{
{-0.525731, 0.000000, 0.850651}, {-0.442863, 0.238856, 0.864188},
{-0.295242, 0.000000, 0.955423}, {-0.309017, 0.500000, 0.809017},
-{-0.162460, 0.262866, 0.951056}, {0.000000, 0.000000, 1.000000},
+{-0.162460, 0.262866, 0.951056}, {0.000000, 0.000000, 1.000000},
{0.000000, 0.850651, 0.525731}, {-0.147621, 0.716567, 0.681718},
{0.147621, 0.716567, 0.681718}, {0.000000, 0.525731, 0.850651},
{0.309017, 0.500000, 0.809017}, {0.525731, 0.000000, 0.850651},
{0.525731, 0.000000, -0.850651}, {0.681718, 0.147621, -0.716567},
{0.681718, -0.147621, -0.716567}, {0.850651, 0.000000, -0.525731},
{0.809017, -0.309017, -0.500000}, {0.864188, -0.442863, -0.238856},
-{0.951056, -0.162460, -0.262866}, {0.147621, 0.716567, -0.681718},
+{0.951056, -0.162460, -0.262866}, {0.147621, 0.716567, -0.681718},
{0.309017, 0.500000, -0.809017}, {0.425325, 0.688191, -0.587785},
{0.442863, 0.238856, -0.864188}, {0.587785, 0.425325, -0.688191},
{0.688191, 0.587785, -0.425325}, {-0.147621, 0.716567, -0.681718},
ixtable[a] = 1.0f / a;
}
+#include "matrixlib.h"
+
+void Matrix4x4_Print (const matrix4x4_t *in)
+{
+ Con_Printf("%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
+ , in->m[0][0], in->m[0][1], in->m[0][2], in->m[0][3]
+ , in->m[1][0], in->m[1][1], in->m[1][2], in->m[1][3]
+ , in->m[2][0], in->m[2][1], in->m[2][2], in->m[2][3]
+ , in->m[3][0], in->m[3][1], in->m[3][2], in->m[3][3]);
+}
-#include "quakedef.h"
#include "matrixlib.h"
#include <math.h>
out->m[3][3] = 1.0f;
}
-void Matrix4x4_FromMatrix3x4 (matrix4x4_t *out, const matrix3x4_t *in)
-{
- out->m[0][0] = in->m[0][0];
- out->m[0][1] = in->m[0][1];
- out->m[0][2] = in->m[0][2];
- out->m[0][3] = in->m[0][3];
- out->m[1][0] = in->m[1][0];
- out->m[1][1] = in->m[1][1];
- out->m[1][2] = in->m[1][2];
- out->m[1][3] = in->m[1][3];
- out->m[2][0] = in->m[2][0];
- out->m[2][1] = in->m[2][1];
- out->m[2][2] = in->m[2][2];
- out->m[2][3] = in->m[2][3];
- out->m[3][0] = 0.0f;
- out->m[3][1] = 0.0f;
- out->m[3][2] = 0.0f;
- out->m[3][3] = 1.0f;
-}
-
void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2)
{
out->m[0][0] = in1->m[0][0] * in2->m[0][0] + in1->m[0][1] * in2->m[1][0] + in1->m[0][2] * in2->m[2][0] + in1->m[0][3] * in2->m[3][0];
Matrix4x4_Concat(out, &base, &temp);
}
-void Matrix4x4_Print (const matrix4x4_t *in)
-{
- Con_Printf("%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
- , in->m[0][0], in->m[0][1], in->m[0][2], in->m[0][3]
- , in->m[1][0], in->m[1][1], in->m[1][2], in->m[1][3]
- , in->m[2][0], in->m[2][1], in->m[2][2], in->m[2][3]
- , in->m[3][0], in->m[3][1], in->m[3][2], in->m[3][3]);
-}
-
-
-
-
-
-
-
-void Matrix3x4_Copy (matrix3x4_t *out, const matrix3x4_t *in)
-{
- *out = *in;
-}
-
-void Matrix3x4_CopyRotateOnly (matrix3x4_t *out, const matrix3x4_t *in)
-{
- out->m[0][0] = in->m[0][0];
- out->m[0][1] = in->m[0][1];
- out->m[0][2] = in->m[0][2];
- out->m[0][3] = 0.0f;
- out->m[1][0] = in->m[1][0];
- out->m[1][1] = in->m[1][1];
- out->m[1][2] = in->m[1][2];
- out->m[1][3] = 0.0f;
- out->m[2][0] = in->m[2][0];
- out->m[2][1] = in->m[2][1];
- out->m[2][2] = in->m[2][2];
- out->m[2][3] = 0.0f;
-}
-
-void Matrix3x4_CopyTranslateOnly (matrix3x4_t *out, const matrix3x4_t *in)
-{
- out->m[0][0] = 0.0f;
- out->m[0][1] = 0.0f;
- out->m[0][2] = 0.0f;
- out->m[0][3] = in->m[0][3];
- out->m[1][0] = 0.0f;
- out->m[1][1] = 0.0f;
- out->m[1][2] = 0.0f;
- out->m[1][3] = in->m[1][3];
- out->m[2][0] = 0.0f;
- out->m[2][1] = 0.0f;
- out->m[2][2] = 0.0f;
- out->m[2][3] = in->m[2][3];
-}
-
-void Matrix3x4_FromMatrix4x4 (matrix3x4_t *out, const matrix4x4_t *in)
-{
- out->m[0][0] = in->m[0][0];
- out->m[0][1] = in->m[0][1];
- out->m[0][2] = in->m[0][2];
- out->m[0][3] = in->m[0][3];
- out->m[1][0] = in->m[1][0];
- out->m[1][1] = in->m[1][1];
- out->m[1][2] = in->m[1][2];
- out->m[1][3] = in->m[1][3];
- out->m[2][0] = in->m[2][0];
- out->m[2][1] = in->m[2][1];
- out->m[2][2] = in->m[2][2];
- out->m[2][3] = in->m[2][3];
-}
-
-void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2)
-{
- out->m[0][0] = in1->m[0][0] * in2->m[0][0] + in1->m[0][1] * in2->m[1][0] + in1->m[0][2] * in2->m[2][0];
- out->m[0][1] = in1->m[0][0] * in2->m[0][1] + in1->m[0][1] * in2->m[1][1] + in1->m[0][2] * in2->m[2][1];
- out->m[0][2] = in1->m[0][0] * in2->m[0][2] + in1->m[0][1] * in2->m[1][2] + in1->m[0][2] * in2->m[2][2];
- out->m[0][3] = in1->m[0][0] * in2->m[0][3] + in1->m[0][1] * in2->m[1][3] + in1->m[0][2] * in2->m[2][3] + in1->m[0][3];
- out->m[1][0] = in1->m[1][0] * in2->m[0][0] + in1->m[1][1] * in2->m[1][0] + in1->m[1][2] * in2->m[2][0];
- out->m[1][1] = in1->m[1][0] * in2->m[0][1] + in1->m[1][1] * in2->m[1][1] + in1->m[1][2] * in2->m[2][1];
- out->m[1][2] = in1->m[1][0] * in2->m[0][2] + in1->m[1][1] * in2->m[1][2] + in1->m[1][2] * in2->m[2][2];
- out->m[1][3] = in1->m[1][0] * in2->m[0][3] + in1->m[1][1] * in2->m[1][3] + in1->m[1][2] * in2->m[2][3] + in1->m[1][3];
- out->m[2][0] = in1->m[2][0] * in2->m[0][0] + in1->m[2][1] * in2->m[1][0] + in1->m[2][2] * in2->m[2][0];
- out->m[2][1] = in1->m[2][0] * in2->m[0][1] + in1->m[2][1] * in2->m[1][1] + in1->m[2][2] * in2->m[2][1];
- out->m[2][2] = in1->m[2][0] * in2->m[0][2] + in1->m[2][1] * in2->m[1][2] + in1->m[2][2] * in2->m[2][2];
- out->m[2][3] = in1->m[2][0] * in2->m[0][3] + in1->m[2][1] * in2->m[1][3] + in1->m[2][2] * in2->m[2][3] + in1->m[2][3];
-}
-
-void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_t *in1)
-{
- out->m[0][0] = in1->m[0][0];
- out->m[0][1] = in1->m[1][0];
- out->m[0][2] = in1->m[2][0];
- out->m[0][3] = 0.0f;
- out->m[1][0] = in1->m[0][1];
- out->m[1][1] = in1->m[1][1];
- out->m[1][2] = in1->m[2][1];
- out->m[1][3] = 0.0f;
- out->m[2][0] = in1->m[0][2];
- out->m[2][1] = in1->m[1][2];
- out->m[2][2] = in1->m[2][2];
- out->m[2][3] = 0.0f;
-}
-
-void Matrix3x4_Invert_Simple (matrix3x4_t *out, const matrix3x4_t *in1)
-{
- // we only support uniform scaling, so assume the first row is enough
- // (note the lack of sqrt here, because we're trying to undo the scaling,
- // this means multiplying by the inverse scale twice - squaring it, which
- // makes the sqrt a waste of time)
-#if 1
- double scale = 1.0 / (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]);
-#else
- double scale = 3.0 / sqrt
- (in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]
- + in1->m[1][0] * in1->m[1][0] + in1->m[1][1] * in1->m[1][1] + in1->m[1][2] * in1->m[1][2]
- + in1->m[2][0] * in1->m[2][0] + in1->m[2][1] * in1->m[2][1] + in1->m[2][2] * in1->m[2][2]);
- scale *= scale;
-#endif
-
- // invert the rotation by transposing and multiplying by the squared
- // recipricol of the input matrix scale as described above
- out->m[0][0] = in1->m[0][0] * scale;
- out->m[0][1] = in1->m[1][0] * scale;
- out->m[0][2] = in1->m[2][0] * scale;
- out->m[1][0] = in1->m[0][1] * scale;
- out->m[1][1] = in1->m[1][1] * scale;
- out->m[1][2] = in1->m[2][1] * scale;
- out->m[2][0] = in1->m[0][2] * scale;
- out->m[2][1] = in1->m[1][2] * scale;
- out->m[2][2] = in1->m[2][2] * scale;
-
- // invert the translate
- out->m[0][3] = -(in1->m[0][3] * out->m[0][0] + in1->m[1][3] * out->m[0][1] + in1->m[2][3] * out->m[0][2]);
- out->m[1][3] = -(in1->m[0][3] * out->m[1][0] + in1->m[1][3] * out->m[1][1] + in1->m[2][3] * out->m[1][2]);
- out->m[2][3] = -(in1->m[0][3] * out->m[2][0] + in1->m[1][3] * out->m[2][1] + in1->m[2][3] * out->m[2][2]);
-}
-
-
-void Matrix3x4_CreateIdentity (matrix3x4_t *out)
-{
- out->m[0][0]=1.0f;
- out->m[0][1]=0.0f;
- out->m[0][2]=0.0f;
- out->m[0][3]=0.0f;
- out->m[1][0]=0.0f;
- out->m[1][1]=1.0f;
- out->m[1][2]=0.0f;
- out->m[1][3]=0.0f;
- out->m[2][0]=0.0f;
- out->m[2][1]=0.0f;
- out->m[2][2]=1.0f;
- out->m[2][3]=0.0f;
-}
-
-void Matrix3x4_CreateTranslate (matrix3x4_t *out, float x, float y, float z)
-{
- out->m[0][0]=1.0f;
- out->m[0][1]=0.0f;
- out->m[0][2]=0.0f;
- out->m[0][3]=x;
- out->m[1][0]=0.0f;
- out->m[1][1]=1.0f;
- out->m[1][2]=0.0f;
- out->m[1][3]=y;
- out->m[2][0]=0.0f;
- out->m[2][1]=0.0f;
- out->m[2][2]=1.0f;
- out->m[2][3]=z;
-}
-
-void Matrix3x4_CreateRotate (matrix3x4_t *out, float angle, float x, float y, float z)
-{
- float len, c, s;
-
- len = x*x+y*y+z*z;
- if (len != 0.0f)
- len = 1.0f / sqrt(len);
- x *= len;
- y *= len;
- z *= len;
-
- angle *= M_PI / 180.0;
- c = cos(angle);
- s = sin(angle);
-
- out->m[0][0]=x * x + c * (1 - x * x);
- out->m[0][1]=x * y * (1 - c) + z * s;
- out->m[0][2]=z * x * (1 - c) - y * s;
- out->m[0][3]=0.0f;
- out->m[1][0]=x * y * (1 - c) - z * s;
- out->m[1][1]=y * y + c * (1 - y * y);
- out->m[1][2]=y * z * (1 - c) + x * s;
- out->m[1][3]=0.0f;
- out->m[2][0]=z * x * (1 - c) + y * s;
- out->m[2][1]=y * z * (1 - c) - x * s;
- out->m[2][2]=z * z + c * (1 - z * z);
- out->m[2][3]=0.0f;
-}
-
-void Matrix3x4_CreateScale (matrix3x4_t *out, float x)
-{
- out->m[0][0]=x;
- out->m[0][1]=0.0f;
- out->m[0][2]=0.0f;
- out->m[0][3]=0.0f;
- out->m[1][0]=0.0f;
- out->m[1][1]=x;
- out->m[1][2]=0.0f;
- out->m[1][3]=0.0f;
- out->m[2][0]=0.0f;
- out->m[2][1]=0.0f;
- out->m[2][2]=x;
- out->m[2][3]=0.0f;
-}
-
-void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z)
-{
- out->m[0][0]=x;
- out->m[0][1]=0.0f;
- out->m[0][2]=0.0f;
- out->m[0][3]=0.0f;
- out->m[1][0]=0.0f;
- out->m[1][1]=y;
- out->m[1][2]=0.0f;
- out->m[1][3]=0.0f;
- out->m[2][0]=0.0f;
- out->m[2][1]=0.0f;
- out->m[2][2]=z;
- out->m[2][3]=0.0f;
-}
-
-void Matrix3x4_CreateFromQuakeEntity(matrix3x4_t *out, float x, float y, float z, float pitch, float yaw, float roll, float scale)
-{
- double angle, sr, sp, sy, cr, cp, cy;
-
- angle = yaw * (M_PI*2 / 360);
- sy = sin(angle);
- cy = cos(angle);
- angle = pitch * (M_PI*2 / 360);
- sp = sin(angle);
- cp = cos(angle);
- angle = roll * (M_PI*2 / 360);
- sr = sin(angle);
- cr = cos(angle);
- out->m[0][0] = (cp*cy) * scale;
- out->m[0][1] = (sr*sp*cy+cr*-sy) * scale;
- out->m[0][2] = (cr*sp*cy+-sr*-sy) * scale;
- out->m[0][3] = x;
- out->m[1][0] = (cp*sy) * scale;
- out->m[1][1] = (sr*sp*sy+cr*cy) * scale;
- out->m[1][2] = (cr*sp*sy+-sr*cy) * scale;
- out->m[1][3] = y;
- out->m[2][0] = (-sp) * scale;
- out->m[2][1] = (sr*cp) * scale;
- out->m[2][2] = (cr*cp) * scale;
- out->m[2][3] = z;
-}
-
-void Matrix3x4_ToVectors(const matrix3x4_t *in, float vx[3], float vy[3], float vz[3], float t[3])
-{
- vx[0] = in->m[0][0];
- vx[1] = in->m[1][0];
- vx[2] = in->m[2][0];
- vy[0] = in->m[0][1];
- vy[1] = in->m[1][1];
- vy[2] = in->m[2][1];
- vz[0] = in->m[0][2];
- vz[1] = in->m[1][2];
- vz[2] = in->m[2][2];
- t[0] = in->m[0][3];
- t[1] = in->m[1][3];
- t[2] = in->m[2][3];
-}
-
-void Matrix3x4_FromVectors(matrix3x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3])
-{
- out->m[0][0] = vx[0];
- out->m[0][1] = vy[0];
- out->m[0][2] = vz[0];
- out->m[0][3] = t[0];
- out->m[1][0] = vx[1];
- out->m[1][1] = vy[1];
- out->m[1][2] = vz[1];
- out->m[1][3] = t[1];
- out->m[2][0] = vx[2];
- out->m[2][1] = vy[2];
- out->m[2][2] = vz[2];
- out->m[2][3] = t[2];
-}
-
-void Matrix3x4_Transform (const matrix3x4_t *in, const float v[3], float out[3])
-{
- out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + in->m[0][3];
- out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + in->m[1][3];
- out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + in->m[2][3];
-}
-
-/*
-void Matrix3x4_SimpleUntransform (const matrix3x4_t *in, const float v[3], float out[3])
-{
- float t[3];
- t[0] = v[0] - in->m[0][3];
- t[1] = v[1] - in->m[1][3];
- t[2] = v[2] - in->m[2][3];
- out[0] = t[0] * in->m[0][0] + t[1] * in->m[1][0] + t[2] * in->m[2][0];
- out[1] = t[0] * in->m[0][1] + t[1] * in->m[1][1] + t[2] * in->m[2][1];
- out[2] = t[0] * in->m[0][2] + t[1] * in->m[1][2] + t[2] * in->m[2][2];
-}
-*/
-
-void Matrix3x4_Transform3x3 (const matrix3x4_t *in, const float v[3], float out[3])
-{
- out[0] = v[0] * in->m[0][0] + v[1] * in->m[0][1] + v[2] * in->m[0][2] + in->m[0][3];
- out[1] = v[0] * in->m[1][0] + v[1] * in->m[1][1] + v[2] * in->m[1][2] + in->m[1][3];
- out[2] = v[0] * in->m[2][0] + v[1] * in->m[2][1] + v[2] * in->m[2][2] + in->m[2][3];
-}
-
-
-// FIXME: optimize
-void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z)
-{
- matrix3x4_t base, temp;
- base = *out;
- Matrix3x4_CreateTranslate(&temp, x, y, z);
- Matrix3x4_Concat(out, &base, &temp);
-}
-
-// FIXME: optimize
-void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z)
-{
- matrix3x4_t base, temp;
- base = *out;
- Matrix3x4_CreateRotate(&temp, angle, x, y, z);
- Matrix3x4_Concat(out, &base, &temp);
-}
-
-// FIXME: optimize
-void Matrix3x4_ConcatScale (matrix3x4_t *out, float x)
-{
- matrix3x4_t base, temp;
- base = *out;
- Matrix3x4_CreateScale(&temp, x);
- Matrix3x4_Concat(out, &base, &temp);
-}
-
-// FIXME: optimize
-void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z)
-{
- matrix3x4_t base, temp;
- base = *out;
- Matrix3x4_CreateScale3(&temp, x, y, z);
- Matrix3x4_Concat(out, &base, &temp);
-}
-
-void Matrix3x4_Print (const matrix3x4_t *in)
-{
- Con_Printf("%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n"
- , in->m[0][0], in->m[0][1], in->m[0][2], in->m[0][3]
- , in->m[1][0], in->m[1][1], in->m[1][2], in->m[1][3]
- , in->m[2][0], in->m[2][1], in->m[2][2], in->m[2][3]);
-}
-
}
matrix4x4_t;
-typedef struct matrix3x4_s
-{
- float m[3][4];
-}
-matrix3x4_t;
-
// functions for manipulating 4x4 matrices
// copy a matrix4x4
void Matrix4x4_CopyRotateOnly (matrix4x4_t *out, const matrix4x4_t *in);
// copy only the translate portion of a matrix4x4
void Matrix4x4_CopyTranslateOnly (matrix4x4_t *out, const matrix4x4_t *in);
-// make a matrix4x4 from a matrix3x4
-void Matrix4x4_FromMatrix3x4 (matrix4x4_t *out, const matrix3x4_t *in);
// multiply two matrix4x4 together, combining their transformations
// (warning: order matters - Concat(a, b, c) != Concat(a, c, b))
void Matrix4x4_Concat (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2);
// immediately applies a Scale3 to the matrix
void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z);
-// print a matrix to the console
-void Matrix4x4_Print(const matrix4x4_t *in);
-
-
-// functions for manipulating 3x4 matrices
-
-// copy a matrix3x4
-void Matrix3x4_Copy (matrix3x4_t *out, const matrix3x4_t *in);
-// copy only the rotation portion of a matrix3x4
-void Matrix3x4_CopyRotateOnly (matrix3x4_t *out, const matrix3x4_t *in);
-// copy only the translate portion of a matrix3x4
-void Matrix3x4_CopyTranslateOnly (matrix3x4_t *out, const matrix3x4_t *in);
-// make a matrix3x4 from a matrix4x4
-void Matrix3x4_FromMatrix4x4 (matrix3x4_t *out, const matrix4x4_t *in);
-// multiply two matrix3x4 together, combining their transformations
-// (warning: order matters - Concat(a, b, c) != Concat(a, c, b))
-void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2);
-// swaps the rows and columns of the rotation matrix
-// (inverting the rotation, but leaving everything else the same)
-void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_t *in1);
-// creates a matrix that does the opposite of the matrix provided
-// only supports translate, rotate, scale (not scale3) matrices
-void Matrix3x4_Invert_Simple (matrix3x4_t *out, const matrix3x4_t *in1);
-
-// creates an identity matrix
-// (a matrix which does nothing)
-void Matrix3x4_CreateIdentity (matrix3x4_t *out);
-// creates a translate matrix
-// (moves vectors)
-void Matrix3x4_CreateTranslate (matrix3x4_t *out, float x, float y, float z);
-// creates a rotate matrix
-// (rotates vectors)
-void Matrix3x4_CreateRotate (matrix3x4_t *out, float angle, float x, float y, float z);
-// creates a scaling matrix
-// (expands or contracts vectors)
-// (warning: do not apply this kind of matrix to direction vectors)
-void Matrix3x4_CreateScale (matrix3x4_t *out, float x);
-// creates a squishing matrix
-// (expands or contracts vectors differently in different axis)
-// (warning: this is not reversed by Invert_Simple)
-// (warning: do not apply this kind of matrix to direction vectors)
-void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z);
-// creates a matrix for a quake entity
-void Matrix3x4_CreateFromQuakeEntity(matrix3x4_t *out, float x, float y, float z, float pitch, float yaw, float roll, float scale);
-
-// converts a matrix3x4 to a set of 3D vectors for the 3 axial directions, and the translate
-void Matrix3x4_ToVectors(const matrix3x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]);
-// creates a matrix3x4 from a set of 3D vectors for axial directions, and translate
-void Matrix3x4_FromVectors(matrix3x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
-
-// transforms a 3D vector through a matrix3x4
-void Matrix3x4_Transform (const matrix3x4_t *in, const float v[3], float out[3]);
-// reverse transforms a 3D vector through a matrix3x4, at least for *simple*
-// cases (rotation and translation *ONLY*), this attempts to undo the results
-// of Transform
-//void Matrix3x4_SimpleUntransform (const matrix3x4_t *in, const float v[3], float out[3]);
-// transforms a direction vector through the rotation part of a matrix
-void Matrix3x4_Transform3x3 (const matrix3x4_t *in, const float v[3], float out[3]);
-
-// ease of use functions
-// immediately applies a Translate to the matrix
-void Matrix3x4_ConcatTranslate (matrix3x4_t *out, float x, float y, float z);
-// immediately applies a Rotate to the matrix
-void Matrix3x4_ConcatRotate (matrix3x4_t *out, float angle, float x, float y, float z);
-// immediately applies a Scale to the matrix
-void Matrix3x4_ConcatScale (matrix3x4_t *out, float x);
-// immediately applies a Scale3 to the matrix
-void Matrix3x4_ConcatScale3 (matrix3x4_t *out, float x, float y, float z);
-
-// print a matrix to the console
-void Matrix3x4_Print(const matrix3x4_t *in);
-
#endif