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Directx 向量

小布_cvg 2022-08-01 阅读 69


D3DXVECTOR  u(1.0f , 0.0f , 1.0f);
D3DXVECTOR v(0.0f , 1.0f , 0.0f);
if(u==v) return true;
///
D3DXVECTOR3 u(2.0f,0.0f,1.0f);
D3DXVECTOR3 v(0.0f,-1.0f,5.0f);
D3DXVECTOR3 sum=u+v;
D3DXVECTOR3 difference=u-v;
D3DXVECTOR3 scaledVec=u*10.0f;
float dot=D3DXVec3Dot(&u,&v); //点积

//叉积
D3DXVECTOR3 *D3DXVec3Cross(
D3DXVECTOR3 *pOut,
CONST D3DXVECTOR3 *pV1,
CONST D3DXVECTOR3 *pV2);

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