3dmaths

This command set contains the ability to create, delete and control vectors and matrices for the more advanced 3D programmer. Many of the DirectX math functions can be found here.
    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
    GET MATRIX4 ELEMENT : Return Float=GET MATRIX4 ELEMENT(Matrix4Result, Element Index)