#ifndef BH_MATH_MAT4F_H #define BH_MATH_MAT4F_H #include "../Common.h" void BH_Mat4fIdentity(float out[16]); void BH_Mat4fAdd(const float a[16], const float b[16], float out[16]); void BH_Mat4fSub(const float a[16], const float b[16], float out[16]); void BH_Mat4fMul(const float a[16], const float b[16], float out[16]); void BH_Mat4fScale(const float a[16], float b, float out[16]); void BH_Mat4fTranspose(const float in[16], float out[16]); float BH_Mat4fTrace(const float in[16]); float BH_Mat4fDet(const float in[16]); int BH_Mat4fInverse(const float in[16], float out[16]); void BH_Mat4fFromScale(float x, float y, float z, float out[16]); void BH_Mat4fFromTranslation(float x, float y, float z, float out[16]); void BH_Mat4fFromRotationX(float angle, float out[16]); void BH_Mat4fFromRotationY(float angle, float out[16]); void BH_Mat4fFromRotationZ(float angle, float out[16]); void BH_Mat4fFromAxis(const float axis[3], float angle, float out[16]); void BH_Mat4fFromEuler(float roll, float pitch, float yaw, float out[16]); void BH_Mat4fFromQuat4f(const float in[4], float out[16]); void BH_Mat4fFromOrtho(float xMin, float xMax, float yMin, float yMax, float zMin, float zMax, float out[16]); void BH_Mat4fFromFrustum(float fov, float aspect, float zMin, float zMax, float out[16]); void BH_Mat4fFromLookAt(const float position[3], const float at[3], const float up[3], float out[16]); void BH_Mat4fApplyVec4f(const float a[16], const float b[4], float out[4]); void BH_Mat4fApplyVec3f(const float a[16], const float b[3], float out[3]); #endif /* BH_MATH_MAT4F */