ref: bf72bd3e49c0b313115f1635b6c17dd2c21f1f05
dir: /src/zmath.h/
#ifndef __ZMATH__ #define __ZMATH__ #include "../include/GL/gl.h" /* Matrix & Vertex */ typedef struct { GLfloat m[4][4]; } M4; typedef struct { GLfloat m[3][3]; } M3; typedef struct { GLfloat m[3][4]; } M34; #define X v[0] #define Y v[1] #define Z v[2] #define W v[3] typedef struct { GLfloat v[3]; } V3; typedef struct { GLfloat v[4]; } V4; void gl_M4_Id(M4* a); int gl_M4_IsId(M4* a); void gl_M4_Move(M4* a, M4* b); void gl_MoveV3(V3* a, V3* b); void gl_MulM4V3(V3* a, M4* b, V3* c); void gl_MulM3V3(V3* a, M4* b, V3* c); void gl_M4_MulV4(V4* a, M4* b, V4* c); void gl_M4_InvOrtho(M4* a, M4 b); void gl_M4_Inv(M4* a, M4* b); void gl_M4_Mul(M4* c, M4* a, M4* b); void gl_M4_MulLeft(M4* c, M4* a); void gl_M4_Transpose(M4* a, M4* b); void gl_M4_Rotate(M4* c, GLfloat t, GLint u); int gl_V3_Norm(V3* a); V3 gl_V3_New(GLfloat x, GLfloat y, GLfloat z); V4 gl_V4_New(GLfloat x, GLfloat y, GLfloat z, GLfloat w); int gl_Matrix_Inv(GLfloat* r, GLfloat* m, GLint n); #endif // __ZMATH__