a = pP->a * s; pOut->b = pP->b * s; pOut->c = pP->c * s; @@ -2159,11 +1854,6 @@ D3DXINLINE D3DXPLANE* D3DXPlaneScale D3DXINLINE D3DXCOLOR* D3DXColorNegative (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC) { -#ifdef D3DX_DEBUG - if(!pOut || !pC) - return NULL; -#endif - pOut->r = 1.0f - pC->r; pOut->g = 1.0f - pC->g; pOut->b = 1.0f - pC->b; @@ -2174,11 +1864,6 @@ D3DXINLINE D3DXCOLOR* D3DXColorNegative D3DXINLINE D3DXCOLOR* D3DXColorAdd (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) { -#ifdef D3DX_DEBUG - if(!pOut || !pC1 || !pC2) - return NULL; -#endif - pOut->r = pC1->r + pC2->r; pOut->g = pC1->g + pC2->g; pOut->b = pC1->b + pC2->b; @@ -2189,11 +1874,6 @@ D3DXINLINE D3DXCOLOR* D3DXColorAdd D3DXINLINE D3DXCOLOR* D3DXColorSubtract (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) { -#ifdef D3DX_DEBUG - if(!pOut || !pC1 || !pC2) - return NULL; -#endif - pOut->r = pC1->r - pC2->r; pOut->g = pC1->g - pC2->g; pOut->b = pC1->b - pC2->b; @@ -2204,11 +1884,6 @@ D3DXINLINE D3DXCOLOR* D3DXColorSubtract D3DXINLINE D3DXCOLOR* D3DXColorScale (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s) { -#ifdef D3DX_DEBUG - if(!pOut || !pC) - return NULL; -#endif - pOut->r = pC->r * s; pOut->g = pC->g * s; pOut->b = pC->b * s; @@ -2219,11 +1894,6 @@ D3DXINLINE D3DXCOLOR* D3DXColorScale D3DXINLINE D3DXCOLOR* D3DXColorModulate (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2) { -#ifdef D3DX_DEBUG - if(!pOut || !pC1 || !pC2) - return NULL; -#endif - pOut->r = pC1->r * pC2->r; pOut->g = pC1->g * pC2->g; pOut->b = pC1->b * pC2->b; @@ -2234,11 +1904,6 @@ D3DXINLINE D3DXCOLOR* D3DXColorModulate D3DXINLINE D3DXCOLOR* D3DXColorLerp (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s) { -#ifdef D3DX_DEBUG - if(!pOut || !pC1 || !pC2) - return NULL; -#endif - pOut->r = pC1->r + s * (pC2->r - pC1->r); pOut->g = pC1->g + s * (pC2->g - pC1->g); pOut->b = pC1->b + s * (pC2->b - pC1->b);