> 3D, BiTec, Programming > Mathematics v Direct3DX

Mathematics v Direct3DX

http://mormegil.wz.cz/prog/3dref/D3DXmath.htm

  • Vector
    • D3DXVecNAdd(Out, V1, V2)
    • D3DXVecNBaryCentric(Out, V1, V2, V3, f, g)
    • D3DXVecNCatmullRom(Out, V1, V2, V3, V4, s)
    • D3DXVecNDot(U, V)
    • D3DXVecNHermite(Out, V1, T1, V2, T2, s)
    • D3DXVecNLength(V)
    • D3DXVecNLengthSq(V)
    • D3DXVecNLerp(Out, V1, V2, s)
    • D3DXVecNMaximize(Out, U, V)
    • D3DXVecNMinimize(Out, U, V)
    • D3DXVecNNormalize(Out, V)
    • D3DXVecNScale(Out, V, s)
    • D3DXVecNSubtract(Out, V1, V2)
  • 2D Vector
    • D3DXVec2CCW(U, V)
    • D3DXVec2Transform(Out, V, M)
    • D3DXVec2TransformCoord(Out, V, M)
    • D3DXVec2TransformNormal(Out, V, M)
  • 3D Vector
    • D3DXVec3Cross(Out, V1, V2)
    • D3DXVec3Project(Out, V, Viewport, Proj, View, World)
    • D3DXVec3Transform(Out, V, M)
    • D3DXVec3TransformCoord(Out, V, M)
    • D3DXVec3TransformNormal(Out, V, M)
    • D3DXVec3Unproject(Out, V, Viewport, Proj, View, World)
  • 4D Vector
    • D3DXVec4Cross(Out, U, V, W)
    • D3DXVec4Transform(Out, V, M)
  • Matice (4×4)
    • D3DXMatrixAffineTransformation(Out, s, c, r, t)
    • D3DXMatrixfDeterminant(M)
    • D3DXMatrixIdentity(Out)
    • D3DXMatrixInverse(Out, D, M)
    • D3DXMatrixIsIdentity(M)
    • D3DXMatrixLookAtRH(Out, Eye, At, Up)
    • D3DXMatrixLookAtLH(Out, Eye, At, Up)
    • D3DXMatrixMultiply(Out, M1, M2)
    • D3DXMatrixOrthoRH(Out, w, h, n, f)
    • D3DXMatrixOrthoLH(Out, w, h, n, f)
    • D3DXMatrixOrthoOffCenterRH(Out, l, r, t, b, n, f)
    • D3DXMatrixOrthoOffCenterLH(Out, l, r, t, b, n, f)
    • D3DXMatrixPerspectiveRH(Out, w, h, n, f)
    • D3DXMatrixPerspectiveLH(Out, w, h, n, f)
    • D3DXMatrixPerspectiveFovRH(Out, Fovy, Aspect, n, f)
    • D3DXMatrixPerspectiveFovLH(Out, Fovy, Aspect, n, f)
    • D3DXMatrixPerspectiveOffCenterRH(Out, l, r, t, b, n, f)
    • D3DXMatrixPerspectiveOffCenterLH(Out, l, r, t, b, n, f)
    • D3DXMatrixReflect(Out, Plane)
    • D3DXMatrixRotationAxis(Out, V, Angle)
    • D3DXMatrixRotationQuaternion(Out, Q)
    • D3DXMatrixRotationX(Out, Angle)
    • D3DXMatrixRotationY(Out, Angle)
    • D3DXMatrixRotationYawPitchRoll(Out, Yaw, Pitch, Roll)
    • D3DXMatrixRotationZ(Out, Angle)
    • D3DXMatrixScaling(Out, x, y, z)
    • D3DXMatrixShadow(Out, Light, Plane)
    • D3DXMatrixTransformation(Out, Scenter, Srot, Scaling, Rotcenter, Rot, Trans)
    • D3DXMatrixTranslation(A, -Scenterx, -Scentery, -Scenterz)
    • D3DXMatrixScaling(B, Scalingx, Scalingy, Scalingz)
    • D3DXMatrixRotationQuaternion(C, Srot)
    • D3DXMatrixTranslation(D, ux, uy, uz)
    • D3DXMatrixRotationQuaternion(E, Rot)
    • D3DXMatrixTranslation(F, vx, vy, vz)
    • D3DXMatrixTranslation(Out, x, y, z)
    • D3DXMatrixTranspose(Out, M)
  • Planes
    • D3DXPlaneDot(P, V)
    • D3DXPlaneDotCoord(P, V)
    • D3DXPlaneDotNormal(P, V)
    • D3DXPlaneIntersectLine(Out, P, U, V)
    • D3DXPlaneFromPointNormal(Out, P, N)
    • D3DXPlaneNormalize(Out, P)
    • D3DXPlaneFromPoints(Out, A, B, C)
    • D3DXPlaneTransform(Out, P, M)
카테고리:3D, BiTec, Programming
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