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bhlib/doc/Manual/en/BH_Mat4f.pod

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