<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.DirectXException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that contains serialization information for the current exception.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that contains the context for the current exception.</param>
<summary>Retrieves the <see cref="T:System.Exception" /> object associated with the <see cref="M:Microsoft.DirectX.DirectXException.GetExceptionFromResultInternal(System.Int32)" /> passed in.</summary>
<param name="resultCode">Result code of the failed method that caused this exception.</param>
<returns>An <see cref="T:System.Exception" /> object that contains the new exception created from passing in <see cref="M:Microsoft.DirectX.DirectXException.GetExceptionFromResultInternal(System.Int32)" />.</returns>
<summary>Called during garbage collection. If implemented, allows an object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Reads from the current stream and advances the position within it by the number of bytes read.</summary>
<param name="returnType">Value that indicates the <see cref="T:System.Type" /> of the returned array.</param>
<param name="ranks">An array of <see cref="T:System.Int32" /> values that represent the size of each dimension of the returning array.</param>
<returns>An <see cref="T:System.Array" /> of type <see cref="M:Microsoft.DirectX.GraphicsStream.Read" /> that contains the data read from the stream buffer.</returns>
<summary>Reads from the current stream and advances the position within it by the number of bytes read.</summary>
<param name="returnType">Value that indicates the <see cref="T:System.Type" /> of the returned array.</param>
<returns>A <see cref="T:System.ValueType" /> of type <see cref="M:Microsoft.DirectX.GraphicsStream.Read" /> that contains the data read from the stream buffer.</returns>
<summary>Reads a sequence of bytes from the current stream and advances the position within the stream by the number of bytes read.</summary>
<param name="buffer">Reference to a <see cref="T:System.Byte" /> array that is used as the read buffer.</param>
<param name="offset">Value that specifies the offset, from the start of the buffer, of the data read from <see cref="M:Microsoft.DirectX.GraphicsStream.Read" />.</param>
<param name="count">Value that specifies the number of bytes to read.</param>
<returns>Integer that represents the number of bytes read into <see cref="M:Microsoft.DirectX.GraphicsStream.Read" /> from the graphics stream.</returns>
<summary>This internal data member is the direct pointer to the unmanaged memory. It can be used, for example, to glue in unmanaged code that renders to dynamic textures.</summary>
<summary>This internal data member is the direct pointer to the unmanaged memory. It can be used, for example, to glue in unmanaged code that renders to dynamic textures.</summary>
<summary>This internal data member is the direct pointer to the unmanaged memory. It can be used, for example, to glue in unmanaged code that renders to dynamic textures.</summary>
<summary>This internal data member is the direct pointer to the unmanaged memory. It can be used, for example, to glue in unmanaged code that renders to dynamic textures.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.MatrixStack.Dispose" /> method is called or when the object is finalized and collected by the garbage collector of the Microsoft .NETcommon language runtime.</summary>
<summary>Called during garbage collection. If implemented, allows an object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Raises a <see cref="T:Microsoft.DirectX.MatrixStack" />.<see cref="E:Microsoft.DirectX.MatrixStack.Disposing" /> event when called from within a derived class.</summary>
<param name="i1">Invoking object reference. Should be the current object.</param>
<param name="i2">Arguments to pass into the event handler.</param>
<summary>Determines the product of the current matrix and the computed rotation matrix.</summary>
<param name="axisRotation">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that represents the rotation axis to use for the calculation.</param>
<param name="angle">Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<summary>Determines the product of the current matrix and the computed rotation matrix.</summary>
<param name="axisRotation">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that represents the rotation axis to use for the calculation.</param>
<param name="angle">Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<summary>Defines high-performance utility methods for matrix, plane, quaternion, and vector manipulation. This class is a container of classes. See the individual classes for more information. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the methods of the <see cref="O:Microsoft.DirectX" />.</summary>
<summary>Describes and manipulates a matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the methods of the <see cref="T:Microsoft.DirectX.Matrix" /> structure.</summary>
<summary>Builds a 2-D affine transformation matrix in the xy plane. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is an affine transformation matrix.</param>
<param name="scaling">Scaling factor. A value of zero indicates no scaling.</param>
<param name="rotationCenter">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that represents a point identifying the center of rotation. Use an empty <see cref="T:Microsoft.DirectX.Vector2" /> for no rotation.</param>
<param name="rotation">Angle of rotation. A value of zero indicates no rotation.</param>
<param name="translation">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that represents the translation. Use <see cref="P:Microsoft.DirectX.Vector2.Empty" /> to specify no translation.</param>
<returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is an affine transformation matrix.</returns>
<summary>Calculates the inverse of a matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the result of the operation.</param>
<summary>Calculates the inverse of a matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the result of the operation.</param>
<param name="determinant">A <see cref="T:System.Single" /> value that contains the determinant of the matrix. If the determinant is not needed, the parameter is omitted.</param>
<summary>Builds a left-handed look-at matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a left-handed look-at matrix.</param>
<param name="cameraPosition">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the camera point. This value is used in translation.</param>
<param name="cameraTarget">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the camera look-at target.</param>
<param name="cameraUpVector">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the up direction of the current world, usually [0, 1, 0].</param>
<returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a left-handed look-at matrix.</returns>
<summary>Builds a right-handed look-at matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a right-handed look-at matrix.</param>
<param name="cameraPosition">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the camera point. This value is used in translation.</param>
<param name="cameraTarget">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the camera look-at target.</param>
<param name="cameraUpVector">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the up direction of the current world, usually [0, 1, 0].</param>
<returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a right-handed look-at matrix.</returns>
<summary>Determines the product of two matrices. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the product of two matrices.</param>
<summary>Calculates the transposed product of two matrices. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the product and transposition of two matrices.</param>
<summary>Builds a matrix that rotates around an arbitrary axis. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Builds a matrix from a quaternion. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Builds a matrix that scales along the x-axis, y-axis, and z-axis. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="v">A <see cref="T:Microsoft.DirectX.Vector3" /> structure containing three values that represent the scaling factors applied along the x-axis, y-axis, and z-axis.</param>
<summary>Builds a transformation matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="scalingCenter">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the scaling center point.</param>
<param name="scalingRotation">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that specifies the scaling rotation. Use <see cref="P:Microsoft.DirectX.Quaternion.Identity" /> to specify no scaling.</param>
<param name="scalingFactor">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the scaling vector.</param>
<param name="rotationCenter">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a point identifying the center of rotation.</param>
<param name="rotation">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that specifies the rotation. Use <see cref="P:Microsoft.DirectX.Quaternion.Identity" /> to specify no rotation.</param>
<param name="translation">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that represents the translation. Use <see cref="P:Microsoft.DirectX.Vector3.Empty" /> to specify no translation.</param>
<summary>Builds a 2-D transformation matrix in the xy plane. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that contains the transformation matrix.</param>
<param name="scalingCenter">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a point identifying the scaling center.</param>
<param name="scalingRotation">Scaling rotation factor. Use a zero value to specify no rotation.</param>
<param name="scaling">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a point identifying the scale. Use <see cref="P:Microsoft.DirectX.Vector2.Empty" /> to specify no scaling.</param>
<param name="rotationCenter">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a point identifying the rotation center.</param>
<param name="rotation">Angle of rotation, in radians.</param>
<param name="translation">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that identifies the translation. Use <see cref="P:Microsoft.DirectX.Vector2.Empty" /> to specify no translation.</param>
<returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that contains the transformation matrix.</returns>
<summary>Builds a matrix using specified offsets. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that contains a translated transformation matrix.</param>
<param name="v">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that contains the x-coordinate, y-coordinate, and z-coordinate offsets.</param>
<returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that contains a translated transformation matrix.</returns>
<summary>Describes and manipulates a plane. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the methods of the <see cref="T:Microsoft.DirectX.Plane" /> structure.</summary>
<summary>Computes the dot product of a plane and a vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Computes the dot product of a plane and a 3-D vector. The w parameter of the vector is assumed to be 1. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Computes the dot product of a plane and a 3-D vector. The w parameter of the vector is assumed to be 0. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pPlane" />
<param name="pV" />
<returns>A <see cref="T:System.Single" /> value that represents the dot product of the plane and the 3-D vector.</returns>
<summary>Constructs a plane from a point and a normal. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Plane" /> structure constructed from the point and the normal.</param>
<param name="pPoint">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the point used to construct the plane.</param>
<param name="pNormal">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the normal used to construct the plane.</param>
<returns>A <see cref="T:Microsoft.DirectX.Plane" /> structure constructed from the point and the normal.</returns>
<summary>Constructs a plane from three points. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Plane" /> structure constructed from the given points.</param>
<param name="pPoint1">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines one of the points used to construct the plane.</param>
<param name="pPoint2">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines one of the points used to construct the plane.</param>
<param name="pPoint3">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines one of the points used to construct the plane.</param>
<returns>A <see cref="T:Microsoft.DirectX.Plane" /> structure constructed from the given points.</returns>
<summary>Finds the intersection between a plane and a line. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the intersection between the specified plane and line.</param>
<summary>Returns the normal of a plane. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Plane" /> structure that represents the normal of the plane.</param>
<summary>Scales the plane with a given scaling factor. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">The <see cref="T:Microsoft.DirectX.Plane" /> structure that represents the scaled plane.</param>
<param name="pPlane">Pointer to the source <see cref="T:Microsoft.DirectX.Plane" /> structure.</param>
<param name="s">Scale factor.</param>
<returns>The <see cref="T:Microsoft.DirectX.Plane" /> structure that represents the scaled plane.</returns>
<summary>Transforms a plane by a matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Plane" /> structure that represents the transformed plane.</param>
<param name="pPlane">Input <see cref="T:Microsoft.DirectX.Plane" /> structure, which contains the plane to be transformed. The vector (a,b,c) that describes the plane must be normalized before this method is called.</param>
<param name="pMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure, which contains the transformation values. This matrix must contain the inverse transpose of the transformation values.</param>
<returns>A <see cref="T:Microsoft.DirectX.Plane" /> structure that represents the transformed plane.</returns>
<summary>Transforms an array of planes by a matrix. The vectors that describe each plane must be normalized. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Plane" /> structure that represents the transformed plane.</param>
<param name="outStride">The stride of each transformed plane.</param>
<param name="pPlane">Input <see cref="T:Microsoft.DirectX.Plane" /> structure, which contains the plane to be transformed. The vector (a,b,c) that describes the plane must be normalized before this method is called.</param>
<param name="vectorStride">The stride of each non-transformed plane.</param>
<param name="pMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure, which contains the transformation values. This matrix must contain the inverse transpose of the transformation values.</param>
<param name="count">The number of planes to transform.</param>
<returns>A <see cref="T:Microsoft.DirectX.Plane" /> structure that represents the transformed plane.</returns>
<summary>Describes and manipulates a quaternion. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the methods of the <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</summary>
<summary>Returns a quaternion in barycentric coordinates. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">Resulting <see cref="T:Microsoft.DirectX.Quaternion" /> structure in barycentric coordinates.</param>
<summary>Returns the conjugate of a quaternion. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the conjugate of the <see cref="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Conjugate(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)" /> parameter.</param>
<returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the conjugate of the <see cref="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Conjugate(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)" /> parameter.</returns>
<summary>Returns the dot product of two quaternions. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Calculates the exponential. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the exponential of the <see cref="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Exp(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)" /> parameter.</param>
<returns>The <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the exponential of the <see cref="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Exp(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)" /> parameter.</returns>
<summary>Conjugates and re-normalizes a quaternion. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the inverse of the quaternion passed into the <see cref="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Invert(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)" /> parameter.</param>
<returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the inverse of the quaternion passed into the <see cref="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Invert(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)" /> parameter.</returns>
<summary>Returns the length of a quaternion. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Returns the square of a quaternion's length. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Calculates the natural logarithm. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the natural logarithm of the quaternion passed into the <see cref="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Ln(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)" /> parameter.</param>
<returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the natural logarithm of the quaternion passed into the <see cref="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Ln(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)" /> parameter.</returns>
<summary>Multiplies two quaternions. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the product of two quaternions.</param>
<summary>Returns the normal of a quaternion. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the normal of the quaternion.</param>
<summary>Builds a quaternion that is rotated around an arbitrary axis. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is rotated around the specified axis.</param>
<param name="pAxis">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the axis about which to rotate the quaternion.</param>
<param name="angle">Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is rotated around the specified axis.</returns>
<summary>Builds a quaternion from a rotation matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure built from a rotation matrix.</param>
<param name="pMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure that defines the rotation.</param>
<returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure built from a rotation matrix.</returns>
<summary>Interpolates between two quaternions, using spherical linear interpolation. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the result of the interpolation.</param>
<summary>Interpolates between quaternions, using spherical quadrangle interpolation. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the result of the spherical quadrangle interpolation.</param>
<summary>Sets up control points for spherical quadrangle interpolation. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOutA">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the outA value.</param>
<param name="pOutB">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the outB value.</param>
<param name="pOutC">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the outC value.</param>
<param name="pQ0">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the q0 input control point.</param>
<param name="pQ1">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the q1 input control point.</param>
<param name="pQ2">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the q2 input control point.</param>
<param name="pQ3">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the q3 input control point.</param>
<summary>Computes a quaternion's axis and angle of rotation. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pQuat">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure. See Remarks.</param>
<param name="pAxis">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the quaternion's axis of rotation.</param>
<param name="pAngle">A <see cref="T:System.Single" /> value that identifies the quaternion's angle of rotation, in radians.</param>
<summary>Describes and manipulates a vector in two-dimensional (2-D) space. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the methods of the <see cref="T:Microsoft.DirectX.Vector2" /> structure.</summary>
<summary>Adds two 2-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">Sum of the two source <see cref="T:Microsoft.DirectX.Vector2" /> structures.</param>
<summary>Returns a point in barycentric coordinates, using specified 2-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure in barycentric coordinates.</param>
<summary>Performs a Catmull-Rom interpolation using specified 2-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the Catmull-Rom interpolation.</param>
<param name="pPosition1">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a position vector.</param>
<param name="pPosition2">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a position vector.</param>
<param name="pPosition3">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a position vector.</param>
<param name="pPosition4">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a position vector.</param>
<param name="weightingFactor">Weighting factor. See Remarks.</param>
<returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the Catmull-Rom interpolation.</returns>
<summary>Returns the z component by calculating the cross product of two 2-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Determines the dot product of two 2-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Returns the length of a 2-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Returns the square of the length of a 2-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Performs a linear interpolation between two 2-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the linear interpolation.</param>
<summary>Returns a 2-D vector that is made up of the largest components of two 2-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is made up of the largest components of the two vectors.</param>
<summary>Returns a 2-D vector that is made up of the smallest components of two 2-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is made up of the smallest components of the two vectors.</param>
<summary>Returns the normalized version of a 2-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the normalized version of the vector.</param>
<summary>Scales a 2-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the scaled vector.</param>
<summary>Subtracts two 2-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the operation.</param>
<param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure to the left of the subtraction operator.</param>
<param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure to the right of the subtraction operator.</param>
<returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the operation.</returns>
<summary>Transforms a 2-D vector or an array of 2-D vectors by a given matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</param>
<summary>Transforms an array of 2-D vectors by a given matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</param>
<param name="outStride">Stride between vectors in the output data stream.</param>
<summary>Transforms a 2-D vector or an array of 2-D vectors by a given matrix, projecting the result back into w = 1. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that represents the results of the method.</param>
<summary>Transforms array (x, y, 0, 1) by a given matrix, and projects the result back into w = 1. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that represents the results of the method.</param>
<param name="outStride">The stride of each transformed array.</param>
<summary>Transforms the 2-D vector normal by a given matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that contains the results of this method.</param>
<summary>Transforms array (x, y, 0, 0) by a given matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the method.</param>
<param name="outStride">Stride between vectors in the output data stream.</param>
<summary>Describes and manipulates a vector in three-dimensional (3-D) space. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the methods of the <see cref="T:Microsoft.DirectX.Vector3" /> structure.</summary>
<summary>Adds two 3-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">Sum of the two source <see cref="T:Microsoft.DirectX.Vector3" /> structures.</param>
<summary>Returns a point in barycentric coordinates, using specified 3-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure in barycentric coordinates.</param>
<summary>Performs a Catmull-Rom interpolation using specified 3-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the Catmull-Rom interpolation.</param>
<param name="pPosition1">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a position vector.</param>
<param name="pPosition2">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a position vector.</param>
<param name="pPosition3">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a position vector.</param>
<param name="pPosition4">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a position vector.</param>
<param name="weightingFactor">Weighting factor. See Remarks.</param>
<returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the Catmull-Rom interpolation.</returns>
<summary>Determines the cross product of two 3-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the cross product of two 3-D vectors.</param>
<summary>Determines the dot product of two 3-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Performs a Hermite spline interpolation using the specified 3-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the Hermite spline interpolation.</param>
<param name="pPosition">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a position vector.</param>
<param name="pTangent">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a tangent vector.</param>
<param name="pPosition2">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a position vector.</param>
<param name="pTangent2">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a tangent vector.</param>
<param name="weightingFactor">Weighting factor. See Remarks.</param>
<returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the Hermite spline interpolation.</returns>
<summary>Returns the length of a 3-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Returns the square of the length of a 3-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Performs a linear interpolation between two 3-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the linear interpolation.</param>
<summary>Returns a 3-D vector that is made up of the largest components of two 3-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is made up of the largest components of the two vectors.</param>
<summary>Returns a 3-D vector that is made up of the smallest components of two 3-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is made up of the smallest components of the two vectors.</param>
<summary>Returns the normalized version of a 3-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the normalized version of the specified vector.</param>
<summary>Scales a 3-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the scaled vector.</param>
<summary>Subtracts two 3-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the operation.</param>
<param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure to the left of the subtraction operator.</param>
<param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure to the right of the subtraction operator.</param>
<returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the operation.</returns>
<summary>Transforms a 3-D vector or an array of 3-D vectors by a given matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</param>
<summary>Transforms an array of 3-D vectors by a given matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</param>
<param name="outStride">Stride between vectors in the output data stream.</param>
<summary>Transforms a 3-D vector by a given matrix, projecting the result back into w = 1. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that represents the results of the method.</param>
<summary>Transforms array (x, y, z, 1) by a given matrix, and projects the result back into w = 1. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that represents the results of the method.</param>
<param name="outStride">Stride between vectors in the output data stream.</param>
<summary>Transforms a 3-D vector normal by the given matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that contains the results of this method.</param>
<summary>Transforms array (x, y, z, 0) by a given matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the method.</param>
<param name="outStride">Stride between vectors in the output data stream.</param>
<summary>Describes and manipulates a vector in four-dimensional (4-D) space. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the methods of the <see cref="T:Microsoft.DirectX.Vector4" /> structure.</summary>
<summary>Adds two 4-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">Sum of the two <see cref="T:Microsoft.DirectX.Vector4" /> structures.</param>
<summary>Returns a point in barycentric coordinates, using the specified 4-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure in barycentric coordinates.</param>
<summary>Performs a Catmull-Rom interpolation using specified 4-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the Catmull-Rom interpolation.</param>
<param name="pPosition1">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a position vector.</param>
<param name="pPosition2">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a position vector.</param>
<param name="pPosition3">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a position vector.</param>
<param name="pPosition4">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a position vector.</param>
<param name="weightingFactor">Weighting factor. See Remarks.</param>
<returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the Catmull-Rom interpolation.</returns>
<summary>Determines the cross product in four dimensions. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the cross product.</param>
<summary>Determines the dot product of two 4-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Performs a Hermite spline interpolation using the specified 4-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the Hermite spline interpolation.</param>
<param name="pPosition">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a position vector.</param>
<param name="pTangent">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a tangent vector.</param>
<param name="pPosition2">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a position vector.</param>
<param name="pTangent2">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a tangent vector.</param>
<param name="weightingFactor">Weighting factor. See Remarks.</param>
<returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the Hermite spline interpolation.</returns>
<summary>Returns the length of a 4-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Returns the square of the length of a 4-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<summary>Performs a linear interpolation between two 4-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the linear interpolation.</param>
<summary>Returns a 4-D vector that is made up of the largest components of two 4-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is made up of the largest components of the two vectors.</param>
<summary>Returns a 4-D vector that is made up of the smallest components of two 4-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is made up of the smallest components of the two vectors.</param>
<summary>Returns the normalized version of a 4-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the normalized version of the specified vector.</param>
<summary>Scales a 4-D vector. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the scaled vector.</param>
<summary>Subtracts two 4-D vectors. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the operation.</param>
<param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure to the left of the subtraction operator.</param>
<param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure to the right of the subtraction operator.</param>
<returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the operation.</returns>
<summary>Transforms a 4-D vector or an array of 4-D vectors by a given matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</param>
<summary>Transforms a vector array by a given matrix. For programming in Microsoft Visual Basic .NET or Microsoft JScript .NET, use the equivalent method in the <see cref="O:Microsoft.DirectX" /> structures.</summary>
<param name="pOut">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</param>
<param name="outStride">Stride between vectors in the output data stream.</param>
<summary>Builds a 3-D affine transformation matrix.</summary>
<param name="scaling">Scaling factor. A value of zero indicates no scaling.</param>
<param name="rotationCenter">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that indicates the point at the center of rotation.</param>
<param name="rotation">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that specifies the rotation. Use <see cref="P:Microsoft.DirectX.Quaternion.Identity" /> to specify no rotation.</param>
<param name="translation">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that represents the translation. Use <see cref="P:Microsoft.DirectX.Vector2.Empty" /> to specify no translation.</param>
<summary>Builds a 2-D affine transformation matrix in the xy plane.</summary>
<param name="scaling">Scaling factor. A value of zero indicates no scaling.</param>
<param name="rotationCenter">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that represents a point identifying the center of rotation. Use an empty <see cref="T:Microsoft.DirectX.Vector2" /> for no rotation.</param>
<param name="rotation">Angle of rotation. A value of zero indicates no rotation</param>
<param name="translation">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that represents the translation. Use <see cref="P:Microsoft.DirectX.Vector2.Empty" /> to specify no translation.</param>
<returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is an affine transformation matrix.</returns>
</member>
<member name="M:Microsoft.DirectX.Matrix.#ctor">
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Matrix" /> class.</summary>
<summary>Calculates the inverse of a matrix.</summary>
<param name="determinant">A <see cref="T:System.Single" /> value that contains the determinant of the matrix. If the determinant is not needed, the parameter is omitted.</param>
<summary>Builds a left-handed look-at matrix.</summary>
<param name="cameraPosition">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the camera point. This value is used in translation.</param>
<param name="cameraTarget">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the camera look-at target.</param>
<param name="cameraUpVector">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the up direction of the current world, usually [0, 1, 0].</param>
<returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a left-handed look-at matrix.</returns>
<summary>Builds a right-handed look-at matrix.</summary>
<param name="cameraPosition">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the camera point. This value is used in translation.</param>
<param name="cameraTarget">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the camera look-at target.</param>
<param name="cameraUpVector">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the up direction of the current world, usually [0, 1, 0].</param>
<returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a right-handed look-at matrix.</returns>
<summary>Rotates the matrix around the z-axis.</summary>
<param name="angle">Angle of rotation, in radians. Angles are measured clockwise when viewed from the rotation axis (positive side) toward the origin.</param>
<summary>Builds a matrix that rotates around the z-axis.</summary>
<param name="angle">Angle of rotation, in radians. Angles are measured clockwise when viewed from the rotation axis (positive side) toward the origin.</param>
<summary>Scales the matrix along the x-axis, y-axis, and z-axis.</summary>
<param name="v">A <see cref="T:Microsoft.DirectX.Vector3" /> structure containing three values that represent the scaling factors applied along the x-axis, y-axis, and z-axis.</param>
<summary>Builds a matrix that scales along the x-axis, y-axis, and z-axis.</summary>
<param name="v">A <see cref="T:Microsoft.DirectX.Vector3" /> structure containing three values that represent the scaling factors applied along the x-axis, y-axis, and z-axis.</param>
<param name="scalingCenter">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the scaling center point.</param>
<param name="scalingRotation">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that specifies the scaling rotation. Use <see cref="P:Microsoft.DirectX.Quaternion.Identity" /> to specify no scaling.</param>
<param name="scalingFactor">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the scaling vector.</param>
<param name="rotationCenter">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a point that identifies the center of rotation.</param>
<param name="rotation">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that specifies the rotation. Use <see cref="P:Microsoft.DirectX.Quaternion.Identity" /> to specify no rotation.</param>
<param name="translation">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that represents the translation. Use <see cref="P:Microsoft.DirectX.Vector3.Empty" /> to specify no translation.</param>
<summary>Builds a transformation matrix.</summary>
<param name="scalingCenter">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the scaling center point.</param>
<param name="scalingRotation">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that specifies the scaling rotation. Use <see cref="P:Microsoft.DirectX.Quaternion.Identity" /> to specify no scaling.</param>
<param name="scalingFactor">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the scaling vector.</param>
<param name="rotationCenter">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a point identifying the center of rotation.</param>
<param name="rotation">A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that specifies the rotation. Use <see cref="P:Microsoft.DirectX.Quaternion.Identity" /> to specify no rotation.</param>
<param name="translation">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that represents the translation. Use <see cref="P:Microsoft.DirectX.Vector3.Empty" /> to specify no translation.</param>
<summary>Builds a 2-D transformation matrix in the xy plane.</summary>
<param name="scalingCenter">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a point identifying the scaling center.</param>
<param name="scalingRotation">Scaling rotation factor. Use a zero value to specify no rotation.</param>
<param name="scaling">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a point identifying the scale. Use <see cref="P:Microsoft.DirectX.Vector2.Empty" /> to specify no scaling.</param>
<param name="rotationCenter">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a point identifying the rotation center.</param>
<param name="rotation">Angle of rotation, in radians.</param>
<param name="translation">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that identifies the translation. Use <see cref="P:Microsoft.DirectX.Vector2.Empty" /> to specify no translation.</param>
<returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that contains the transformation matrix.</returns>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Plane" /> class.</summary>
<param name="valuePointA">A <see cref="T:System.Single" /> value used to set the initial value of the <see cref="F:Microsoft.DirectX.Plane.A" /> field.</param>
<param name="valuePointB">A <see cref="T:System.Single" /> value used to set the initial value of the <see cref="F:Microsoft.DirectX.Plane.B" /> field.</param>
<param name="valuePointC">A <see cref="T:System.Single" /> value used to set the initial value of the <see cref="F:Microsoft.DirectX.Plane.C" /> field.</param>
<param name="valuePointD">A <see cref="T:System.Single" /> value used to set the initial value of the <see cref="F:Microsoft.DirectX.Plane.D" /> field.</param>
<summary>Transforms a plane by a matrix.</summary>
<param name="m">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure, which contains the transformation values. This matrix must contain the inverse transpose of the transformation values.</param>
<summary>Transforms a plane by a matrix.</summary>
<param name="p">Input <see cref="T:Microsoft.DirectX.Plane" /> structure, which contains the plane to be transformed. The vector (a,b,c) that describes the plane must be normalized before this method is called.</param>
<param name="m">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure, which contains the transformation values. This matrix must contain the inverse transpose of the transformation values.</param>
<returns>A <see cref="T:Microsoft.DirectX.Plane" /> structure that represents the transformed plane.</returns>
</member>
<member name="P:Microsoft.DirectX.Plane.Empty">
<summary>Retrieves an empty plane.</summary>
</member>
<member name="T:Microsoft.DirectX.Quaternion">
<summary>Describes a quaternion.</summary>
</member>
<member name="F:Microsoft.DirectX.Quaternion.W">
<summary>Retrieves or sets the w component of the quaternion.</summary>
</member>
<member name="F:Microsoft.DirectX.Quaternion.X">
<summary>Retrieves or sets the x component of the quaternion.</summary>
</member>
<member name="F:Microsoft.DirectX.Quaternion.Y">
<summary>Retrieves or sets the y component of the quaternion.</summary>
</member>
<member name="F:Microsoft.DirectX.Quaternion.Z">
<summary>Retrieves or sets the z component of the quaternion.</summary>
<returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the conjugate of the <see cref="M:Microsoft.DirectX.Quaternion.Conjugate(Microsoft.DirectX.Quaternion)" /> parameter.</returns>
<returns>The <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the exponential of the <see cref="T:Microsoft.DirectX.Quaternion" /> parameter.</returns>
<returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the inverse of the quaternion passed into the <see cref="M:Microsoft.DirectX.Quaternion.Invert" /> parameter.</returns>
<returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the natural logarithm of the quaternion passed into the <see cref="M:Microsoft.DirectX.Quaternion.Ln" /> parameter.</returns>
<returns>A <see cref="T:Microsoft.DirectX.Vector2" /> that is the result of the <see cref="M:Microsoft.DirectX.Vector2.Multiply" /> parameter multiplied by the <see cref="M:Microsoft.DirectX.Vector2.Multiply" /> parameter.</returns>
<returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the product of the <see cref="M:Microsoft.DirectX.Vector2.op_Multiply" /> and <see cref="M:Microsoft.DirectX.Vector2.op_Multiply" /> parameters.</returns>
<returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the product of the <see cref="M:Microsoft.DirectX.Vector2.op_Multiply" /> and <see cref="M:Microsoft.DirectX.Vector2.op_Multiply" /> parameters.</returns>
<param name="source">Source <see cref="T:Microsoft.DirectX.Vector2" /> a structure to subtract from the current <see cref="T:Microsoft.DirectX.Vector2" /> instance.</param>
<returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the product of the <see cref="M:Microsoft.DirectX.Vector3.op_Multiply" /> and <see cref="M:Microsoft.DirectX.Vector3.op_Multiply" /> parameters.</returns>
<returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the product of the <see cref="M:Microsoft.DirectX.Vector3.op_Multiply" /> and <see cref="M:Microsoft.DirectX.Vector3.op_Multiply" /> parameters.</returns>
<summary>Projects a vector from object space into screen space.</summary>
<param name="viewport">An <see cref="T:System.Object" /> structure that represents the viewport. Only <see cref="T:Microsoft.DirectX.Direct3D.Viewport" /> structures are valid for this parameter.</param>
<param name="projection">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that represents the projection matrix.</param>
<param name="view">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that represents the view matrix.</param>
<param name="world">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that represents the world matrix.</param>
<param name="viewport">An <see cref="T:System.Object" /> structure that represents the viewport. Only <see cref="T:Microsoft.DirectX.Direct3D.Viewport" /> structures are valid for this parameter.</param>
<param name="projection">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that represents the projection matrix.</param>
<param name="view">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that represents the view matrix.</param>
<param name="world">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that represents the world matrix.</param>
<returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the vector projected from object space into screen space.</returns>
<returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the product of the <see cref="M:Microsoft.DirectX.Vector4.op_Multiply" /> and <see cref="M:Microsoft.DirectX.Vector4.op_Multiply" /> parameters.</returns>
<returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the product of the <see cref="M:Microsoft.DirectX.Vector4.op_Multiply" /> and <see cref="M:Microsoft.DirectX.Vector4.op_Multiply" /> parameters.</returns>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft DirectXapplication programming interface (API). This is not intended to be used directly from your code.</summary>