Math/Matrix4x4.openplx
Matrix4x4
Matrix4x4: # first row e00 is Real e01 is Real e02 is Real e03 is Real # second row e10 is Real e11 is Real e12 is Real e13 is Real # third row e20 is Real e21 is Real e22 is Real e23 is Real # fourth row e30 is Real e31 is Real e32 is Real e33 is Real # First four values are the first row, etc. static fn from_row_major(r0c0: Real, r0c1: Real, r0c2: Real, r0c3: Real, r1c0: Real, r1c1: Real, r1c2: Real, r1c3: Real, r2c0: Real, r2c1: Real, r2c2: Real, r2c3: Real, r3c0: Real, r3c1: Real, r3c2: Real, r3c3: Real) -> Matrix4x4 static fn from_rows(r0: Real[], r1: Real[], r2: Real[], r3: Real[]) -> Matrix4x4 static fn from_columns(c0: Real[], c1: Real[], c2: Real[], c3: Real[]) -> Matrix4x4 static fn from_vec3_quat(v : Vec3, q : Quat) -> Matrix4x4 fn transpose() -> Matrix4x4 fn copy() -> Matrix4x4 # The following two acts as if the matrix was an affine matrix with translation in the last column fn get_affine_translation() -> Vec3 fn get_affine_rotation() -> Quat operator +(lhs: Matrix4x4, rhs: Matrix4x4) -> Matrix4x4 operator -(lhs: Matrix4x4, rhs: Matrix4x4) -> Matrix4x4 operator *(lhs: Matrix4x4, rhs: Matrix4x4) -> Matrix4x4