FLOAT D3DXVec3Length(CONST D3DXVECTOR3* pV)
D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3* pOut,CONST D3DXVECTOR3* pV)
FLOAT D3DXVec3Dot(CONST D3DXVECTOR3* pV1,CONST D3DXVECTOR3* pV2)
D3DXVECTOR3* D3DXVec3Cross(D3DXVECTOR3* pOut,CONST D3DXVECTOR3* pV1,CONST D3DXVECTOR3* pV2)
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX* pOut,FLOAT* pDeterminant,CONST D3DXMATRIX* pM)
D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX* pOut,CONST D3DXMATRIX* pM)
D3DXMATRIX* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3* pOut,CONST D3DXVECTOR3* pV,CONST D3DXMATRIX* pM)
D3DXMATRIX* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3* pOut,CONST D3DXVECTOR3* pV,CONST D3DXMATRIX* pM)
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX* pOut,FLOAT x,FLOAT y,FLOAT z)
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX* pOut,FLOAT sx,FLOAT sy,FLOAT sz)
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX* pOut,FLOAT Angle)
D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX* pOut,FLOAT Angle)
D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX* pOut,FLOAT Angle)
D3DXMATRIX* WINAPI D3DXMatrixRotationAxis(D3DXMATRIX* pOut,CONST D3DXVECTOR3* pV,FLOAT Angle)
D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE* pOut,CONST D3DXVECTOR3* pV1,CONST D3DXVECTOR3* pV2,CONST D3DXVECTOR3* pV3)
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE* pOut,CONST D3DXVECTOR3* pV,CONST D3DXVECTOR3* pNormal)
D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3* pOut,CONST D3DXPLANE* pP,CONST D3DXVECTOR3* pV1,CONST D3DXVECTOR3* pV2)
FLOAT D3DXPlaneDotCoord(CONST D3DXPLANE* pP,CONST D3DXVECTOR3* pV)
D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE* pOut,CONST D3DXPLANE* pP)
typedef struct D3DXPLANE //平面
{
#ifdef __cplusplus
public:
D3DXPLANE() {}
D3DXPLANE( CONST FLOAT* );
D3DXPLANE( CONST D3DXFLOAT16* );
D3DXPLANE( FLOAT a, FLOAT b, FLOAT c, FLOAT d );
operator FLOAT* ();
operator CONST FLOAT* () const;
D3DXPLANE& operator *= ( FLOAT );
D3DXPLANE& operator /= ( FLOAT );
D3DXPLANE operator + () const;
D3DXPLANE operator - () const;
// binary operators
D3DXPLANE operator * ( FLOAT ) const;
D3DXPLANE operator / ( FLOAT ) const;
friend D3DXPLANE operator * ( FLOAT, CONST D3DXPLANE& );
BOOL operator == ( CONST D3DXPLANE& ) const;
BOOL operator != ( CONST D3DXPLANE& ) const;
#endif //__cplusplus
FLOAT a, b, c, d;
} D3DXPLANE, *LPD3DXPLANE;
D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(
D3DXMATRIX* pOut,
CONST D3DXVECTOR3* pEye,
CONST D3DXVECTOR3* pAt,
CONST D3DXVECTOR3* pUp
);
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(
D3DXMATRIX* pOut,
FLOAT fovy,
FLOAT Aspect,
FLOAT zn,
FLOAT zf
);