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d3dx9math.h File Reference
#include "d3dx9.h"
#include <math.h>
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Classes

struct  D3DXFLOAT16
 
struct  D3DXVECTOR2
 
struct  D3DXVECTOR2_16F
 
struct  D3DXVECTOR3_16F
 __cplusplus More...
 
struct  D3DXVECTOR4
 
struct  D3DXVECTOR4_16F
 
struct  D3DXQUATERNION
 
struct  D3DXPLANE
 
struct  D3DXCOLOR
 

Macros

#define D3DX_PI   ((FLOAT) 3.141592654f)
 
#define D3DX_1BYPI   ((FLOAT) 0.318309886f)
 
#define D3DXToRadian(degree)   ((degree) * (D3DX_PI / 180.0f))
 
#define D3DXToDegree(radian)   ((radian) * (180.0f / D3DX_PI))
 
#define D3DX_16F_DIG   3 /* # of decimal digits of precision */
 
#define D3DX_16F_EPSILON   4.8875809e-4f /* smallest such that 1.0 + epsilon != 1.0 */
 
#define D3DX_16F_MANT_DIG   11 /* # of bits in mantissa */
 
#define D3DX_16F_MAX   6.550400e+004 /* max value */
 
#define D3DX_16F_MAX_10_EXP   4 /* max decimal exponent */
 
#define D3DX_16F_MAX_EXP   15 /* max binary exponent */
 
#define D3DX_16F_MIN   6.1035156e-5f /* min positive value */
 
#define D3DX_16F_MIN_10_EXP   (-4) /* min decimal exponent */
 
#define D3DX_16F_MIN_EXP   (-14) /* min binary exponent */
 
#define D3DX_16F_RADIX   2 /* exponent radix */
 
#define D3DX_16F_ROUNDS   1 /* addition rounding: near */
 
#define D3DX_ALIGN16   /* Earlier compiler may not understand this, do nothing. */
 
#define INTERFACE   ID3DXMatrixStack
 
#define D3DXSH_MINORDER   2
 
#define D3DXSH_MAXORDER   6
 

Typedefs

typedef struct D3DXFLOAT16 D3DXFLOAT16
 
typedef struct D3DXFLOAT16 * LPD3DXFLOAT16
 
typedef struct D3DXVECTOR2 D3DXVECTOR2
 
typedef struct D3DXVECTOR2 * LPD3DXVECTOR2
 
typedef struct D3DXVECTOR2_16F D3DXVECTOR2_16F
 
typedef struct D3DXVECTOR2_16F * LPD3DXVECTOR2_16F
 
typedef struct _D3DVECTOR D3DXVECTOR3
 
typedef struct _D3DVECTOR * LPD3DXVECTOR3
 
typedef struct D3DXVECTOR3_16F D3DXVECTOR3_16F
 
typedef struct D3DXVECTOR3_16F * LPD3DXVECTOR3_16F
 
typedef struct D3DXVECTOR4 D3DXVECTOR4
 
typedef struct D3DXVECTOR4 * LPD3DXVECTOR4
 
typedef struct D3DXVECTOR4_16F D3DXVECTOR4_16F
 
typedef struct D3DXVECTOR4_16F * LPD3DXVECTOR4_16F
 
typedef struct _D3DMATRIX D3DXMATRIX
 
typedef struct _D3DMATRIX * LPD3DXMATRIX
 
typedef D3DXMATRIX _D3DXMATRIXA16
 
typedef D3DX_ALIGN16 _D3DXMATRIXA16 D3DXMATRIXA16
 
typedef D3DX_ALIGN16 _D3DXMATRIXA16 * LPD3DXMATRIXA16
 
typedef struct D3DXQUATERNION D3DXQUATERNION
 
typedef struct D3DXQUATERNION * LPD3DXQUATERNION
 
typedef struct D3DXPLANE D3DXPLANE
 
typedef struct D3DXPLANE * LPD3DXPLANE
 
typedef struct D3DXCOLOR D3DXCOLOR
 
typedef struct D3DXCOLOR * LPD3DXCOLOR
 
typedef interface ID3DXMatrixStack ID3DXMatrixStack
 
typedef interface ID3DXMatrixStack * LPD3DXMATRIXSTACK
 

Functions

D3DXFLOAT16 *WINAPI D3DXFloat32To16Array (D3DXFLOAT16 *pOut, CONST FLOAT *pIn, UINT n)
 
FLOAT *WINAPI D3DXFloat16To32Array (FLOAT *pOut, CONST D3DXFLOAT16 *pIn, UINT n)
 
FLOAT D3DXVec2Length (CONST D3DXVECTOR2 *pV)
 
FLOAT D3DXVec2LengthSq (CONST D3DXVECTOR2 *pV)
 
FLOAT D3DXVec2Dot (CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
FLOAT D3DXVec2CCW (CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2 * D3DXVec2Add (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2 * D3DXVec2Subtract (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2 * D3DXVec2Minimize (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2 * D3DXVec2Maximize (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2 * D3DXVec2Scale (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s)
 
D3DXVECTOR2 * D3DXVec2Lerp (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, FLOAT s)
 
D3DXVECTOR2 *WINAPI D3DXVec2Normalize (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV)
 
D3DXVECTOR2 *WINAPI D3DXVec2Hermite (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pT1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pT2, FLOAT s)
 
D3DXVECTOR2 *WINAPI D3DXVec2CatmullRom (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV0, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT s)
 
D3DXVECTOR2 *WINAPI D3DXVec2BaryCentric (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2, CONST D3DXVECTOR2 *pV3, FLOAT f, FLOAT g)
 
D3DXVECTOR4 *WINAPI D3DXVec2Transform (D3DXVECTOR4 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoord (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormal (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR4 *WINAPI D3DXVec2TransformArray (D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXVECTOR2 *WINAPI D3DXVec2TransformCoordArray (D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXVECTOR2 *WINAPI D3DXVec2TransformNormalArray (D3DXVECTOR2 *pOut, UINT OutStride, CONST D3DXVECTOR2 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
FLOAT D3DXVec3Length (CONST D3DXVECTOR3 *pV)
 
FLOAT D3DXVec3LengthSq (CONST D3DXVECTOR3 *pV)
 
FLOAT D3DXVec3Dot (CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3 * D3DXVec3Cross (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3 * D3DXVec3Add (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3 * D3DXVec3Subtract (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3 * D3DXVec3Minimize (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3 * D3DXVec3Maximize (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3 * D3DXVec3Scale (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s)
 
D3DXVECTOR3 * D3DXVec3Lerp (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, FLOAT s)
 
D3DXVECTOR3 *WINAPI D3DXVec3Normalize (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV)
 
D3DXVECTOR3 *WINAPI D3DXVec3Hermite (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT s)
 
D3DXVECTOR3 *WINAPI D3DXVec3CatmullRom (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV0, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT s)
 
D3DXVECTOR3 *WINAPI D3DXVec3BaryCentric (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3, FLOAT f, FLOAT g)
 
D3DXVECTOR4 *WINAPI D3DXVec3Transform (D3DXVECTOR4 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoord (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormal (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR4 *WINAPI D3DXVec3TransformArray (D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXVECTOR3 *WINAPI D3DXVec3TransformCoordArray (D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXVECTOR3 *WINAPI D3DXVec3TransformNormalArray (D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXVECTOR3 *WINAPI D3DXVec3Project (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT9 *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld)
 
D3DXVECTOR3 *WINAPI D3DXVec3Unproject (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT9 *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld)
 
D3DXVECTOR3 *WINAPI D3DXVec3ProjectArray (D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DVIEWPORT9 *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n)
 
D3DXVECTOR3 *WINAPI D3DXVec3UnprojectArray (D3DXVECTOR3 *pOut, UINT OutStride, CONST D3DXVECTOR3 *pV, UINT VStride, CONST D3DVIEWPORT9 *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld, UINT n)
 
FLOAT D3DXVec4Length (CONST D3DXVECTOR4 *pV)
 
FLOAT D3DXVec4LengthSq (CONST D3DXVECTOR4 *pV)
 
FLOAT D3DXVec4Dot (CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4 * D3DXVec4Add (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4 * D3DXVec4Subtract (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4 * D3DXVec4Minimize (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4 * D3DXVec4Maximize (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4 * D3DXVec4Scale (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s)
 
D3DXVECTOR4 * D3DXVec4Lerp (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, FLOAT s)
 
D3DXVECTOR4 *WINAPI D3DXVec4Cross (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3)
 
D3DXVECTOR4 *WINAPI D3DXVec4Normalize (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV)
 
D3DXVECTOR4 *WINAPI D3DXVec4Hermite (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pT1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pT2, FLOAT s)
 
D3DXVECTOR4 *WINAPI D3DXVec4CatmullRom (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV0, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT s)
 
D3DXVECTOR4 *WINAPI D3DXVec4BaryCentric (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2, CONST D3DXVECTOR4 *pV3, FLOAT f, FLOAT g)
 
D3DXVECTOR4 *WINAPI D3DXVec4Transform (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, CONST D3DXMATRIX *pM)
 
D3DXVECTOR4 *WINAPI D3DXVec4TransformArray (D3DXVECTOR4 *pOut, UINT OutStride, CONST D3DXVECTOR4 *pV, UINT VStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXMATRIX * D3DXMatrixIdentity (D3DXMATRIX *pOut)
 
BOOL D3DXMatrixIsIdentity (CONST D3DXMATRIX *pM)
 
FLOAT WINAPI D3DXMatrixDeterminant (CONST D3DXMATRIX *pM)
 
HRESULT WINAPI D3DXMatrixDecompose (D3DXVECTOR3 *pOutScale, D3DXQUATERNION *pOutRotation, D3DXVECTOR3 *pOutTranslation, CONST D3DXMATRIX *pM)
 
D3DXMATRIX *WINAPI D3DXMatrixTranspose (D3DXMATRIX *pOut, CONST D3DXMATRIX *pM)
 
D3DXMATRIX *WINAPI D3DXMatrixMultiply (D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2)
 
D3DXMATRIX *WINAPI D3DXMatrixMultiplyTranspose (D3DXMATRIX *pOut, CONST D3DXMATRIX *pM1, CONST D3DXMATRIX *pM2)
 
D3DXMATRIX *WINAPI D3DXMatrixInverse (D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM)
 
D3DXMATRIX *WINAPI D3DXMatrixScaling (D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz)
 
D3DXMATRIX *WINAPI D3DXMatrixTranslation (D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationX (D3DXMATRIX *pOut, FLOAT Angle)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationY (D3DXMATRIX *pOut, FLOAT Angle)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationZ (D3DXMATRIX *pOut, FLOAT Angle)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationAxis (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationQuaternion (D3DXMATRIX *pOut, CONST D3DXQUATERNION *pQ)
 
D3DXMATRIX *WINAPI D3DXMatrixRotationYawPitchRoll (D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll)
 
D3DXMATRIX *WINAPI D3DXMatrixTransformation (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pScalingCenter, CONST D3DXQUATERNION *pScalingRotation, CONST D3DXVECTOR3 *pScaling, CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation)
 
D3DXMATRIX *WINAPI D3DXMatrixTransformation2D (D3DXMATRIX *pOut, CONST D3DXVECTOR2 *pScalingCenter, FLOAT ScalingRotation, CONST D3DXVECTOR2 *pScaling, CONST D3DXVECTOR2 *pRotationCenter, FLOAT Rotation, CONST D3DXVECTOR2 *pTranslation)
 
D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation (D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *pTranslation)
 
D3DXMATRIX *WINAPI D3DXMatrixAffineTransformation2D (D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR2 *pRotationCenter, FLOAT Rotation, CONST D3DXVECTOR2 *pTranslation)
 
D3DXMATRIX *WINAPI D3DXMatrixLookAtRH (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, CONST D3DXVECTOR3 *pUp)
 
D3DXMATRIX *WINAPI D3DXMatrixLookAtLH (D3DXMATRIX *pOut, CONST D3DXVECTOR3 *pEye, CONST D3DXVECTOR3 *pAt, CONST D3DXVECTOR3 *pUp)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveRH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveLH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovRH (D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovLH (D3DXMATRIX *pOut, FLOAT fovy, FLOAT Aspect, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterRH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixPerspectiveOffCenterLH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixOrthoRH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixOrthoLH (D3DXMATRIX *pOut, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterRH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixOrthoOffCenterLH (D3DXMATRIX *pOut, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
 
D3DXMATRIX *WINAPI D3DXMatrixShadow (D3DXMATRIX *pOut, CONST D3DXVECTOR4 *pLight, CONST D3DXPLANE *pPlane)
 
D3DXMATRIX *WINAPI D3DXMatrixReflect (D3DXMATRIX *pOut, CONST D3DXPLANE *pPlane)
 
FLOAT D3DXQuaternionLength (CONST D3DXQUATERNION *pQ)
 
FLOAT D3DXQuaternionLengthSq (CONST D3DXQUATERNION *pQ)
 
FLOAT D3DXQuaternionDot (CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2)
 
D3DXQUATERNION * D3DXQuaternionIdentity (D3DXQUATERNION *pOut)
 
BOOL D3DXQuaternionIsIdentity (CONST D3DXQUATERNION *pQ)
 
D3DXQUATERNION * D3DXQuaternionConjugate (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
 
void WINAPI D3DXQuaternionToAxisAngle (CONST D3DXQUATERNION *pQ, D3DXVECTOR3 *pAxis, FLOAT *pAngle)
 
D3DXQUATERNION *WINAPI D3DXQuaternionRotationMatrix (D3DXQUATERNION *pOut, CONST D3DXMATRIX *pM)
 
D3DXQUATERNION *WINAPI D3DXQuaternionRotationAxis (D3DXQUATERNION *pOut, CONST D3DXVECTOR3 *pV, FLOAT Angle)
 
D3DXQUATERNION *WINAPI D3DXQuaternionRotationYawPitchRoll (D3DXQUATERNION *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll)
 
D3DXQUATERNION *WINAPI D3DXQuaternionMultiply (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2)
 
D3DXQUATERNION *WINAPI D3DXQuaternionNormalize (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
 
D3DXQUATERNION *WINAPI D3DXQuaternionInverse (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
 
D3DXQUATERNION *WINAPI D3DXQuaternionLn (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
 
D3DXQUATERNION *WINAPI D3DXQuaternionExp (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ)
 
D3DXQUATERNION *WINAPI D3DXQuaternionSlerp (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, FLOAT t)
 
D3DXQUATERNION *WINAPI D3DXQuaternionSquad (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pA, CONST D3DXQUATERNION *pB, CONST D3DXQUATERNION *pC, FLOAT t)
 
void WINAPI D3DXQuaternionSquadSetup (D3DXQUATERNION *pAOut, D3DXQUATERNION *pBOut, D3DXQUATERNION *pCOut, CONST D3DXQUATERNION *pQ0, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3)
 
D3DXQUATERNION *WINAPI D3DXQuaternionBaryCentric (D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, FLOAT f, FLOAT g)
 
FLOAT D3DXPlaneDot (CONST D3DXPLANE *pP, CONST D3DXVECTOR4 *pV)
 
FLOAT D3DXPlaneDotCoord (CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV)
 
FLOAT D3DXPlaneDotNormal (CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV)
 
D3DXPLANE * D3DXPlaneScale (D3DXPLANE *pOut, CONST D3DXPLANE *pP, FLOAT s)
 
D3DXPLANE *WINAPI D3DXPlaneNormalize (D3DXPLANE *pOut, CONST D3DXPLANE *pP)
 
D3DXVECTOR3 *WINAPI D3DXPlaneIntersectLine (D3DXVECTOR3 *pOut, CONST D3DXPLANE *pP, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXPLANE *WINAPI D3DXPlaneFromPointNormal (D3DXPLANE *pOut, CONST D3DXVECTOR3 *pPoint, CONST D3DXVECTOR3 *pNormal)
 
D3DXPLANE *WINAPI D3DXPlaneFromPoints (D3DXPLANE *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pV3)
 
D3DXPLANE *WINAPI D3DXPlaneTransform (D3DXPLANE *pOut, CONST D3DXPLANE *pP, CONST D3DXMATRIX *pM)
 
D3DXPLANE *WINAPI D3DXPlaneTransformArray (D3DXPLANE *pOut, UINT OutStride, CONST D3DXPLANE *pP, UINT PStride, CONST D3DXMATRIX *pM, UINT n)
 
D3DXCOLOR * D3DXColorNegative (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC)
 
D3DXCOLOR * D3DXColorAdd (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
 
D3DXCOLOR * D3DXColorSubtract (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
 
D3DXCOLOR * D3DXColorScale (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s)
 
D3DXCOLOR * D3DXColorModulate (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
 
D3DXCOLOR * D3DXColorLerp (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2, FLOAT s)
 
D3DXCOLOR *WINAPI D3DXColorAdjustSaturation (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s)
 
D3DXCOLOR *WINAPI D3DXColorAdjustContrast (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT c)
 
FLOAT WINAPI D3DXFresnelTerm (FLOAT CosTheta, FLOAT RefractionIndex)
 
 DEFINE_GUID (IID_ID3DXMatrixStack, 0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85)
 
 DECLARE_INTERFACE_ (ID3DXMatrixStack, IUnknown)
 
HRESULT WINAPI D3DXCreateMatrixStack (DWORD Flags, LPD3DXMATRIXSTACK *ppStack)
 
FLOAT *WINAPI D3DXSHEvalDirection (FLOAT *pOut, UINT Order, CONST D3DXVECTOR3 *pDir)
 
FLOAT *WINAPI D3DXSHRotate (FLOAT *pOut, UINT Order, CONST D3DXMATRIX *pMatrix, CONST FLOAT *pIn)
 
FLOAT *WINAPI D3DXSHRotateZ (FLOAT *pOut, UINT Order, FLOAT Angle, CONST FLOAT *pIn)
 
FLOAT *WINAPI D3DXSHAdd (FLOAT *pOut, UINT Order, CONST FLOAT *pA, CONST FLOAT *pB)
 
FLOAT *WINAPI D3DXSHScale (FLOAT *pOut, UINT Order, CONST FLOAT *pIn, CONST FLOAT Scale)
 
FLOAT WINAPI D3DXSHDot (UINT Order, CONST FLOAT *pA, CONST FLOAT *pB)
 
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)
 
FLOAT *WINAPI D3DXSHMultiply5 (FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
 
FLOAT *WINAPI D3DXSHMultiply6 (FLOAT *pOut, CONST FLOAT *pF, CONST FLOAT *pG)
 
HRESULT WINAPI D3DXSHEvalDirectionalLight (UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut)
 
HRESULT WINAPI D3DXSHEvalSphericalLight (UINT Order, CONST D3DXVECTOR3 *pPos, FLOAT Radius, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut)
 
HRESULT WINAPI D3DXSHEvalConeLight (UINT Order, CONST D3DXVECTOR3 *pDir, FLOAT Radius, FLOAT RIntensity, FLOAT GIntensity, FLOAT BIntensity, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut)
 
HRESULT WINAPI D3DXSHEvalHemisphereLight (UINT Order, CONST D3DXVECTOR3 *pDir, D3DXCOLOR Top, D3DXCOLOR Bottom, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut)
 
HRESULT WINAPI D3DXSHProjectCubeMap (UINT uOrder, LPDIRECT3DCUBETEXTURE9 pCubeMap, FLOAT *pROut, FLOAT *pGOut, FLOAT *pBOut)
 

Macro Definition Documentation

◆ D3DX_16F_DIG

#define D3DX_16F_DIG   3 /* # of decimal digits of precision */

◆ D3DX_16F_EPSILON

#define D3DX_16F_EPSILON   4.8875809e-4f /* smallest such that 1.0 + epsilon != 1.0 */

◆ D3DX_16F_MANT_DIG

#define D3DX_16F_MANT_DIG   11 /* # of bits in mantissa */

◆ D3DX_16F_MAX

#define D3DX_16F_MAX   6.550400e+004 /* max value */

◆ D3DX_16F_MAX_10_EXP

#define D3DX_16F_MAX_10_EXP   4 /* max decimal exponent */

◆ D3DX_16F_MAX_EXP

#define D3DX_16F_MAX_EXP   15 /* max binary exponent */

◆ D3DX_16F_MIN

#define D3DX_16F_MIN   6.1035156e-5f /* min positive value */

◆ D3DX_16F_MIN_10_EXP

#define D3DX_16F_MIN_10_EXP   (-4) /* min decimal exponent */

◆ D3DX_16F_MIN_EXP

#define D3DX_16F_MIN_EXP   (-14) /* min binary exponent */

◆ D3DX_16F_RADIX

#define D3DX_16F_RADIX   2 /* exponent radix */

◆ D3DX_16F_ROUNDS

#define D3DX_16F_ROUNDS   1 /* addition rounding: near */

◆ D3DX_1BYPI

#define D3DX_1BYPI   ((FLOAT) 0.318309886f)

◆ D3DX_ALIGN16

#define D3DX_ALIGN16   /* Earlier compiler may not understand this, do nothing. */

◆ D3DX_PI

#define D3DX_PI   ((FLOAT) 3.141592654f)

◆ D3DXSH_MAXORDER

#define D3DXSH_MAXORDER   6

◆ D3DXSH_MINORDER

#define D3DXSH_MINORDER   2

◆ D3DXToDegree

#define D3DXToDegree (   radian)    ((radian) * (180.0f / D3DX_PI))

◆ D3DXToRadian

#define D3DXToRadian (   degree)    ((degree) * (D3DX_PI / 180.0f))

◆ INTERFACE

#define INTERFACE   ID3DXMatrixStack

Typedef Documentation

◆ _D3DXMATRIXA16

◆ D3DXCOLOR

typedef struct D3DXCOLOR D3DXCOLOR

◆ D3DXFLOAT16

typedef struct D3DXFLOAT16 D3DXFLOAT16

◆ D3DXMATRIX

typedef struct _D3DMATRIX D3DXMATRIX

◆ D3DXMATRIXA16

◆ D3DXPLANE

typedef struct D3DXPLANE D3DXPLANE

◆ D3DXQUATERNION

◆ D3DXVECTOR2

typedef struct D3DXVECTOR2 D3DXVECTOR2

◆ D3DXVECTOR2_16F

◆ D3DXVECTOR3

typedef struct _D3DVECTOR D3DXVECTOR3

◆ D3DXVECTOR3_16F

◆ D3DXVECTOR4

typedef struct D3DXVECTOR4 D3DXVECTOR4

◆ D3DXVECTOR4_16F

◆ ID3DXMatrixStack

◆ LPD3DXCOLOR

typedef struct D3DXCOLOR * LPD3DXCOLOR

◆ LPD3DXFLOAT16

typedef struct D3DXFLOAT16 * LPD3DXFLOAT16

◆ LPD3DXMATRIX

typedef struct _D3DMATRIX * LPD3DXMATRIX

◆ LPD3DXMATRIXA16

◆ LPD3DXMATRIXSTACK

typedef interface ID3DXMatrixStack* LPD3DXMATRIXSTACK

◆ LPD3DXPLANE

typedef struct D3DXPLANE * LPD3DXPLANE

◆ LPD3DXQUATERNION

typedef struct D3DXQUATERNION * LPD3DXQUATERNION

◆ LPD3DXVECTOR2

typedef struct D3DXVECTOR2 * LPD3DXVECTOR2

◆ LPD3DXVECTOR2_16F

◆ LPD3DXVECTOR3

typedef struct _D3DVECTOR * LPD3DXVECTOR3

◆ LPD3DXVECTOR3_16F

◆ LPD3DXVECTOR4

typedef struct D3DXVECTOR4 * LPD3DXVECTOR4

◆ LPD3DXVECTOR4_16F

Function Documentation

◆ D3DXColorAdd()

D3DXCOLOR* D3DXColorAdd ( D3DXCOLOR *  pOut,
CONST D3DXCOLOR *  pC1,
CONST D3DXCOLOR *  pC2 
)

◆ D3DXColorAdjustContrast()

D3DXCOLOR* WINAPI D3DXColorAdjustContrast ( D3DXCOLOR *  pOut,
CONST D3DXCOLOR *  pC,
FLOAT  c 
)

◆ D3DXColorAdjustSaturation()

D3DXCOLOR* WINAPI D3DXColorAdjustSaturation ( D3DXCOLOR *  pOut,
CONST D3DXCOLOR *  pC,
FLOAT  s 
)

◆ D3DXColorLerp()

D3DXCOLOR* D3DXColorLerp ( D3DXCOLOR *  pOut,
CONST D3DXCOLOR *  pC1,
CONST D3DXCOLOR *  pC2,
FLOAT  s 
)

◆ D3DXColorModulate()

D3DXCOLOR* D3DXColorModulate ( D3DXCOLOR *  pOut,
CONST D3DXCOLOR *  pC1,
CONST D3DXCOLOR *  pC2 
)

◆ D3DXColorNegative()

D3DXCOLOR* D3DXColorNegative ( D3DXCOLOR *  pOut,
CONST D3DXCOLOR *  pC 
)

◆ D3DXColorScale()

D3DXCOLOR* D3DXColorScale ( D3DXCOLOR *  pOut,
CONST D3DXCOLOR *  pC,
FLOAT  s 
)

◆ D3DXColorSubtract()

D3DXCOLOR* D3DXColorSubtract ( D3DXCOLOR *  pOut,
CONST D3DXCOLOR *  pC1,
CONST D3DXCOLOR *  pC2 
)

◆ D3DXCreateMatrixStack()

HRESULT WINAPI D3DXCreateMatrixStack ( DWORD  Flags,
LPD3DXMATRIXSTACK *  ppStack 
)

◆ D3DXFloat16To32Array()

FLOAT* WINAPI D3DXFloat16To32Array ( FLOAT *  pOut,
CONST D3DXFLOAT16 *  pIn,
UINT  n 
)

◆ D3DXFloat32To16Array()

D3DXFLOAT16* WINAPI D3DXFloat32To16Array ( D3DXFLOAT16 *  pOut,
CONST FLOAT *  pIn,
UINT  n 
)

◆ D3DXFresnelTerm()

FLOAT WINAPI D3DXFresnelTerm ( FLOAT  CosTheta,
FLOAT  RefractionIndex 
)

◆ D3DXMatrixAffineTransformation()

D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation ( D3DXMATRIX *  pOut,
FLOAT  Scaling,
CONST D3DXVECTOR3 *  pRotationCenter,
CONST D3DXQUATERNION *  pRotation,
CONST D3DXVECTOR3 *  pTranslation 
)

◆ D3DXMatrixAffineTransformation2D()

D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D ( D3DXMATRIX *  pOut,
FLOAT  Scaling,
CONST D3DXVECTOR2 *  pRotationCenter,
FLOAT  Rotation,
CONST D3DXVECTOR2 *  pTranslation 
)

◆ D3DXMatrixDecompose()

HRESULT WINAPI D3DXMatrixDecompose ( D3DXVECTOR3 *  pOutScale,
D3DXQUATERNION *  pOutRotation,
D3DXVECTOR3 *  pOutTranslation,
CONST D3DXMATRIX *  pM 
)

◆ D3DXMatrixDeterminant()

FLOAT WINAPI D3DXMatrixDeterminant ( CONST D3DXMATRIX *  pM)

◆ D3DXMatrixIdentity()

D3DXMATRIX* D3DXMatrixIdentity ( D3DXMATRIX *  pOut)

◆ D3DXMatrixInverse()

D3DXMATRIX* WINAPI D3DXMatrixInverse ( D3DXMATRIX *  pOut,
FLOAT *  pDeterminant,
CONST D3DXMATRIX *  pM 
)

◆ D3DXMatrixIsIdentity()

BOOL D3DXMatrixIsIdentity ( CONST D3DXMATRIX *  pM)

◆ D3DXMatrixLookAtLH()

D3DXMATRIX* WINAPI D3DXMatrixLookAtLH ( D3DXMATRIX *  pOut,
CONST D3DXVECTOR3 *  pEye,
CONST D3DXVECTOR3 *  pAt,
CONST D3DXVECTOR3 *  pUp 
)

◆ D3DXMatrixLookAtRH()

D3DXMATRIX* WINAPI D3DXMatrixLookAtRH ( D3DXMATRIX *  pOut,
CONST D3DXVECTOR3 *  pEye,
CONST D3DXVECTOR3 *  pAt,
CONST D3DXVECTOR3 *  pUp 
)

◆ D3DXMatrixMultiply()

D3DXMATRIX* WINAPI D3DXMatrixMultiply ( D3DXMATRIX *  pOut,
CONST D3DXMATRIX *  pM1,
CONST D3DXMATRIX *  pM2 
)

◆ D3DXMatrixMultiplyTranspose()

D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose ( D3DXMATRIX *  pOut,
CONST D3DXMATRIX *  pM1,
CONST D3DXMATRIX *  pM2 
)

◆ D3DXMatrixOrthoLH()

D3DXMATRIX* WINAPI D3DXMatrixOrthoLH ( D3DXMATRIX *  pOut,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixOrthoOffCenterLH()

D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH ( D3DXMATRIX *  pOut,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixOrthoOffCenterRH()

D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH ( D3DXMATRIX *  pOut,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixOrthoRH()

D3DXMATRIX* WINAPI D3DXMatrixOrthoRH ( D3DXMATRIX *  pOut,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveFovLH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH ( D3DXMATRIX *  pOut,
FLOAT  fovy,
FLOAT  Aspect,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveFovRH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH ( D3DXMATRIX *  pOut,
FLOAT  fovy,
FLOAT  Aspect,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveLH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH ( D3DXMATRIX *  pOut,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveOffCenterLH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH ( D3DXMATRIX *  pOut,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveOffCenterRH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH ( D3DXMATRIX *  pOut,
FLOAT  l,
FLOAT  r,
FLOAT  b,
FLOAT  t,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixPerspectiveRH()

D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH ( D3DXMATRIX *  pOut,
FLOAT  w,
FLOAT  h,
FLOAT  zn,
FLOAT  zf 
)

◆ D3DXMatrixReflect()

D3DXMATRIX* WINAPI D3DXMatrixReflect ( D3DXMATRIX *  pOut,
CONST D3DXPLANE *  pPlane 
)

◆ D3DXMatrixRotationAxis()

D3DXMATRIX* WINAPI D3DXMatrixRotationAxis ( D3DXMATRIX *  pOut,
CONST D3DXVECTOR3 *  pV,
FLOAT  Angle 
)

◆ D3DXMatrixRotationQuaternion()

D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion ( D3DXMATRIX *  pOut,
CONST D3DXQUATERNION *  pQ 
)

◆ D3DXMatrixRotationX()

D3DXMATRIX* WINAPI D3DXMatrixRotationX ( D3DXMATRIX *  pOut,
FLOAT  Angle 
)

◆ D3DXMatrixRotationY()

D3DXMATRIX* WINAPI D3DXMatrixRotationY ( D3DXMATRIX *  pOut,
FLOAT  Angle 
)

◆ D3DXMatrixRotationYawPitchRoll()

D3DXMATRIX* WINAPI D3DXMatrixRotationYawPitchRoll ( D3DXMATRIX *  pOut,
FLOAT  Yaw,
FLOAT  Pitch,
FLOAT  Roll 
)

◆ D3DXMatrixRotationZ()

D3DXMATRIX* WINAPI D3DXMatrixRotationZ ( D3DXMATRIX *  pOut,
FLOAT  Angle 
)

◆ D3DXMatrixScaling()

D3DXMATRIX* WINAPI D3DXMatrixScaling ( D3DXMATRIX *  pOut,
FLOAT  sx,
FLOAT  sy,
FLOAT  sz 
)

◆ D3DXMatrixShadow()

D3DXMATRIX* WINAPI D3DXMatrixShadow ( D3DXMATRIX *  pOut,
CONST D3DXVECTOR4 *  pLight,
CONST D3DXPLANE *  pPlane 
)

◆ D3DXMatrixTransformation()

D3DXMATRIX* WINAPI D3DXMatrixTransformation ( D3DXMATRIX *  pOut,
CONST D3DXVECTOR3 *  pScalingCenter,
CONST D3DXQUATERNION *  pScalingRotation,
CONST D3DXVECTOR3 *  pScaling,
CONST D3DXVECTOR3 *  pRotationCenter,
CONST D3DXQUATERNION *  pRotation,
CONST D3DXVECTOR3 *  pTranslation 
)

◆ D3DXMatrixTransformation2D()

D3DXMATRIX* WINAPI D3DXMatrixTransformation2D ( D3DXMATRIX *  pOut,
CONST D3DXVECTOR2 *  pScalingCenter,
FLOAT  ScalingRotation,
CONST D3DXVECTOR2 *  pScaling,
CONST D3DXVECTOR2 *  pRotationCenter,
FLOAT  Rotation,
CONST D3DXVECTOR2 *  pTranslation 
)

◆ D3DXMatrixTranslation()

D3DXMATRIX* WINAPI D3DXMatrixTranslation ( D3DXMATRIX *  pOut,
FLOAT  x,
FLOAT  y,
FLOAT  z 
)

◆ D3DXMatrixTranspose()

D3DXMATRIX* WINAPI D3DXMatrixTranspose ( D3DXMATRIX *  pOut,
CONST D3DXMATRIX *  pM 
)

◆ D3DXPlaneDot()

FLOAT D3DXPlaneDot ( CONST D3DXPLANE *  pP,
CONST D3DXVECTOR4 *  pV 
)

◆ D3DXPlaneDotCoord()

FLOAT D3DXPlaneDotCoord ( CONST D3DXPLANE *  pP,
CONST D3DXVECTOR3 *  pV 
)

◆ D3DXPlaneDotNormal()

FLOAT D3DXPlaneDotNormal ( CONST D3DXPLANE *  pP,
CONST D3DXVECTOR3 *  pV 
)

◆ D3DXPlaneFromPointNormal()

D3DXPLANE* WINAPI D3DXPlaneFromPointNormal ( D3DXPLANE *  pOut,
CONST D3DXVECTOR3 *  pPoint,
CONST D3DXVECTOR3 *  pNormal 
)

◆ D3DXPlaneFromPoints()

D3DXPLANE* WINAPI D3DXPlaneFromPoints ( D3DXPLANE *  pOut,
CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pV2,
CONST D3DXVECTOR3 *  pV3 
)

◆ D3DXPlaneIntersectLine()

D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine ( D3DXVECTOR3 *  pOut,
CONST D3DXPLANE *  pP,
CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pV2 
)

◆ D3DXPlaneNormalize()

D3DXPLANE* WINAPI D3DXPlaneNormalize ( D3DXPLANE *  pOut,
CONST D3DXPLANE *  pP 
)

◆ D3DXPlaneScale()

D3DXPLANE* D3DXPlaneScale ( D3DXPLANE *  pOut,
CONST D3DXPLANE *  pP,
FLOAT  s 
)

◆ D3DXPlaneTransform()

D3DXPLANE* WINAPI D3DXPlaneTransform ( D3DXPLANE *  pOut,
CONST D3DXPLANE *  pP,
CONST D3DXMATRIX *  pM 
)

◆ D3DXPlaneTransformArray()

D3DXPLANE* WINAPI D3DXPlaneTransformArray ( D3DXPLANE *  pOut,
UINT  OutStride,
CONST D3DXPLANE *  pP,
UINT  PStride,
CONST D3DXMATRIX *  pM,
UINT  n 
)

◆ D3DXQuaternionBaryCentric()

D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric ( D3DXQUATERNION *  pOut,
CONST D3DXQUATERNION *  pQ1,
CONST D3DXQUATERNION *  pQ2,
CONST D3DXQUATERNION *  pQ3,
FLOAT  f,
FLOAT  g 
)

◆ D3DXQuaternionConjugate()

D3DXQUATERNION* D3DXQuaternionConjugate ( D3DXQUATERNION *  pOut,
CONST D3DXQUATERNION *  pQ 
)

◆ D3DXQuaternionDot()

FLOAT D3DXQuaternionDot ( CONST D3DXQUATERNION *  pQ1,
CONST D3DXQUATERNION *  pQ2 
)

◆ D3DXQuaternionExp()

D3DXQUATERNION* WINAPI D3DXQuaternionExp ( D3DXQUATERNION *  pOut,
CONST D3DXQUATERNION *  pQ 
)

◆ D3DXQuaternionIdentity()

D3DXQUATERNION* D3DXQuaternionIdentity ( D3DXQUATERNION *  pOut)

◆ D3DXQuaternionInverse()

D3DXQUATERNION* WINAPI D3DXQuaternionInverse ( D3DXQUATERNION *  pOut,
CONST D3DXQUATERNION *  pQ 
)

◆ D3DXQuaternionIsIdentity()

BOOL D3DXQuaternionIsIdentity ( CONST D3DXQUATERNION *  pQ)

◆ D3DXQuaternionLength()

FLOAT D3DXQuaternionLength ( CONST D3DXQUATERNION *  pQ)

◆ D3DXQuaternionLengthSq()

FLOAT D3DXQuaternionLengthSq ( CONST D3DXQUATERNION *  pQ)

◆ D3DXQuaternionLn()

D3DXQUATERNION* WINAPI D3DXQuaternionLn ( D3DXQUATERNION *  pOut,
CONST D3DXQUATERNION *  pQ 
)

◆ D3DXQuaternionMultiply()

D3DXQUATERNION* WINAPI D3DXQuaternionMultiply ( D3DXQUATERNION *  pOut,
CONST D3DXQUATERNION *  pQ1,
CONST D3DXQUATERNION *  pQ2 
)

◆ D3DXQuaternionNormalize()

D3DXQUATERNION* WINAPI D3DXQuaternionNormalize ( D3DXQUATERNION *  pOut,
CONST D3DXQUATERNION *  pQ 
)

◆ D3DXQuaternionRotationAxis()

D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis ( D3DXQUATERNION *  pOut,
CONST D3DXVECTOR3 *  pV,
FLOAT  Angle 
)

◆ D3DXQuaternionRotationMatrix()

D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix ( D3DXQUATERNION *  pOut,
CONST D3DXMATRIX *  pM 
)

◆ D3DXQuaternionRotationYawPitchRoll()

D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll ( D3DXQUATERNION *  pOut,
FLOAT  Yaw,
FLOAT  Pitch,
FLOAT  Roll 
)

◆ D3DXQuaternionSlerp()

D3DXQUATERNION* WINAPI D3DXQuaternionSlerp ( D3DXQUATERNION *  pOut,
CONST D3DXQUATERNION *  pQ1,
CONST D3DXQUATERNION *  pQ2,
FLOAT  t 
)

◆ D3DXQuaternionSquad()

D3DXQUATERNION* WINAPI D3DXQuaternionSquad ( D3DXQUATERNION *  pOut,
CONST D3DXQUATERNION *  pQ1,
CONST D3DXQUATERNION *  pA,
CONST D3DXQUATERNION *  pB,
CONST D3DXQUATERNION *  pC,
FLOAT  t 
)

◆ D3DXQuaternionSquadSetup()

void WINAPI D3DXQuaternionSquadSetup ( D3DXQUATERNION *  pAOut,
D3DXQUATERNION *  pBOut,
D3DXQUATERNION *  pCOut,
CONST D3DXQUATERNION *  pQ0,
CONST D3DXQUATERNION *  pQ1,
CONST D3DXQUATERNION *  pQ2,
CONST D3DXQUATERNION *  pQ3 
)

◆ D3DXQuaternionToAxisAngle()

void WINAPI D3DXQuaternionToAxisAngle ( CONST D3DXQUATERNION *  pQ,
D3DXVECTOR3 *  pAxis,
FLOAT *  pAngle 
)

◆ D3DXSHAdd()

FLOAT* WINAPI D3DXSHAdd ( FLOAT *  pOut,
UINT  Order,
CONST FLOAT *  pA,
CONST FLOAT *  pB 
)

◆ D3DXSHDot()

FLOAT WINAPI D3DXSHDot ( UINT  Order,
CONST FLOAT *  pA,
CONST FLOAT *  pB 
)

◆ D3DXSHEvalConeLight()

HRESULT WINAPI D3DXSHEvalConeLight ( UINT  Order,
CONST D3DXVECTOR3 *  pDir,
FLOAT  Radius,
FLOAT  RIntensity,
FLOAT  GIntensity,
FLOAT  BIntensity,
FLOAT *  pROut,
FLOAT *  pGOut,
FLOAT *  pBOut 
)

◆ D3DXSHEvalDirection()

FLOAT* WINAPI D3DXSHEvalDirection ( FLOAT *  pOut,
UINT  Order,
CONST D3DXVECTOR3 *  pDir 
)

◆ D3DXSHEvalDirectionalLight()

HRESULT WINAPI D3DXSHEvalDirectionalLight ( UINT  Order,
CONST D3DXVECTOR3 *  pDir,
FLOAT  RIntensity,
FLOAT  GIntensity,
FLOAT  BIntensity,
FLOAT *  pROut,
FLOAT *  pGOut,
FLOAT *  pBOut 
)

◆ D3DXSHEvalHemisphereLight()

HRESULT WINAPI D3DXSHEvalHemisphereLight ( UINT  Order,
CONST D3DXVECTOR3 *  pDir,
D3DXCOLOR  Top,
D3DXCOLOR  Bottom,
FLOAT *  pROut,
FLOAT *  pGOut,
FLOAT *  pBOut 
)

◆ D3DXSHEvalSphericalLight()

HRESULT WINAPI D3DXSHEvalSphericalLight ( UINT  Order,
CONST D3DXVECTOR3 *  pPos,
FLOAT  Radius,
FLOAT  RIntensity,
FLOAT  GIntensity,
FLOAT  BIntensity,
FLOAT *  pROut,
FLOAT *  pGOut,
FLOAT *  pBOut 
)

◆ D3DXSHMultiply2()

FLOAT* WINAPI D3DXSHMultiply2 ( FLOAT *  pOut,
CONST FLOAT *  pF,
CONST FLOAT *  pG 
)

◆ D3DXSHMultiply3()

FLOAT* WINAPI D3DXSHMultiply3 ( FLOAT *  pOut,
CONST FLOAT *  pF,
CONST FLOAT *  pG 
)

◆ D3DXSHMultiply4()

FLOAT* WINAPI D3DXSHMultiply4 ( FLOAT *  pOut,
CONST FLOAT *  pF,
CONST FLOAT *  pG 
)

◆ D3DXSHMultiply5()

FLOAT* WINAPI D3DXSHMultiply5 ( FLOAT *  pOut,
CONST FLOAT *  pF,
CONST FLOAT *  pG 
)

◆ D3DXSHMultiply6()

FLOAT* WINAPI D3DXSHMultiply6 ( FLOAT *  pOut,
CONST FLOAT *  pF,
CONST FLOAT *  pG 
)

◆ D3DXSHProjectCubeMap()

HRESULT WINAPI D3DXSHProjectCubeMap ( UINT  uOrder,
LPDIRECT3DCUBETEXTURE9  pCubeMap,
FLOAT *  pROut,
FLOAT *  pGOut,
FLOAT *  pBOut 
)

◆ D3DXSHRotate()

FLOAT* WINAPI D3DXSHRotate ( FLOAT *  pOut,
UINT  Order,
CONST D3DXMATRIX *  pMatrix,
CONST FLOAT *  pIn 
)

◆ D3DXSHRotateZ()

FLOAT* WINAPI D3DXSHRotateZ ( FLOAT *  pOut,
UINT  Order,
FLOAT  Angle,
CONST FLOAT *  pIn 
)

◆ D3DXSHScale()

FLOAT* WINAPI D3DXSHScale ( FLOAT *  pOut,
UINT  Order,
CONST FLOAT *  pIn,
CONST FLOAT  Scale 
)

◆ D3DXVec2Add()

D3DXVECTOR2* D3DXVec2Add ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV1,
CONST D3DXVECTOR2 *  pV2 
)

◆ D3DXVec2BaryCentric()

D3DXVECTOR2* WINAPI D3DXVec2BaryCentric ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV1,
CONST D3DXVECTOR2 *  pV2,
CONST D3DXVECTOR2 *  pV3,
FLOAT  f,
FLOAT  g 
)

◆ D3DXVec2CatmullRom()

D3DXVECTOR2* WINAPI D3DXVec2CatmullRom ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV0,
CONST D3DXVECTOR2 *  pV1,
CONST D3DXVECTOR2 *  pV2,
CONST D3DXVECTOR2 *  pV3,
FLOAT  s 
)

◆ D3DXVec2CCW()

FLOAT D3DXVec2CCW ( CONST D3DXVECTOR2 *  pV1,
CONST D3DXVECTOR2 *  pV2 
)

◆ D3DXVec2Dot()

FLOAT D3DXVec2Dot ( CONST D3DXVECTOR2 *  pV1,
CONST D3DXVECTOR2 *  pV2 
)

◆ D3DXVec2Hermite()

D3DXVECTOR2* WINAPI D3DXVec2Hermite ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV1,
CONST D3DXVECTOR2 *  pT1,
CONST D3DXVECTOR2 *  pV2,
CONST D3DXVECTOR2 *  pT2,
FLOAT  s 
)

◆ D3DXVec2Length()

FLOAT D3DXVec2Length ( CONST D3DXVECTOR2 *  pV)

◆ D3DXVec2LengthSq()

FLOAT D3DXVec2LengthSq ( CONST D3DXVECTOR2 *  pV)

◆ D3DXVec2Lerp()

D3DXVECTOR2* D3DXVec2Lerp ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV1,
CONST D3DXVECTOR2 *  pV2,
FLOAT  s 
)

◆ D3DXVec2Maximize()

D3DXVECTOR2* D3DXVec2Maximize ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV1,
CONST D3DXVECTOR2 *  pV2 
)

◆ D3DXVec2Minimize()

D3DXVECTOR2* D3DXVec2Minimize ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV1,
CONST D3DXVECTOR2 *  pV2 
)

◆ D3DXVec2Normalize()

D3DXVECTOR2* WINAPI D3DXVec2Normalize ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV 
)

◆ D3DXVec2Scale()

D3DXVECTOR2* D3DXVec2Scale ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV,
FLOAT  s 
)

◆ D3DXVec2Subtract()

D3DXVECTOR2* D3DXVec2Subtract ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV1,
CONST D3DXVECTOR2 *  pV2 
)

◆ D3DXVec2Transform()

D3DXVECTOR4* WINAPI D3DXVec2Transform ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR2 *  pV,
CONST D3DXMATRIX *  pM 
)

◆ D3DXVec2TransformArray()

D3DXVECTOR4* WINAPI D3DXVec2TransformArray ( D3DXVECTOR4 *  pOut,
UINT  OutStride,
CONST D3DXVECTOR2 *  pV,
UINT  VStride,
CONST D3DXMATRIX *  pM,
UINT  n 
)

◆ D3DXVec2TransformCoord()

D3DXVECTOR2* WINAPI D3DXVec2TransformCoord ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV,
CONST D3DXMATRIX *  pM 
)

◆ D3DXVec2TransformCoordArray()

D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray ( D3DXVECTOR2 *  pOut,
UINT  OutStride,
CONST D3DXVECTOR2 *  pV,
UINT  VStride,
CONST D3DXMATRIX *  pM,
UINT  n 
)

◆ D3DXVec2TransformNormal()

D3DXVECTOR2* WINAPI D3DXVec2TransformNormal ( D3DXVECTOR2 *  pOut,
CONST D3DXVECTOR2 *  pV,
CONST D3DXMATRIX *  pM 
)

◆ D3DXVec2TransformNormalArray()

D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray ( D3DXVECTOR2 *  pOut,
UINT  OutStride,
CONST D3DXVECTOR2 *  pV,
UINT  VStride,
CONST D3DXMATRIX *  pM,
UINT  n 
)

◆ D3DXVec3Add()

D3DXVECTOR3* D3DXVec3Add ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pV2 
)

◆ D3DXVec3BaryCentric()

D3DXVECTOR3* WINAPI D3DXVec3BaryCentric ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pV2,
CONST D3DXVECTOR3 *  pV3,
FLOAT  f,
FLOAT  g 
)

◆ D3DXVec3CatmullRom()

D3DXVECTOR3* WINAPI D3DXVec3CatmullRom ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV0,
CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pV2,
CONST D3DXVECTOR3 *  pV3,
FLOAT  s 
)

◆ D3DXVec3Cross()

D3DXVECTOR3* D3DXVec3Cross ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pV2 
)

◆ D3DXVec3Dot()

FLOAT D3DXVec3Dot ( CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pV2 
)

◆ D3DXVec3Hermite()

D3DXVECTOR3* WINAPI D3DXVec3Hermite ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pT1,
CONST D3DXVECTOR3 *  pV2,
CONST D3DXVECTOR3 *  pT2,
FLOAT  s 
)

◆ D3DXVec3Length()

FLOAT D3DXVec3Length ( CONST D3DXVECTOR3 *  pV)

◆ D3DXVec3LengthSq()

FLOAT D3DXVec3LengthSq ( CONST D3DXVECTOR3 *  pV)

◆ D3DXVec3Lerp()

D3DXVECTOR3* D3DXVec3Lerp ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pV2,
FLOAT  s 
)

◆ D3DXVec3Maximize()

D3DXVECTOR3* D3DXVec3Maximize ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pV2 
)

◆ D3DXVec3Minimize()

D3DXVECTOR3* D3DXVec3Minimize ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pV2 
)

◆ D3DXVec3Normalize()

D3DXVECTOR3* WINAPI D3DXVec3Normalize ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV 
)

◆ D3DXVec3Project()

D3DXVECTOR3* WINAPI D3DXVec3Project ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV,
CONST D3DVIEWPORT9 *  pViewport,
CONST D3DXMATRIX *  pProjection,
CONST D3DXMATRIX *  pView,
CONST D3DXMATRIX *  pWorld 
)

◆ D3DXVec3ProjectArray()

D3DXVECTOR3* WINAPI D3DXVec3ProjectArray ( D3DXVECTOR3 *  pOut,
UINT  OutStride,
CONST D3DXVECTOR3 *  pV,
UINT  VStride,
CONST D3DVIEWPORT9 *  pViewport,
CONST D3DXMATRIX *  pProjection,
CONST D3DXMATRIX *  pView,
CONST D3DXMATRIX *  pWorld,
UINT  n 
)

◆ D3DXVec3Scale()

D3DXVECTOR3* D3DXVec3Scale ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV,
FLOAT  s 
)

◆ D3DXVec3Subtract()

D3DXVECTOR3* D3DXVec3Subtract ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV1,
CONST D3DXVECTOR3 *  pV2 
)

◆ D3DXVec3Transform()

D3DXVECTOR4* WINAPI D3DXVec3Transform ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR3 *  pV,
CONST D3DXMATRIX *  pM 
)

◆ D3DXVec3TransformArray()

D3DXVECTOR4* WINAPI D3DXVec3TransformArray ( D3DXVECTOR4 *  pOut,
UINT  OutStride,
CONST D3DXVECTOR3 *  pV,
UINT  VStride,
CONST D3DXMATRIX *  pM,
UINT  n 
)

◆ D3DXVec3TransformCoord()

D3DXVECTOR3* WINAPI D3DXVec3TransformCoord ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV,
CONST D3DXMATRIX *  pM 
)

◆ D3DXVec3TransformCoordArray()

D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray ( D3DXVECTOR3 *  pOut,
UINT  OutStride,
CONST D3DXVECTOR3 *  pV,
UINT  VStride,
CONST D3DXMATRIX *  pM,
UINT  n 
)

◆ D3DXVec3TransformNormal()

D3DXVECTOR3* WINAPI D3DXVec3TransformNormal ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV,
CONST D3DXMATRIX *  pM 
)

◆ D3DXVec3TransformNormalArray()

D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray ( D3DXVECTOR3 *  pOut,
UINT  OutStride,
CONST D3DXVECTOR3 *  pV,
UINT  VStride,
CONST D3DXMATRIX *  pM,
UINT  n 
)

◆ D3DXVec3Unproject()

D3DXVECTOR3* WINAPI D3DXVec3Unproject ( D3DXVECTOR3 *  pOut,
CONST D3DXVECTOR3 *  pV,
CONST D3DVIEWPORT9 *  pViewport,
CONST D3DXMATRIX *  pProjection,
CONST D3DXMATRIX *  pView,
CONST D3DXMATRIX *  pWorld 
)

◆ D3DXVec3UnprojectArray()

D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray ( D3DXVECTOR3 *  pOut,
UINT  OutStride,
CONST D3DXVECTOR3 *  pV,
UINT  VStride,
CONST D3DVIEWPORT9 *  pViewport,
CONST D3DXMATRIX *  pProjection,
CONST D3DXMATRIX *  pView,
CONST D3DXMATRIX *  pWorld,
UINT  n 
)

◆ D3DXVec4Add()

D3DXVECTOR4* D3DXVec4Add ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV1,
CONST D3DXVECTOR4 *  pV2 
)

◆ D3DXVec4BaryCentric()

D3DXVECTOR4* WINAPI D3DXVec4BaryCentric ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV1,
CONST D3DXVECTOR4 *  pV2,
CONST D3DXVECTOR4 *  pV3,
FLOAT  f,
FLOAT  g 
)

◆ D3DXVec4CatmullRom()

D3DXVECTOR4* WINAPI D3DXVec4CatmullRom ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV0,
CONST D3DXVECTOR4 *  pV1,
CONST D3DXVECTOR4 *  pV2,
CONST D3DXVECTOR4 *  pV3,
FLOAT  s 
)

◆ D3DXVec4Cross()

D3DXVECTOR4* WINAPI D3DXVec4Cross ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV1,
CONST D3DXVECTOR4 *  pV2,
CONST D3DXVECTOR4 *  pV3 
)

◆ D3DXVec4Dot()

FLOAT D3DXVec4Dot ( CONST D3DXVECTOR4 *  pV1,
CONST D3DXVECTOR4 *  pV2 
)

◆ D3DXVec4Hermite()

D3DXVECTOR4* WINAPI D3DXVec4Hermite ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV1,
CONST D3DXVECTOR4 *  pT1,
CONST D3DXVECTOR4 *  pV2,
CONST D3DXVECTOR4 *  pT2,
FLOAT  s 
)

◆ D3DXVec4Length()

FLOAT D3DXVec4Length ( CONST D3DXVECTOR4 *  pV)

◆ D3DXVec4LengthSq()

FLOAT D3DXVec4LengthSq ( CONST D3DXVECTOR4 *  pV)

◆ D3DXVec4Lerp()

D3DXVECTOR4* D3DXVec4Lerp ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV1,
CONST D3DXVECTOR4 *  pV2,
FLOAT  s 
)

◆ D3DXVec4Maximize()

D3DXVECTOR4* D3DXVec4Maximize ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV1,
CONST D3DXVECTOR4 *  pV2 
)

◆ D3DXVec4Minimize()

D3DXVECTOR4* D3DXVec4Minimize ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV1,
CONST D3DXVECTOR4 *  pV2 
)

◆ D3DXVec4Normalize()

D3DXVECTOR4* WINAPI D3DXVec4Normalize ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV 
)

◆ D3DXVec4Scale()

D3DXVECTOR4* D3DXVec4Scale ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV,
FLOAT  s 
)

◆ D3DXVec4Subtract()

D3DXVECTOR4* D3DXVec4Subtract ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV1,
CONST D3DXVECTOR4 *  pV2 
)

◆ D3DXVec4Transform()

D3DXVECTOR4* WINAPI D3DXVec4Transform ( D3DXVECTOR4 *  pOut,
CONST D3DXVECTOR4 *  pV,
CONST D3DXMATRIX *  pM 
)

◆ D3DXVec4TransformArray()

D3DXVECTOR4* WINAPI D3DXVec4TransformArray ( D3DXVECTOR4 *  pOut,
UINT  OutStride,
CONST D3DXVECTOR4 *  pV,
UINT  VStride,
CONST D3DXMATRIX *  pM,
UINT  n 
)

◆ DECLARE_INTERFACE_()

DECLARE_INTERFACE_ ( ID3DXMatrixStack  ,
IUnknown   
)
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◆ DEFINE_GUID()

DEFINE_GUID ( IID_ID3DXMatrixStack  ,
0xc7885ba7  ,
0xf990  ,
0x4fe7  ,
0x92  ,
0x2d  ,
0x85  ,
0x15  ,
0xe4  ,
0x77  ,
0xdd  ,
0x85   
)