<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 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® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>