VECTOR



TRANSFORM

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This function transforms the input point, PP from the "FROM" 
coordinate system into the "TO" coordinate system.
The available coordinate systems are: "world", "camera",
"object", "shader", "screen", "NDC" and "raster".
A matrix may also be used to tramsform the point, PP.

NTRANSFORM

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This function transforms the input normal, NN from the "FROM" 
coordinate system into the "TO" coordinate system.
The available coordinate systems are: "world", "camera",
"object", "shader", "screen", "NDC" and "raster".
A matrix may also be used to tramsform the normal, NN.

VTRANSFORM

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This function transforms the input vector, V from the "FROM" 
coordinate system into the "TO" coordinate system.
The available coordinate systems are: "world", "camera",
"object", "shader", "screen", "NDC" and "raster".
A matrix may also be used to tramsform the vector, V.

CALCULATENORMAL

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Result is the normal vector associated with point PP.
OUT = dPdu ^ dPdv.

CROSSPRODUCT

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Result is the vector perpendicular to both A and B.
|AxB| = |A||B|sin@, where @ is the angle between A and B.

DOTPRODUCT

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This function returns a float derived by multiplying 
the corresponding components of A and B and then summing the products.
A.B = |A||B|cos@, where @ is the angle between A and B.

FACEFORWARD

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Result is NN, if NN and II form an acute angle when placed head to tail,
otherwise the result is -NN.
refer to page 328 in the RenderMan Companion.

NORMALIZE

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Result is a unit length vector, a vector of magnitude 1,
in the same direction as input A.

AREA

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Result is the area of point PP in pixels, the screen space PP occupies.
This function is valuable in calculating 
anti-aliasing filters and maximum noise frequencies.

DEPTH

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This function returns the distance in z of point PP from the camera.
The results are normalized such that points on the near clipping 
plane are 0, and those on the far clipping plane are 1.
refer to page 330 in the RenderMan Companion.

DISTANCE

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This function returns the distance between A and B. 

LENGTH

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This function returns the length of vector A. 

ROTATE

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This is a transformation function which rotates the input point, Q 
by the angle A about the axis described by points P0 and P1.

ROTATE2D

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This is a transformation function which rotates the input point, Q 
by the angle A radians about the axis described by points P0 and P1.

TWIST

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This function twists the input point, Q about itself by angle A.

PTLINEDISTANCE

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This function returns the perpendicular distance 
between point Q and the line defined by A and B. 

DETERMINANT

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This function returns the determinant of matrix M.
| M1x M2x M3x 0 | = M1x * ((M2y*M3z) - (M3y*M2z)) - 
| M1y M2y M3y 0 |   M2x * ((M1y*M3z) - (M3y*M1z)) +
| M1z M2z M3z 0 |   M3x * ((M1y*M2z) - (M2y*M1z)).
|  0   0   0  1 |

INVERSEMATRIX

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This function returns the inverse of matrix A; i.e. (1/A).

ROTATEMATRIX

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This function concatenates M to the transformation matrix
with a rotation of A degrees about the axis Q.

SCALEMATRIX

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This function concatenates M to the transformation matrix
with the scale defined by S.

TRANSLATEMATRIX

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This function concatenates M to the transformation matrix
with the translation defined by T.

MATRIXDIVIDE

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This function concatenates matrices A and 1/B.

MATRIXMULTIPLY

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This function concatenates matrices A and B.
This operation is not communitive in the way mupliplication is.

TRANSFORMM

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This function transforms the input point, PP from the "FROM" 
coordinate system and then through matrix M.
The available coordinate systems are: "world", "camera",
"object", "shader", "screen", "NDC" and "raster".

NTRANSFORMM

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This function transforms the input normal, NN from the "FROM" 
coordinate system and then through matrix M.
The available coordinate systems are: "world", "camera",
"object", "shader", "screen", "NDC" and "raster".

VTRANSFORMM

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This function transforms the input vector, V from the "FROM" 
coordinate system and then through matrix M.
The available coordinate systems are: "world", "camera",
"object", "shader", "screen", "NDC" and "raster".

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