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d3dx8math.h File Reference
#include "d3dx8.h"
#include <math.h>
#include "d3dx8math.inl"
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Go to the source code of this file.

Classes

struct  D3DXVECTOR2
 
struct  D3DXVECTOR4
 
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 _ALIGN_16   /* Earlier compiler may not understand this, do nothing. */
 
#define D3DXMATRIXA16   _ALIGN_16 _D3DXMATRIXA16
 
#define INTERFACE   ID3DXMatrixStack
 

Typedefs

typedef struct D3DXVECTOR2 D3DXVECTOR2
 
typedef struct D3DXVECTOR2LPD3DXVECTOR2
 
typedef struct _D3DVECTOR D3DXVECTOR3
 
typedef struct _D3DVECTORLPD3DXVECTOR3
 
typedef struct D3DXVECTOR4 D3DXVECTOR4
 
typedef struct D3DXVECTOR4LPD3DXVECTOR4
 
typedef struct _D3DMATRIX D3DXMATRIX
 
typedef struct _D3DMATRIXLPD3DXMATRIX
 
typedef D3DXMATRIX _D3DXMATRIXA16
 
typedef D3DXMATRIXA16LPD3DXMATRIXA16
 
typedef struct D3DXQUATERNION D3DXQUATERNION
 
typedef struct D3DXQUATERNIONLPD3DXQUATERNION
 
typedef struct D3DXPLANE D3DXPLANE
 
typedef struct D3DXPLANELPD3DXPLANE
 
typedef struct D3DXCOLOR D3DXCOLOR
 
typedef struct D3DXCOLORLPD3DXCOLOR
 
typedef interface ID3DXMatrixStack ID3DXMatrixStack
 
typedef interface ID3DXMatrixStackLPD3DXMATRIXSTACK
 

Functions

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)
 
D3DXVECTOR2D3DXVec2Add (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2D3DXVec2Subtract (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2D3DXVec2Minimize (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2D3DXVec2Maximize (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV1, CONST D3DXVECTOR2 *pV2)
 
D3DXVECTOR2D3DXVec2Scale (D3DXVECTOR2 *pOut, CONST D3DXVECTOR2 *pV, FLOAT s)
 
D3DXVECTOR2D3DXVec2Lerp (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)
 
FLOAT D3DXVec3Length (CONST D3DXVECTOR3 *pV)
 
FLOAT D3DXVec3LengthSq (CONST D3DXVECTOR3 *pV)
 
FLOAT D3DXVec3Dot (CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Cross (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Add (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Subtract (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Minimize (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Maximize (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pV2)
 
D3DXVECTOR3D3DXVec3Scale (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, FLOAT s)
 
D3DXVECTOR3D3DXVec3Lerp (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)
 
D3DXVECTOR3 *WINAPI D3DXVec3Project (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT8 *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld)
 
D3DXVECTOR3 *WINAPI D3DXVec3Unproject (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DVIEWPORT8 *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld)
 
FLOAT D3DXVec4Length (CONST D3DXVECTOR4 *pV)
 
FLOAT D3DXVec4LengthSq (CONST D3DXVECTOR4 *pV)
 
FLOAT D3DXVec4Dot (CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4D3DXVec4Add (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4D3DXVec4Subtract (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4D3DXVec4Minimize (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4D3DXVec4Maximize (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV1, CONST D3DXVECTOR4 *pV2)
 
D3DXVECTOR4D3DXVec4Scale (D3DXVECTOR4 *pOut, CONST D3DXVECTOR4 *pV, FLOAT s)
 
D3DXVECTOR4D3DXVec4Lerp (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)
 
D3DXMATRIXD3DXMatrixIdentity (D3DXMATRIX *pOut)
 
BOOL D3DXMatrixIsIdentity (CONST D3DXMATRIX *pM)
 
FLOAT WINAPI D3DXMatrixfDeterminant (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 D3DXMatrixAffineTransformation (D3DXMATRIX *pOut, FLOAT Scaling, CONST D3DXVECTOR3 *pRotationCenter, CONST D3DXQUATERNION *pRotation, CONST D3DXVECTOR3 *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)
 
D3DXQUATERNIOND3DXQuaternionIdentity (D3DXQUATERNION *pOut)
 
BOOL D3DXQuaternionIsIdentity (CONST D3DXQUATERNION *pQ)
 
D3DXQUATERNIOND3DXQuaternionConjugate (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 *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)
 
D3DXCOLORD3DXColorNegative (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC)
 
D3DXCOLORD3DXColorAdd (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
 
D3DXCOLORD3DXColorSubtract (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
 
D3DXCOLORD3DXColorScale (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC, FLOAT s)
 
D3DXCOLORD3DXColorModulate (D3DXCOLOR *pOut, CONST D3DXCOLOR *pC1, CONST D3DXCOLOR *pC2)
 
D3DXCOLORD3DXColorLerp (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, 0xe3357330, 0xcc5e, 0x11d2, 0xa4, 0x34, 0x0, 0xa0, 0xc9, 0x6, 0x29, 0xa8)
 
 DECLARE_INTERFACE_ (ID3DXMatrixStack, IUnknown)
 
HRESULT WINAPI D3DXCreateMatrixStack (DWORD Flags, LPD3DXMATRIXSTACK *ppStack)
 

Macro Definition Documentation

◆ _ALIGN_16

#define _ALIGN_16   /* Earlier compiler may not understand this, do nothing. */

◆ D3DX_1BYPI

#define D3DX_1BYPI   ((FLOAT) 0.318309886f)

◆ D3DX_PI

#define D3DX_PI   ((FLOAT) 3.141592654f)

◆ D3DXMATRIXA16

◆ 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

◆ D3DXMATRIX

typedef struct _D3DMATRIX D3DXMATRIX

◆ D3DXPLANE

typedef struct D3DXPLANE D3DXPLANE

◆ D3DXQUATERNION

◆ D3DXVECTOR2

typedef struct D3DXVECTOR2 D3DXVECTOR2

◆ D3DXVECTOR3

typedef struct _D3DVECTOR D3DXVECTOR3

◆ D3DXVECTOR4

typedef struct D3DXVECTOR4 D3DXVECTOR4

◆ ID3DXMatrixStack

◆ LPD3DXCOLOR

typedef struct D3DXCOLOR * LPD3DXCOLOR

◆ 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

◆ LPD3DXVECTOR3

typedef struct _D3DVECTOR * LPD3DXVECTOR3

◆ LPD3DXVECTOR4

typedef struct D3DXVECTOR4 * LPD3DXVECTOR4

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 
)

◆ 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 
)

◆ D3DXMatrixfDeterminant()

FLOAT WINAPI D3DXMatrixfDeterminant ( 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 
)

◆ 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 
)

◆ D3DXPlaneTransform()

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

◆ 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 
)

◆ 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 
)

◆ D3DXVec2TransformCoord()

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

◆ D3DXVec2TransformNormal()

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

◆ 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 D3DVIEWPORT8 pViewport,
CONST D3DXMATRIX pProjection,
CONST D3DXMATRIX pView,
CONST D3DXMATRIX pWorld 
)

◆ 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 
)

◆ D3DXVec3TransformCoord()

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

◆ D3DXVec3TransformNormal()

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

◆ D3DXVec3Unproject()

D3DXVECTOR3* WINAPI D3DXVec3Unproject ( D3DXVECTOR3 pOut,
CONST D3DXVECTOR3 pV,
CONST D3DVIEWPORT8 pViewport,
CONST D3DXMATRIX pProjection,
CONST D3DXMATRIX pView,
CONST D3DXMATRIX pWorld 
)

◆ 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 
)

◆ DECLARE_INTERFACE_()

DECLARE_INTERFACE_ ( ID3DXMatrixStack  ,
IUnknown   
)
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◆ DEFINE_GUID()

DEFINE_GUID ( IID_ID3DXMatrixStack  ,
0xe3357330  ,
0xcc5e  ,
0x11d2  ,
0xa4  ,
0x34  ,
0x0  ,
0xa0  ,
0xc9  ,
0x6  ,
0x29  ,
0xa8   
)