9typedef struct matrix4x4_s
GLubyte GLubyte GLubyte z
GLubyte GLubyte GLubyte GLubyte w
GLint GLenum GLint GLint y
void Matrix4x4_AdjustOrigin(matrix4x4_t *out, double x, double y, double z)
void Matrix4x4_Concat(matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2)
void Matrix4x4_TransformStandardPlane(const matrix4x4_t *in, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o)
void Matrix4x4_CreateIdentity(matrix4x4_t *out)
void Matrix4x4_FromBonePose7s(matrix4x4_t *m, float originscale, const short *pose7s)
void Matrix4x4_Clear(matrix4x4_t *out)
void Matrix4x4_OriginFromMatrix(const matrix4x4_t *in, vec_t *out)
void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12])
void Matrix4x4_TransformPositivePlane(const matrix4x4_t *in, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o)
void Matrix4x4_QuakeToDuke3D(const matrix4x4_t *in, matrix4x4_t *out, double maxShearAngle)
void Matrix4x4_FromOriginQuat(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z, double w)
void Matrix4x4_Transform(const matrix4x4_t *in, const vec_t v[3], vec_t out[3])
void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16])
void Matrix4x4_Blend(matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend)
void Matrix4x4_FromArrayFloatD3D(matrix4x4_t *out, const float in[16])
void Matrix4x4_ToArrayFloatGL(const matrix4x4_t *in, float out[16])
void Matrix4x4_CreateTranslate(matrix4x4_t *out, double x, double y, double z)
void Matrix4x4_ToArray12FloatD3D(const matrix4x4_t *in, float out[12])
void Matrix4x4_Transpose(matrix4x4_t *out, const matrix4x4_t *in1)
void Matrix4x4_FromArrayFloatGL(matrix4x4_t *out, const float in[16])
void Matrix4x4_FromArrayDoubleGL(matrix4x4_t *out, const double in[16])
void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale)
void Matrix4x4_CopyTranslateOnly(matrix4x4_t *out, const matrix4x4_t *in)
int Matrix4x4_Invert_Full(matrix4x4_t *out, const matrix4x4_t *in1)
void Matrix4x4_CreateScale3(matrix4x4_t *out, double x, double y, double z)
void Matrix4x4_ConcatScale3(matrix4x4_t *out, double x, double y, double z)
void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16])
void Matrix4x4_SetOrigin(matrix4x4_t *out, double x, double y, double z)
void Matrix4x4_ConcatScale(matrix4x4_t *out, double x)
void Matrix4x4_Normalize3(matrix4x4_t *out, matrix4x4_t *in1)
void Matrix4x4_ToOrigin3Quat4Float(const matrix4x4_t *m, float *origin, float *quat)
void Matrix4x4_FromArray12FloatD3D(matrix4x4_t *out, const float in[12])
void Matrix4x4_Transform4(const matrix4x4_t *in, const vec_t v[4], vec_t out[4])
void Matrix4x4_ToArrayFloatD3D(const matrix4x4_t *in, float out[16])
void Matrix4x4_Reflect(matrix4x4_t *out, double normalx, double normaly, double normalz, double dist, double axisscale)
void Matrix4x4_CreateScale(matrix4x4_t *out, double x)
void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[4][3])
void Matrix4x4_Transform3x3(const matrix4x4_t *in, const vec_t v[3], vec_t out[3])
void Matrix4x4_Interpolate(matrix4x4_t *out, matrix4x4_t *in1, matrix4x4_t *in2, double frac)
void Matrix4x4_Invert_Simple(matrix4x4_t *out, const matrix4x4_t *in1)
void Matrix4x4_Abs(matrix4x4_t *out)
void Matrix4x4_ConcatTranslate(matrix4x4_t *out, double x, double y, double z)
double Matrix4x4_ScaleFromMatrix(const matrix4x4_t *in)
void Matrix4x4_Normalize(matrix4x4_t *out, matrix4x4_t *in1)
void Matrix4x4_Accumulate(matrix4x4_t *out, matrix4x4_t *in, double weight)
const matrix4x4_t identitymatrix
void Matrix4x4_FromArrayDoubleD3D(matrix4x4_t *out, const double in[4][4])
void Matrix4x4_ToBonePose7s(const matrix4x4_t *m, float origininvscale, short *pose7s)
void Matrix4x4_ToVectors(const matrix4x4_t *in, vec_t vx[3], vec_t vy[3], vec_t vz[3], vec_t t[3])
void Matrix4x4_Copy(matrix4x4_t *out, const matrix4x4_t *in)
void Matrix4x4_CreateRotate(matrix4x4_t *out, double angle, double x, double y, double z)
void Matrix4x4_ConcatRotate(matrix4x4_t *out, double angle, double x, double y, double z)
void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z)
void Matrix4x4_Scale(matrix4x4_t *out, double rotatescale, double originscale)
void Matrix4x4_FromVectors(matrix4x4_t *out, const vec_t vx[3], const vec_t vy[3], const vec_t vz[3], const vec_t t[3])
void Matrix4x4_CopyRotateOnly(matrix4x4_t *out, const matrix4x4_t *in)