Lines Matching defs:D3DXQUATERNION

180 typedef struct D3DXQUATERNION
183 D3DXQUATERNION();
184 D3DXQUATERNION(CONST FLOAT *pf);
185 D3DXQUATERNION(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
190 D3DXQUATERNION& operator += (CONST D3DXQUATERNION&);
191 D3DXQUATERNION& operator -= (CONST D3DXQUATERNION&);
192 D3DXQUATERNION& operator *= (CONST D3DXQUATERNION&);
193 D3DXQUATERNION& operator *= (FLOAT);
194 D3DXQUATERNION& operator /= (FLOAT);
196 D3DXQUATERNION operator + () const;
197 D3DXQUATERNION operator - () const;
199 D3DXQUATERNION operator + (CONST D3DXQUATERNION&) const;
200 D3DXQUATERNION operator - (CONST D3DXQUATERNION&) const;
201 D3DXQUATERNION operator * (CONST D3DXQUATERNION&) const;
202 D3DXQUATERNION operator * (FLOAT) const;
203 D3DXQUATERNION operator / (FLOAT) const;
205 friend D3DXQUATERNION operator * (FLOAT, CONST D3DXQUATERNION&);
207 BOOL operator == (CONST D3DXQUATERNION&) const;
208 BOOL operator != (CONST D3DXQUATERNION&) const;
211 } D3DXQUATERNION, *LPD3DXQUATERNION;
282 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation(D3DXMATRIX *pout, FLOAT scaling, CONST D3DXVECTOR3 *rotationcenter, CONST D3DXQUATERNION *rotation, CONST D3DXVECTOR3 *translation);
284 HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutrotation, D3DXVECTOR3 *pouttranslation, CONST D3DXMATRIX *pm);
304 D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, CONST D3DXQUATERNION *pq);
311 D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, CONST D3DXVECTOR3 *pscalingcenter, CONST D3DXQUATERNION *pscalingrotation, CONST D3DXVECTOR3 *pscaling, CONST D3DXVECTOR3 *protationcenter, CONST D3DXQUATERNION *protation, CONST D3DXVECTOR3 *ptranslation);
323 D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, FLOAT f, FLOAT g);
324 D3DXQUATERNION* WINAPI D3DXQuaternionExp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
325 D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
326 D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
327 D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2);
328 D3DXQUATERNION* WINAPI D3DXQuaternionNormalize(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq);
329 D3DXQUATERNION* WINAPI D3DXQuaternionRotationAxis(D3DXQUATERNION *pout, CONST D3DXVECTOR3 *pv, FLOAT angle);
330 D3DXQUATERNION* WINAPI D3DXQuaternionRotationMatrix(D3DXQUATERNION *pout, CONST D3DXMATRIX *pm);
331 D3DXQUATERNION* WINAPI D3DXQuaternionRotationYawPitchRoll(D3DXQUATERNION *pout, FLOAT yaw, FLOAT pitch, FLOAT roll);
332 D3DXQUATERNION* WINAPI D3DXQuaternionSlerp(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, FLOAT t);
333 D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2, CONST D3DXQUATERNION *pq3, CONST D3DXQUATERNION *pq4, FLOAT t);
334 void WINAPI D3DXQuaternionToAxisAngle(CONST D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle);