D3DX向量函数

1:D3DXVec2Add():两个二维向量的相加;
D3DXVec3Add():
D3DXVec4Add():
 
2:D3DXVec2BaryCentric():利用给定的三个二维向量点,及f和g的值,得出Barycentric coordinates;
D3DXVec3BaryCentric():D3DXVec4BaryCentric():
 
3:D3DXVec2CatmullRom():生成哈密尔特Spline时,需使用它来计算;
D3DXVec3CatmullRom():D3DXVec4CatmullRom():
 
4:D3DXVec2CCW():给定两个二维向量,利用(x1,y1,0)和(x2,y2,0)来计算cross-product,返回z值;
D3DXVec3Cross():D3DXVec4Cross():
 
5:D3DXVec2Dot():得到两个两维向量的点积;
D3DXVec3Dot():D3DXVec3Dot():
 
6:D3DXVec2Hermite():利用给定的2D向量,生成Hermite spline interpolation;
D3DXVec3Hermite():D3DXVec4Hermite():
 
7: D3DXVec2Length():得到一个2D向量的模长;
D3DXVec3Length():D3DXVec4Length():
 
8:D3DXVec2LengthSq():得到一个2D向量的模长的平方值;
D3DXVec3LengthSq():D3DXVec4LengthSq():
 
9:D3DXVec2Lerp():生成介于两个2D向量之间的线性插值;
D3DXVec3Lerp():D3DXVec4Lerp():
 
10:D3DXVec2Maximize():生成二个2D向量的最大数组成的2D向量;
D3DXVec3Maximize():D3DXVec4Maximize():
 
11:D3DXVec2Minimize():生成二个2D向量的最小数组成的2D向量;
D3DXVec3Minimize():D3DXVec4Minimize():
 
12:D3DXVec2Normalize():得到一个2D向量的单位化向量;
D3DXVec3Normalize():D3DXVec4Normalize():
 
13:D3DXVec2Scale(D3DXVECTOR2 * pOut,CONST D3DXVECTOR2 * pV,FLOAT s):缩放一个向量;
D3DXVec3Scale():D3DXVec4Scale():
 
14:D3DXVec2Subtract():两个向量的相减;
D3DXVec3Subtract():D3DXVec4Subtract():
 
15:D3DXVec2Transform( D3DXVECTOR4 * pOut, CONST D3DXVECTOR2 * pV,  CONST D3DXMATRIX * pM):用给定的矩阵变形一个二维向量(x,y,0,1),返回的是一个四维向量;
D3DXVec3Transform():D3DXVec4Transform():
 
16:D3DXVec2TransformArray():Transforms an array (x, y, 0, 1) by a given matrix.(用一个给定的矩阵变形一组二维向量)
D3DXVec3TransformArray():D3DXVec4TransformArray():
 
17:D3DXVec2TransformCoord():用一个给定的矩阵变形一个二维向量,再生成W=1的值;
D3DXVec3TransformCoord():
 
18:D3DXVec2TransformCoordArray():用给定的矩阵变形一组二维向量,生成W=1的值;
D3DXVec3TransformCoordArray():
 
19:D3DXVec2TransformNormal():用给定的矩阵变形一个二维向量法线;法线向量的值是(x,y,0,0);
D3DXVec3TransformNormal():
 
20: D3DXVec2TransformNormalArray():同上;
D3DXVec3TransformNormalArray():
 
21:D3DXVec3Project():Projects a 3D vector from object space into screen space.把对象的向量从对象空间投影到屏幕空间
D3DXVECTOR3 * D3DXVec3Project( D3DXVECTOR3 * pOut,  CONST D3DXVECTOR3 * pV,  CONST D3DVIEWPORT9 * pViewport,  CONST D3DXMATRIX * pProjection,  CONST D3DXMATRIX * pView,
  CONST D3DXMATRIX * pWorld);
Parameters
pOut
[in, out] Pointer to the D3DXVECTOR3 structure that is the result of the operation.
pV
[in] Pointer to the source D3DXVECTOR3 structure.
pViewport
[in] Pointer to a D3DVIEWPORT9 structure, representing the viewport.
pProjection
[in] Pointer to a D3DXMATRIX structure, representing the projection matrix.
pView
[in] Pointer to a D3DXMATRIX structure, representing the view matrix.
pWorld
[in] Pointer to a D3DXMATRIX structure, representing the world matrix.
 
22:D3DXVec3ProjectArray():Projects an array (x, y, z, 0) from object space into screen space.
23: D3DXVec3Unproject(): Projects a vector from screen space into object space.
24:D3DXVec3UnprojectArray():
 
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值