Lines Matching defs:D3DXVECTOR4

111 typedef struct D3DXVECTOR4
114 D3DXVECTOR4();
115 D3DXVECTOR4(CONST FLOAT *pf);
116 D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
121 D3DXVECTOR4& operator += (CONST D3DXVECTOR4&);
122 D3DXVECTOR4& operator -= (CONST D3DXVECTOR4&);
123 D3DXVECTOR4& operator *= (FLOAT);
124 D3DXVECTOR4& operator /= (FLOAT);
126 D3DXVECTOR4 operator + () const;
127 D3DXVECTOR4 operator - () const;
129 D3DXVECTOR4 operator + (CONST D3DXVECTOR4&) const;
130 D3DXVECTOR4 operator - (CONST D3DXVECTOR4&) const;
131 D3DXVECTOR4 operator * (FLOAT) const;
132 D3DXVECTOR4 operator / (FLOAT) const;
134 friend D3DXVECTOR4 operator * (FLOAT, CONST D3DXVECTOR4&);
136 BOOL operator == (CONST D3DXVECTOR4&) const;
137 BOOL operator != (CONST D3DXVECTOR4&) const;
140 } D3DXVECTOR4, *LPD3DXVECTOR4;
311 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, CONST D3DXVECTOR4 *plight, CONST D3DXPLANE *pPlane);
339 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR2 *pv, CONST D3DXMATRIX *pm);
348 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR3 *pv, CONST D3DXMATRIX *pm);
353 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
354 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3, FLOAT s);
355 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pv3);
356 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pt1, CONST D3DXVECTOR4 *pv2, CONST D3DXVECTOR4 *pt2, FLOAT s);
357 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv);
358 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm);