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The Ultimate Managed DirectSound 9 Tutorial Part 2: managing 3D Sounds

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2 Aug 2005CPOL5 min read 103.9K   1.3K   54  
How to playback sounds with 3D audio management.
<doc>
  <assembly>
    <name>Microsoft.DirectX</name>
  </assembly>
  <members>
    <member name="T:Microsoft.DirectX.DirectXException">
      <summary>Describes the root exception class for all Microsoft® DirectX® 9.0 for Managed Code exceptions.</summary>
    </member>
    <member name="F:Microsoft.DirectX.DirectXException.IsExceptionIgnored">
      <summary>Specifies whether Microsoft® DirectX® 9.0 for Managed Code exceptions are enabled or disabled.</summary>
    </member>
    <member name="M:Microsoft.DirectX.DirectXException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.DirectXException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.DirectXException" /> class.</summary>
      <param name="message">String that contains the error text for the exception.</param>
      <param name="inner">An <see cref="T:System.Exception" /> object that contains the inner exception.</param>
    </member>
    <member name="M:Microsoft.DirectX.DirectXException.#ctor(System.String)">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.DirectXException" /> class.</summary>
      <param name="message">String that contains the error text for the exception.</param>
    </member>
    <member name="M:Microsoft.DirectX.DirectXException.#ctor">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.DirectXException" /> class.</summary>
    </member>
    <member name="M:Microsoft.DirectX.DirectXException.EnableExceptions">
      <summary>Enables Microsoft® DirectX® 9.0 for Managed Code exception throwing.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.DirectXException.GetDirectXErrorString(System.Int32)">
      <summary>Retrieves a string that contains the name of the Microsoft® DirectX® error code.</summary>
      <param name="errorCode">Result code of the failed method that caused this exception.</param>
      <returns>A string that contains the name of the error code.</returns>
    </member>
    <member name="M:Microsoft.DirectX.DirectXException.GetExceptionFromResultInternal(System.Int32)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.DirectXException.IgnoreExceptions">
      <summary>Disables Microsoft® DirectX® 9.0 for Managed Code exception throwing.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.DirectXException.ToString">
      <summary>Obtains the string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="P:Microsoft.DirectX.DirectXException.ErrorCode">
      <summary>Retrieves or sets the integer value result code.</summary>
    </member>
    <member name="P:Microsoft.DirectX.DirectXException.ErrorString">
      <summary>Retrieves the error string that is specific to Microsoft® DirectX® 9.0 for Managed Code.</summary>
    </member>
    <member name="P:Microsoft.DirectX.DirectXException.LastError">
      <summary>Retrieves the error status for the last operation that failed.</summary>
    </member>
    <member name="T:Microsoft.DirectX.DXHelp">
      <summary>Contains miscellaneous helper functions for Microsoft® DirectX® 9.0 for Managed Code.</summary>
    </member>
    <member name="M:Microsoft.DirectX.DXHelp.CopyObjectDataToPointer(System.Object,System.IntPtr)">
      <summary>Copies a managed object to an unmanaged pointer.</summary>
      <param name="objectData">Source <see cref="T:System.Object" /> to copy to the unmanaged pointer.</param>
      <param name="pointerData">Destination pointer to which the source object is copied.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.DXHelp.CopyPointerDataToObject(System.Object@,System.IntPtr)">
      <summary>Copies an unmanaged pointer to a managed object.</summary>
      <param name="objectData">[ref] Destination <see cref="T:System.Object" /> to which the pointer data is copied.</param>
      <param name="pointerData">Source pointer data that is copied to the object.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.DXHelp.GetObjectSize(System.Object)">
      <summary>Retrieves an object's size.</summary>
      <param name="objectSize">Reference to the <see cref="T:System.Object" /> whose size is being returned.</param>
      <returns>Integer that represents the size of the object.</returns>
    </member>
    <member name="M:Microsoft.DirectX.DXHelp.GetTypeSize(System.Type)">
      <summary>Retrieves the size of the <see cref="T:System.Type" />.</summary>
      <param name="typeSize">Reference to the <see cref="T:System.Type" /> whose size is being returned.</param>
      <returns>Integer that represents the size of the type.</returns>
    </member>
    <member name="T:Microsoft.DirectX.GraphicsStream">
      <summary>Contains a graphics data stream.</summary>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Close">
      <summary>Closes the current stream and releases any resources associated with it.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.#ctor(System.IntPtr,System.Int64,System.Boolean,System.Boolean)">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.GraphicsStream" /> class.</summary>
      <param name="dataPointer">Reference to the graphics data in the stream buffer.</param>
      <param name="size">Size of the data referenced by <see cref="M:Microsoft.DirectX.GraphicsStream.#ctor" />.</param>
      <param name="read">Set to true if the buffer is readable; otherwise, false.</param>
      <param name="write">Set to true if buffer is writable; otherwise, false.</param>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.#ctor(System.Void,System.Int64,System.Boolean,System.Boolean)">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.GraphicsStream" /> class.</summary>
      <param name="pDataPointer">Reference to the graphics data in the stream buffer.</param>
      <param name="size">Size of the data referenced by <see cref="M:Microsoft.DirectX.GraphicsStream.#ctor" />.</param>
      <param name="read">Set to true if the buffer is readable; otherwise, false.</param>
      <param name="write">Set to true if buffer is writable; otherwise, false.</param>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.#ctor(System.IntPtr,System.Int64,System.IntPtr)">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.GraphicsStream" /> class.</summary>
      <param name="dataPointer">Reference to the graphics data in the stream buffer.</param>
      <param name="size">Size of the data referenced by <see cref="M:Microsoft.DirectX.GraphicsStream.#ctor" />.</param>
      <param name="bufferPointer">Reference to the actual stream buffer.</param>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.#ctor(System.Void,System.Int64,System.Void)">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.GraphicsStream" /> class.</summary>
      <param name="pDataPointer">Reference to the graphics data in the stream buffer.</param>
      <param name="size">Size of the data referenced by <see cref="M:Microsoft.DirectX.GraphicsStream.#ctor" />.</param>
      <param name="bufferPointer">Reference to the actual stream buffer.</param>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Dispose">
      <summary>Immediately releases the unmanaged resources used by an object.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="compare">Object with which to make the comparison.</param>
      <returns>Value that is true if the instance is equal to the specified object, or false if it is not.</returns>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Finalize">
      <summary>Called during garbage collection. If implemented, allows an object to free resources before it is destroyed by the garbage collector.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Flush">
      <summary>Flushing the graphics stream is not supported.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.GetHashCode">
      <summary>Returns the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Read(System.Boolean)">
      <summary>Reads from the current stream and advances the position within it by the number of bytes read.</summary>
      <param name="unicode">Set to true if the graphics stream is Unicode. Set to false if the graphics stream is ASCII.</param>
      <returns>A <see cref="T:System.String" /> that contains the data to read from the stream buffer.</returns>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Read(System.Type,System.Int32[])">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Read(System.Type)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Read(System.Byte[],System.Int32,System.Int32)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Seek(System.Int64,System.IO.SeekOrigin)">
      <summary>Sets the position within the current stream.</summary>
      <param name="newposition">Value that represents the new position within the stream buffer.</param>
      <param name="origin">Member of the <see cref="T:System.IO.SeekOrigin" /> enumeration that specifies where to begin seeking.</param>
      <returns>New position within the stream buffer.</returns>
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.SetLength(System.Int64)">
      <summary>Resizing the graphics stream is not supported.</summary>
      <param name="newLength" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Write(System.String)">
      <summary>Writes to the current stream and advances the current position within it by the number of bytes written.</summary>
      <param name="value">Reference to a <see cref="T:System.String" /> that contains the data to write into the stream buffer.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Write(System.String,System.Boolean)">
      <summary>Writes to the current stream and advances the current position within it by the number of bytes written.</summary>
      <param name="value">Reference to a <see cref="T:System.String" /> that contains the data to write into the stream buffer.</param>
      <param name="isUnicodeString">Set to true if the graphics stream is Unicode. Set to false if the graphics stream is ASCII.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Write(System.Array)">
      <summary>Writes to the current stream and advances the current position within it by the number of bytes written.</summary>
      <param name="value">Reference to an <see cref="T:System.Array" /> that contains the data to write into the stream buffer.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Write(System.ValueType)">
      <summary>Writes to the current stream and advances the current position within it by the number of bytes written.</summary>
      <param name="value">Value that specifies the <see cref="T:System.ValueType" /> of the data to write into the stream buffer.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.GraphicsStream.Write(System.Byte[],System.Int32,System.Int32)">
      <summary>Writes to the current stream and advances the current position within it by the number of bytes written.</summary>
      <param name="buffer">Reference to a <see cref="T:System.Byte" /> array that is used as the write buffer.</param>
      <param name="offset">Value that specifies the offset of the data to write from <see cref="M:Microsoft.DirectX.GraphicsStream.Write" />.</param>
      <param name="count">Value that specifies the number of bytes to write.</param>
      <returns />
    </member>
    <member name="P:Microsoft.DirectX.GraphicsStream.CanRead">
      <summary>Retrieves a value that indicates whether the current stream supports reading.</summary>
    </member>
    <member name="P:Microsoft.DirectX.GraphicsStream.CanSeek">
      <summary>Retrieves a value that indicates whether the current stream supports seeking.</summary>
    </member>
    <member name="P:Microsoft.DirectX.GraphicsStream.CanWrite">
      <summary>Retrieves a value that indicates whether the current stream supports writing.</summary>
    </member>
    <member name="P:Microsoft.DirectX.GraphicsStream.InternalBuffer">
      <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>
    </member>
    <member name="P:Microsoft.DirectX.GraphicsStream.InternalBufferPointer">
      <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>
    </member>
    <member name="P:Microsoft.DirectX.GraphicsStream.InternalData">
      <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>
    </member>
    <member name="P:Microsoft.DirectX.GraphicsStream.InternalDataPointer">
      <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>
    </member>
    <member name="P:Microsoft.DirectX.GraphicsStream.Length">
      <summary>Retrieves the length of the stream in bytes.</summary>
    </member>
    <member name="P:Microsoft.DirectX.GraphicsStream.Position">
      <summary>Retrieves or sets the position within the current stream.</summary>
    </member>
    <member name="T:Microsoft.DirectX.MatrixStack">
      <summary>Contains methods and properties that applications use to manipulate a matrix stack.</summary>
    </member>
    <member name="E:Microsoft.DirectX.MatrixStack.Disposing">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.#ctor">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.MatrixStack" /> class.</summary>
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.Dispose">
      <summary>Immediately releases the unmanaged resources used by an object.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.Finalize">
      <summary>Called during garbage collection. If implemented, allows an object to free resources before it is destroyed by the garbage collector.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.LoadIdentity">
      <summary>Loads identity in the current matrix.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.LoadMatrix(Microsoft.DirectX.Matrix)">
      <summary>Loads a given matrix into the current matrix.</summary>
      <param name="value">New <see cref="T:Microsoft.DirectX.Matrix" /> to load into the current matrix.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.MultiplyMatrix(Microsoft.DirectX.Matrix)">
      <summary>Determines the product of the current matrix and a given matrix.</summary>
      <param name="value">A <see cref="T:Microsoft.DirectX.Matrix" /> to multiply with the current matrix.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.MultiplyMatrixLocal(Microsoft.DirectX.Matrix)">
      <summary>Determines the product of a given matrix and the current matrix.</summary>
      <param name="value">A <see cref="T:Microsoft.DirectX.Matrix" /> to multiply with the current matrix.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.Pop">
      <summary>Removes the current matrix from the top of the stack.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.Push">
      <summary>Adds a matrix to the stack.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.raise_Disposing(System.Object,System.EventArgs)">
      <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>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.RotateAxis(Microsoft.DirectX.Vector3,System.Single)">
      <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>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.RotateAxisLocal(Microsoft.DirectX.Vector3,System.Single)">
      <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>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.RotateYawPitchRoll(System.Single,System.Single,System.Single)">
      <summary>Determines the product of the current matrix and the computed rotation matrix, which is composed of a given yaw, pitch, and roll.</summary>
      <param name="yaw">Floating-point value that represents the yaw around the y-axis, in radians.</param>
      <param name="pitch">Floating-point value that represents the pitch around the x-axis, in radians.</param>
      <param name="roll">Floating-point value that represents the roll around the z-axis, in radians.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.RotateYawPitchRollLocal(System.Single,System.Single,System.Single)">
      <summary>Determines the product of the current matrix and the computed rotation matrix, which is composed of a given yaw, pitch, and roll.</summary>
      <param name="yaw">Floating-point value that represents the yaw around the y-axis, in radians.</param>
      <param name="pitch">Floating-point value that represents the pitch around the x-axis, in radians.</param>
      <param name="roll">Floating-point value that represents the roll around the z-axis, in radians.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.Scale(Microsoft.DirectX.Vector3)">
      <summary>Determines the product of the current matrix and the computed scale matrix composed from the given point (x, y, and z).</summary>
      <param name="scale">A <see cref="T:Microsoft.DirectX.Vector3" /> object that represents the scale values to use in the calculation.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.Scale(System.Single,System.Single,System.Single)">
      <summary>Determines the product of the current matrix and the computed scale matrix composed from the given point (x, y, and z).</summary>
      <param name="x">Floating-point value that represents the scaling component in the x-direction.</param>
      <param name="y">Floating-point value that represents the scaling component in the y-direction.</param>
      <param name="z">Floating-point value that represents the scaling component in the z-direction.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.ScaleLocal(Microsoft.DirectX.Vector3)">
      <summary>Determines the product of the computed scale matrix composed from the given point (x, y, and z) and the current matrix.</summary>
      <param name="scale">A <see cref="T:Microsoft.DirectX.Vector3" /> object that represents the scale values to use in the calculation.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.ScaleLocal(System.Single,System.Single,System.Single)">
      <summary>Determines the product of the computed scale matrix composed from the given point (x, y, and z) and the current matrix.</summary>
      <param name="x">Floating-point value that represents the scaling component in the x-direction.</param>
      <param name="y">Floating-point value that represents the scaling component in the y-direction.</param>
      <param name="z">Floating-point value that represents the scaling component in the z-direction.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.Translate(Microsoft.DirectX.Vector3)">
      <summary>Determines the product of the current matrix and the computed translation matrix by the given factors (x, y, and z).</summary>
      <param name="trans">A <see cref="T:Microsoft.DirectX.Vector3" /> object that represents the translation factors to use in the calculation.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.Translate(System.Single,System.Single,System.Single)">
      <summary>Determines the product of the current matrix and the computed translation matrix by the given factors (x, y, and z).</summary>
      <param name="x">Floating-point value that represents the translation factor in the x-direction.</param>
      <param name="y">Floating-point value that represents the translation factor in the y-direction.</param>
      <param name="z">Floating-point value that represents the translation factor in the z-direction.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.TranslateLocal(Microsoft.DirectX.Vector3)">
      <summary>Determines the product of the computed translation matrix by the given factors (x, y, and z) and the current matrix.</summary>
      <param name="trans">A <see cref="T:Microsoft.DirectX.Vector3" /> object that represents the translation factors to use in the calculation.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.MatrixStack.TranslateLocal(System.Single,System.Single,System.Single)">
      <summary>Determines the product of the computed translation matrix by the given factors (x, y, and z) and the current matrix.</summary>
      <param name="x">Floating-point value that represents the translation factor in the x-direction.</param>
      <param name="y">Floating-point value that represents the translation factor in the y-direction.</param>
      <param name="z">Floating-point value that represents the translation factor in the z-direction.</param>
      <returns />
    </member>
    <member name="P:Microsoft.DirectX.MatrixStack.Disposed">
      <summary>Retrieves a value that is true if the object is disposed; otherwise the value is false.</summary>
    </member>
    <member name="P:Microsoft.DirectX.MatrixStack.Top">
      <summary>Retrieves the current matrix at the top of the stack.</summary>
    </member>
    <member name="T:Microsoft.DirectX.UnsafeNativeMethods">
      <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>
    </member>
    <member name="T:Microsoft.DirectX.UnsafeNativeMethods.Matrix">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.AffineTransformation2D(Microsoft.DirectX.Matrix,System.Single,Microsoft.DirectX.Vector2,System.Single,Microsoft.DirectX.Vector2)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.Invert(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <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="source">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the result of the operation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.Invert(Microsoft.DirectX.Matrix,System.Single,Microsoft.DirectX.Matrix)">
      <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>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the result of the operation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.LookAtLH(Microsoft.DirectX.Matrix,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.LookAtRH(Microsoft.DirectX.Matrix,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.Multiply(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <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>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the product of two matrices.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.MultiplyTranspose(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <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>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.RotationAxis(Microsoft.DirectX.Matrix,Microsoft.DirectX.Vector3,System.Single)">
      <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>
      <param name="pOut">Rotated <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="axisRotation">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the axis about which to rotate the matrix.</param>
      <param name="angle" />
      <returns>Rotated <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.RotationQuaternion(Microsoft.DirectX.Matrix,Microsoft.DirectX.Quaternion)">
      <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>
      <param name="pOut">Rotated <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="quat">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>Rotated <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.Scaling(Microsoft.DirectX.Matrix,Microsoft.DirectX.Vector3)">
      <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="pOut">Scaled <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <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>
      <returns>Scaled <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.Transformation(Microsoft.DirectX.Matrix,Microsoft.DirectX.Vector3,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Vector3)">
      <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="pOut">Resulting <see cref="T:Microsoft.DirectX.Matrix" /> structure.</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 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>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.Transformation2D(Microsoft.DirectX.Matrix,Microsoft.DirectX.Vector2,System.Single,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,System.Single,Microsoft.DirectX.Vector2)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Matrix.Translation(Microsoft.DirectX.Matrix,Microsoft.DirectX.Vector3)">
      <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>
    </member>
    <member name="T:Microsoft.DirectX.UnsafeNativeMethods.Plane">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Plane.Dot(Microsoft.DirectX.Plane,Microsoft.DirectX.Vector4)">
      <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>
      <param name="pPlane">Source <see cref="T:Microsoft.DirectX.Plane" /> structure.</param>
      <param name="pV">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that is the dot product of the plane and the vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Plane.DotCoordinate(Microsoft.DirectX.Plane,Microsoft.DirectX.Vector3)">
      <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>
      <param name="pPlane">Source <see cref="T:Microsoft.DirectX.Plane" /> structure.</param>
      <param name="pV">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that is the dot product of the plane and the vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Plane.DotNormal(Microsoft.DirectX.Plane,Microsoft.DirectX.Vector3)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Plane.FromPointNormal(Microsoft.DirectX.Plane,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Plane.FromPoints(Microsoft.DirectX.Plane,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Plane.IntersectLine(Microsoft.DirectX.Vector3,Microsoft.DirectX.Plane,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
      <param name="pPlane">Source <see cref="T:Microsoft.DirectX.Plane" /> structure.</param>
      <param name="pV1">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines a line starting point.</param>
      <param name="pV2">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines a line ending point.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the intersection between the specified plane and line.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Plane.Normalize(Microsoft.DirectX.Plane,Microsoft.DirectX.Plane)">
      <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>
      <param name="pPlane">Source <see cref="T:Microsoft.DirectX.Plane" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Plane" /> structure that represents the normal of the plane.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Plane.Scale(Microsoft.DirectX.Plane,Microsoft.DirectX.Plane,System.Single)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Plane.Transform(Microsoft.DirectX.Plane,Microsoft.DirectX.Plane,Microsoft.DirectX.Matrix)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Plane.TransformArray(Microsoft.DirectX.Plane,System.Int32,Microsoft.DirectX.Plane,System.Int32,Microsoft.DirectX.Matrix,System.Int32)">
      <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>
    </member>
    <member name="T:Microsoft.DirectX.UnsafeNativeMethods.Quaternion">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.BaryCentric(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,System.Single,System.Single)">
      <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>
      <param name="pQuat1">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="pQuat2">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="pQuat3">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="f">Weighting factor. See Remarks.</param>
      <param name="g">Weighting factor. See Remarks.</param>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Quaternion" /> structure in barycentric coordinates.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Conjugate(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <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>
      <param name="pQuat">Source <see cref="T:Microsoft.DirectX.Quaternion" />.</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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Dot(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <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>
      <param name="pQuat1">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="pQuat2">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>Dot product of two quaternions.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Exp(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <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>
      <param name="pQuat">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Invert(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <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>
      <param name="pQuat">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Length(Microsoft.DirectX.Quaternion)">
      <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>
      <param name="pQuat">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that represents the quaternion's length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.LengthSq(Microsoft.DirectX.Quaternion)">
      <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>
      <param name="pQuat">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that represents the quaternion's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Ln(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <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>
      <param name="pQuat">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Multiply(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <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>
      <param name="pQuat1">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="pQuat2">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the product of two quaternions.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Normalize(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <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>
      <param name="pQuat">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the normal of the quaternion.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.RotationAxis(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Vector3,System.Single)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.RotationMatrix(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Matrix)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Slerp(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,System.Single)">
      <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>
      <param name="pQuat1">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="pQuat2">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="t">A <see cref="T:System.Single" /> value that indicates how far to interpolate between the quaternions.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the result of the interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.Squad(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,System.Single)">
      <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>
      <param name="pQuat1">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="pQuata">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="pQuatb">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="pQuatc">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="t">A <see cref="T:System.Single" /> value that indicates how far to interpolate between the quaternions.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the result of the spherical quadrangle interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.SquadSetup(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <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>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Quaternion.ToAxisAngle(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Vector3,System.Single)">
      <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>
      <returns />
    </member>
    <member name="T:Microsoft.DirectX.UnsafeNativeMethods.Vector2">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Add(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector2" />.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector2" />.</param>
      <returns>Sum of the two source <see cref="T:Microsoft.DirectX.Vector2" /> structures.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.BaryCentric(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,System.Single,System.Single)">
      <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>
      <param name="pV1">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="pV2">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="pV3">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="f">Weighting factor. See Remarks.</param>
      <param name="g">Weighting factor. See Remarks.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure in barycentric coordinates.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.CatmullRom(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,System.Single)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Ccw(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>The z component.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Dot(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>Dot product.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Hermite(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,System.Single)">
      <summary>Performs a Hermite spline interpolation using specified 2-D vectors.</summary>
      <param name="pOut">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the Hermite spline interpolation.</param>
      <param name="pPosition">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a position vector.</param>
      <param name="pTangent">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a tangent vector.</param>
      <param name="pPosition2">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a position vector.</param>
      <param name="pTangent2">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a tangent 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 Hermite spline interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Length(Microsoft.DirectX.Vector2)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>Vector length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.LengthSq(Microsoft.DirectX.Vector2)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>Vector's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Lerp(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,System.Single)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="interpolater">Parameter that linearly interpolates between the vectors.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the linear interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Maximize(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is made up of the largest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Minimize(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is made up of the smallest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Normalize(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the normalized version of the vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Scale(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,System.Single)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="scalingFactor">Scaling value.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the scaled vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Subtract(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.Transform(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector2,Microsoft.DirectX.Matrix)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.TransformArray(Microsoft.DirectX.Vector4,System.Int32,Microsoft.DirectX.Vector2,System.Int32,Microsoft.DirectX.Matrix,System.Int32)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="vectorStride">Stride between vectors in the input data stream.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="count">Number of elements in the array.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.TransformCoordinate(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Matrix)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that represents the results of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.TransformCoordinateArray(Microsoft.DirectX.Vector2,System.Int32,Microsoft.DirectX.Vector2,System.Int32,Microsoft.DirectX.Matrix,System.Int32)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="vectorStride">Stride between vectors in the input data stream.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="count">Number of elements in the array.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.TransformNormal(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Matrix)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that contains the results of this method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector2.TransformNormalArray(Microsoft.DirectX.Vector2,System.Int32,Microsoft.DirectX.Vector2,System.Int32,Microsoft.DirectX.Matrix,System.Int32)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="vectorStride">Stride between vectors in the input data stream.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="count">Number of elements in the array.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the method.</returns>
    </member>
    <member name="T:Microsoft.DirectX.UnsafeNativeMethods.Vector3">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Add(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector3" />.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector3" />.</param>
      <returns>Sum of the two source <see cref="T:Microsoft.DirectX.Vector3" /> structures.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.BaryCentric(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,System.Single,System.Single)">
      <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>
      <param name="pV1">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="pV2">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="pV3">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="f">Weighting factor. See Remarks.</param>
      <param name="g">Weighting factor. See Remarks.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure in barycentric coordinates.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.CatmullRom(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,System.Single)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Cross(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
      <param name="pV1">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="pV2">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the cross product of two 3-D vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Dot(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that is the dot product.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Hermite(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,System.Single)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Length(Microsoft.DirectX.Vector3)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that contains the vector's length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.LengthSq(Microsoft.DirectX.Vector3)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that contains the vector's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Lerp(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,System.Single)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="interpolater">Parameter that linearly interpolates between the vectors.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the linear interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Maximize(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is made up of the largest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Minimize(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is made up of the smallest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Normalize(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the normalized version of the specified vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Scale(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,System.Single)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="scalingFactor">Scaling value.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the scaled vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Subtract(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.Transform(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector3,Microsoft.DirectX.Matrix)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.TransformArray(Microsoft.DirectX.Vector4,System.Int32,Microsoft.DirectX.Vector3,System.Int32,Microsoft.DirectX.Matrix,System.Int32)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure array.</param>
      <param name="vectorStride">Stride between vectors in the input data stream.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="count">Number of elements in the array.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.TransformCoordinate(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Matrix)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that represents the results of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.TransformCoordinateArray(Microsoft.DirectX.Vector3,System.Int32,Microsoft.DirectX.Vector3,System.Int32,Microsoft.DirectX.Matrix,System.Int32)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure array.</param>
      <param name="vectorStride">Stride between vectors in the input data stream.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="count">Number of elements in the array.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.TransformNormal(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Matrix)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that contains the results of this method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector3.TransformNormalArray(Microsoft.DirectX.Vector3,System.Int32,Microsoft.DirectX.Vector3,System.Int32,Microsoft.DirectX.Matrix,System.Int32)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure array.</param>
      <param name="vectorStride">Stride between vectors in the input data stream.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="count">Number of elements in the array.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the method.</returns>
    </member>
    <member name="T:Microsoft.DirectX.UnsafeNativeMethods.Vector4">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Add(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector4" />.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector4" />.</param>
      <returns>Sum of the two <see cref="T:Microsoft.DirectX.Vector4" /> structures.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.BaryCentric(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,System.Single,System.Single)">
      <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>
      <param name="pV1">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="pV2">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="pV3">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="f">Weighting factor. See Remarks.</param>
      <param name="g">Weighting factor. See Remarks.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure in barycentric coordinates.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.CatmullRom(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,System.Single)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Cross(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <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>
      <param name="pV1">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="pV2">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="pV3">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the cross product.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Dot(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that represents the dot product.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Hermite(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,System.Single)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Length(Microsoft.DirectX.Vector4)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that indicates the vector's length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.LengthSq(Microsoft.DirectX.Vector4)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that indicates the vector's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Lerp(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,System.Single)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="interpolater">Parameter that linearly interpolates between the vectors.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the linear interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Maximize(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is made up of the largest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Minimize(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <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>
      <param name="pLeft">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="pRight">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is made up of the smallest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Normalize(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the normalized version of the specified vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Scale(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,System.Single)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="scalingFactor">Scaling value.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the scaled vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Subtract(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.Transform(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Matrix)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.UnsafeNativeMethods.Vector4.TransformArray(Microsoft.DirectX.Vector4,System.Int32,Microsoft.DirectX.Vector4,System.Int32,Microsoft.DirectX.Matrix,System.Int32)">
      <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>
      <param name="pSource">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure array.</param>
      <param name="vectorStride">Stride between vectors in the input data stream.</param>
      <param name="pSourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="count">Number of elements in the array.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</returns>
    </member>
    <member name="T:Microsoft.DirectX.Matrix">
      <summary>Describes and manipulates a matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M11">
      <summary>Retrieves or sets the element in the first row and the first column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M12">
      <summary>Retrieves or sets the element in the first row and the second column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M13">
      <summary>Retrieves or sets the element in the first row and the third column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M14">
      <summary>Retrieves or sets the element in the first row and the fourth column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M21">
      <summary>Retrieves or sets the element in the second row and the first column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M22">
      <summary>Retrieves or sets the element in the second row and the second column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M23">
      <summary>Retrieves or sets the element in the second row and the third column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M24">
      <summary>Retrieves or sets the element in the second row and the fourth column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M31">
      <summary>Retrieves or sets the element in the third row and the first column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M32">
      <summary>Retrieves or sets the element in the third row and the second column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M33">
      <summary>Retrieves or sets the element in the third row and the third column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M34">
      <summary>Retrieves or sets the element in the third row and the fourth column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M41">
      <summary>Retrieves or sets the element in the fourth row and the first column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M42">
      <summary>Retrieves or sets the element in the fourth row and the second column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M43">
      <summary>Retrieves or sets the element in the fourth row and the third column of the matrix.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Matrix.M44">
      <summary>Retrieves or sets the element in the fourth row and the fourth column of the matrix.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Add(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Adds two matrices.</summary>
      <param name="left">A <see cref="T:Microsoft.DirectX.Matrix" /> instance on the left side of the addition operator.</param>
      <param name="right">A <see cref="T:Microsoft.DirectX.Matrix" /> instance on the right side of the addition operator.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> instance that represents the result of the addition.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.AffineTransformation(System.Single,Microsoft.DirectX.Vector3,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Vector3)">
      <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>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.AffineTransformation2D(System.Single,Microsoft.DirectX.Vector2,System.Single,Microsoft.DirectX.Vector2)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="compare">Object with which to make the comparison.</param>
      <returns>Value that is true if the instance is equal to the specified object, or false if it is not.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.GetHashCode">
      <summary>Returns the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Invert">
      <summary>Calculates the inverse of a matrix.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Invert(Microsoft.DirectX.Matrix)">
      <summary>Calculates the inverse of a matrix.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the result of the operation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Invert(System.Single@,Microsoft.DirectX.Matrix)">
      <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>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the result of the operation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.LookAtLH(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.LookAtRH(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Multiply(Microsoft.DirectX.Matrix)">
      <summary>Determines the product of two matrices.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure to multiply by the current instance.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Multiply(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Determines the product of two matrices.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the product of two matrices.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.MultiplyTranspose(Microsoft.DirectX.Matrix)">
      <summary>Calculates the transposed product of two matrices.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure to multiply and transpose with the current instance.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.MultiplyTranspose(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Calculates the transposed product of two matrices.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the product and transposition of two matrices.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.op_Addition(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Adds two instances of the <see cref="T:Microsoft.DirectX.Matrix" /> structure.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Matrix" /> structure to the left of the addition operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Matrix" /> structure to the right of the addition operator.</param>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.op_Equality(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Matrix" /> structure to the left of the equality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Matrix" /> structure to the right of the equality operator.</param>
      <returns>Value that is true if the objects are the same, or false if they are different.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.op_Inequality(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Matrix" /> structure to the left of the inequality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Matrix" /> structure to the right of the inequality operator.</param>
      <returns>Value that is true if the objects are different, or false if they are the same.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.op_Multiply(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Determines the product of two matrices.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is the product of two matrices.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.op_Subtraction(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Subtracts two instances of the <see cref="T:Microsoft.DirectX.Matrix" /> structure.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Matrix" /> structure to the left of the subtraction operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Matrix" /> structure to the right of the subtraction operator.</param>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.OrthoLH(System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a left-handed orthogonal projection matrix.</summary>
      <param name="width">Width of the view volume.</param>
      <param name="height">Height of the view volume.</param>
      <param name="znearPlane">Minimum z-value of the view volume, which is referred to as z-near.</param>
      <param name="zfarPlane">Maximum z-value of the view volume, which is referred to as z-far.</param>
      <returns>Pointer to a <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a left-handed orthogonal projection matrix.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.OrthoOffCenterLH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a customized, left-handed orthogonal projection matrix.</summary>
      <param name="left">Minimum x-value of the view volume.</param>
      <param name="right">Maximum x-value of the view volume.</param>
      <param name="bottom">Minimum y-value of the view volume.</param>
      <param name="top">Maximum y-value of the view volume.</param>
      <param name="znearPlane">Minimum z-value of the view volume.</param>
      <param name="zfarPlane">Maximum z-value of the view volume.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a customized, left-handed orthogonal projection matrix.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.OrthoOffCenterRH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a customized, right-handed orthogonal projection matrix.</summary>
      <param name="left">Minimum x-value of the view volume.</param>
      <param name="right">Maximum x-value of the view volume.</param>
      <param name="bottom">Maximum y-value of the view volume.</param>
      <param name="top">Minimum y-value of the view volume.</param>
      <param name="znearPlane">Minimum z-value of the view volume.</param>
      <param name="zfarPlane">Maximum z-value of the view volume.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a customized, right-handed orthogonal projection matrix.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.OrthoRH(System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a right-handed orthogonal projection matrix.</summary>
      <param name="width">Width of the view volume.</param>
      <param name="height">Height of the view volume.</param>
      <param name="znearPlane">Minimum z-value of the view volume.</param>
      <param name="zfarPlane">Maximum z-value of the view volume.</param>
      <returns>Pointer to a <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a right-handed orthogonal projection matrix.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.PerspectiveFovLH(System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a left-handed perspective projection matrix based on a field of view.</summary>
      <param name="fieldOfViewY">Field of view in the y direction, in radians.</param>
      <param name="aspectRatio">Aspect ratio, defined as the view space width divided by height.</param>
      <param name="znearPlane">Z-value of the near view plane.</param>
      <param name="zfarPlane">Z-value of the far view plane.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a left-handed perspective projection matrix.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.PerspectiveFovRH(System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a right-handed perspective projection matrix based on a field of view (FOV).</summary>
      <param name="fieldOfViewY">Field of view in the y direction, in radians.</param>
      <param name="aspectRatio">Aspect ratio, defined as the view space width divided by height.</param>
      <param name="znearPlane">Z-value of the near view plane.</param>
      <param name="zfarPlane">Z-value of the far view plane.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a right-handed perspective projection matrix.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.PerspectiveLH(System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a left-handed perspective projection matrix.</summary>
      <param name="width">Width of the view volume at the near view plane.</param>
      <param name="height">Height of the view volume at the near view plane.</param>
      <param name="znearPlane">Z-value of the near view plane.</param>
      <param name="zfarPlane">Z-value of the far view plane.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a left-handed perspective projection matrix.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.PerspectiveOffCenterLH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a customized, left-handed perspective projection matrix.</summary>
      <param name="left">Minimum x-value of the view volume.</param>
      <param name="right">Maximum x-value of the view volume.</param>
      <param name="bottom">Minimum y-value of the view volume.</param>
      <param name="top">Maximum y-value of the view volume.</param>
      <param name="znearPlane">Minimum z-value of the view volume.</param>
      <param name="zfarPlane">Maximum z-value of the view volume.</param>
      <returns>Pointer to a <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a customized, left-handed perspective projection matrix.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.PerspectiveOffCenterRH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a customized, right-handed perspective projection matrix.</summary>
      <param name="left">Minimum x-value of the view volume.</param>
      <param name="right">Maximum x-value of the view volume.</param>
      <param name="bottom">Minimum y-value of the view volume.</param>
      <param name="top">Maximum y-value of the view volume.</param>
      <param name="znearPlane">Minimum z-value of the view volume.</param>
      <param name="zfarPlane">Maximum z-value of the view volume.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a customized, right-handed perspective projection matrix.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.PerspectiveRH(System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a right-handed perspective projection matrix.</summary>
      <param name="width">Width of the view volume at the near view plane.</param>
      <param name="height">Height of the view volume at the near view plane.</param>
      <param name="znearPlane">Z-value of the near view plane.</param>
      <param name="zfarPlane">Z-value of the far view plane.</param>
      <returns>Pointer to a <see cref="T:Microsoft.DirectX.Matrix" /> structure that is a right-handed perspective projection matrix.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Reflect(Microsoft.DirectX.Plane)">
      <summary>Builds a matrix that reflects the coordinate system about a plane.</summary>
      <param name="plane">Source <see cref="T:Microsoft.DirectX.Plane" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotateAxis(Microsoft.DirectX.Vector3,System.Single)">
      <summary>Rotates the matrix around an arbitrary axis.</summary>
      <param name="axisRotation">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the axis about which to rotate the matrix.</param>
      <param name="angle">Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotateQuaternion(Microsoft.DirectX.Quaternion)">
      <summary>Rotates a matrix from a quaternion.</summary>
      <param name="quat">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure that defines the rotation.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotateX(System.Single)">
      <summary>Rotates a matrix around the x-axis.</summary>
      <param name="angle">Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotateY(System.Single)">
      <summary>Rotates a matrix around the y-axis.</summary>
      <param name="angle">Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotateYawPitchRoll(System.Single,System.Single,System.Single)">
      <summary>Rotates a matrix with a specified yaw, pitch, and roll.</summary>
      <param name="yaw">Yaw around the y-axis, in radians.</param>
      <param name="pitch">Pitch around the x-axis, in radians.</param>
      <param name="roll">Roll around the z-axis, in radians.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotateZ(System.Single)">
      <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>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotationAxis(Microsoft.DirectX.Vector3,System.Single)">
      <summary>Builds a matrix that rotates around an arbitrary axis.</summary>
      <param name="axisRotation">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the axis about which to rotate the matrix.</param>
      <param name="angle">Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
      <returns>Rotated <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotationQuaternion(Microsoft.DirectX.Quaternion)">
      <summary>Builds a matrix from a quaternion.</summary>
      <param name="quat">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>Rotated <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotationX(System.Single)">
      <summary>Builds a matrix that rotates around the x-axis.</summary>
      <param name="angle">Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
      <returns>Rotated <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotationY(System.Single)">
      <summary>Builds a matrix that rotates around the y-axis.</summary>
      <param name="angle">Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
      <returns>Rotated <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotationYawPitchRoll(System.Single,System.Single,System.Single)">
      <summary>Builds a matrix with a specified yaw, pitch, and roll.</summary>
      <param name="yaw">Yaw around the y-axis, in radians.</param>
      <param name="pitch">Pitch around the x-axis, in radians.</param>
      <param name="roll">Roll around the z-axis, in radians.</param>
      <returns>Rotated <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.RotationZ(System.Single)">
      <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>
      <returns>Rotated <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Scale(Microsoft.DirectX.Vector3)">
      <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>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Scale(System.Single,System.Single,System.Single)">
      <summary>Scales the matrix along the x-axis, y-axis, and z-axis.</summary>
      <param name="x">Scaling factor that is applied along the x-axis.</param>
      <param name="y">Scaling factor that is applied along the y-axis.</param>
      <param name="z">Scaling factor that is applied along the z-axis.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Scaling(Microsoft.DirectX.Vector3)">
      <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>
      <returns>Scaled <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Scaling(System.Single,System.Single,System.Single)">
      <summary>Builds a matrix that scales along the x-axis, y-axis, and z-axis.</summary>
      <param name="x">Scaling factor that is applied along the x-axis.</param>
      <param name="y">Scaling factor that is applied along the y-axis.</param>
      <param name="z">Scaling factor that is applied along the z-axis.</param>
      <returns>Scaled <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Shadow(Microsoft.DirectX.Vector4,Microsoft.DirectX.Plane)">
      <summary>Builds a matrix that flattens geometry into a plane.</summary>
      <param name="light">A <see cref="T:Microsoft.DirectX.Vector4" /> structure that describes the light's position.</param>
      <param name="plane">Source <see cref="T:Microsoft.DirectX.Plane" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Subtract(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Subtracts one matrix from another.</summary>
      <param name="left">A <see cref="T:Microsoft.DirectX.Matrix" /> instance on the left side of the subtraction operation.</param>
      <param name="right">A <see cref="T:Microsoft.DirectX.Matrix" /> instance on the right side of the subtraction operation.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> instance that represents the result of the subtraction.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.ToString">
      <summary>Obtains a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Transform(Microsoft.DirectX.Vector3,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Vector3)">
      <summary>Transforms the 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 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>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Transformation(Microsoft.DirectX.Vector3,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Vector3)">
      <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>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Matrix" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Transformation2D(Microsoft.DirectX.Vector2,System.Single,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,System.Single,Microsoft.DirectX.Vector2)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Translate(Microsoft.DirectX.Vector3)">
      <summary>Translates the matrix using specified offsets.</summary>
      <param name="v">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that contains the x-coordinate, y-coordinate, and z-coordinate offsets.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Translate(System.Single,System.Single,System.Single)">
      <summary>Translates the matrix using specified offsets.</summary>
      <param name="x">X-coordinate offset.</param>
      <param name="y">Y-coordinate offset.</param>
      <param name="z">Z-coordinate offset.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Translation(Microsoft.DirectX.Vector3)">
      <summary>Builds a matrix using specified offsets.</summary>
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Translation(System.Single,System.Single,System.Single)">
      <summary>Builds a matrix using specified offsets.</summary>
      <param name="x">X-coordinate offset.</param>
      <param name="y">Y-coordinate offset.</param>
      <param name="z">Z-coordinate offset.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that contains a translated transformation matrix.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Matrix.Transpose(Microsoft.DirectX.Matrix)">
      <summary>Transposes the matrix using a source matrix.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Matrix.TransposeMatrix(Microsoft.DirectX.Matrix)">
      <summary>Returns the matrix transpose of a given matrix.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Matrix" /> object that is the matrix transpose of the matrix.</returns>
    </member>
    <member name="P:Microsoft.DirectX.Matrix.Determinant">
      <summary>Retrieves the determinant of the matrix.</summary>
    </member>
    <member name="P:Microsoft.DirectX.Matrix.Identity">
      <summary>Retrieves the identity of the matrix.</summary>
    </member>
    <member name="P:Microsoft.DirectX.Matrix.Zero">
      <summary>Retrieves an empty matrix.</summary>
    </member>
    <member name="T:Microsoft.DirectX.Plane">
      <summary>Describes and manipulates a plane.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Plane.A">
      <summary>Retrieves or sets the 'A' coefficient of the clipping plane in the general plane equation.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Plane.B">
      <summary>Retrieves or sets the 'B' coefficient of the clipping plane in the general plane equation.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Plane.C">
      <summary>Retrieves or sets the 'C' coefficient of the clipping plane in the general plane equation.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Plane.D">
      <summary>Retrieves or sets the 'D' coefficient of the clipping plane in the general plane equation.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Plane.#ctor">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Plane" /> class.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Plane.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Plane.Dot(Microsoft.DirectX.Vector3)">
      <summary>Computes the dot product of a plane and a vector.</summary>
      <param name="v">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that is the dot product of the plane and the vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Plane.Dot(Microsoft.DirectX.Vector4)">
      <summary>Computes the dot product of a plane and a vector.</summary>
      <param name="v">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that is the dot product of the plane and the vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Plane.DotNormal(Microsoft.DirectX.Plane,Microsoft.DirectX.Vector3)">
      <summary>Computes the dot product of a plane and a 3-D vector. The w parameter of the vector is assumed to be 0.</summary>
      <param name="p">Source <see cref="T:Microsoft.DirectX.Plane" /> structure.</param>
      <param name="v">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that represents the dot product of the plane and the 3-D vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Plane.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="compare">Object with which to make the comparison.</param>
      <returns>Value that is true if the current instance is equal to the specified object, or false if it is not.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Plane.FromPointNormal(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Constructs a plane from a point and a normal.</summary>
      <param name="point">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the point used to construct the plane.</param>
      <param name="normal">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>
    </member>
    <member name="M:Microsoft.DirectX.Plane.FromPoints(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Constructs a plane from three points.</summary>
      <param name="p1">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines one of the points used to construct the plane.</param>
      <param name="p2">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines one of the points used to construct the plane.</param>
      <param name="p3">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>
    </member>
    <member name="M:Microsoft.DirectX.Plane.GetHashCode">
      <summary>Returns the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Plane.IntersectLine(Microsoft.DirectX.Plane,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Finds the intersection between a plane and a line.</summary>
      <param name="p">Source <see cref="T:Microsoft.DirectX.Plane" /> structure.</param>
      <param name="v1">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines a line starting point.</param>
      <param name="v2">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines a line ending point.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the intersection between the specified plane and line.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Plane.Normalize">
      <summary>Returns the normal of a plane.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Plane.Normalize(Microsoft.DirectX.Plane)">
      <summary>Returns the normal of a plane.</summary>
      <param name="p">Source <see cref="T:Microsoft.DirectX.Plane" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Plane" /> structure that represents the normal of the plane.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Plane.op_Equality(Microsoft.DirectX.Plane,Microsoft.DirectX.Plane)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Plane" /> structure to the left of the equality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Plane" /> structure to the right of the equality operator.</param>
      <returns>Value that is true if the objects are the same, or false if they are different.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Plane.op_Inequality(Microsoft.DirectX.Plane,Microsoft.DirectX.Plane)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Plane" /> structure to the left of the inequality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Plane" /> structure to the right of the inequality operator.</param>
      <returns>Value that is true if the objects are different, or false if they are the same.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Plane.Scale(System.Single)">
      <summary>Scales the plane with a given scaling factor.</summary>
      <param name="s">Scale factor.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Plane.Scale(Microsoft.DirectX.Plane,System.Single)">
      <summary>Scales the plane with a given scaling factor.</summary>
      <param name="p">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>
    </member>
    <member name="M:Microsoft.DirectX.Plane.ToString">
      <summary>Obtains a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Plane.Transform(Microsoft.DirectX.Matrix)">
      <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>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Plane.Transform(Microsoft.DirectX.Plane,Microsoft.DirectX.Matrix)">
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Add(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <summary>Adds two quaternions.</summary>
      <param name="m1">Source <see cref="T:Microsoft.DirectX.Quaternion" />.</param>
      <param name="m2">Source <see cref="T:Microsoft.DirectX.Quaternion" />.</param>
      <returns>Sum of the two source <see cref="T:Microsoft.DirectX.Quaternion" /> structures.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.BaryCentric(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,System.Single,System.Single)">
      <summary>Returns a quaternion in barycentric coordinates.</summary>
      <param name="q1">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="q2">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="q3">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="f">Weighting factor. See Remarks.</param>
      <param name="g">Weighting factor. See Remarks.</param>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Quaternion" /> structure in barycentric coordinates.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Conjugate(Microsoft.DirectX.Quaternion)">
      <summary>Returns the conjugate of a quaternion.</summary>
      <param name="q">Source <see cref="T:Microsoft.DirectX.Quaternion" />.</param>
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.#ctor">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Quaternion" /> class.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Quaternion" /> class.</summary>
      <param name="valueX">Initial <see cref="T:System.Single" /> value for the <see cref="F:Microsoft.DirectX.Quaternion.X" /> member.</param>
      <param name="valueY">Initial <see cref="T:System.Single" /> value for the <see cref="F:Microsoft.DirectX.Quaternion.Y" /> member.</param>
      <param name="valueZ">Initial <see cref="T:System.Single" /> value for the <see cref="F:Microsoft.DirectX.Quaternion.Z" /> member.</param>
      <param name="valueW">Initial <see cref="T:System.Single" /> value for the <see cref="F:Microsoft.DirectX.Quaternion.W" /> member.</param>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Dot(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <summary>Returns the dot product of two quaternions.</summary>
      <param name="v1">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="v2">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>Dot product of two quaternions.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="compare">Object with which to make the comparison.</param>
      <returns>Value that is true if the instance is equal to the specified object, or false if it is not.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Exp">
      <summary>Calculates the exponential.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Exp(Microsoft.DirectX.Quaternion)">
      <summary>Calculates the exponential.</summary>
      <param name="q">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>The <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the exponential of the <see cref="T:Microsoft.DirectX.Quaternion" /> parameter.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.GetHashCode">
      <summary>Returns the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Invert">
      <summary>Conjugates and re-normalizes a quaternion.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Invert(Microsoft.DirectX.Quaternion)">
      <summary>Conjugates and re-normalizes a quaternion.</summary>
      <param name="q">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</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.Quaternion.Invert" /> parameter.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Length">
      <summary>Returns the length of a quaternion.</summary>
      <returns>A <see cref="T:System.Single" /> value that represents the quaternion's length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Length(Microsoft.DirectX.Quaternion)">
      <summary>Returns the length of a quaternion.</summary>
      <param name="v">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that represents the quaternion's length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.LengthSq">
      <summary>Returns the square of a quaternion's length.</summary>
      <returns>A <see cref="T:System.Single" /> value that represents the quaternion's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.LengthSq(Microsoft.DirectX.Quaternion)">
      <summary>Returns the square of a quaternion's length.</summary>
      <param name="v">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that represents the quaternion's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Ln">
      <summary>Calculates the natural logarithm.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Ln(Microsoft.DirectX.Quaternion)">
      <summary>Calculates the natural logarithm.</summary>
      <param name="q">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</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.Quaternion.Ln" /> parameter.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Multiply(Microsoft.DirectX.Quaternion)">
      <summary>Multiplies two quaternions.</summary>
      <param name="q">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Multiply(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <summary>Multiplies two quaternions.</summary>
      <param name="m1">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="m2">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the product of two quaternions.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Normalize">
      <summary>Returns the normal of a quaternion.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Normalize(Microsoft.DirectX.Quaternion)">
      <summary>Returns the normal of a quaternion.</summary>
      <param name="q">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the normal of the quaternion.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.op_Addition(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <summary>Adds two quaternions.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the left of the addition operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the right of the addition operator.</param>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.op_Equality(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the left of the equality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the right of the equality operator.</param>
      <returns>Value that is true if the objects are the same, or false if they are different.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.op_Inequality(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the left of the inequality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the right of the inequality operator.</param>
      <returns>Value that is true if the objects are different, or false if they are the same.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.op_Multiply(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <summary>Determines the product of two quaternions.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the product of two quaternions.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.op_Subtraction(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <summary>Subtracts two quaternions.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the left of the subtraction operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the right of the subtraction operator.</param>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.RotateAxis(Microsoft.DirectX.Vector3,System.Single)">
      <summary>Rotates a quaternion around an arbitrary axis.</summary>
      <param name="v">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 />
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.RotateMatrix(Microsoft.DirectX.Matrix)">
      <summary>Builds a quaternion from a rotation matrix.</summary>
      <param name="m">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure that defines the rotation.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.RotateYawPitchRoll(System.Single,System.Single,System.Single)">
      <summary>Builds a quaternion with the given yaw, pitch, and roll.</summary>
      <param name="yaw">Yaw around the y-axis, in radians.</param>
      <param name="pitch">Pitch around the x-axis, in radians.</param>
      <param name="roll">Roll around the z-axis, in radians.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.RotationAxis(Microsoft.DirectX.Vector3,System.Single)">
      <summary>Builds a quaternion that is rotated around an arbitrary axis.</summary>
      <param name="v">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>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.RotationMatrix(Microsoft.DirectX.Matrix)">
      <summary>Builds a quaternion from a rotation matrix.</summary>
      <param name="m">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>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.RotationYawPitchRoll(System.Single,System.Single,System.Single)">
      <summary>Builds a quaternion with the given yaw, pitch, and roll.</summary>
      <param name="yaw">Yaw around the y-axis, in radians.</param>
      <param name="pitch">Pitch around the x-axis, in radians.</param>
      <param name="roll">Roll around the z-axis, in radians.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure with the specified yaw, pitch, and roll.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Slerp(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,System.Single)">
      <summary>Interpolates between two quaternions, using spherical linear interpolation.</summary>
      <param name="q1">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="q2">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="t">A <see cref="T:System.Single" /> value that indicates how far to interpolate between the quaternions.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the result of the interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Squad(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,System.Single)">
      <summary>Interpolates between quaternions, using spherical quadrangle interpolation.</summary>
      <param name="q1">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="a">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="b">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="c">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure.</param>
      <param name="t">A <see cref="T:System.Single" /> value that indicates how far to interpolate between the quaternions.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the result of the spherical quadrangle interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.SquadSetup(Microsoft.DirectX.Quaternion@,Microsoft.DirectX.Quaternion@,Microsoft.DirectX.Quaternion@,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <summary>Sets up control points for spherical quadrangle interpolation.</summary>
      <param name="outA">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the outA value.</param>
      <param name="outB">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the outB value.</param>
      <param name="outC">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the outC value.</param>
      <param name="q0">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the q0 input control point.</param>
      <param name="q1">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the q1 input control point.</param>
      <param name="q2">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the q2 input control point.</param>
      <param name="q3">A <see cref="T:Microsoft.DirectX.Quaternion" /> instance that represents the q3 input control point.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.Subtract(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Quaternion)">
      <summary>Subtracts two quaternion instances.</summary>
      <param name="m1">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the left of the subtraction operator.</param>
      <param name="m2">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the right of the subtraction operator.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Quaternion" /> structure that is the result of the operation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.ToAxisAngle(Microsoft.DirectX.Quaternion,Microsoft.DirectX.Vector3@,System.Single@)">
      <summary>Computes a quaternion's axis and angle of rotation.</summary>
      <param name="q">Source <see cref="T:Microsoft.DirectX.Quaternion" /> structure. See Remarks.</param>
      <param name="axis">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the quaternion's axis of rotation.</param>
      <param name="angle">A <see cref="T:System.Single" /> value that identifies the quaternion's angle of rotation, in radians.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Quaternion.ToString">
      <summary>Obtains a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="P:Microsoft.DirectX.Quaternion.Identity">
      <summary>Retrieves the identity quaternion.</summary>
    </member>
    <member name="P:Microsoft.DirectX.Quaternion.Zero">
      <summary>Retrieves an empty quaternion.</summary>
    </member>
    <member name="T:Microsoft.DirectX.Single16">
      <summary>Describes and manipulates a 16-bit floating-point value.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Single16.AdditionRounding">
      <summary>Retrieves a value that indicates the largest value that is rounded.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Single16.DigitsOfPrecision">
      <summary>Retrieves a value that indicates the number of decimal digits of precision for the <see cref="T:Microsoft.DirectX.Single16" />.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Single16.Epsilon">
      <summary>Retrieves the smallest value that a <see cref="T:System.Single" /> can hold.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Single16.ExponentRadix">
      <summary>Retrieves the exponent radix value.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Single16.MantissaBits">
      <summary>Retrieves the number of bits in a mantissa.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Single16.MaxBinaryExponent">
      <summary>Retrieves the maximum binary exponent.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Single16.MaxDecimalExponent">
      <summary>Retrieves the maximum decimal exponent.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Single16.MaxValue">
      <summary>Retrieves the maximum value for this type.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Single16.MinBinaryExponent">
      <summary>Retrieves the minimum binary exponent.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Single16.MinDecimalExponent">
      <summary>Retrieves the minimum decimal exponent.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Single16.MinValue">
      <summary>Retrieves the minimum value for this type.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Single16.#ctor(System.Single)">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Single16" /> class.</summary>
      <param name="value">A <see cref="T:System.Single" /> value that is used to set the initial value.</param>
    </member>
    <member name="M:Microsoft.DirectX.Single16.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="compare">Object with which to make the comparison.</param>
      <returns>Value that is true if the current instance is equal to the specified object, or false if it is not.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Single16.GetHashCode">
      <summary>Returns the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Single16.op_Equality(Microsoft.DirectX.Single16,Microsoft.DirectX.Single16)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the left of the equality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the right of the equality operator.</param>
      <returns>Value that is true if the objects are the same, or false if they are different.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Single16.op_Inequality(Microsoft.DirectX.Single16,Microsoft.DirectX.Single16)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the left of the inequality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Quaternion" /> structure to the right of the inequality operator.</param>
      <returns>Value that is true if the objects are different, or false if they are the same.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Single16.ToString">
      <summary>Obtains a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="T:Microsoft.DirectX.Vector2">
      <summary>Describes and manipulates a vector in two-dimensional (2-D) space.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Vector2.X">
      <summary>Retrieves or sets the x component of a 2-D vector.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Vector2.Y">
      <summary>Retrieves or sets the y component of a 2-D vector.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Add(Microsoft.DirectX.Vector2)">
      <summary>Adds two 2-D vectors.</summary>
      <param name="v">Source <see cref="T:Microsoft.DirectX.Vector2" />.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Add(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <summary>Adds two 2-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector2" />.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector2" />.</param>
      <returns>Sum of the two source <see cref="T:Microsoft.DirectX.Vector2" /> structures.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.BaryCentric(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,System.Single,System.Single)">
      <summary>Returns a point in barycentric coordinates, using specified 2-D vectors.</summary>
      <param name="v1">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="v2">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="v3">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="f">Weighting factor. See Remarks.</param>
      <param name="g">Weighting factor. See Remarks.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure in barycentric coordinates.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.CatmullRom(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,System.Single)">
      <summary>Performs a Catmull-Rom interpolation using specified 2-D vectors.</summary>
      <param name="position1">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a position vector.</param>
      <param name="position2">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a position vector.</param>
      <param name="position3">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a position vector.</param>
      <param name="position4">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>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Ccw(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <summary>Returns the z component by calculating the cross product of two 2-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>The z component.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.#ctor">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Vector2" /> class.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.#ctor(System.Single,System.Single)">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Vector2" /> class.</summary>
      <param name="valueX">Initial <see cref="F:Microsoft.DirectX.Vector2.X" /> value.</param>
      <param name="valueY">Initial <see cref="F:Microsoft.DirectX.Vector2.Y" /> value.</param>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Dot(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <summary>Determines the dot product of two 2-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>Dot product.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="compare">Object with which to make the comparison.</param>
      <returns>Value that is true if the current instance is equal to the specified object, or false if it is not.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.GetHashCode">
      <summary>Returns the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Hermite(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,System.Single)">
      <summary>Performs a Hermite spline interpolation using specified 2-D vectors.</summary>
      <param name="position">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a position vector.</param>
      <param name="tangent">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a tangent vector.</param>
      <param name="position2">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a position vector.</param>
      <param name="tangent2">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure that is a tangent 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 Hermite spline interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Length">
      <summary>Returns the length of a 2-D vector.</summary>
      <returns>Vector length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Length(Microsoft.DirectX.Vector2)">
      <summary>Returns the length of a 2-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>Vector length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.LengthSq">
      <summary>Returns the square of the length of a 2-D vector.</summary>
      <returns>Vector's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.LengthSq(Microsoft.DirectX.Vector2)">
      <summary>Returns the square of the length of a 2-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>Vector's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Lerp(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2,System.Single)">
      <summary>Performs a linear interpolation between two 2-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="interpolater">Parameter that linearly interpolates between the vectors.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the linear interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Maximize(Microsoft.DirectX.Vector2)">
      <summary>Returns a 2-D vector that is made up of the largest components of two 2-D vectors.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Maximize(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <summary>Returns a 2-D vector that is made up of the largest components of two 2-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is made up of the largest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Minimize(Microsoft.DirectX.Vector2)">
      <summary>Returns a 2-D vector that is made up of the smallest components of two 2-D vectors.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Minimize(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <summary>Returns a 2-D vector that is made up of the smallest components of two 2-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is made up of the smallest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Multiply(Microsoft.DirectX.Vector2,System.Single)">
      <summary>Multiplies the current 2-D vector with a single value.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="s">Source <see cref="T:System.Single" /> value.</param>
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Multiply(System.Single)">
      <summary>Multiplies the current 2-D vector with a single value.</summary>
      <param name="s">Source <see cref="T:System.Single" /> value.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Normalize">
      <summary>Returns the normalized version of a 2-D vector.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Normalize(Microsoft.DirectX.Vector2)">
      <summary>Returns the normalized version of a 2-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the normalized version of the vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.op_Addition(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <summary>Adds two 2-D vectors.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Vector2" /> structure to the left of the addition operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Vector2" /> structure to the right of the addition operator.</param>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Vector2" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.op_Equality(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Vector2" /> structure to the left of the equality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Vector2" /> structure to the right of the equality operator.</param>
      <returns>Value that is true if the objects are the same, or false if they are different.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.op_Inequality(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Vector2" /> structure to the left of the inequality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Vector2" /> structure to the right of the inequality operator.</param>
      <returns>Value that is true if the objects are different, or false if they are the same.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.op_Multiply(System.Single,Microsoft.DirectX.Vector2)">
      <summary>Determines the product of a single value and a 2-D vector.</summary>
      <param name="right">Source <see cref="T:System.Single" /> structure.</param>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.op_Multiply(Microsoft.DirectX.Vector2,System.Single)">
      <summary>Determines the product of a single value and a 2-D vector.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="right">Source <see cref="T:System.Single" /> structure.</param>
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.op_Subtraction(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <summary>Subtracts two 2-D vectors.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Vector2" /> structure to the left of the subtraction operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Vector2" /> structure to the right of the subtraction operator.</param>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Vector2" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.op_UnaryNegation(Microsoft.DirectX.Vector2)">
      <summary>Negates the vector.</summary>
      <param name="vec">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <returns>The <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the result of the negation operation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Scale(System.Single)">
      <summary>Scales a 2-D vector.</summary>
      <param name="scalingFactor">Scaling value.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Scale(Microsoft.DirectX.Vector2,System.Single)">
      <summary>Scales a 2-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="scalingFactor">Scaling value.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that is the scaled vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Subtract(Microsoft.DirectX.Vector2)">
      <summary>Subtracts two 2-D vectors.</summary>
      <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 />
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Subtract(Microsoft.DirectX.Vector2,Microsoft.DirectX.Vector2)">
      <summary>Subtracts two 2-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure to the left of the subtraction operator.</param>
      <param name="right">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>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.ToString">
      <summary>Obtains a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Transform(Microsoft.DirectX.Vector2[],Microsoft.DirectX.Matrix)">
      <summary>Transforms a 2-D vector or an array of 2-D vectors by a given matrix.</summary>
      <param name="vector">Array of source <see cref="T:Microsoft.DirectX.Vector2" /> structures.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>Array of <see cref="T:Microsoft.DirectX.Vector4" /> structures that are the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.Transform(Microsoft.DirectX.Vector2,Microsoft.DirectX.Matrix)">
      <summary>Transforms a 2-D vector or an array of 2-D vectors by a given matrix.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.TransformCoordinate(Microsoft.DirectX.Matrix)">
      <summary>Transforms a 2-D vector or an array of 2-D vectors by a given matrix, projecting the result back into w = 1.</summary>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector2.TransformCoordinate(Microsoft.DirectX.Vector2[],Microsoft.DirectX.Matrix)">
      <summary>Transforms a 2-D vector or an array of 2-D vectors by a given matrix, projecting the result back into w = 1.</summary>
      <param name="vector">Array of source <see cref="T:Microsoft.DirectX.Vector2" /> structures.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>Array of <see cref="T:Microsoft.DirectX.Vector2" /> structures that represent the results of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.TransformCoordinate(Microsoft.DirectX.Vector2,Microsoft.DirectX.Matrix)">
      <summary>Transforms a 2-D vector or an array of 2-D vectors by a given matrix, projecting the result back into w = 1.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that represents the results of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.TransformNormal(Microsoft.DirectX.Matrix)">
      <summary>Transforms the 2-D vector normal by a given matrix.</summary>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector2.TransformNormal(Microsoft.DirectX.Vector2[],Microsoft.DirectX.Matrix)">
      <summary>Transforms the 2-D vector normal by a given matrix.</summary>
      <param name="vector">Array of source <see cref="T:Microsoft.DirectX.Vector2" /> structures.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>Array of <see cref="T:Microsoft.DirectX.Vector2" /> structures that contain the results of this method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector2.TransformNormal(Microsoft.DirectX.Vector2,Microsoft.DirectX.Matrix)">
      <summary>Transforms the 2-D vector normal by a given matrix.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector2" /> structure.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector2" /> structure that contains the results of this method.</returns>
    </member>
    <member name="P:Microsoft.DirectX.Vector2.Empty">
      <summary>Retrieves an empty 2-D vector.</summary>
    </member>
    <member name="T:Microsoft.DirectX.Vector3">
      <summary>Describes and manipulates a vector in three-dimensional (3-D) space.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Vector3.X">
      <summary>Retrieves or sets the x component of a 3-D vector.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Vector3.Y">
      <summary>Retrieves or sets the y component of a 3-D vector.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Vector3.Z">
      <summary>Retrieves or sets the z component of a 3-D vector.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Add(Microsoft.DirectX.Vector3)">
      <summary>Adds two 3-D vectors.</summary>
      <param name="source" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Add(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Adds two 3-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector3" />.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector3" />.</param>
      <returns>Sum of the two <see cref="T:Microsoft.DirectX.Vector3" /> structures.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.BaryCentric(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,System.Single,System.Single)">
      <summary>Returns a point in barycentric coordinates, using specified 3-D vectors.</summary>
      <param name="v1">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="v2">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="v3">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="f">Weighting factor. See Remarks.</param>
      <param name="g">Weighting factor. See Remarks.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure in barycentric coordinates.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.CatmullRom(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,System.Single)">
      <summary>Performs a Catmull-Rom interpolation using specified 3-D vectors.</summary>
      <param name="position1">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a position vector.</param>
      <param name="position2">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a position vector.</param>
      <param name="position3">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a position vector.</param>
      <param name="position4">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>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Cross(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Determines the cross product of two 3-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the cross product of two 3-D vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.#ctor">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Vector3" /> class.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.#ctor(System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Vector3" /> class.</summary>
      <param name="valueX">Initial <see cref="F:Microsoft.DirectX.Vector3.X" /> value.</param>
      <param name="valueY">Initial <see cref="F:Microsoft.DirectX.Vector3.Y" /> value.</param>
      <param name="valueZ">Initial <see cref="F:Microsoft.DirectX.Vector3.Z" /> value.</param>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Dot(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Determines the dot product of two 3-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that is the dot product.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="compare">Object with which to make the comparison.</param>
      <returns>Value that is true if the current instance is equal to the specified object, or false if it is not.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.GetHashCode">
      <summary>Returns the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Hermite(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,System.Single)">
      <summary>Performs a Hermite spline interpolation using the specified 3-D vectors.</summary>
      <param name="position">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a position vector.</param>
      <param name="tangent">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a tangent vector.</param>
      <param name="position2">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure that is a position vector.</param>
      <param name="tangent2">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>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Length">
      <summary>Returns the length of a 3-D vector.</summary>
      <returns>A <see cref="T:System.Single" /> value that contains the vector's length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Length(Microsoft.DirectX.Vector3)">
      <summary>Returns the length of a 3-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that contains the vector's length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.LengthSq">
      <summary>Returns the square of the length of a 3-D vector.</summary>
      <returns>A <see cref="T:System.Single" /> value that contains the vector's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.LengthSq(Microsoft.DirectX.Vector3)">
      <summary>Returns the square of the length of a 3-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that contains the vector's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Lerp(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3,System.Single)">
      <summary>Performs a linear interpolation between two 3-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="interpolater">Parameter that linearly interpolates between the vectors.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the linear interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Maximize(Microsoft.DirectX.Vector3)">
      <summary>Returns a 3-D vector that is made up of the largest components of two 3-D vectors.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Maximize(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Returns a 3-D vector that is made up of the largest components of two 3-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is made up of the largest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Minimize(Microsoft.DirectX.Vector3)">
      <summary>Returns a 3-D vector that is made up of the smallest components of two 3-D vectors.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Minimize(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Returns a 3-D vector that is made up of the smallest components of two 3-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is made up of the smallest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Multiply(Microsoft.DirectX.Vector3,System.Single)">
      <summary>Multiplies a 3-D vector by a <see cref="T:System.Single" /> value.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="f">Source <see cref="T:System.Single" /> value used as a multiplier.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is multiplied by the <see cref="T:System.Single" /> value.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Multiply(System.Single)">
      <summary>Multiplies a 3-D vector by a <see cref="T:System.Single" /> value.</summary>
      <param name="s">Source <see cref="T:System.Single" /> value used as a multiplier.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Normalize">
      <summary>Returns the normalized version of a 3-D vector.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Normalize(Microsoft.DirectX.Vector3)">
      <summary>Returns the normalized version of a 3-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the normalized version of the specified vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.op_Addition(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Adds two vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that contains the sum of the parameters.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.op_Equality(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Vector3" /> structure to the left of the equality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Vector3" /> structure to the right of the equality operator.</param>
      <returns>Value that is true if the objects are the same, or false if they are different.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.op_Inequality(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Vector3" /> structure to the left of the inequality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Vector3" /> structure to the right of the inequality operator.</param>
      <returns>Value that is true if the objects are different, or false if they are the same.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.op_Multiply(System.Single,Microsoft.DirectX.Vector3)">
      <summary>Determines the product of a single value and a 3-D vector.</summary>
      <param name="right">Source <see cref="T:System.Single" /> structure.</param>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</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>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.op_Multiply(Microsoft.DirectX.Vector3,System.Single)">
      <summary>Determines the product of a single value and a 3-D vector.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="right">Source <see cref="T:System.Single" /> structure.</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>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.op_Subtraction(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Subtracts two 3-D vectors.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Vector3" /> structure to the left of the subtraction operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Vector3" /> structure to the right of the subtraction operator.</param>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Vector3" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.op_UnaryNegation(Microsoft.DirectX.Vector3)">
      <summary>Negates the vector.</summary>
      <param name="vec">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <returns>The <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the result of the operation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Project(System.Object,Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <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>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Project(Microsoft.DirectX.Vector3,System.Object,Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Projects a vector from object space into screen space.</summary>
      <param name="v">The source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</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>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Scale(System.Single)">
      <summary>Scales a 3-D vector.</summary>
      <param name="scalingFactor">Scaling value.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Scale(Microsoft.DirectX.Vector3,System.Single)">
      <summary>Scales a 3-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="scalingFactor">Scaling value.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that is the scaled vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Subtract(Microsoft.DirectX.Vector3)">
      <summary>Subtracts two 3-D vectors.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure to subtract from the current instance.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Subtract(Microsoft.DirectX.Vector3,Microsoft.DirectX.Vector3)">
      <summary>Subtracts two 3-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure to the left of the subtraction operator.</param>
      <param name="right">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>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.ToString">
      <summary>Obtains a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Transform(Microsoft.DirectX.Vector3[],Microsoft.DirectX.Matrix)">
      <summary>Transforms a 3-D vector or an array of 3-D vectors by a given matrix.</summary>
      <param name="vector">Array of source <see cref="T:Microsoft.DirectX.Vector3" /> structures.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>Array of <see cref="T:Microsoft.DirectX.Vector4" /> structures that are the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Transform(Microsoft.DirectX.Vector3,Microsoft.DirectX.Matrix)">
      <summary>Transforms a 3-D vector or an array of 3-D vectors by a given matrix.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.TransformCoordinate(Microsoft.DirectX.Matrix)">
      <summary>Transforms a 3-D vector or an array of 3-D vectors by a given matrix, projecting the result back into w = 1.</summary>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector3.TransformCoordinate(Microsoft.DirectX.Vector3[],Microsoft.DirectX.Matrix)">
      <summary>Transforms a 3-D vector or an array of 3-D vectors by a given matrix, projecting the result back into w = 1.</summary>
      <param name="vector">Array of source <see cref="T:Microsoft.DirectX.Vector3" /> structures.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>Array of <see cref="T:Microsoft.DirectX.Vector3" /> structures that represent the results of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.TransformCoordinate(Microsoft.DirectX.Vector3,Microsoft.DirectX.Matrix)">
      <summary>Transforms a 3-D vector or an array of 3-D vectors by a given matrix, projecting the result back into w = 1.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that represents the results of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.TransformNormal(Microsoft.DirectX.Matrix)">
      <summary>Transforms a 3-D vector normal by the given matrix.</summary>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector3.TransformNormal(Microsoft.DirectX.Vector3[],Microsoft.DirectX.Matrix)">
      <summary>Transforms a 3-D vector normal by the given matrix.</summary>
      <param name="vector">Array of source <see cref="T:Microsoft.DirectX.Vector3" /> structures.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>Array of <see cref="T:Microsoft.DirectX.Vector3" /> structures that contain the results of this method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.TransformNormal(Microsoft.DirectX.Vector3,Microsoft.DirectX.Matrix)">
      <summary>Transforms a 3-D vector normal by the given matrix.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector3" /> structure that contains the results of this method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Unproject(System.Object,Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Projects a vector from screen space into object space.</summary>
      <param name="viewport">An <see cref="T:System.Object" /> that represents the viewport.</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 />
    </member>
    <member name="M:Microsoft.DirectX.Vector3.Unproject(Microsoft.DirectX.Vector3,System.Object,Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)">
      <summary>Projects a vector from screen space into object space.</summary>
      <param name="v">Source <see cref="T:Microsoft.DirectX.Vector3" /> structure.</param>
      <param name="viewport">An <see cref="T:System.Object" /> that represents the viewport.</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 screen space into object space.</returns>
    </member>
    <member name="P:Microsoft.DirectX.Vector3.Empty">
      <summary>Retrieves an empty 3-D vector.</summary>
    </member>
    <member name="T:Microsoft.DirectX.Vector4">
      <summary>Describes a vector in four-dimensional (4-D) space.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Vector4.W">
      <summary>Retrieves or sets the w component of a 4-D vector.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Vector4.X">
      <summary>Retrieves or sets the x component of a 4-D vector.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Vector4.Y">
      <summary>Retrieves or sets the y component of a 4-D vector.</summary>
    </member>
    <member name="F:Microsoft.DirectX.Vector4.Z">
      <summary>Retrieves or sets the z component of a 4-D vector.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Add(Microsoft.DirectX.Vector4)">
      <summary>Adds two 4-D vectors.</summary>
      <param name="source" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Add(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <summary>Adds two 4-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector4" />.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector4" />.</param>
      <returns>Sum of the two <see cref="T:Microsoft.DirectX.Vector4" /> structures.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.BaryCentric(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,System.Single,System.Single)">
      <summary>Returns a point in barycentric coordinates, using the specified 4-D vectors.</summary>
      <param name="v1">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="v2">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="v3">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="f">Weighting factor. See Remarks.</param>
      <param name="g">Weighting factor. See Remarks.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure in barycentric coordinates.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.CatmullRom(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,System.Single)">
      <summary>Performs a Catmull-Rom interpolation using specified 4-D vectors.</summary>
      <param name="position1">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a position vector.</param>
      <param name="position2">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a position vector.</param>
      <param name="position3">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a position vector.</param>
      <param name="position4">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>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Cross(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <summary>Determines the cross product in four dimensions.</summary>
      <param name="v1">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="v2">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="v3">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the cross product.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.#ctor">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Vector4" /> class.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Vector4" /> class.</summary>
      <param name="valueX">Initial <see cref="F:Microsoft.DirectX.Vector4.X" /> value.</param>
      <param name="valueY">Initial <see cref="F:Microsoft.DirectX.Vector4.Y" /> value.</param>
      <param name="valueZ">Initial <see cref="F:Microsoft.DirectX.Vector4.Z" /> value.</param>
      <param name="valueW">Initial <see cref="F:Microsoft.DirectX.Vector4.W" /> value.</param>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Dot(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <summary>Determines the dot product of two 4-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that represents the dot product.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="compare">Object with which to make the comparison.</param>
      <returns>Value that is true if the current instance is equal to the specified object, or false if it is not.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.GetHashCode">
      <summary>Returns the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Hermite(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,System.Single)">
      <summary>Performs a Hermite spline interpolation using the specified 4-D vectors.</summary>
      <param name="position">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a position vector.</param>
      <param name="tangent">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a tangent vector.</param>
      <param name="position2">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure that is a position vector.</param>
      <param name="tangent2">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>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Length">
      <summary>Returns the length of a 4-D vector.</summary>
      <returns>A <see cref="T:System.Single" /> value that indicates the vector's length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Length(Microsoft.DirectX.Vector4)">
      <summary>Returns the length of a 4-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that indicates the vector's length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.LengthSq">
      <summary>Returns the square of the length of a 4-D vector.</summary>
      <returns>A <see cref="T:System.Single" /> value that indicates the vector's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.LengthSq(Microsoft.DirectX.Vector4)">
      <summary>Returns the square of the length of a 4-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:System.Single" /> value that indicates the vector's squared length.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Lerp(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4,System.Single)">
      <summary>Performs a linear interpolation between two 4-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="interpolater">Parameter that linearly interpolates between the vectors.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the linear interpolation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Maximize(Microsoft.DirectX.Vector4)">
      <summary>Returns a 4-D vector that is made up of the largest components of two 4-D vectors.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Maximize(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <summary>Returns a 4-D vector that is made up of the largest components of two 4-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is made up of the largest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Minimize(Microsoft.DirectX.Vector4)">
      <summary>Returns a 4-D vector that is made up of the smallest components of two 4-D vectors.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Minimize(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <summary>Returns a 4-D vector that is made up of the smallest components of two 4-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is made up of the smallest components of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Multiply(Microsoft.DirectX.Vector4,System.Single)">
      <summary>Multiplies a 4-D vector by a <see cref="T:System.Single" /> value.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="f">Source <see cref="T:System.Single" /> value used as a multiplier.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is multiplied by the <see cref="T:System.Single" /> value.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Multiply(System.Single)">
      <summary>Multiplies a 4-D vector by a <see cref="T:System.Single" /> value.</summary>
      <param name="s">Source <see cref="T:System.Single" /> value used as a multiplier.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Normalize">
      <summary>Returns the normalized version of a 4-D vector.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Normalize(Microsoft.DirectX.Vector4)">
      <summary>Returns the normalized version of a 4-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the normalized version of the specified vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.op_Addition(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <summary>Adds two vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="right">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that contains the sum of the parameters.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.op_Equality(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Vector4" /> structure to the left of the equality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Vector4" /> structure to the right of the equality operator.</param>
      <returns>Value that is true if the objects are the same, or false if they are different.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.op_Inequality(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Vector4" /> structure to the left of the inequality operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Vector4" /> structure to the right of the inequality operator.</param>
      <returns>Value that is true if the objects are different, or false if they are the same.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.op_Multiply(System.Single,Microsoft.DirectX.Vector4)">
      <summary>Determines the product of a <see cref="T:System.Single" /> value and a 4-D vector.</summary>
      <param name="right">Source <see cref="T:System.Single" /> structure.</param>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.op_Multiply(Microsoft.DirectX.Vector4,System.Single)">
      <summary>Determines the product of a <see cref="T:System.Single" /> value and a 4-D vector.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="right">Source <see cref="T:System.Single" /> structure.</param>
      <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>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.op_Subtraction(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <summary>Subtracts two 4-D vectors.</summary>
      <param name="left">The <see cref="T:Microsoft.DirectX.Vector4" /> structure to the left of the subtraction operator.</param>
      <param name="right">The <see cref="T:Microsoft.DirectX.Vector4" /> structure to the right of the subtraction operator.</param>
      <returns>Resulting <see cref="T:Microsoft.DirectX.Vector4" /> structure.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.op_UnaryNegation(Microsoft.DirectX.Vector4)">
      <summary>Negates the vector.</summary>
      <param name="vec">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <returns>The <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the operation.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Scale(System.Single)">
      <summary>Scales a 4-D vector.</summary>
      <param name="scalingFactor">Scaling value.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Scale(Microsoft.DirectX.Vector4,System.Single)">
      <summary>Scales a 4-D vector.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="scalingFactor">Scaling value.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the scaled vector.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Subtract(Microsoft.DirectX.Vector4)">
      <summary>Subtracts two 4-D vectors.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure to subtract from the current instance.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Subtract(Microsoft.DirectX.Vector4,Microsoft.DirectX.Vector4)">
      <summary>Subtracts two 4-D vectors.</summary>
      <param name="left">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure to the left of the subtraction operator.</param>
      <param name="right">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>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.ToString">
      <summary>Obtains a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Transform(Microsoft.DirectX.Matrix)">
      <summary>Transforms a 4-D vector or an array of 4-D vectors by a given matrix.</summary>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Transform(Microsoft.DirectX.Vector4[],Microsoft.DirectX.Matrix)">
      <summary>Transforms a 4-D vector or an array of 4-D vectors by a given matrix.</summary>
      <param name="vector">Array of source <see cref="T:Microsoft.DirectX.Vector4" /> structures.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>Array of <see cref="T:Microsoft.DirectX.Vector4" /> structures that are the result of the method.</returns>
    </member>
    <member name="M:Microsoft.DirectX.Vector4.Transform(Microsoft.DirectX.Vector4,Microsoft.DirectX.Matrix)">
      <summary>Transforms a 4-D vector or an array of 4-D vectors by a given matrix.</summary>
      <param name="source">Source <see cref="T:Microsoft.DirectX.Vector4" /> structure.</param>
      <param name="sourceMatrix">Source <see cref="T:Microsoft.DirectX.Matrix" /> structure.</param>
      <returns>A <see cref="T:Microsoft.DirectX.Vector4" /> structure that is the result of the method.</returns>
    </member>
    <member name="P:Microsoft.DirectX.Vector4.Empty">
      <summary>Returns an empty 4-D vector.</summary>
    </member>
    <member name="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXMatrixStack">
      <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>
    </member>
    <member name="T:Microsoft.DirectX.Security.GraphicsPermission">
      <summary>Controls the permissions related to DirectX Graphics.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Security.GraphicsPermission.Copy">
      <summary>Creates and returns an identical copy of the current permission.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.GraphicsPermission.#ctor(System.Boolean)">
      <summary>Initializes a new instance of the object.</summary>
      <param name="canUse" />
    </member>
    <member name="M:Microsoft.DirectX.Security.GraphicsPermission.#ctor(System.Security.Permissions.PermissionState)">
      <summary>Initializes a new instance of the object.</summary>
      <param name="state" />
    </member>
    <member name="M:Microsoft.DirectX.Security.GraphicsPermission.FromXml(System.Security.SecurityElement)">
      <summary>Reconstructs a permission with a specified state from an XML encoding.</summary>
      <param name="securityElement" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.GraphicsPermission.Intersect(System.Security.IPermission)">
      <summary>Creates and returns a permission that is the intersection of the current permission and the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.GraphicsPermission.IsSubsetOf(System.Security.IPermission)">
      <summary>Determines whether the current permission is a subset of the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.GraphicsPermission.IsUnrestricted">
      <summary>Returns a value indicating whether the current permission is unrestricted.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.GraphicsPermission.ToXml">
      <summary>Creates an XML encoding of the permission and its current state.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.GraphicsPermission.Union(System.Security.IPermission)">
      <summary>Creates a permission that is the union of the permission and the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="P:Microsoft.DirectX.Security.GraphicsPermission.Use">
      <summary>Gets or sets the access represented by the permission.</summary>
    </member>
    <member name="T:Microsoft.DirectX.Security.InputPermission">
      <summary>Controls the permissions related to DirectX Input.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Security.InputPermission.Copy">
      <summary>Creates and returns an identical copy of the current permission.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.InputPermission.#ctor(System.Security.Permissions.PermissionState)">
      <summary>Initializes a new instance of the object.</summary>
      <param name="state" />
    </member>
    <member name="M:Microsoft.DirectX.Security.InputPermission.FromXml(System.Security.SecurityElement)">
      <summary>Reconstructs a permission with a specified state from an XML encoding.</summary>
      <param name="securityElement" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.InputPermission.Intersect(System.Security.IPermission)">
      <summary>Creates and returns a permission that is the intersection of the current permission and the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.InputPermission.IsSubsetOf(System.Security.IPermission)">
      <summary>Determines whether the current permission is a subset of the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.InputPermission.IsUnrestricted">
      <summary>Returns a value indicating whether the current permission is unrestricted.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.InputPermission.ToXml">
      <summary>Creates an XML encoding of the permission and its current state.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.InputPermission.Union(System.Security.IPermission)">
      <summary>Creates a permission that is the union of the permission and the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="P:Microsoft.DirectX.Security.InputPermission.Use">
      <summary>Gets or sets the access represented by the permission.</summary>
    </member>
    <member name="T:Microsoft.DirectX.Security.NetworkPermission">
      <summary>Controls the permissions related DirectPlay.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Security.NetworkPermission.Copy">
      <summary>Creates and returns an identical copy of the current permission.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.NetworkPermission.#ctor(System.Security.Permissions.PermissionState)">
      <summary>Initializes a new instance of the object.</summary>
      <param name="state" />
    </member>
    <member name="M:Microsoft.DirectX.Security.NetworkPermission.FromXml(System.Security.SecurityElement)">
      <summary>Reconstructs a permission with a specified state from an XML encoding.</summary>
      <param name="securityElement" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.NetworkPermission.Intersect(System.Security.IPermission)">
      <summary>Creates and returns a permission that is the intersection of the current permission and the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.NetworkPermission.IsSubsetOf(System.Security.IPermission)">
      <summary>Determines whether the current permission is a subset of the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.NetworkPermission.IsUnrestricted">
      <summary>Returns a value indicating whether the current permission is unrestricted.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.NetworkPermission.ToXml">
      <summary>Creates an XML encoding of the permission and its current state.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.NetworkPermission.Union(System.Security.IPermission)">
      <summary>Creates a permission that is the union of the permission and the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="P:Microsoft.DirectX.Security.NetworkPermission.Host">
      <summary>Gets or sets the access represented by the permission.</summary>
    </member>
    <member name="P:Microsoft.DirectX.Security.NetworkPermission.Join">
      <summary>Gets or sets the access represented by the permission.</summary>
    </member>
    <member name="T:Microsoft.DirectX.Security.SoundPermission">
      <summary>Controls the permissions related DirectX Audio.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Security.SoundPermission.Copy">
      <summary>Creates and returns an identical copy of the current permission.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.SoundPermission.#ctor(System.Security.Permissions.PermissionState)">
      <summary>Initializes a new instance of the object.</summary>
      <param name="state" />
    </member>
    <member name="M:Microsoft.DirectX.Security.SoundPermission.FromXml(System.Security.SecurityElement)">
      <summary>Reconstructs a permission with a specified state from an XML encoding.</summary>
      <param name="securityElement" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.SoundPermission.Intersect(System.Security.IPermission)">
      <summary>Creates and returns a permission that is the intersection of the current permission and the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.SoundPermission.IsSubsetOf(System.Security.IPermission)">
      <summary>Determines whether the current permission is a subset of the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.SoundPermission.IsUnrestricted">
      <summary>Returns a value indicating whether the current permission is unrestricted.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.SoundPermission.ToXml">
      <summary>Creates an XML encoding of the permission and its current state.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.SoundPermission.Union(System.Security.IPermission)">
      <summary>Creates a permission that is the union of the permission and the specified permission.</summary>
      <param name="target" />
      <returns />
    </member>
    <member name="P:Microsoft.DirectX.Security.SoundPermission.Use">
      <summary>Gets or sets the access represented by the permission.</summary>
    </member>
    <member name="P:Microsoft.DirectX.Security.SoundPermission.UseCapture">
      <summary>Gets or sets the access represented by the permission.</summary>
    </member>
    <member name="T:Microsoft.DirectX.Security.Permissions.GraphicsPermissionAttribute">
      <summary>Allows security actions for GraphicsPermission to be applied to code using declarative security.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Security.Permissions.GraphicsPermissionAttribute.CreatePermission">
      <summary>Creates a new permission.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.Permissions.GraphicsPermissionAttribute.#ctor(System.Security.Permissions.SecurityAction)">
      <summary>Initializes a new instance of the object.</summary>
      <param name="action" />
    </member>
    <member name="P:Microsoft.DirectX.Security.Permissions.GraphicsPermissionAttribute.Use">
      <summary>Gets or sets the type of access.</summary>
    </member>
    <member name="T:Microsoft.DirectX.Security.Permissions.InputPermissionAttribute">
      <summary>Allows security actions for InputPermission to be applied to code using declarative security.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Security.Permissions.InputPermissionAttribute.CreatePermission">
      <summary>Creates a new permission.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.Permissions.InputPermissionAttribute.#ctor(System.Security.Permissions.SecurityAction)">
      <summary>Initializes a new instance of the object.</summary>
      <param name="action" />
    </member>
    <member name="P:Microsoft.DirectX.Security.Permissions.InputPermissionAttribute.Use">
      <summary>Gets or sets the type of access.</summary>
    </member>
    <member name="T:Microsoft.DirectX.Security.Permissions.NetworkPermissionAttribute">
      <summary>Allows security actions for NetworkPermission to be applied to code using declarative security.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Security.Permissions.NetworkPermissionAttribute.CreatePermission">
      <summary>Create a new permission.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.Permissions.NetworkPermissionAttribute.#ctor(System.Security.Permissions.SecurityAction)">
      <summary>Initializes a new instance of the object.</summary>
      <param name="action" />
    </member>
    <member name="P:Microsoft.DirectX.Security.Permissions.NetworkPermissionAttribute.Host">
      <summary>Gets or sets the type of access.</summary>
    </member>
    <member name="P:Microsoft.DirectX.Security.Permissions.NetworkPermissionAttribute.Join">
      <summary>Gets or sets the type of access.</summary>
    </member>
    <member name="T:Microsoft.DirectX.Security.Permissions.SoundPermissionAttribute">
      <summary>Allows security actions for SoundPermission to be applied to code using declarative security.</summary>
    </member>
    <member name="M:Microsoft.DirectX.Security.Permissions.SoundPermissionAttribute.CreatePermission">
      <summary>Creates a new permission.</summary>
      <returns />
    </member>
    <member name="M:Microsoft.DirectX.Security.Permissions.SoundPermissionAttribute.#ctor(System.Security.Permissions.SecurityAction)">
      <summary>Initializes a new instance of the object.</summary>
      <param name="action" />
    </member>
    <member name="P:Microsoft.DirectX.Security.Permissions.SoundPermissionAttribute.Use">
      <summary>Gets or sets the type of access.</summary>
    </member>
    <member name="P:Microsoft.DirectX.Security.Permissions.SoundPermissionAttribute.UseCapture">
      <summary>Gets or sets the type of access.</summary>
    </member>
  </members>
</doc>

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License

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Written By
Italy Italy
Software Development Manager working on IaaS cloud computing. Cloud believer, (former) entrepreneur, F1 addict.

Follow me at dariosolera.it or on Twitter.

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