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+#ifndef BH_MATH_H
+#define BH_MATH_H
+
+
+#include "Common.h"
+
+
+/**
+ * Adds \a a and \a b floating point vectors and stores result into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4fAdd(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Subtracts \a a and \a b floating point vectors and stores result into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4fSub(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Multiplies \a a and \a b floating point vectors and stores result into
+ * \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4fMul(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Scales \a a vector by the value \a b and stores result into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B value
+ * \param out Output vector
+ */
+void BH_Vec4fScale(const float *a,
+ float b,
+ float *out);
+
+
+/**
+ * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param c C 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4fMulAdd(const float *a,
+ const float *b,
+ const float *c,
+ float *out);
+
+
+/**
+ * Negates \a in vector and stores result into \a out.
+ *
+ * \param in Input 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4fNegate(const float *in,
+ float *out);
+
+
+/**
+ * Computes dot product of \a a and \a b vectors and returns the result.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ */
+float BH_Vec4fDot(const float *a,
+ const float *b);
+
+
+/**
+ * Computes length of the \a in vector and returns the result.
+ *
+ * \param in Input 4D vector
+ */
+float BH_Vec4fLength(const float *in);
+
+
+/**
+ * Computes normal vector from the \a in and stores result into \a out.
+ *
+ * \param in Input 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4fNormal(const float *in,
+ float *out);
+
+
+/**
+ * Computes minimum vector from the \a a and \a b vectors and stores result
+ * into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4fMin(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Computes maximum vector from the \a a and \a b vectors and stores result
+ * into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4fMax(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Interpolates between \a a and \a b vector by \a t amount and stores result
+ * into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param t Amount
+ * \param out Output 4D vector
+ */
+void BH_Vec4fLerp(const float *a,
+ const float *b,
+ float t,
+ float *out);
+
+
+/**
+ * Adds \a a and \a b floating point vectors and stores result into \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3fAdd(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Subtracts \a a and \a b floating point vectors and stores result into \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3fSub(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Multiplies \a a and \a b floating point vectors and stores result into
+ * \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3fMul(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Scales \a a vector by the value \a b and stores result into \a out.
+ *
+ * \param a A 3D vector
+ * \param b B value
+ * \param out Output 3D vector
+ */
+void BH_Vec3fScale(const float *a,
+ float b,
+ float *out);
+
+
+/**
+ * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param c C 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3fMulAdd(const float *a,
+ const float *b,
+ const float *c,
+ float *out);
+
+
+/**
+ * Negates \a in vector and stores result into \a out.
+ *
+ * \param in Input 3D vector
+ * \param out Output 3D vector
+ *
+ */
+void BH_Vec3fNegate(const float *in,
+ float *out);
+
+
+/**
+ * Computes dot product of \a a and \a b vectors and returns the result.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ */
+float BH_Vec3fDot(const float *a,
+ const float *b);
+
+
+/**
+ * Computes cross product of \a a and \a b vectors and stores
+ * result into \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3fCross(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Computes length of the \a in vector and returns the result.
+ *
+ * \param in Input 3D vector
+ */
+float BH_Vec3fLength(const float *in);
+
+
+/**
+ * Computes normal vector from the \a in and stores result into \a out.
+ *
+ * \param in Input 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3fNormal(const float *in,
+ float *out);
+
+
+/**
+ * Computes minimum vector from the \a a and \a b vectors and stores result into
+ * \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3fMin(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Computes maximum vector from the \a a and \a b vectors and stores result into
+ * \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3fMax(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Interpolates between \a a and \a b vector by \a t amount and stores result
+ * into \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param t Amount
+ * \param out Output 3D vector
+ */
+void BH_Vec3fLerp(const float *a,
+ const float *b,
+ float t,
+ float *out);
+
+
+/**
+ * Adds \a a and \a b floating point vectors and stores result into \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2fAdd(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Subtracts \a a and \a b floating point vectors and stores result into \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2fSub(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Multiplies \a a and \a b floating point vectors and stores result into
+ * \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2fMul(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Scales \a a vector by the value \a b and stores result into \a out.
+ *
+ * \param a A 2D vector
+ * \param b B value
+ * \param out Output 2D vector
+ */
+void BH_Vec2fScale(const float *a,
+ float b,
+ float *out);
+
+
+/**
+ * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param c C 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2fMulAdd(const float *a,
+ const float *b,
+ const float *c,
+ float *out);
+
+
+/**
+ * Negates \a in vector and stores result into \a out.
+ *
+ * \param in Input 2D vector
+ * \param out Output 2D vector
+ *
+ */
+void BH_Vec2fNegate(const float *in,
+ float *out);
+
+
+/**
+ * Computes dot product of \a a and \a b vectors and returns the result.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ */
+float BH_Vec2fDot(const float *a,
+ const float *b);
+
+
+/**
+ * Computes cross product of \a a and \a b vectors and returns the result.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ */
+float BH_Vec2fCross(const float *a,
+ const float *b);
+
+
+/**
+ * Computes length of the \a in vector and returns the result.
+ *
+ * \param in Input 2D vector
+ */
+float BH_Vec2fLength(const float *in);
+
+
+/**
+ * Computes normal vector from the \a in and stores result into
+ * \a out.
+ *
+ * \param in Input 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2fNormal(const float *in,
+ float *out);
+
+
+/**
+ * Computes minimum vector from the \a a and \a b vectors and stores result into
+ * \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2fMin(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Computes maximum vector from the \a a and \a b vectors and stores result into
+ * \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2fMax(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Interpolates between \a a and \a b vector by \a t amount and stores result
+ * into \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param t Amount
+ * \param out Output 2D vector
+ */
+void BH_Vec2fLerp(const float *a,
+ const float *b,
+ float t,
+ float *out);
+
+
+/**
+ * Adds \a a and \a b integer vectors and stores result into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4iAdd(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Subtracts \a a and \a b integer vectors and stores result into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4iSub(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Multiplies \a a and \a b integers vectors and stores result into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param out Output vector
+ */
+void BH_Vec4iMul(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Scales \a a vector by the value \a b and stores result into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B value
+ * \param out Output 4D vector
+ */
+void BH_Vec4iScale(const int *a,
+ int b,
+ int *out);
+
+
+/**
+ * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param c C 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4iMulAdd(const int *a,
+ const int *b,
+ const int *c,
+ int *out);
+
+
+/**
+ * Negates \a in vector and stores result into \a out.
+ *
+ * \param in Input 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4iNegate(const int *in,
+ int *out);
+
+
+/**
+ * Computes minimum vector from the \a a and \a b vectors and stores result into
+ * \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4iMin(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Computes maximum vector from the \a a and \a b vectors and stores result into
+ * \a out.
+ *
+ * \param a A 4D vector
+ * \param b B 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Vec4iMax(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Adds \a a and \a b integer vectors and stores result into \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3iAdd(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Subtracts \a a and \a b integer vectors and stores result into \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3iSub(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Multiplies \a a and \a b integers vectors and stores result into \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3iMul(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Scales \a a vector by the value \a b and stores result into \a out.
+ *
+ * \param a A 3D vector
+ * \param b B value
+ * \param out Output 3D vector
+ */
+void BH_Vec3iScale(const int *a,
+ int b,
+ int *out);
+
+
+/**
+ * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param c C 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3iMulAdd(const int *a,
+ const int *b,
+ const int *c,
+ int *out);
+
+
+/**
+ * Negates \a in vector and stores result into \a out.
+ *
+ * \param in Input 3D vector
+ * \param out Output 3D vector
+ *
+ */
+void BH_Vec3iNegate(const int *in,
+ int *out);
+
+
+/**
+ * Computes minimum vector from the \a a and \a b vectors and stores result into
+ * \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3iMin(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Computes maximum vector from the \a a and \a b vectors and stores result into
+ * \a out.
+ *
+ * \param a A 3D vector
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Vec3iMax(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Adds \a a and \a b integer vectors and stores result into \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2iAdd(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Subtracts \a a and \a b integer vectors and stores result into \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2iSub(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Multiplies \a a and \a b integers vectors and stores result into \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2iMul(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Scales \a a vector by the value \a b and stores result into \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D value
+ * \param out Output 2D vector
+ */
+void BH_Vec2iScale(const int *a,
+ int b,
+ int *out);
+
+
+/**
+ * Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param c C 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2iMulAdd(const int *a,
+ const int *b,
+ const int *c,
+ int *out);
+
+
+/**
+ * Negates \a in vector and stores result into \a out.
+ *
+ * \param in Input 2D vector
+ * \param out Output 2D vector
+ *
+ */
+void BH_Vec2iNegate(const int *in,
+ int *out);
+
+
+/**
+ * Computes minimum vector from the \a a and \a b vectors and stores result into
+ * \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2iMin(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Computes maximum vector from the \a a and \a b vectors and stores result into
+ * \a out.
+ *
+ * \param a A 2D vector
+ * \param b B 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Vec2iMax(const int *a,
+ const int *b,
+ int *out);
+
+
+/**
+ * Adds \a a and \a b floating point quaternions and stores result into \a out.
+ *
+ * \param a A quaternion
+ * \param b B quaternion
+ * \param out Output quaternion
+ */
+#define BH_Quat4fAdd(a, b, out) \
+ BH_Vec4fAdd(a, b, out)
+
+
+/**
+ * Subtracts \a a and \a b floating point quaternions and stores result into
+ * \a out.
+ *
+ * \param a A quaternion
+ * \param b B quaternion
+ * \param out Output quaternion
+ */
+#define BH_Quat4fSub(a, b, out) \
+ BH_Vec4fSub(a, b, out)
+
+
+/**
+ * Scales \a a quaternion by the value \a b and stores result into \a out.
+ *
+ * \param a A quaternion
+ * \param b B value
+ * \param out Output quaternion
+ */
+#define BH_Quat4fScale(a, b, out) \
+ BH_Vec4fScale(a, b, out)
+
+
+/**
+ * Negates \a in quaternion and stores result into \a out.
+ *
+ * \param in Input quaternion
+ * \param out Output quaternion
+ */
+#define BH_Quat4fNegate(in, out) \
+ BH_Vec4fNegate(in, out)
+
+
+/**
+ * Computes dot product of \a a and \a b quaternions and returns the result.
+ *
+ * \param a A quaternion
+ * \param b B quaternion
+ */
+#define BH_Quat4fDot(a, b) \
+ BH_Vec4fDot(a, b)
+
+
+/**
+ * Computes length of the \a in quaternion and returns the result.
+ *
+ * \param in Input quaternion
+ */
+#define BH_Quat4fLength(in) \
+ BH_Vec4fLength(in)
+
+
+/**
+ * Computes normal quaternion from the \a in and stores result into \a out.
+ *
+ * \param in Input quaternion
+ * \param out Output quaternion
+ */
+#define BH_Quat4fNormal(in, out) \
+ BH_Vec4fNormal(in, out)
+
+
+/**
+ * Interpolates between \a a and \a b quaternion by \a t amount and stores
+ * result into \a out.
+ *
+ * \param a A quaternion
+ * \param b B quaternion
+ * \param t Amount
+ * \param out Output quaternion
+ */
+#define BH_Quat4fLerp(a, b, t, out) \
+ BH_Vec4fLerp(a, b, t, out)
+
+
+/**
+ * Stores identity quaternion into \a out.
+ *
+ * \param out Output quaternion.
+ */
+void BH_Quat4fIdentity(float *out);
+
+
+/**
+ * Conjugates the \a in quaternion and stores result into \a out.
+ *
+ * \param in Input quaternion
+ * \param out Output quaternion
+ */
+void BH_Quat4fConjugate(const float *in,
+ float *out);
+
+
+/**
+ * Computes the inverse of the \a in quaternion and stores result into \a out.
+ *
+ * \param in Input quaternion
+ * \param out Output quaternion
+ */
+void BH_Quat4fInverse(const float *in,
+ float *out);
+
+
+/**
+ * Multiplies the \a a and \a b quaternions and stores result into \a out.
+ *
+ * \param a A quaternion
+ * \param b B quaternion
+ * \param out Output quaternion
+ */
+void BH_Quat4fMul(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Spherically interpolates between \a a and \a b quaternions by \a t amount and
+ * stores result into \a out.
+ *
+ * \param a A quaternion
+ * \param b B quaternion
+ * \param t Amount
+ * \param out Output quaternion
+ */
+void BH_Quat4fSlerp(const float *a,
+ const float *b,
+ float t,
+ float *out);
+
+
+/**
+ * Computes the quaternion that represents \a roll, \a pitch, \a yaw (euler
+ * angles) and stores result into \a out.
+ *
+ * Order of the rotation is ZYX (yaw, pitch, roll)
+ *
+ * \param roll Roll
+ * \param pitch Pitch
+ * \param yaw Yaw
+ * \param out Output quaternion
+ */
+void BH_Quat4fFromEuler(float roll,
+ float pitch,
+ float yaw,
+ float *out);
+
+
+/**
+ * Computes quaternion that represents rotation by angle \a angle around
+ * axis \a axis and stores result into \a out.
+ *
+ * \param axis Axis 3D vector
+ * \param angle Angle
+ * \param out Output quaternion
+ */
+void BH_Quat4fFromAxis(const float *axis,
+ float angle,
+ float *out);
+
+
+/**
+ * Computes euler angles from quaternion \a in and stores result into \a roll,
+ * \a pitch, \a yaw.
+ *
+ * Order of the rotation is ZYX (yaw, pitch, roll)
+ *
+ * \param in Input quaternion
+ * \param roll Output roll
+ * \param pitch Output pitch
+ * \param yaw Output yaw
+ */
+void BH_Quat4fToEuler(const float *in,
+ float *roll,
+ float *pitch,
+ float *yaw);
+
+
+/**
+ * Computes rotation around axis from quaternion \a in and stores result into
+ * \a axis and \a angle.
+ *
+ * \param in Input quaternion
+ * \param axis Output axis 3D vector
+ * \param angle Output angle
+ */
+void BH_Quat4fToAxis(const float *in,
+ float *axis,
+ float *angle);
+
+
+/**
+ * Computes 4x4 rotation matrix from quaternion \a in and stores result into
+ * \a out.
+ *
+ * \param in Input quaternion
+ * \param out Output 4x4 matrix
+ */
+void BH_Quat4fToMat4f(const float *in,
+ float *out);
+
+
+/**
+ * Stores identity matrix into \a out.
+ *
+ * \param out Output 4x4 matrix.
+ */
+void BH_Mat4fIdentity(float *out);
+
+
+/**
+ * Adds \a a and \a b floating point matricies and stores result into \a out.
+ *
+ * \param a A 4x4 matrix
+ * \param b B 4x4 matrix
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fAdd(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Subtracts \a a and \a b floating point matricies and stores result into
+ * \a out.
+ *
+ * \param a A 4x4 matrix
+ * \param b B 4x4 matrix
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fSub(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Multiplies \a a and \a b floating point matricies and stores result into
+ * \a out.
+ *
+ * \param a A 4x4 matrix
+ * \param b B 4x4 matrix
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fMul(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Scales \a a matrix by the value \a b and stores result into \a out.
+ *
+ * \param a A 4x4 matrix
+ * \param b B value
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fScale(const float *a,
+ float b,
+ float *out);
+
+
+/**
+ * Transposes matrix \a in and stores result into \a out.
+ *
+ * \param in Input 4x4 matrix
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fTranspose(const float *in,
+ float *out);
+
+
+/**
+ * Computes \a in matrix trace and returns the result.
+ *
+ * \param in Input 4x4 matrix
+ */
+float BH_Mat4fTrace(const float *in);
+
+
+/**
+ * Computes \a in matrix determinant and returns the result.
+ *
+ * \param in Input 4x4 matrix
+ */
+float BH_Mat4fDet(const float *in);
+
+
+/**
+ * Computes inverse of \a in matrix and stores result into \a out.
+ *
+ * \param in Input 4x4 matrix
+ * \param out OUtput 4x4 matrix
+ *
+ * \return On success, returns zero.
+ * \return On failure, returns error code.
+ */
+int BH_Mat4fInverse(const float *in,
+ float *out);
+
+
+/**
+ * Computes scaling matrix from values \a x, \a y, \a z and stores result into
+ * \a out.
+ *
+ * \param x X scale
+ * \param y Y scale
+ * \param z Z scale
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fFromScale(float x,
+ float y,
+ float z,
+ float *out);
+
+
+/**
+ * Computes translation matrix from values \a x, \a y, \a z and stores result
+ * into \a out.
+ *
+ * \param x X translation
+ * \param y Y translation
+ * \param z Z translation
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fFromTranslation(float x,
+ float y,
+ float z,
+ float *out);
+
+
+/**
+ * Computes rotation matrix around x axis with angle \a angle and stores
+ * result \a out.
+ *
+ * \param angle Angle
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fFromRotationX(float angle,
+ float *out);
+
+
+/**
+ * Computes rotation matrix around y axis with angle \a angle and stores
+ * result \a out.
+ *
+ * \param angle Angle
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fFromRotationY(float angle,
+ float *out);
+
+
+/**
+ * Computes rotation matrix around z axis with angle \a angle and stores
+ * result \a out.
+ *
+ * \param angle Angle
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fFromRotationZ(float angle,
+ float *out);
+
+
+/**
+ * Computes rotation matrix around axis \a axis with angle \a angle and stores
+ * result \a out.
+ *
+ * \param axis Axis 3D vector
+ * \param angle Angle
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fFromAxis(const float *axis,
+ float angle,
+ float *out);
+
+
+/**
+ * Computes the rotation matrix that represents \a roll, \a pitch, \a yaw (euler
+ * angles) and stores result into \a out.
+ *
+ * Order of the rotation is ZYX (yaw, pitch, roll)
+ *
+ * \param roll Roll
+ * \param pitch Pitch
+ * \param yaw Yaw
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fFromEuler(float roll,
+ float pitch,
+ float yaw,
+ float *out);
+
+
+/**
+ * Computes 4x4 rotation matrix from quaternion \a in and stores result into
+ * \a out.
+ *
+ * \param in Input quaternion
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fFromQuat4f(const float *in,
+ float *out);
+
+
+/**
+ * Computes orthographic projection matrix and stores result into \a out.
+ *
+ * \param x_min Min x value
+ * \param x_max Max x value
+ * \param y_min Min y value
+ * \param y_max Max y value
+ * \param z_min Min z value
+ * \param z_max Max z value
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fFromOrtho(float xMin,
+ float xMax,
+ float yMin,
+ float yMax,
+ float zMin,
+ float zMax,
+ float *out);
+
+
+/**
+ * Computes perspective projection matrix and stores result into \a out.
+ *
+ * \param fov Field of view
+ * \param aspect Aspect ratio
+ * \param z_min Min z value
+ * \param z_max Max z value
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fFromFrustum(float fov,
+ float aspect,
+ float zMin,
+ float zMax,
+ float *out);
+
+
+/**
+ * Computes camera view matrix and stores result into \a out.
+ *
+ * \param pos Position vector
+ * \param at Target vector
+ * \param up Up vector
+ * \param out Output 4x4 matrix
+ */
+void BH_Mat4fFromLookAt(const float *pos,
+ const float *at,
+ const float *up,
+ float *out);
+
+
+/**
+ * Multiplies matrix \a a by vector \a b and stores result into \a out.
+ *
+ * \param a A 4x4 matrix
+ * \param b B 4D vector
+ * \param out Output 4D vector
+ */
+void BH_Mat4fApplyVec4f(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Multiplies matrix \a a by vector \a b and stores result into \a out.
+ *
+ * \param a A 4x4 matrix
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Mat4fApplyVec4f(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Stores identity matrix into \a out.
+ *
+ * \param out Output 3x3 matrix.
+ */
+void BH_Mat3fIdentity(float *out);
+
+
+/**
+ * Adds \a a and \a b floating point matricies and stores result into \a out.
+ *
+ * \param a A 3x3 matrix
+ * \param b B 3x3 matrix
+ * \param out Output 3x3 matrix
+ */
+void BH_Mat3fAdd(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Subtracts \a a and \a b floating point matricies and stores result into
+ * \a out.
+ *
+ * \param a A 3x3 matrix
+ * \param b B 3x3 matrix
+ * \param out Output 3x3 matrix
+ */
+void BH_Mat3fSub(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Multiplies \a a and \a b floating point matricies and stores result into
+ * \a out.
+ *
+ * \param a A 3x3 matrix
+ * \param b B 3x3 matrix
+ * \param out Output 3x3 matrix
+ */
+void BH_Mat3fMul(const float *a,
+ const float *b,
+ float *out);
+
+
+/**
+ * Scales \a a matrix by the value \a b and stores result into \a out.
+ *
+ * \param a A 3x3 matrix
+ * \param b B value
+ * \param out Output 3x3 matrix
+ */
+void BH_Mat3fScale(const float *a,
+ float b,
+ float *out);
+
+
+/**
+ * Transposes matrix \a in and stores result into \a out.
+ *
+ * \param in Input 3x3 matrix
+ * \param out Output 3x3 matrix
+ */
+void BH_Mat3fTranspose(const float *in,
+ float *out);
+
+
+/**
+ * Computes \a in matrix trace and returns the result.
+ *
+ * \param in Input 3x3 matrix
+ */
+float BH_Mat3fTrace(const float *in);
+
+
+/**
+ * Computes \a in matrix determinant and returns the result.
+ *
+ * \param in Input 3x3 matrix
+ */
+float BH_Mat3fDet(const float *in);
+
+
+/**
+ * Computes inverse of \a in matrix and stores result into \a out.
+ *
+ * \param in Input 3x3 matrix
+ * \param out OUtput 3x3 matrix
+ *
+ * \return On success, returns zero.
+ * \return On failure, returns error code.
+ */
+int BH_Mat3fInverse(const float *in,
+ float *out);
+
+
+/**
+ * Computes scaling matrix from values \a x, \a y and stores result into
+ * \a out.
+ *
+ * \param x X scale
+ * \param y Y scale
+ * \param out Output 3x3 matrix
+ */
+void BH_Mat3fFromScale(float x,
+ float y,
+ float *out);
+
+
+/**
+ * Computes translation matrix from values \a x, \a y and stores result
+ * into \a out.
+ *
+ * \param x X translation
+ * \param y Y translation
+ * \param out Output 3x3 matrix
+ */
+void BH_Mat3fFromTranslation(float x,
+ float y,
+ float *out);
+
+
+/**
+ * Computes rotation matrix around with angle \a angle and stores result \a out.
+ *
+ * \param angle Angle
+ * \param out Output 3x3 matrix
+ */
+void BH_Mat3fFromRotation(float angle,
+ float *out);
+
+
+/**
+ * Multiplies matrix \a a by vector \a b and stores result into \a out.
+ *
+ * \param a A 3x3 matrix
+ * \param b B 3D vector
+ * \param out Output 3D vector
+ */
+void BH_Mat3fApplyVec3f(float *a,
+ float *b,
+ float *out);
+
+
+/**
+ * Multiplies matrix \a a by vector \a b and stores result into \a out.
+ *
+ * \param a A 3x3 matrix
+ * \param b B 2D vector
+ * \param out Output 2D vector
+ */
+void BH_Mat3fApplyVec2f(float *a,
+ float *b,
+ float *out);
+
+
+#endif /* BH_MATH_H */