DirectXMath
Although this topic is too big for the scope of this appendix, we'll work through the basics so that you understand how to get started.
Note
For more information on DirectXMath, visit: http://msdn.microsoft.com/en-us/library/windows/desktop/ee415574.
All the points (and vertices) are represented by using an array of three floats called a Vector, which represents the x, y, and z axes. In DirectXMath this is represented by the DirectX::XMFLOAT3
structure.
Note
For simplicity I'll avoid using the DirectX namespace in front of all the references, but, don't forget that all of DirectXMath sits within that namespace—so be sure to ensure you reference it in some way.
Most operations on this data are done by first converting the XMFLOAT3
to an XMVECTOR
, which represents the SIMD (Single
Instruction, Multiple Data) units on the CPU. Two simple functions provide you with a way to get information in and out of XMVECTOR
, shown as follows:
XMFLOAT3 start = XMFLOAT3(1, 1...