| コマンド |
構文 |
| 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 |