Lines Matching refs:D3DXVECTOR4

248 inline D3DXVECTOR4::D3DXVECTOR4()
252 inline D3DXVECTOR4::D3DXVECTOR4(CONST FLOAT *pf)
261 inline D3DXVECTOR4::D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw)
269 inline D3DXVECTOR4::operator FLOAT* ()
274 inline D3DXVECTOR4::operator CONST FLOAT* () const
279 inline D3DXVECTOR4& D3DXVECTOR4::operator += (CONST D3DXVECTOR4& v)
288 inline D3DXVECTOR4& D3DXVECTOR4::operator -= (CONST D3DXVECTOR4& v)
297 inline D3DXVECTOR4& D3DXVECTOR4::operator *= (FLOAT f)
306 inline D3DXVECTOR4& D3DXVECTOR4::operator /= (FLOAT f)
315 inline D3DXVECTOR4 D3DXVECTOR4::operator + () const
320 inline D3DXVECTOR4 D3DXVECTOR4::operator - () const
322 return D3DXVECTOR4(-x, -y, -z, -w);
325 inline D3DXVECTOR4 D3DXVECTOR4::operator + (CONST D3DXVECTOR4& v) const
327 return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);
330 inline D3DXVECTOR4 D3DXVECTOR4::operator - (CONST D3DXVECTOR4& v) const
332 return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);
335 inline D3DXVECTOR4 D3DXVECTOR4::operator * (FLOAT f) const
337 return D3DXVECTOR4(x * f, y * f, z * f, w * f);
340 inline D3DXVECTOR4 D3DXVECTOR4::operator / (FLOAT f) const
342 return D3DXVECTOR4(x / f, y / f, z / f, w / f);
345 inline D3DXVECTOR4 operator * (FLOAT f, CONST D3DXVECTOR4& v)
347 return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);
350 inline BOOL D3DXVECTOR4::operator == (CONST D3DXVECTOR4& v) const
355 inline BOOL D3DXVECTOR4::operator != (CONST D3DXVECTOR4& v) const
1085 static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1095 static inline FLOAT D3DXVec4Dot(CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1101 static inline FLOAT D3DXVec4Length(CONST D3DXVECTOR4 *pv)
1107 static inline FLOAT D3DXVec4LengthSq(CONST D3DXVECTOR4 *pv)
1113 static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2, FLOAT s)
1124 static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1134 static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1144 static inline D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, FLOAT s)
1154 static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, CONST D3DXVECTOR4 *pv2)
1213 static inline FLOAT D3DXPlaneDot(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
1219 static inline FLOAT D3DXPlaneDotCoord(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)
1225 static inline FLOAT D3DXPlaneDotNormal(CONST D3DXPLANE *pp, CONST D3DXVECTOR4 *pv)