Lines Matching refs:D3DVECTOR
52 D3DVECTOR v;
56 D3DVECTOR dvDir;
57 D3DVECTOR dvPos;
61 D3DVECTOR min;
62 D3DVECTOR max;
65 typedef void (*D3DRMWRAPCALLBACK)(D3DVECTOR *vec, int *u, int *v, D3DVECTOR *a, D3DVECTOR *b, void *ctx);
414 D3DVECTOR dvScaleKey;
415 D3DVECTOR dvPositionKey;
433 D3DVECTOR position;
434 D3DVECTOR normal;
445 D3DRMQUATERNION * WINAPI D3DRMQuaternionFromRotation(D3DRMQUATERNION *x, D3DVECTOR *axis, D3DVALUE theta);
450 D3DVECTOR * WINAPI D3DRMVectorAdd(D3DVECTOR *ret, D3DVECTOR *x, D3DVECTOR *y);
451 D3DVECTOR * WINAPI D3DRMVectorCrossProduct(D3DVECTOR *ret, D3DVECTOR *x, D3DVECTOR *y);
452 D3DVALUE WINAPI D3DRMVectorDotProduct(D3DVECTOR *x, D3DVECTOR *y);
453 D3DVECTOR * WINAPI D3DRMVectorNormalize(D3DVECTOR *x);
457 D3DVALUE WINAPI D3DRMVectorModulus(D3DVECTOR *x);
458 D3DVECTOR * WINAPI D3DRMVectorRandom(D3DVECTOR *ret);
459 D3DVECTOR * WINAPI D3DRMVectorRotate(D3DVECTOR *ret, D3DVECTOR *x, D3DVECTOR *axis, D3DVALUE theta);
460 D3DVECTOR * WINAPI D3DRMVectorReflect(D3DVECTOR *ret, D3DVECTOR *ray, D3DVECTOR *normal);
461 D3DVECTOR * WINAPI D3DRMVectorScale(D3DVECTOR *ret, D3DVECTOR *x, D3DVALUE scale);
462 D3DVECTOR * WINAPI D3DRMVectorSubtract(D3DVECTOR *ret, D3DVECTOR *x, D3DVECTOR *y);