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@@ -22,62 +22,61 @@ ffi.cdef
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float r4c4;
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} Mat4;
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- Mat4* mat4(float r1c1, float r2c1, float r3c1, float r1c2, float r2c2, float r3c2, float r1c3, float r2c3, float r3c3);
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+ Mat4& mat4(float r1c1, float r2c1, float r3c1, float r1c2, float r2c2, float r3c2, float r1c3, float r2c3, float r3c3);
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- Mat4* mat4_add(Mat4* self, Mat4* m);
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+ Mat4& mat4_add(Mat4& self, Mat4& m);
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- Mat4* mat4_subtract(Mat4* self, Mat4* m);
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+ Mat4& mat4_subtract(Mat4& self, Mat4& m);
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- Mat4* mat4_multiply(Mat4* self, Mat4* m);
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+ Mat4& mat4_multiply(Mat4& self, Mat4& m);
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- Mat4* mat4_multiply_by_scalar(Mat4* self, float k);
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+ Mat4& mat4_multiply_by_scalar(Mat4& self, float k);
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- Mat4* mat4_divide_by_scalar(Mat4* self, float k);
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+ Mat4& mat4_divide_by_scalar(Mat4& self, float k);
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- void mat4_build_rotation_x(Mat4* self, float radians);
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+ void mat4_build_rotation_x(Mat4& self, float radians);
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- void mat4_build_rotation_y(Mat4* self, float radians);
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+ void mat4_build_rotation_y(Mat4& self, float radians);
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- void mat4_build_rotation_z(Mat4* self, float radians);
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+ void mat4_build_rotation_z(Mat4& self, float radians);
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- void mat4_build_rotation(Mat4* self, const Vec3* n, float radians);
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+ void mat4_build_rotation(Mat4& self, const Vec3& n, float radians);
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- void mat4_build_projection_perspective_rh(Mat4* self, float fovy, float aspect, float near, float far);
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+ void mat4_build_projection_perspective_rh(Mat4& self, float fovy, float aspect, float near, float far);
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- void mat4_build_projection_perspective_lh(Mat4* self, float fovy, float aspect, float near, float far);
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+ void mat4_build_projection_perspective_lh(Mat4& self, float fovy, float aspect, float near, float far);
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- void mat4_build_projection_ortho_rh(Mat4* self, float width, float height, float near, float far);
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+ void mat4_build_projection_ortho_rh(Mat4& self, float width, float height, float near, float far);
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- void mat4_build_projection_ortho_lh(Mat4* self, float width, float height, float near, float far);
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+ void mat4_build_projection_ortho_lh(Mat4& self, float width, float height, float near, float far);
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- void mat4_build_projection_ortho_2d_rh(Mat4* self, float width, float height, float near, float far);
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+ void mat4_build_projection_ortho_2d_rh(Mat4& self, float width, float height, float near, float far);
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- void mat4_build_look_at_rh(Mat4* self, const Vec3* pos, const Vec3* target, const Vec3* up);
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+ void mat4_build_look_at_rh(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& up);
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- void mat4_build_look_at_lh(Mat4* self, const Vec3* pos, const Vec3* target, const Vec3* up);
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+ void mat4_build_look_at_lh(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& up);
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- void mat4_build_viewpoint_billboard(Mat4* self, const Vec3* pos, const Vec3* target, const Vec3* up);
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+ void mat4_build_viewpoint_billboard(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& up);
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- void mat4_build_axis_billboard(Mat4* self, const Vec3* pos, const Vec3* target, const Vec3* axis);
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+ void mat4_build_axis_billboard(Mat4& self, const Vec3& pos, const Vec3& target, const Vec3& axis);
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- Mat4* mat4_transpose(Mat4* self);
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+ Mat4& mat4_transpose(Mat4& self);
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- float mat4_determinant(Mat4* self);
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+ float mat4_determinant(Mat4& self);
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- Mat4* mat4_invert(Mat4* self);
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+ Mat4& mat4_invert(Mat4& self);
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- void mat4_load_identity(Mat4* self);
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+ void mat4_load_identity(Mat4& self);
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- Vec3* mat4_get_translation(Mat4* self);
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+ Vec3& mat4_get_translation(Mat4& self);
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- void mat4_set_translation(Mat4* self, const Vec3* trans);
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+ void mat4_set_translation(Mat4& self, const Vec3& trans);
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- Vec3* mat4_get_scale(Mat4* self);
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+ Vec3& mat4_get_scale(Mat4& self);
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- void mat4_set_scale(Mat4* self, const Vec3* scale);
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-
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- void mat4_print(Mat4* self);
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+ void mat4_set_scale(Mat4& self, const Vec3& scale);
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+ void mat4_print(Mat4& self);
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]]
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Mat4 = {}
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