Lines Matching refs:D3DXVECTOR4

239 inline D3DXVECTOR4::D3DXVECTOR4()
243 inline D3DXVECTOR4::D3DXVECTOR4(const FLOAT *pf)
252 inline D3DXVECTOR4::D3DXVECTOR4(FLOAT fx, FLOAT fy, FLOAT fz, FLOAT fw)
260 inline D3DXVECTOR4::operator FLOAT* ()
265 inline D3DXVECTOR4::operator const FLOAT* () const
270 inline D3DXVECTOR4& D3DXVECTOR4::operator += (const D3DXVECTOR4& v)
279 inline D3DXVECTOR4& D3DXVECTOR4::operator -= (const D3DXVECTOR4& v)
288 inline D3DXVECTOR4& D3DXVECTOR4::operator *= (FLOAT f)
297 inline D3DXVECTOR4& D3DXVECTOR4::operator /= (FLOAT f)
306 inline D3DXVECTOR4 D3DXVECTOR4::operator + () const
311 inline D3DXVECTOR4 D3DXVECTOR4::operator - () const
313 return D3DXVECTOR4(-x, -y, -z, -w);
316 inline D3DXVECTOR4 D3DXVECTOR4::operator + (const D3DXVECTOR4& v) const
318 return D3DXVECTOR4(x + v.x, y + v.y, z + v.z, w + v.w);
321 inline D3DXVECTOR4 D3DXVECTOR4::operator - (const D3DXVECTOR4& v) const
323 return D3DXVECTOR4(x - v.x, y - v.y, z - v.z, w - v.w);
326 inline D3DXVECTOR4 D3DXVECTOR4::operator * (FLOAT f) const
328 return D3DXVECTOR4(x * f, y * f, z * f, w * f);
331 inline D3DXVECTOR4 D3DXVECTOR4::operator / (FLOAT f) const
333 return D3DXVECTOR4(x / f, y / f, z / f, w / f);
336 inline D3DXVECTOR4 operator * (FLOAT f, const D3DXVECTOR4& v)
338 return D3DXVECTOR4(f * v.x, f * v.y, f * v.z, f * v.w);
341 inline BOOL D3DXVECTOR4::operator == (const D3DXVECTOR4& v) const
346 inline BOOL D3DXVECTOR4::operator != (const D3DXVECTOR4& v) const
1106 static inline D3DXVECTOR4* D3DXVec4Add(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
1116 static inline FLOAT D3DXVec4Dot(const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
1122 static inline FLOAT D3DXVec4Length(const D3DXVECTOR4 *pv)
1128 static inline FLOAT D3DXVec4LengthSq(const D3DXVECTOR4 *pv)
1134 static inline D3DXVECTOR4* D3DXVec4Lerp(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, FLOAT s)
1145 static inline D3DXVECTOR4* D3DXVec4Maximize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
1155 static inline D3DXVECTOR4* D3DXVec4Minimize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
1165 static inline D3DXVECTOR4* D3DXVec4Scale(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv, FLOAT s)
1175 static inline D3DXVECTOR4* D3DXVec4Subtract(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2)
1234 static inline FLOAT D3DXPlaneDot(const D3DXPLANE *pp, const D3DXVECTOR4 *pv)
1240 static inline FLOAT D3DXPlaneDotCoord(const D3DXPLANE *pp, const D3DXVECTOR4 *pv)
1246 static inline FLOAT D3DXPlaneDotNormal(const D3DXPLANE *pp, const D3DXVECTOR4 *pv)