Lines Matching defs:D3DXVECTOR4

109 typedef struct D3DXVECTOR4
112 D3DXVECTOR4();
113 D3DXVECTOR4(const FLOAT *pf);
114 D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw);
119 D3DXVECTOR4& operator += (const D3DXVECTOR4&);
120 D3DXVECTOR4& operator -= (const D3DXVECTOR4&);
121 D3DXVECTOR4& operator *= (FLOAT);
122 D3DXVECTOR4& operator /= (FLOAT);
124 D3DXVECTOR4 operator + () const;
125 D3DXVECTOR4 operator - () const;
127 D3DXVECTOR4 operator + (const D3DXVECTOR4&) const;
128 D3DXVECTOR4 operator - (const D3DXVECTOR4&) const;
129 D3DXVECTOR4 operator * (FLOAT) const;
130 D3DXVECTOR4 operator / (FLOAT) const;
132 friend D3DXVECTOR4 operator * (FLOAT, const D3DXVECTOR4&);
134 BOOL operator == (const D3DXVECTOR4&) const;
135 BOOL operator != (const D3DXVECTOR4&) const;
138 } D3DXVECTOR4, *LPD3DXVECTOR4;
327 D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight, const D3DXPLANE *pPlane);
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);
377 D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm);
378 D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR3 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);
387 D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g);
388 D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s);
389 D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3);
390 D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pt1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pt2, FLOAT s);
391 D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv);
392 D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, const D3DXMATRIX *pm);
393 D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR4 *pv, UINT vstride, const D3DXMATRIX *pm, UINT n);