- float Clamp(float value, float min, float max)
- float Lerp(float start, float end, float amount)
- float Normalize(float value, float start, float end)
- float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
- float Wrap(float value, float min, float max)
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Vector2 Vector2Zero(void)
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Vector2 Vector2One(void)
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Vector2 Vector2Add(Vector2 v1, Vector2 v2)
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Vector2 Vector2AddValue(Vector2 v, float add)
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Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
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Vector2 Vector2SubtractValue(Vector2 v, float sub)
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float Vector2Length(Vector2 v)
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float Vector2LengthSqr(Vector2 v)
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float Vector2DotProduct(Vector2 v1, Vector2 v2)
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float Vector2Distance(Vector2 v1, Vector2 v2)
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float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
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float Vector2Angle(Vector2 v1, Vector2 v2)
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float Vector2LineAngle(Vector2 start, Vector2 end)
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Vector2 Vector2Scale(Vector2 v, float scale)
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Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
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Vector2 Vector2Negate(Vector2 v)
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Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
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Vector2 Vector2Normalize(Vector2 v)
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Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
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Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
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Vector2 Vector2Min(Vector2 v1, Vector2 v2)
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Vector2 Vector2Max(Vector2 v1, Vector2 v2)
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Vector2 Vector2Rotate(Vector2 v, float angle)
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Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance)
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Vector2 Vector2Invert(Vector2 v)
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Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max)
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Vector2 Vector2ClampValue(Vector2 v, float min, float max)
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int Vector2Equals(Vector2 p, Vector2 q)
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Vector2 Vector2Refract(Vector2 v, Vector2 n, float r)
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Vector2 Vector2Transform(Vector2 v, Matrix mat)
- Vector3 Vector3Zero(void)
- Vector3 Vector3One(void)
- Vector3 Vector3Add(Vector3 v1, Vector3 v2)
- Vector3 Vector3AddValue(Vector3 v, float add)
- Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
- Vector3 Vector3SubtractValue(Vector3 v, float sub)
- Vector3 Vector3Scale(Vector3 v, float scalar)
- Vector3 Vector3Multiply(Vector3 v1, Vector3 v2)
- Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
- Vector3 Vector3Perpendicular(Vector3 v)
- float Vector3Length(const Vector3 v)
- float Vector3LengthSqr(const Vector3 v)
- float Vector3DotProduct(Vector3 v1, Vector3 v2)
- float Vector3Distance(Vector3 v1, Vector3 v2)
- float Vector3DistanceSqr(Vector3 v1, Vector3 v2)
- float Vector3Angle(Vector3 v1, Vector3 v2)
- Vector3 Vector3Negate(Vector3 v)
- Vector3 Vector3Divide(Vector3 v1, Vector3 v2)
- Vector3 Vector3Normalize(Vector3 v)
- Vector3 Vector3Project(Vector3 v1, Vector3 v2)
- Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
- void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2)
- Vector3 Vector3Transform(Vector3 v, Matrix mat)
- Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
- Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
- Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance)
- Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
- Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount)
- Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
- Vector3 Vector3Min(Vector3 v1, Vector3 v2)
- Vector3 Vector3Max(Vector3 v1, Vector3 v2)
- Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
- Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view)
- float3 Vector3ToFloatV(Vector3 v)
- Vector3 Vector3Invert(Vector3 v)
- Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max)
- Vector3 Vector3ClampValue(Vector3 v, float min, float max)
- int Vector3Equals(Vector3 p, Vector3 q)
- Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
- Vector4 Vector4Zero(void)
- Vector4 Vector4One(void)
- Vector4 Vector4Add(Vector4 v1, Vector4 v2)
- Vector4 Vector4AddValue(Vector4 v, float add)
- Vector4 Vector4Subtract(Vector4 v1, Vector4 v2)
- Vector4 Vector4SubtractValue(Vector4 v, float add)
- float Vector4Length(Vector4 v)
- float Vector4LengthSqr(Vector4 v)
- float Vector4DotProduct(Vector4 v1, Vector4 v2)
- float Vector4Distance(Vector4 v1, Vector4 v2)
- float Vector4DistanceSqr(Vector4 v1, Vector4 v2)
- Vector4 Vector4Scale(Vector4 v, float scale)
- Vector4 Vector4Multiply(Vector4 v1, Vector4 v2)
- Vector4 Vector4Negate(Vector4 v)
- Vector4 Vector4Divide(Vector4 v1, Vector4 v2)
- Vector4 Vector4Normalize(Vector4 v)
- Vector4 Vector4Min(Vector4 v1, Vector4 v2)
- Vector4 Vector4Max(Vector4 v1, Vector4 v2)
- Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount)
- Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance)
- Vector4 Vector4Invert(Vector4 v)
- int Vector4Equals(Vector4 p, Vector4 q)
- float MatrixDeterminant(Matrix mat)
- float MatrixTrace(Matrix mat)
- Matrix MatrixTranspose(Matrix mat)
- Matrix MatrixInvert(Matrix mat)
- Matrix MatrixIdentity(void)
- Matrix MatrixAdd(Matrix left, Matrix right)
- Matrix MatrixSubtract(Matrix left, Matrix right)
- Matrix MatrixMultiply(Matrix left, Matrix right)
- Matrix MatrixTranslate(float x, float y, float z)
- Matrix MatrixRotate(Vector3 axis, float angle)
- Matrix MatrixRotateX(float angle)
- Matrix MatrixRotateY(float angle)
- Matrix MatrixRotateZ(float angle)
- Matrix MatrixRotateXYZ(Vector3 angle)
- Matrix MatrixRotateZYX(Vector3 angle)
- Matrix MatrixScale(float x, float y, float z)
- Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
- Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)
- Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
- Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
- float16 MatrixToFloatV(Matrix mat)
- Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)
- Quaternion QuaternionAddValue(Quaternion q, float add)
- Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)
- Quaternion QuaternionSubtractValue(Quaternion q, float sub)
- Quaternion QuaternionIdentity(void)
- float QuaternionLength(Quaternion q)
- Quaternion QuaternionNormalize(Quaternion q)
- Quaternion QuaternionInvert(Quaternion q)
- Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
- Quaternion QuaternionScale(Quaternion q, float mul)
- Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
- Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
- Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount)
- Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
- Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t)
- Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
- Quaternion QuaternionFromMatrix(Matrix mat)
- Matrix QuaternionToMatrix(Quaternion q)
- Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
- void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
- Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
- Vector3 QuaternionToEuler(Quaternion q)
- Quaternion QuaternionTransform(Quaternion q, Matrix mat)
- int QuaternionEquals(Quaternion p, Quaternion q)