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11<H1 align="left">MTXMultVec</H1>
12<H2 align="left">C Specification</H2>
13<BLOCKQUOTE><CODE><CODE>#include &lt;revolution/mtx.h&gt;</CODE></CODE></BLOCKQUOTE>
14<BLOCKQUOTE><CODE><CODE>void C_MTXMultVec ( const Mtx <EM>m</EM>, const Vec* <EM>src</EM>, Vec* <EM>dst</EM> );<BR> void PSMTXMultVec ( const Mtx <EM>m</EM>, const Vec* <EM>src</EM>, Vec* <EM>dst</EM> );<BR> <BR> #define MTXMultVec&nbsp; C_MTXMultVec // for debug build<BR> #define MTXMultVec&nbsp; PSMTXMultVec // for nondebug build</CODE></CODE></BLOCKQUOTE>
15<H2 align="left">Arguments</H2>
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20<TD width="120" bgcolor="#ffffe8"><CODE><STRONG><EM>m</EM></STRONG></CODE></TD>
21<TD width="520">Source matrix for multiply.&nbsp;&nbsp; <code><em><strong>m</strong></em></code> may be either an <A href="../structures/Mtx_MtxPtr.html"><CODE>Mtx</CODE></A> or an <A href="../structures/Mtx_MtxPtr.html"><CODE>MtxPtr</CODE></A>.</TD>
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23    <TR>
24<TD width="120" bgcolor="#ffffe8"><CODE><STRONG><EM>src</EM></STRONG></CODE></TD>
25<TD width="520">Pointer to source <A href="../structures/Vec_VecPtr.html"><CODE>Vec</CODE></A>, the source vector to be multiplied.&nbsp; <BR> <code><em><strong>src</strong></em></code> may also be a pointer to a <A href="../structures/Point3d_Point3dPtr.html"><CODE>Point3d</CODE></A>.</TD>
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28<TD width="120" bgcolor="#ffffe8"><CODE><STRONG><EM>dst</EM></STRONG></CODE></TD>
29<TD width="520">Pointer to the vector (<A href="../structures/Vec_VecPtr.html"><CODE>Vec</CODE></A> type) resulting from the multiplication (<CODE><EM><STRONG>m</STRONG></EM></CODE> x <CODE><EM><STRONG>src</STRONG></EM></CODE>). <code><em><strong>dst</STRONG></EM></code> may also be a pointer to a <A href="../structures/Point3d_Point3dPtr.html"><CODE>Point3d</CODE></A>. <CODE><EM><STRONG>src</STRONG></EM></CODE> can be the same as <CODE><EM><STRONG>dst</STRONG></EM></CODE>.</TD>
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34<H2 align="left">Return Values</H2>
35<P align="left">None.</P>
36<H2 align="left">Description</H2>
37<P align="left">Multiplies a 3D vector or point on the left with a matrix ( <code><em><strong>m</strong></em> x <em><strong>src</strong></em> = <em><strong>dst</strong></em></code> ).<br>For multiplication purposes, the vector is treated as a four-element column vector with an implied fourth <EM>w</EM> coordinate of 1.</P>
38<P align="left">During a debug build, <code>MTXMultVec</code> is interpreted as <code>C_MTXMultVec</code>, which is a normal C language version. During a non-debug build for a Broadway processor, the paired-singles equivalent of this function, <code>PSMTXMultVec</code>, will be automatically substituted. You can also call <CODE>C_MTXMultVec</CODE> or <code>PSMTXMultVec</code> explicitly.&nbsp;</P>
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41<H2 align="left">See Also</H2>
42<P align="left"><A href="../structures/Mtx_MtxPtr.html"><CODE>Mtx, MtxPtr</CODE></A>, <A href="../structures/Point3d_Point3dPtr.html"><CODE>Point3d, Point3dPtr</CODE></A>, <A href="../structures/Vec_VecPtr.html"><CODE>Vec, VecPtr</CODE></A>, <A href="MTXMultVecSR.html"><CODE>MTXMultVecSR</CODE></A>, <A href="MTXMultVecArray.html"><CODE>MTXMultVecArray</CODE></A>, <A href="MTXMultVecArraySR.html"><CODE>MTXMultVecArraySR</CODE></A></P>
43<H2>Revision History</H2>
44<P>03/01/2006 Initial version.</P>
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