Platform SDK: DirectX

Math Functions

The math library provided by the Direct3DX utility library supplies functions to compute both basic and complicated 3-D mathematical operations.

The 3-D math application functions can be organized into the following groups:

Color D3DXColorAdd
  D3DXColorAdjustContrast
D3DXColorAdjustSaturation
D3DXColorLerp
D3DXColorModulate
D3DXColorNegative
D3DXColorScale
D3DXColorSubtract
Creation D3DXCreateMatrixStack
Plane D3DXPlaneDot
  D3DXPlaneDotCoord
D3DXPlaneDotNormal
D3DXPlaneIntersectLine
D3DXPlaneFromPointNormal
D3DXPlaneFromPoints
D3DXPlaneTransform
Quaternion D3DXQuaternionBaryCentric
  D3DXQuaternionConjugate
D3DXQuaternionDot
D3DXQuaternionExp
D3DXQuaternionIdentity
D3DXQuaternionInverse
D3DXQuaternionIsIdentity
D3DXQuaternionLength
D3DXQuaternionLengthSq
D3DXQuaternionLn
D3DXQuaternionMultiply
D3DXQuaternionNormalize
D3DXQuaternionRotationAxis
D3DXQuaternionRotationMatrix
D3DXQuaternionRotationYawPitchRoll
D3DXQuaternionSlerp
D3DXQuaternionSquad
D3DXQuaternionToAxisAngle
2-D Vector D3DXVec2Add
  D3DXVec2BaryCentric
D3DXVec2CCW
D3DXVec2Dot
D3DXVec2Hermite
D3DXVec2Length
D3DXVec2LengthSq
D3DXVec2Lerp
D3DXVec2Maximize
D3DXVec2Minimize
D3DXVec2Normalize
D3DXVec2Scale
D3DXVec2Subtract
D3DXVec2Transform
D3DXVec2TransformCoord
D3DXVec2TransformNormal
3-D Vector D3DXVec3Add
  D3DXVec3BaryCentric
D3DXVec3Cross
D3DXVec3Dot
D3DXVec3Hermite
D3DXVec3Length
D3DXVec3LengthSq
D3DXVec3Lerp
D3DXVec3Maximize
D3DXVec3Minimize
D3DXVec3Normalize
D3DXVec3Scale
D3DXVec3Subtract
D3DXVec3Transform
D3DXVec3TransformCoord
D3DXVec3TransformNormal
4-D Matrix D3DXMatrixAffineTransformation
  D3DXMatrixfDeterminant
D3DXMatrixIdentity
D3DXMatrixInverse
D3DXMatrixIsIdentity
D3DXMatrixLookAt
D3DXMatrixLookAtLH
D3DXMatrixMultiply
D3DXMatrixOrtho
D3DXMatrixOrthoLH
D3DXMatrixOrthoOffCenter
D3DXMatrixOrthoOffCenterLH
D3DXMatrixPerspective
D3DXMatrixPerspectiveLH
D3DXMatrixPerspectiveFov
D3DXMatrixPerspectiveFovLH
D3DXMatrixPerspectiveOffCenter
D3DXMatrixPerspectiveOffCenterLH
D3DXMatrixReflect
D3DXMatrixRotationAxis
D3DXMatrixRotationQuaternion
D3DXMatrixRotationX
D3DXMatrixRotationY
D3DXMatrixRotationYawPitchRoll
D3DXMatrixRotationZ
D3DXMatrixScaling
D3DXMatrixShadow
D3DXMatrixTransformation
D3DXMatrixTranslation
D3DXMatrixTranspose
4-D Vector D3DXVec4Add
  D3DXVec4BaryCentric
D3DXVec4Cross
D3DXVec4Dot
D3DXVec4Hermite
D3DXVec4Length
D3DXVec4LengthSq
D3DXVec4Lerp
D3DXVec4Maximize
D3DXVec4Minimize
D3DXVec4Normalize
D3DXVec4Scale
D3DXVec4Subtract
D3DXVec4Transform

Note  All of the math functions can take the same object as both the passed (in) and returned (out) parameters. Also, out parameters are typically returned as return values, so that the output of one math function may be used as a parameter for another math function.