3DMATHS
ADD MATRIX4 : ADD MATRIX4 Matrix4Result, Matrix4A, Matrix4B
ADD VECTOR2 : ADD VECTOR2 VectorResult, VectorA, VectorB
ADD VECTOR3 : ADD VECTOR3 VectorResult, VectorA, VectorB
ADD VECTOR4 : ADD VECTOR4 VectorResult, VectorA, VectorB
BUILD LOOKAT LHMATRIX4 : BUILD LOOKAT LHMATRIX4 Matrix4Result, Vector3Eye, Vector3At, Vector3Up
BUILD LOOKAT RHMATRIX4 : BUILD LOOKAT RHMATRIX4 Matrix4Result, Vector3Eye, Vector3At, Vector3Up
BUILD ORTHO LHMATRIX4 : BUILD ORTHO LHMATRIX4 Matrix4Result, Width, Height, Near, Far
BUILD ORTHO RHMATRIX4 : BUILD ORTHO RHMATRIX4 Matrix4Result, Width, Height, Near, Far
BUILD FOV LHMATRIX4 : BUILD FOV LHMATRIX4 Matrix4Result, FOV, Aspect, Near, Far
BUILD FOV RHMATRIX4 : BUILD FOV RHMATRIX4 Matrix4Result, FOV, Aspect, Near, Far
BUILD PERSPECTIVE LHMATRIX4 : BUILD PERSPECTIVE LHMATRIX4 Matrix4Result, Width, Height, Near, Far
BUILD PERSPECTIVE RHMATRIX4 : BUILD PERSPECTIVE RHMATRIX4 Matrix4Result, Width, Height, Near, Far
BUILD REFLECTION MATRIX4 : BUILD REFLECTION MATRIX4 Matrix4Result, PlaneA, PlaneB, PlaneC, PlaneD
BUILD ROTATION AXIS MATRIX4 : BUILD ROTATION AXIS MATRIX4 Matrix4Result, Vector3Axis, Angle
CATMULLROM VECTOR2 : CATMULLROM VECTOR2 VectorResult, VectorA, VectorB, VectorC, VectorD, Value
CATMULLROM VECTOR3 : CATMULLROM VECTOR3 VectorResult, VectorA, VectorB, VectorC, VectorD, Value
CATMULLROM VECTOR4 : CATMULLROM VECTOR4 VectorResult, VectorA, VectorB, VectorC, VectorD, Value
COPY MATRIX4 : COPY MATRIX4 Matrix4Result, Matrix4Source
COPY VECTOR2 : COPY VECTOR2 VectorResult, VectorSource
COPY VECTOR3 : COPY VECTOR3 VectorResult, VectorSource
COPY VECTOR4 : COPY VECTOR4 VectorResult, VectorSource
CROSS PRODUCT VECTOR3 : CROSS PRODUCT VECTOR3 VectorResult, VectorA, VectorB
DELETE MATRIX4 : Return Integer=DELETE MATRIX4(Matrix4Result)
DELETE VECTOR2 : Return Integer=DELETE VECTOR2(Vector)
DELETE VECTOR3 : Return Integer=DELETE VECTOR3(Vector)
DELETE VECTOR4 : Return Integer=DELETE VECTOR4(Vector)
DIVIDE MATRIX4 : DIVIDE MATRIX4 Matrix4Result, Value
DIVIDE VECTOR2 : DIVIDE VECTOR2 VectorResult, Value
DIVIDE VECTOR3 : DIVIDE VECTOR3 VectorResult, Value
DIVIDE VECTOR4 : DIVIDE VECTOR4 VectorResult, Value
DOT PRODUCT VECTOR2 : Return Float=DOT PRODUCT VECTOR2(VectorA, VectorB)
DOT PRODUCT VECTOR3 : Return Float=DOT PRODUCT VECTOR3(VectorA, VectorB)
BCC VECTOR2 : BCC VECTOR2 VectorResult, VectorA, VectorB, VectorC, FValue, GBValue
BCC VECTOR3 : BCC VECTOR3 VectorResult, VectorA, VectorB, VectorC, FValue, GBValue
BCC VECTOR4 : BCC VECTOR4 VectorResult, VectorA, VectorB, VectorC, FValue, GBValue
CCW VECTOR2 : Return Float=CCW VECTOR2(VectorA, VectorB)
SQUARED LENGTH VECTOR2 : Return Float=SQUARED LENGTH VECTOR2(Vector)
SQUARED LENGTH VECTOR3 : Return Float=SQUARED LENGTH VECTOR3(Vector)
SQUARED LENGTH VECTOR4 : Return Float=SQUARED LENGTH VECTOR4(Vector)
LENGTH VECTOR2 : Return Float=LENGTH VECTOR2(Vector)
LENGTH VECTOR3 : Return Float=LENGTH VECTOR3(Vector)
LENGTH VECTOR4 : Return Float=LENGTH VECTOR4(Vector)
PROJECTION MATRIX4 : PROJECTION MATRIX4 Matrix4Result
VIEW MATRIX4 : VIEW MATRIX4 Matrix4Result
W VECTOR4 : Return Float=W VECTOR4(Vector)
WORLD MATRIX4 : WORLD MATRIX4 Matrix4Result
X VECTOR2 : Return Float=X VECTOR2(Vector)
X VECTOR3 : Return Float=X VECTOR3(Vector)
X VECTOR4 : Return Float=X VECTOR4(Vector)
Y VECTOR2 : Return Float=Y VECTOR2(Vector)
Y VECTOR3 : Return Float=Y VECTOR3(Vector)
Y VECTOR4 : Return Float=Y VECTOR4(Vector)
Z VECTOR3 : Return Float=Z VECTOR3(Vector)
Z VECTOR4 : Return Float=Z VECTOR4(Vector)
HERMITE VECTOR2 : HERMITE VECTOR2 VectorResult, VectorA, VectorB, VectorC, VectorD, SValue
HERMITE VECTOR3 : HERMITE VECTOR3 VectorResult, VectorA, VectorB, VectorC, VectorD, SValue
HERMITE VECTOR4 : HERMITE VECTOR4 VectorResult, VectorA, VectorB, VectorC, VectorD, SValue
INVERSE MATRIX4 : Return Float=INVERSE MATRIX4(Matrix4Result, Matrix4Source)
IS EQUAL MATRIX4 : Return Integer=IS EQUAL MATRIX4(Matrix4A, Matrix4B)
IS EQUAL VECTOR2 : Return Integer=IS EQUAL VECTOR2(VectorA, VectorB)
IS EQUAL VECTOR3 : Return Integer=IS EQUAL VECTOR3(VectorA, VectorB)
IS EQUAL VECTOR4 : Return Integer=IS EQUAL VECTOR4(VectorA, VectorB)
IS IDENTITY MATRIX4 : Return Integer=IS IDENTITY MATRIX4(Matrix4Result)
LINEAR INTERPOLATE VECTOR2 : LINEAR INTERPOLATE VECTOR2 VectorResult, VectorA, VectorB, SValue
LINEAR INTERPOLATE VECTOR3 : LINEAR INTERPOLATE VECTOR3 VectorResult, VectorA, VectorB, SValue
LINEAR INTERPOLATE VECTOR4 : LINEAR INTERPOLATE VECTOR4 VectorResult, VectorA, VectorB, SValue
MAKE MATRIX4 : Return Integer=MAKE MATRIX4(Matrix4)
MAKE VECTOR2 : Return Integer=MAKE VECTOR2(Vector)
MAKE VECTOR3 : Return Integer=MAKE VECTOR3(Vector)
MAKE VECTOR4 : Return Integer=MAKE VECTOR4(Vector)
MAXIMIZE VECTOR2 : MAXIMIZE VECTOR2 VectorResult, VectorA, VectorB
MAXIMIZE VECTOR3 : MAXIMIZE VECTOR3 VectorResult, VectorA, VectorB
MAXIMIZE VECTOR4 : MAXIMIZE VECTOR4 VectorResult, VectorA, VectorB
MINIMIZE VECTOR2 : MINIMIZE VECTOR2 VectorResult, VectorA, VectorB
MINIMIZE VECTOR3 : MINIMIZE VECTOR3 VectorResult, VectorA, VectorB
MINIMIZE VECTOR4 : MINIMIZE VECTOR4 VectorResult, VectorA, VectorB
MULTIPLY MATRIX4 : MULTIPLY MATRIX4 Matrix4Result, Matrix4A, Matrix4B
MULTIPLY VECTOR2 : MULTIPLY VECTOR2 VectorResult, Value
MULTIPLY VECTOR3 : MULTIPLY VECTOR3 VectorResult, Value
MULTIPLY VECTOR4 : MULTIPLY VECTOR4 VectorResult, Value
NORMALIZE VECTOR2 : NORMALIZE VECTOR2 VectorResult, VectorSource
NORMALIZE VECTOR3 : NORMALIZE VECTOR3 VectorResult, VectorSource
NORMALIZE VECTOR4 : NORMALIZE VECTOR4 VectorResult, VectorSource
PROJECT VECTOR3 : PROJECT VECTOR3 VectorResult, VectorSource, Matrix4Projection, Matrix4View, Matrix4World
ROTATE X MATRIX4 : ROTATE X MATRIX4 Matrix4Result, Angle
ROTATE Y MATRIX4 : ROTATE Y MATRIX4 Matrix4Result, Angle
ROTATE YPR MATRIX4 : ROTATE YPR MATRIX4 Matrix4Result, Yaw, Pitch, Roll
ROTATE Z MATRIX4 : ROTATE Z MATRIX4 Matrix4Result, Angle
SCALE MATRIX4 : SCALE MATRIX4 Matrix4Result, X, Y, Z
SCALE VECTOR2 : SCALE VECTOR2 VectorResult, VectorSource, Value
SCALE VECTOR3 : SCALE VECTOR3 VectorResult, VectorSource, Value
SCALE VECTOR4 : SCALE VECTOR4 VectorResult, VectorSource, Value
SET IDENTITY MATRIX4 : SET IDENTITY MATRIX4 Matrix4Result
SET VECTOR2 : SET VECTOR2 VectorResult, X, Y
SET VECTOR3 : SET VECTOR3 VectorResult, X, Y, Z
SET VECTOR4 : SET VECTOR4 VectorResult, X, Y, Z, W
SUBTRACT MATRIX4 : SUBTRACT MATRIX4 Matrix4Result, Matrix4A, Matrix4B
SUBTRACT VECTOR2 : SUBTRACT VECTOR2 VectorResult, VectorA, VectorB
SUBTRACT VECTOR3 : SUBTRACT VECTOR3 VectorResult, VectorA, VectorB
SUBTRACT VECTOR4 : SUBTRACT VECTOR4 VectorResult, VectorA, VectorB
TRANSFORM VECTOR4 : TRANSFORM VECTOR4 VectorResult, VectorSource, Matrix4Source
TRANSFORM COORDS VECTOR2 : TRANSFORM COORDS VECTOR2 VectorResult, VectorSource, Matrix4Source
TRANSFORM COORDS VECTOR3 : TRANSFORM COORDS VECTOR3 VectorResult, VectorSource, Matrix4Source
TRANSFORM NORMALS VECTOR3 : TRANSFORM NORMALS VECTOR3 VectorResult, VectorSource, Matrix4Source
TRANSLATE MATRIX4 : TRANSLATE MATRIX4 Matrix4Result, X, Y, Z
TRANSPOSE MATRIX4 : TRANSPOSE MATRIX4 Matrix4Result, Matrix4Source
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