Refactor, separate docs from headers, add ru docs
Doxygen kind'a sucks and I need multilanguage documentation, so I did that. Also, separated massive Math.h file into smaller files.
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doc/Manual/en/BH_Mat4f.pod
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286
doc/Manual/en/BH_Mat4f.pod
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=encoding UTF-8
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=head1 NAME
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BH_Mat4f - real 4x4 matrix
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=head1 SYNTAX
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#include <BH/Math/Mat4f.h>
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cc prog.c -o prog -lbh
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=head1 DESCRIPTION
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The BH_Mat4f module provides a set of functions for working with real 4x4
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matrices. These functions allow you to perform various operations on matrices,
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such as addition, subtraction, multiplication, transposition, determinant
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calculation, and others.
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=head1 API CALLS
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=head2 BH_Mat4fIdentity
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void BH_Mat4fIdentity(float out[16]);
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Writes an identity matrix to I<out>.
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=head2 BH_Mat4fAdd
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void BH_Mat4fAdd(const float a[16],
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const float b[16],
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float out[16]);
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Calculates the sum of two matrices I<a> and I<b>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fSub
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void BH_Mat4fSub(const float a[16],
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const float b[16],
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float out[16]);
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Calculates the difference between two matrices I<a> and I<b>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fMul
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void BH_Mat4fMul(const float a[16],
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const float b[16],
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float out[16]);
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Calculates the result of multiplying two matrices I<a> and I<b>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fScale
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void BH_Mat4fScale(const float a[16],
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float b,
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float out[16]);
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Calculates the result of multiplying matrix I<a> by value I<b>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fTranspose
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void BH_Mat4fTranspose(const float in[16],
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float out[16]);
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Transposes matrix I<in>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fTrace
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float BH_Mat4fTrace(const float in[16]);
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Calculates the sum of the elements of the main diagonal of matrix I<in>.
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=head2 BH_Mat4fDet
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float BH_Mat4fDet(const float in[16]);
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Calculates the determinant of matrix I<in>.
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=head2 BH_Mat4fInverse
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int BH_Mat4fInverse(const float in[16],
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float out[16]);
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Calculates the inverse matrix for I<in>.
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The I<out> parameter describes the resulting matrix.
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If successful, the function returns 0, otherwise it returns an error code.
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=head2 BH_Mat4fFromScale
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void BH_Mat4fFromScale(float x,
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float y,
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float z,
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float out[16]);
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Calculates a scaling matrix with scales I<x>, I<y>, and I<z>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fFromTranslation
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void BH_Mat4fFromTranslation(float x,
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float y,
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float z,
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float out[16]);
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Calculates a translation matrix with values I<x>, I<y>, and I<z>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fFromRotationX
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void BH_Mat4fFromRotationX(float angle,
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float out[16]);
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Calculates a rotation matrix around the X axis with a given I<angle>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fFromRotationY
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void BH_Mat4fFromRotationY(float angle,
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float out[16]);
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Calculates a rotation matrix around the Y axis with a given I<angle>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fFromRotationZ
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void BH_Mat4fFromRotationZ(float angle,
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float out[16]);
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Calculates a rotation matrix around the Z axis with a given I<angle>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fFromAxis
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void BH_Mat4fFromAxis(const float axis[3],
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float angle,
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float out[16]);
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Calculates a rotation matrix around the axis I<axis> with a given I<angle>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fFromEuler
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void BH_Mat4fFromEuler(float roll,
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float pitch,
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float yaw,
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float out[16]);
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Calculates a rotation matrix from the angles of the associated coordinate system
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I<roll>, I<pitch>, and I<yaw>.
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The order of rotation application is ZYX (yaw, pitch, roll).
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fFromQuat4f
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void BH_Mat4fFromQuat4f(const float in[4],
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float out[16]);
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Calculates a rotation matrix from quaternion I<in>.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fFromOrtho
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void BH_Mat4fFromOrtho(float xMin,
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float xMax,
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float yMin,
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float yMax,
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float zMin,
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float zMax,
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float out[16]);
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Calculates an orthographic projection matrix.
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The I<xMin> and I<xMax> parameters define the valid range of X coordinates.
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The I<yMin> and I<yMax> parameters define the valid range of Y coordinates.
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The I<zMin> and I<zMax> parameters define the valid range of Z coordinates.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fFromFrustum
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void BH_Mat4fFromFrustum(float fov,
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float aspect,
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float zMin,
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float zMax,
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float out[16]);
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Calculates a perspective projection matrix.
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The I<fov> parameter defines the field of view.
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The I<aspect> parameter defines the aspect ratio.
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The I<zMin> and I<zMax> parameters define the valid range of Z coordinates.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fFromLookAt
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void BH_Mat4fFromLookAt(const float position[3],
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const float at[3],
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const float up[3],
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float out[16]);
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Calculates the camera view matrix.
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The I<position> parameter defines the position of the camera in space.
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The I<at> parameter defines the point where the camera is aimed.
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The I<up> parameter defines the "up" direction of the camera.
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The I<out> parameter describes the resulting matrix.
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=head2 BH_Mat4fApplyVec4f
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void BH_Mat4fApplyVec4f(const float a[16],
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const float b[4],
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float out[4]);
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Calculates the result of multiplying matrix I<a> by vector I<b>.
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The I<out> parameter describes the resulting vector.
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=head2 BH_Mat4fApplyVec3f
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void BH_Mat4fApplyVec3f(const float a[16],
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const float b[3],
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float out[3]);
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Calculates the result of multiplying matrix I<a> by vector I<b>.
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The I<out> parameter describes the resulting vector.
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=head1 SEE ALSO
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L<BH>
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