PInvoke API (methods, structures and constants) imported from Windows DirectX Math.
Struct | Description |
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Vanara.PInvoke.DirectXMath.XMVECTOR.e__FixedBuffer | |
Vanara.PInvoke.DirectXMath.XMVECTOR.e__FixedBuffer | |
Vanara.PInvoke.DirectXMath.XMVECTORI32.e__FixedBuffer | |
Vanara.PInvoke.DirectXMath.XMVECTOR.e__FixedBuffer | |
Vanara.PInvoke.DirectXMath.XMVECTORU8.e__FixedBuffer | |
Vanara.PInvoke.DirectXMath.XMVECTOR.<vector4_f32>e__FixedBuffer | |
Vanara.PInvoke.DirectXMath.XMFLOAT2 | A 2D vector consisting of two single-precision floating-point values. For a list of additional functionality such as constructors and operators that are available using XMFLOAT2 when you are programming in C++, see XMFLOAT2 Extensions. Note See DirectXMath Library Type Equivalences for information about equivalent D3DDECLTYPE, D3DFORMAT, and DXGI_FORMAT objects. |
Vanara.PInvoke.DirectXMath.XMFLOAT3 | Describes a 3D vector consisting of three single-precision floating-point values. For a list of additional functionality such as constructors and operators that are available using XMFLOAT3 when you are programming in C++, see XMFLOAT3 Extensions. Note See DirectXMath Library Type Equivalences for information about equivalent D3DDECLTYPE, D3DFORMAT, and DXGI_FORMAT objects. |
Vanara.PInvoke.DirectXMath.XMFLOAT3X3 | A 3x3 floating-point matrix. |
Vanara.PInvoke.DirectXMath.XMFLOAT3X4 | A 3x4 floating-point matrix. |
Vanara.PInvoke.DirectXMath.XMFLOAT4 | Describes a 4D vector consisting of four single-precision floating-point values. For a list of additional functionality such as constructors and operators that are available using XMFLOAT4 when you are programming in C++, see XMFLOAT4 Extensions. Note See DirectXMath Library Type Equivalences for information about equivalent D3DDECLTYPE, D3DFORMAT, and DXGI_FORMAT objects. |
Vanara.PInvoke.DirectXMath.XMFLOAT4X3 | A 4x3 floating-point matrix. |
Vanara.PInvoke.DirectXMath.XMINT2 | A 2D vector where each component is a signed integer. For a list of more functionality such as constructors and operators that are available using XMINT2 when you are programming in C++, see XMINT2 Extensions. Note See DirectXMath Library Type Equivalences for information about equivalent D3DDECLTYPE, D3DFORMAT, and DXGI_FORMAT objects. |
Vanara.PInvoke.DirectXMath.XMINT3 | A 3D vector where each component is a signed integer. For a list of more functionality such as constructors and operators that are available using XMINT3 when you are programming in C++, see XMINT3 Extensions. Note See DirectXMath Library Type Equivalences for information about equivalent D3DDECLTYPE, D3DFORMAT, and DXGI_FORMAT objects. |
Vanara.PInvoke.DirectXMath.XMINT4 | A 4D vector where each component is a signed integer. For a list of more functionality such as constructors and operators that are available using XMINT4 when you are programming in C++, see XMINT4 Extensions. Note See DirectXMath Library Type Equivalences for information about equivalent D3DDECLTYPE, D3DFORMAT, and DXGI_FORMAT objects. |
Vanara.PInvoke.DirectXMath.XMMATRIX | Describes a 4*4 matrix aligned on a 16-byte boundary that maps to four hardware vector registers. DirectXMath uses row-major matrices, row vectors, and pre-multiplication. Handedness is determined by which function version is used (RH vs. LH). For a list of additional functionality such as constructors and operators that are available using XMMATRIX when you are programming in C++, see XMMATRIX Extensions. See DirectXMath Library Type Equivalences for information about equivalent D3DDECLTYPE, D3DFORMAT, and DXGI_FORMAT objects. |
Vanara.PInvoke.DirectXMath.XMUINT2 | A 2D vector where each component is an unsigned integer. For a list of additional functionality such as constructors and operators that are available using XMUINT2 when you are programming in C++, see XMUINT2 Extensions. Note See DirectXMath Library Type Equivalences for information about equivalent D3DDECLTYPE, D3DFORMAT, and DXGI_FORMAT objects. |
Vanara.PInvoke.DirectXMath.XMUINT3 | A 3D vector where each component is an unsigned integer. For a list of additional functionality such as constructors and operators that are available using XMUINT3 when you are programming in C++, see XMUINT3 Extensions. Note See DirectXMath Library Type Equivalences for information about equivalent D3DDECLTYPE, D3DFORMAT, and DXGI_FORMAT objects. |
Vanara.PInvoke.DirectXMath.XMUINT4 | A 4D vector where each component is an unsigned integer. For a list of additional functionality such as constructors and operators that are available using XMUINT4 when you are programming in C++, see XMUINT4 Extensions. Note See DirectXMath Library Type Equivalences for information about equivalent D3DDECLTYPE, D3DFORMAT, and DXGI_FORMAT objects. |
Vanara.PInvoke.DirectXMath.XMVECTOR | A portable type used to represent a vector of four 32-bit floating-point or integer components, each aligned optimally and mapped to a hardware vector register. |
Vanara.PInvoke.DirectXMath.XMVECTORI32 | The XMVECTORI32 type supports the use of C/C++ initializer syntax to load floating-point values into an instance of XMVECTOR type.
Note The features listed here are only available when developing with C++. |
Vanara.PInvoke.DirectXMath.XMVECTORU8 | An opaque, portable type to support the use of C/C++ initializer syntax to load uint8_t values into an instance of XMVECTOR type. typedef XMVECTORU8 vectoru8; |
Class | Description |
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Vanara.PInvoke.DirectXMath | The DirectXMath API provides SIMD-friendly C++ types and functions for common linear algebra and graphics math operations common to DirectX applications. The library provides optimized versions for Windows 32-bit (x86), Windows 64-bit (x64), and Windows on ARM/ARM64 through SSE, AVX, and ARM-NEON intrinsics support in the Visual C++ compiler. For developers new to DirectXMath, you may want to consider using the SimpleMath wrapper in the DirectX Tool Kit for DirectX 11 / DirectX12 as a starting point. |