Lines Matching defs:D3DXVECTOR2

45 typedef struct D3DXVECTOR2
48 D3DXVECTOR2();
49 D3DXVECTOR2(const FLOAT *pf);
50 D3DXVECTOR2(FLOAT fx, FLOAT fy);
55 D3DXVECTOR2& operator += (const D3DXVECTOR2&);
56 D3DXVECTOR2& operator -= (const D3DXVECTOR2&);
57 D3DXVECTOR2& operator *= (FLOAT);
58 D3DXVECTOR2& operator /= (FLOAT);
60 D3DXVECTOR2 operator + () const;
61 D3DXVECTOR2 operator - () const;
63 D3DXVECTOR2 operator + (const D3DXVECTOR2&) const;
64 D3DXVECTOR2 operator - (const D3DXVECTOR2&) const;
65 D3DXVECTOR2 operator * (FLOAT) const;
66 D3DXVECTOR2 operator / (FLOAT) const;
68 friend D3DXVECTOR2 operator * (FLOAT, const D3DXVECTOR2&);
70 BOOL operator == (const D3DXVECTOR2&) const;
71 BOOL operator != (const D3DXVECTOR2&) const;
74 } D3DXVECTOR2, *LPD3DXVECTOR2;
300 D3DXMATRIX* WINAPI D3DXMatrixAffineTransformation2D(D3DXMATRIX *pout, FLOAT scaling, const D3DXVECTOR2 *protationcenter, FLOAT rotation,
301 const D3DXVECTOR2 *ptranslation);
330 D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR2 *pscalingcenter, FLOAT scalingrotation, const D3DXVECTOR2 *pscaling,
331 const D3DXVECTOR2 *protationcenter, FLOAT rotation, const D3DXVECTOR2 *ptranslation);
358 D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g);
359 D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s);
360 D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pt1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pt2, FLOAT s);
361 D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv);
362 D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
363 D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
364 D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
365 D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
366 D3DXVECTOR2* WINAPI D3DXVec2TransformNormal(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm);
367 D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2 *pout, UINT outstride, const D3DXVECTOR2 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);