DirectXMath

The DirectXMath library is a set of high-performance vector math libraries designed for games and graphics applications. It is optimized for SIMD (Single Instruction, Multiple Data) instruction sets available on modern processors, such as SSE, AVX, and ARM NEON.

Overview

DirectXMath provides efficient implementations of common mathematical operations used in 3D graphics, including:

Key Features and Benefits

Getting Started

To use DirectXMath in your project, you typically need to include the appropriate header file:

#include <DirectXMath.h>

You can then declare and use DirectXMath types and functions in your C++ code.

Example: Vector Addition

Here's a simple example demonstrating vector addition:

using namespace DirectX;

// Declare two vectors
XMVECTOR vec1 = XMVectorSet(1.0f, 2.0f, 3.0f, 4.0f);
XMVECTOR vec2 = XMVectorSet(5.0f, 6.0f, 7.0f, 8.0f);

// Perform vector addition
XMVECTOR sumVec = XMVectorAdd(vec1, vec2);

// You can then extract components or use sumVec in other operations
// For example, to get the x-component:
// float x_component = XMVectorGetX(sumVec); // x_component will be 6.0f
            

Core Components

Vectors (XMVECTOR)

XMVECTOR is the fundamental data type representing 4D vectors (or often used for 2D, 3D, and quarternions). Operations are performed using functions like XMVectorSet, XMVectorAdd, XMVectorScale, etc.

Matrices (XMMATRIX)

XMMATRIX represents a 4x4 matrix, commonly used for world, view, and projection transformations. Functions like XMMatrixIdentity, XMMatrixTranslation, XMMatrixMultiply are used here.

Quaternions (XMVECTOR)

Quaternions are represented using XMVECTOR as well. Functions like XMQuaternionRotationRollPitchYaw, XMQuaternionMultiply are available.

Further Resources