libmat - Liquid War 6
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### 5.32 libmat

#### 5.32.1 Overview

View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/src/lib/mat/index.html.

#### 5.32.2 API

— Function: void lw6mat_dmat2_zero (lw6mat_dmat2_t * dmat2)

> dmat2: the matrix to initialize.

> Fills the matrix with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: void lw6mat_dmat2_id (lw6mat_dmat2_t * dmat2)

> dmat2: the matrix to initialize.

> Loads the matrix with the identity matrix, that is, zero everywhere but one on the main diag.

> Return value: none.

— Function: int lw6mat_dmat2_is_same (const lw6mat_dmat2_t * dmat2_a, const lw6mat_dmat2_t * dmat2_b)

> dmat2_a: 1st matrix to compare

> dmat2_b: 2nd matrix to compare

> Compares two matrix, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: void lw6mat_dmat2_trans (lw6mat_dmat2_t * dmat2)

> dmat2: the matrix to transpose

> Transposes the matrix, that is, inverts rows and columns.

> Return value: none.

— Function: double lw6mat_dmat2_det (const lw6mat_dmat2_t * dmat2)

> dmat2: the matrix used to calculate the determinant

> Calulates the determinant of the matrix.

> Return value: the determinant.

— Function: void lw6mat_dmat2_scale (lw6mat_dmat2_t * dmat2, double f)

> dmat2: matrix to modify

> f: scale factor

> Scales the matrix by multiplying all its members by a scalar value.

> Return value: none

— Function: int lw6mat_dmat2_inv (lw6mat_dmat2_t * dmat2_dst, const lw6mat_dmat2_t * dmat2_src)

> dmat2_dst: the matrix inverted

> dmat2_src: the matrix to invert

> Inverts a matrix. Probably not the fastest implementation, but should work in all cases. Use hardware accelerated API such as OpenGL on dedicated hardware if you want power.

> Return value: 1 if inverted, 0 if error, typically if determinant was 0, matrix can not be inverted.

— Function: void lw6mat_dmat2_mul_dmat2 (lw6mat_dmat2_t * dmat2, const lw6mat_dmat2_t * dmat2_a, const lw6mat_dmat2_t * dmat2_b)

> dmat2: the result matrix

> dmat2_a: the 1st matrix to multiply, on the left

> dmat2_b: the 2nd matrix to multiply, on the right

> Classic matrix multiplication.

> Return value: none.

— Function: void lw6mat_dmat2_mul_dvec2 (lw6mat_dvec2_t * dvec2_dst, const lw6mat_dmat2_t * dmat2, const lw6mat_dvec2_t * dvec2_src)

> dvec2_dst: the result vector

> dvec2_src: the source vector

> Multiplication of matrix by vector. The result is a vector, the convention used is that of OpenGL, matrix are column major and vector are columns, that is, should you do it on a paper, vector is placed vertically, on the right of matrix. The other multiplication is not implemented, transposing the matrix will do it the other way if you wish.

> Return value: none.

— Function: char * lw6mat_dmat2_repr (const lw6mat_dmat2_t * dmat2)

> Gives a readable version of the matrix, the representation uses newlines, with a different line for each row

> Return value: newly allocated string

— Function: void lw6mat_dmat3_zero (lw6mat_dmat3_t * dmat3)

> dmat3: the matrix to initialize.

> Fills the matrix with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: void lw6mat_dmat3_id (lw6mat_dmat3_t * dmat3)

> dmat3: the matrix to initialize.

> Loads the matrix with the identity matrix, that is, zero everywhere but one on the main diag.

> Return value: none.

— Function: int lw6mat_dmat3_is_same (const lw6mat_dmat3_t * dmat3_a, const lw6mat_dmat3_t * dmat3_b)

> dmat3_a: 1st matrix to compare

> dmat3_b: 2nd matrix to compare

> Compares two matrix, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: void lw6mat_dmat3_trans (lw6mat_dmat3_t * dmat3)

> dmat3: the matrix to transpose

> Transposes the matrix, that is, inverts rows and columns.

> Return value: none.

— Function: double lw6mat_dmat3_det (const lw6mat_dmat3_t * dmat3)

> dmat3: the matrix used to calculate the determinant

> Calulates the determinant of the matrix.

> Return value: the determinant.

— Function: void lw6mat_dmat3_scale (lw6mat_dmat3_t * dmat3, double f)

> dmat3: matrix to modify

> f: scale factor

> Scales the matrix by multiplying all its members by a scalar value.

> Return value: none

— Function: int lw6mat_dmat3_inv (lw6mat_dmat3_t * dmat3_dst, const lw6mat_dmat3_t * dmat3_src)

> dmat3_dst: the matrix inverted

> dmat3_src: the matrix to invert

> Inverts a matrix. Probably not the fastest implementation, but should work in all cases. Use hardware accelerated API such as OpenGL on dedicated hardware if you want power.

> Return value: 1 if inverted, 0 if error, typically if determinant was 0, matrix can not be inverted.

— Function: void lw6mat_dmat3_mul_dmat3 (lw6mat_dmat3_t * dmat3, const lw6mat_dmat3_t * dmat3_a, const lw6mat_dmat3_t * dmat3_b)

> dmat3: the result matrix

> dmat3_a: the 1st matrix to multiply, on the left

> dmat3_b: the 2nd matrix to multiply, on the right

> Classic matrix multiplication.

> Return value: none.

— Function: void lw6mat_dmat3_mul_dvec3 (lw6mat_dvec3_t * dvec3_dst, const lw6mat_dmat3_t * dmat3, const lw6mat_dvec3_t * dvec3_src)

> dvec3_dst: the result vector

> dvec3_src: the source vector

> Multiplication of matrix by vector. The result is a vector, the convention used is that of OpenGL, matrix are column major and vector are columns, that is, should you do it on a paper, vector is placed vertically, on the right of matrix. The other multiplication is not implemented, transposing the matrix will do it the other way if you wish.

> Return value: none.

— Function: void lw6mat_dmat3_mul_dvec2 (lw6mat_dvec2_t * dvec2_dst, const lw6mat_dmat3_t * dmat3, const lw6mat_dvec2_t * dvec2_src)

> dvec2_dst: the result vector

> Multiplication of matrix by vector. The result is a vector, the convention used is that of OpenGL, matrix are column major and vector are columns, that is, should you do it on a paper, vector is placed vertically, on the right of matrix. The other multiplication is not implemented, transposing the matrix will do it the other way if you wish. The vector, here, is smaller than the matrix, the last element is supposed to be 1, this is how one implements translation through multiplication.

> Return value: none.

— Function: char * lw6mat_dmat3_repr (const lw6mat_dmat3_t * dmat3)

> Gives a readable version of the matrix, the representation uses newlines, with a different line for each row

> Return value: newly allocated string

— Function: void lw6mat_dmat4_zero (lw6mat_dmat4_t * dmat4)

> dmat4: the matrix to initialize.

> Fills the matrix with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: void lw6mat_dmat4_id (lw6mat_dmat4_t * dmat4)

> dmat4: the matrix to initialize.

> Loads the matrix with the identity matrix, that is, zero everywhere but one on the main diag.

> Return value: none.

— Function: int lw6mat_dmat4_is_same (const lw6mat_dmat4_t * dmat4_a, const lw6mat_dmat4_t * dmat4_b)

> dmat4_a: 1st matrix to compare

> dmat4_b: 2nd matrix to compare

> Compares two matrix, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: void lw6mat_dmat4_trans (lw6mat_dmat4_t * dmat4)

> dmat4: the matrix to transpose

> Transposes the matrix, that is, inverts rows and columns.

> Return value: none.

— Function: double lw6mat_dmat4_det (const lw6mat_dmat4_t * dmat4)

> dmat4: the matrix used to calculate the determinant

> Calulates the determinant of the matrix.

> Return value: the determinant.

— Function: void lw6mat_dmat4_scale (lw6mat_dmat4_t * dmat4, double f)

> dmat4: matrix to modify

> f: scale factor

> Scales the matrix by multiplying all its members by a scalar value.

> Return value: none

— Function: int lw6mat_dmat4_inv (lw6mat_dmat4_t * dmat4_dst, const lw6mat_dmat4_t * dmat4_src)

> dmat4_dst: the matrix inverted

> dmat4_src: the matrix to invert

> Inverts a matrix. Probably not the fastest implementation, but should work in all cases. Use hardware accelerated API such as OpenGL on dedicated hardware if you want power.

> Return value: 1 if inverted, 0 if error, typically if determinant was 0, matrix can not be inverted.

— Function: void lw6mat_dmat4_mul_dmat4 (lw6mat_dmat4_t * dmat4, const lw6mat_dmat4_t * dmat4_a, const lw6mat_dmat4_t * dmat4_b)

> dmat4: the result matrix

> dmat4_a: the 1st matrix to multiply, on the left

> dmat4_b: the 2nd matrix to multiply, on the right

> Classic matrix multiplication.

> Return value: none.

— Function: void lw6mat_dmat4_mul_dvec4 (lw6mat_dvec4_t * dvec4_dst, const lw6mat_dmat4_t * dmat4, const lw6mat_dvec4_t * dvec4_src)

> dvec4_dst: the result vector

> dmat4: the matrix to use

> dvec4_src: the source vector

> Multiplication of matrix by vector. The result is a vector, the convention used is that of OpenGL, matrix are column major and vector are columns, that is, should you do it on a paper, vector is placed vertically, on the right of matrix. The other multiplication is not implemented, transposing the matrix will do it the other way if you wish.

> Return value: none.

— Function: void lw6mat_dmat4_mul_dvec3 (lw6mat_dvec3_t * dvec3_dst, const lw6mat_dmat4_t * dmat4, const lw6mat_dvec3_t * dvec3_src)

> dvec3_dst: the result vector

> dmat4: the matrix to use

> dvec3_src: the source vector

> Multiplication of matrix by vector. The result is a vector, the convention used is that of OpenGL, matrix are column major and vector are columns, that is, should you do it on a paper, vector is placed vertically, on the right of matrix. The other multiplication is not implemented, transposing the matrix will do it the other way if you wish. The vector, here, is smaller than the matrix, the last element is supposed to be 1, this is how one implements translation through multiplication.

> Return value: none.

— Function: char * lw6mat_dmat4_repr (const lw6mat_dmat4_t * dmat4)

> Gives a readable version of the matrix, the representation uses newlines, with a different line for each row

> Return value: newly allocated string

— Function: void lw6mat_dvec2_zero (lw6mat_dvec2_t * dvec2)

> dvec2: the vector to initialize.

> Fills the vector with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: int lw6mat_dvec2_is_same (const lw6mat_dvec2_t * dvec2_a, const lw6mat_dvec2_t * dvec2_b)

> dvec2_a: 1st vector to compare

> dvec2_b: 2nd vector to compare

> Compares two vectors, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: double lw6mat_dvec2_len_sq (const lw6mat_dvec2_t * dvec2)

> dvec2: the vector to query.

> Returns the square of a vector length. To get the real length one should then apply a square root but at this stage one has at least an idea about vector length, and this information is enough to compare them.

> Return value: sigma(coord*coord)

— Function: double lw6mat_dvec2_len (const lw6mat_dvec2_t * dvec2)

> dvec2: the vector to query.

> Returns the size/length of a vector, this is the distance of the point from origin, not the number of elements.

> Return value: the length of the vector.

— Function: int lw6mat_dvec2_norm (lw6mat_dvec2_t * dvec2)

> dvec2: the vector to normalize.

> Normalizes a vector, that is, make its length be 1.

> Return value: 1 if OK, 0 if error, such as trying to normalize vector zero.

— Function: void lw6mat_dvec2_neg (lw6mat_dvec2_t * dvec2)

> dvec2: vector to modify

> Calcs the opposite vector, by making a negation on all its members

> Return value: none

— Function: void lw6mat_dvec2_add (lw6mat_dvec2_t * dvec2, const lw6mat_dvec2_t * dvec2_a, const lw6mat_dvec2_t * dvec2_b)

> dvec2: result vector

> dvec2_a: 1st vector to add

> dvec2_b: 2nd vector to add

> Adds two vectors.

> Return value: none

— Function: void lw6mat_dvec2_sub (lw6mat_dvec2_t * dvec2, const lw6mat_dvec2_t * dvec2_a, const lw6mat_dvec2_t * dvec2_b)

> dvec2: result vector

> dvec2_a: 1st vector

> dvec2_b: 2nd vector, will be substracted to 1st vector

> Substracts vector b from vector a.

> Return value: none

— Function: double lw6mat_dvec2_dot (const lw6mat_dvec2_t * dvec2_a, const lw6mat_dvec2_t * dvec2_b)

> dvec2_a: 1st vector

> dvec2_b: 2nd vector

> Calculates the dot AKA scalar product of the two vectors.

> Return value: none

— Function: void lw6mat_dvec2_cross (lw6mat_dvec3_t * dvec3, const lw6mat_dvec2_t * dvec2_a, const lw6mat_dvec2_t * dvec2_b)

> dvec3: result vector

> dvec2_a: 1st vector

> dvec2_b: 2nd vector

> Calculates the cross AKA vectorial product of the two vectors. Since cross product only really makes sense in 3D, this function will interpret the 2D vectors as 3D vectors with z set t zero, that is, a vector in the xy plane.

> Return value: none

— Function: void lw6mat_dvec2_scale (lw6mat_dvec2_t * dvec2, double f)

> dvec2: vector to modify

> f: scale factor

> Scales the vector by multiplying all its members by a scalar value.

> Return value: none

— Function: void lw6mat_dvec2_mul_dvec2 (lw6mat_dmat2_t * dmat2, const lw6mat_dvec2_t * dvec2_a, const lw6mat_dvec2_t * dvec2_b)

> dmat2: result matrix

> dvec2_a: 1st row vector

> dvec2_b: 2nd column vector

> Multiplication of a row vector by a column vector to give a matrix.

> Return value: none

— Function: char * lw6mat_dvec2_repr (const lw6mat_dvec2_t * dvec2)

> Gives a readable version of the vector

> Return value: newly allocated string

— Function: void lw6mat_dvec3_zero (lw6mat_dvec3_t * dvec3)

> dvec3: the vector to initialize.

> Fills the vector with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: int lw6mat_dvec3_is_same (const lw6mat_dvec3_t * dvec3_a, const lw6mat_dvec3_t * dvec3_b)

> dvec3_a: 1st vector to compare

> dvec3_b: 2nd vector to compare

> Compares two vectors, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: double lw6mat_dvec3_len_sq (const lw6mat_dvec3_t * dvec3)

> dvec3: the vector to query.

> Returns the square of a vector length. To get the real length one should then apply a square root but at this stage one has at least an idea about vector length, and this information is enough to compare them.

> Return value: sigma(coord*coord)

— Function: double lw6mat_dvec3_len (const lw6mat_dvec3_t * dvec3)

> dvec3: the vector to query.

> Returns the size/length of a vector, this is the distance of the point from origin, not the number of elements.

> Return value: the length of the vector.

— Function: int lw6mat_dvec3_norm (lw6mat_dvec3_t * dvec3)

> dvec3: the vector to normalize.

> Normalizes a vector, that is, make its length be 1.

> Return value: 1 if OK, 0 if error, such as trying to normalize vector zero.

— Function: void lw6mat_dvec3_neg (lw6mat_dvec3_t * dvec3)

> dvec3: vector to modify

> Calcs the opposite vector, by making a negation on all its members

> Return value: none

— Function: void lw6mat_dvec3_add (lw6mat_dvec3_t * dvec3, const lw6mat_dvec3_t * dvec3_a, const lw6mat_dvec3_t * dvec3_b)

> dvec3: result vector

> dvec3_a: 1st vector to add

> dvec3_b: 2nd vector to add

> Adds two vectors.

> Return value: none

— Function: void lw6mat_dvec3_sub (lw6mat_dvec3_t * dvec3, const lw6mat_dvec3_t * dvec3_a, const lw6mat_dvec3_t * dvec3_b)

> dvec3: result vector

> dvec3_a: 1st vector

> dvec3_b: 2nd vector, will be substracted to 1st vector

> Substracts vector b from vector a.

> Return value: none

— Function: double lw6mat_dvec3_dot (const lw6mat_dvec3_t * dvec3_a, const lw6mat_dvec3_t * dvec3_b)

> dvec3_a: 1st vector

> dvec3_b: 2nd vector

> Calculates the dot AKA scalar product of the two vectors.

> Return value: none

— Function: void lw6mat_dvec3_cross (lw6mat_dvec3_t * dvec3, const lw6mat_dvec3_t * dvec3_a, const lw6mat_dvec3_t * dvec3_b)

> dvec3: result vector

> dvec3_a: 1st vector

> dvec3_b: 2nd vector

> Calculates the cross AKA vectorial product of the two vectors.

> Return value: none

— Function: void lw6mat_dvec3_scale (lw6mat_dvec3_t * dvec3, double f)

> dvec3: vector to modify

> f: scale factor

> Scales the vector by multiplying all its members by a scalar value.

> Return value: none

— Function: void lw6mat_dvec3_mul_dvec3 (lw6mat_dmat3_t * dmat3, const lw6mat_dvec3_t * dvec3_a, const lw6mat_dvec3_t * dvec3_b)

> dmat3: result matrix

> dvec3_a: 1st row vector

> dvec3_b: 3nd column vector

> Multiplication of a row vector by a column vector to give a matrix.

> Return value: none

— Function: char * lw6mat_dvec3_repr (const lw6mat_dvec3_t * dvec3)

> Gives a readable version of the vector

> Return value: newly allocated string

— Function: void lw6mat_dvec4_zero (lw6mat_dvec4_t * dvec4)

> dvec4: the vector to initialize.

> Fills the vector with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: int lw6mat_dvec4_is_same (const lw6mat_dvec4_t * dvec4_a, const lw6mat_dvec4_t * dvec4_b)

> dvec4_a: 1st vector to compare

> dvec4_b: 2nd vector to compare

> Compares two vectors, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: double lw6mat_dvec4_len_sq (const lw6mat_dvec4_t * dvec4)

> dvec4: the vector to query.

> Returns the square of a vector length. To get the real length one should then apply a square root but at this stage one has at least an idea about vector length, and this information is enough to compare them.

> Return value: sigma(coord*coord)

— Function: double lw6mat_dvec4_len (const lw6mat_dvec4_t * dvec4)

> dvec4: the vector to query.

> Returns the size/length of a vector, this is the distance of the point from origin, not the number of elements.

> Return value: the length of the vector.

— Function: int lw6mat_dvec4_norm (lw6mat_dvec4_t * dvec4)

> dvec4: the vector to normalize.

> Normalizes a vector, that is, make its length be 1.

> Return value: 1 if OK, 0 if error, such as trying to normalize vector zero.

— Function: void lw6mat_dvec4_neg (lw6mat_dvec4_t * dvec4)

> dvec4: vector to modify

> Calcs the opposite vector, by making a negation on all its members

> Return value: none

— Function: void lw6mat_dvec4_add (lw6mat_dvec4_t * dvec4, const lw6mat_dvec4_t * dvec4_a, const lw6mat_dvec4_t * dvec4_b)

> dvec4: result vector

> dvec4_a: 1st vector to add

> dvec4_b: 2nd vector to add

> Adds two vectors.

> Return value: none

— Function: void lw6mat_dvec4_sub (lw6mat_dvec4_t * dvec4, const lw6mat_dvec4_t * dvec4_a, const lw6mat_dvec4_t * dvec4_b)

> dvec4: result vector

> dvec4_a: 1st vector

> dvec4_b: 2nd vector, will be substracted to 1st vector

> Substracts vector b from vector a.

> Return value: none

— Function: double lw6mat_dvec4_dot (const lw6mat_dvec4_t * dvec4_a, const lw6mat_dvec4_t * dvec4_b)

> dvec4_a: 1st vector

> dvec4_b: 2nd vector

> Calculates the dot AKA scalar product of the two vectors.

> Return value: none

— Function: void lw6mat_dvec4_cross (lw6mat_dvec3_t * dvec3, const lw6mat_dvec4_t * dvec4_a, const lw6mat_dvec4_t * dvec4_b)

> dvec3: result vector

> dvec4_a: 1st vector

> dvec4_b: 2nd vector

> Calculates the cross AKA vectorial product of the two vectors. Since cross product only really makes sense in 3D, this function will interpret the 4D vectors as 3D vectors only, ignoring the last value.

> Return value: none

— Function: void lw6mat_dvec4_scale (lw6mat_dvec4_t * dvec4, double f)

> dvec4: vector to modify

> f: scale factor

> Scales the vector by multiplying all its members by a scalar value.

> Return value: none

— Function: void lw6mat_dvec4_mul_dvec4 (lw6mat_dmat4_t * dmat4, const lw6mat_dvec4_t * dvec4_a, const lw6mat_dvec4_t * dvec4_b)

> dmat4: result matrix

> dvec4_a: 1st row vector

> dvec4_b: 4nd column vector

> Multiplication of a row vector by a column vector to give a matrix.

> Return value: none

— Function: char * lw6mat_dvec4_repr (const lw6mat_dvec4_t * dvec4)

> Gives a readable version of the vector

> Return value: newly allocated string

— Function: void lw6mat_fmat2_zero (lw6mat_fmat2_t * fmat2)

> fmat2: the matrix to initialize.

> Fills the matrix with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: void lw6mat_fmat2_id (lw6mat_fmat2_t * fmat2)

> fmat2: the matrix to initialize.

> Loads the matrix with the identity matrix, that is, zero everywhere but one on the main diag.

> Return value: none.

— Function: int lw6mat_fmat2_is_same (const lw6mat_fmat2_t * fmat2_a, const lw6mat_fmat2_t * fmat2_b)

> fmat2_a: 1st matrix to compare

> fmat2_b: 2nd matrix to compare

> Compares two matrix, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: void lw6mat_fmat2_trans (lw6mat_fmat2_t * fmat2)

> fmat2: the matrix to transpose

> Transposes the matrix, that is, inverts rows and columns.

> Return value: none.

— Function: float lw6mat_fmat2_det (const lw6mat_fmat2_t * fmat2)

> fmat2: the matrix used to calculate the determinant

> Calulates the determinant of the matrix.

> Return value: the determinant.

— Function: void lw6mat_fmat2_scale (lw6mat_fmat2_t * fmat2, float f)

> fmat2: matrix to modify

> f: scale factor

> Scales the matrix by multiplying all its members by a scalar value.

> Return value: none

— Function: int lw6mat_fmat2_inv (lw6mat_fmat2_t * fmat2_dst, const lw6mat_fmat2_t * fmat2_src)

> fmat2_dst: the matrix inverted

> fmat2_src: the matrix to invert

> Inverts a matrix. Probably not the fastest implementation, but should work in all cases. Use hardware accelerated API such as OpenGL on dedicated hardware if you want power.

> Return value: 1 if inverted, 0 if error, typically if determinant was 0, matrix can not be inverted.

— Function: void lw6mat_fmat2_mul_fmat2 (lw6mat_fmat2_t * fmat2, const lw6mat_fmat2_t * fmat2_a, const lw6mat_fmat2_t * fmat2_b)

> fmat2: the result matrix

> fmat2_a: the 1st matrix to multiply, on the left

> fmat2_b: the 2nd matrix to multiply, on the right

> Classic matrix multiplication.

> Return value: none.

— Function: void lw6mat_fmat2_mul_fvec2 (lw6mat_fvec2_t * fvec2_dst, const lw6mat_fmat2_t * fmat2, const lw6mat_fvec2_t * fvec2_src)

> fvec2_dst: the result vector

> fvec2_src: the source vector

> Multiplication of matrix by vector. The result is a vector, the convention used is that of OpenGL, matrix are column major and vector are columns, that is, should you do it on a paper, vector is placed vertically, on the right of matrix. The other multiplication is not implemented, transposing the matrix will do it the other way if you wish.

> Return value: none.

— Function: char * lw6mat_fmat2_repr (const lw6mat_fmat2_t * fmat2)

> Gives a readable version of the matrix, the representation uses newlines, with a different line for each row

> Return value: newly allocated string

— Function: void lw6mat_fmat3_zero (lw6mat_fmat3_t * fmat3)

> fmat3: the matrix to initialize.

> Fills the matrix with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: void lw6mat_fmat3_id (lw6mat_fmat3_t * fmat3)

> fmat3: the matrix to initialize.

> Loads the matrix with the identity matrix, that is, zero everywhere but one on the main diag.

> Return value: none.

— Function: int lw6mat_fmat3_is_same (const lw6mat_fmat3_t * fmat3_a, const lw6mat_fmat3_t * fmat3_b)

> fmat3_a: 1st matrix to compare

> fmat3_b: 2nd matrix to compare

> Compares two matrix, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: void lw6mat_fmat3_trans (lw6mat_fmat3_t * fmat3)

> fmat3: the matrix to transpose

> Transposes the matrix, that is, inverts rows and columns.

> Return value: none.

— Function: float lw6mat_fmat3_det (const lw6mat_fmat3_t * fmat3)

> fmat3: the matrix used to calculate the determinant

> Calulates the determinant of the matrix.

> Return value: the determinant.

— Function: void lw6mat_fmat3_scale (lw6mat_fmat3_t * fmat3, float f)

> fmat3: matrix to modify

> f: scale factor

> Scales the matrix by multiplying all its members by a scalar value.

> Return value: none

— Function: int lw6mat_fmat3_inv (lw6mat_fmat3_t * fmat3_dst, const lw6mat_fmat3_t * fmat3_src)

> fmat3_dst: the matrix inverted

> fmat3_src: the matrix to invert

> Inverts a matrix. Probably not the fastest implementation, but should work in all cases. Use hardware accelerated API such as OpenGL on dedicated hardware if you want power.

> Return value: 1 if inverted, 0 if error, typically if determinant was 0, matrix can not be inverted.

— Function: void lw6mat_fmat3_mul_fmat3 (lw6mat_fmat3_t * fmat3, const lw6mat_fmat3_t * fmat3_a, const lw6mat_fmat3_t * fmat3_b)

> fmat3: the result matrix

> fmat3_a: the 1st matrix to multiply, on the left

> fmat3_b: the 2nd matrix to multiply, on the right

> Classic matrix multiplication.

> Return value: none.

— Function: void lw6mat_fmat3_mul_fvec3 (lw6mat_fvec3_t * fvec3_dst, const lw6mat_fmat3_t * fmat3, const lw6mat_fvec3_t * fvec3_src)

> fvec3_dst: the result vector

> fvec3_src: the source vector

> Multiplication of matrix by vector. The result is a vector, the convention used is that of OpenGL, matrix are column major and vector are columns, that is, should you do it on a paper, vector is placed vertically, on the right of matrix. The other multiplication is not implemented, transposing the matrix will do it the other way if you wish.

> Return value: none.

— Function: void lw6mat_fmat3_mul_fvec2 (lw6mat_fvec2_t * fvec2_dst, const lw6mat_fmat3_t * fmat3, const lw6mat_fvec2_t * fvec2_src)

> fvec2_dst: the result vector

> Multiplication of matrix by vector. The result is a vector, the convention used is that of OpenGL, matrix are column major and vector are columns, that is, should you do it on a paper, vector is placed vertically, on the right of matrix. The other multiplication is not implemented, transposing the matrix will do it the other way if you wish. The vector, here, is smaller than the matrix, the last element is supposed to be 1, this is how one implements translation through multiplication.

> Return value: none.

— Function: char * lw6mat_fmat3_repr (const lw6mat_fmat3_t * fmat3)

> Gives a readable version of the matrix, the representation uses newlines, with a different line for each row

> Return value: newly allocated string

— Function: void lw6mat_fmat4_zero (lw6mat_fmat4_t * fmat4)

> fmat4: the matrix to initialize.

> Fills the matrix with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: void lw6mat_fmat4_id (lw6mat_fmat4_t * fmat4)

> fmat4: the matrix to initialize.

> Loads the matrix with the identity matrix, that is, zero everywhere but one on the main diag.

> Return value: none.

— Function: int lw6mat_fmat4_is_same (const lw6mat_fmat4_t * fmat4_a, const lw6mat_fmat4_t * fmat4_b)

> fmat4_a: 1st matrix to compare

> fmat4_b: 2nd matrix to compare

> Compares two matrix, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: void lw6mat_fmat4_trans (lw6mat_fmat4_t * fmat4)

> fmat4: the matrix to transpose

> Transposes the matrix, that is, inverts rows and columns.

> Return value: none.

— Function: float lw6mat_fmat4_det (const lw6mat_fmat4_t * fmat4)

> fmat4: the matrix used to calculate the determinant

> Calulates the determinant of the matrix.

> Return value: the determinant.

— Function: void lw6mat_fmat4_scale (lw6mat_fmat4_t * fmat4, float f)

> fmat4: matrix to modify

> f: scale factor

> Scales the matrix by multiplying all its members by a scalar value.

> Return value: none

— Function: int lw6mat_fmat4_inv (lw6mat_fmat4_t * fmat4_dst, const lw6mat_fmat4_t * fmat4_src)

> fmat4_dst: the matrix inverted

> fmat4_src: the matrix to invert

> Inverts a matrix. Probably not the fastest implementation, but should work in all cases. Use hardware accelerated API such as OpenGL on dedicated hardware if you want power.

> Return value: 1 if inverted, 0 if error, typically if determinant was 0, matrix can not be inverted.

— Function: void lw6mat_fmat4_mul_fmat4 (lw6mat_fmat4_t * fmat4, const lw6mat_fmat4_t * fmat4_a, const lw6mat_fmat4_t * fmat4_b)

> fmat4: the result matrix

> fmat4_a: the 1st matrix to multiply, on the left

> fmat4_b: the 2nd matrix to multiply, on the right

> Classic matrix multiplication.

> Return value: none.

— Function: void lw6mat_fmat4_mul_fvec4 (lw6mat_fvec4_t * fvec4_dst, const lw6mat_fmat4_t * fmat4, const lw6mat_fvec4_t * fvec4_src)

> fvec4_dst: the result vector

> fmat4: the matrix to use

> fvec4_src: the source vector

> Multiplication of matrix by vector. The result is a vector, the convention used is that of OpenGL, matrix are column major and vector are columns, that is, should you do it on a paper, vector is placed vertically, on the right of matrix. The other multiplication is not implemented, transposing the matrix will do it the other way if you wish.

> Return value: none.

— Function: void lw6mat_fmat4_mul_fvec3 (lw6mat_fvec3_t * fvec3_dst, const lw6mat_fmat4_t * fmat4, const lw6mat_fvec3_t * fvec3_src)

> fvec3_dst: the result vector

> fmat4: the matrix to use

> fvec3_src: the source vector

> Multiplication of matrix by vector. The result is a vector, the convention used is that of OpenGL, matrix are column major and vector are columns, that is, should you do it on a paper, vector is placed vertically, on the right of matrix. The other multiplication is not implemented, transposing the matrix will do it the other way if you wish. The vector, here, is smaller than the matrix, the last element is supposed to be 1, this is how one implements translation through multiplication.

> Return value: none.

— Function: char * lw6mat_fmat4_repr (const lw6mat_fmat4_t * fmat4)

> Gives a readable version of the matrix, the representation uses newlines, with a different line for each row

> Return value: newly allocated string

— Function: void lw6mat_fvec2_zero (lw6mat_fvec2_t * fvec2)

> fvec2: the vector to initialize.

> Fills the vector with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: int lw6mat_fvec2_is_same (const lw6mat_fvec2_t * fvec2_a, const lw6mat_fvec2_t * fvec2_b)

> fvec2_a: 1st vector to compare

> fvec2_b: 2nd vector to compare

> Compares two vectors, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: float lw6mat_fvec2_len_sq (const lw6mat_fvec2_t * fvec2)

> fvec2: the vector to query.

> Returns the square of a vector length. To get the real length one should then apply a square root but at this stage one has at least an idea about vector length, and this information is enough to compare them.

> Return value: sigma(coord*coord)

— Function: float lw6mat_fvec2_len (const lw6mat_fvec2_t * fvec2)

> fvec2: the vector to query.

> Returns the size/length of a vector, this is the distance of the point from origin, not the number of elements.

> Return value: the length of the vector.

— Function: int lw6mat_fvec2_norm (lw6mat_fvec2_t * fvec2)

> fvec2: the vector to normalize.

> Normalizes a vector, that is, make its length be 1.

> Return value: 1 if OK, 0 if error, such as trying to normalize vector zero.

— Function: void lw6mat_fvec2_neg (lw6mat_fvec2_t * fvec2)

> fvec2: vector to modify

> Calcs the opposite vector, by making a negation on all its members

> Return value: none

— Function: void lw6mat_fvec2_add (lw6mat_fvec2_t * fvec2, const lw6mat_fvec2_t * fvec2_a, const lw6mat_fvec2_t * fvec2_b)

> fvec2: result vector

> fvec2_a: 1st vector to add

> fvec2_b: 2nd vector to add

> Adds two vectors.

> Return value: none

— Function: void lw6mat_fvec2_sub (lw6mat_fvec2_t * fvec2, const lw6mat_fvec2_t * fvec2_a, const lw6mat_fvec2_t * fvec2_b)

> fvec2: result vector

> fvec2_a: 1st vector

> fvec2_b: 2nd vector, will be substracted to 1st vector

> Substracts vector b from vector a.

> Return value: none

— Function: float lw6mat_fvec2_dot (const lw6mat_fvec2_t * fvec2_a, const lw6mat_fvec2_t * fvec2_b)

> fvec2_a: 1st vector

> fvec2_b: 2nd vector

> Calculates the dot AKA scalar product of the two vectors.

> Return value: none

— Function: void lw6mat_fvec2_cross (lw6mat_fvec3_t * fvec3, const lw6mat_fvec2_t * fvec2_a, const lw6mat_fvec2_t * fvec2_b)

> fvec3: result vector

> fvec2_a: 1st vector

> fvec2_b: 2nd vector

> Calculates the cross AKA vectorial product of the two vectors. Since cross product only really makes sense in 3D, this function will interpret the 2D vectors as 3D vectors with z set t zero, that is, a vector in the xy plane.

> Return value: none

— Function: void lw6mat_fvec2_scale (lw6mat_fvec2_t * fvec2, float f)

> fvec2: vector to modify

> f: scale factor

> Scales the vector by multiplying all its members by a scalar value.

> Return value: none

— Function: void lw6mat_fvec2_mul_fvec2 (lw6mat_fmat2_t * fmat2, const lw6mat_fvec2_t * fvec2_a, const lw6mat_fvec2_t * fvec2_b)

> fmat2: result matrix

> fvec2_a: 1st row vector

> fvec2_b: 2nd column vector

> Multiplication of a row vector by a column vector to give a matrix.

> Return value: none

— Function: char * lw6mat_fvec2_repr (const lw6mat_fvec2_t * fvec2)

> Gives a readable version of the vector

> Return value: newly allocated string

— Function: void lw6mat_fvec3_zero (lw6mat_fvec3_t * fvec3)

> fvec3: the vector to initialize.

> Fills the vector with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: int lw6mat_fvec3_is_same (const lw6mat_fvec3_t * fvec3_a, const lw6mat_fvec3_t * fvec3_b)

> fvec3_a: 1st vector to compare

> fvec3_b: 2nd vector to compare

> Compares two vectors, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: float lw6mat_fvec3_len_sq (const lw6mat_fvec3_t * fvec3)

> fvec3: the vector to query.

> Returns the square of a vector length. To get the real length one should then apply a square root but at this stage one has at least an idea about vector length, and this information is enough to compare them.

> Return value: sigma(coord*coord)

— Function: float lw6mat_fvec3_len (const lw6mat_fvec3_t * fvec3)

> fvec3: the vector to query.

> Returns the size/length of a vector, this is the distance of the point from origin, not the number of elements.

> Return value: the length of the vector.

— Function: int lw6mat_fvec3_norm (lw6mat_fvec3_t * fvec3)

> fvec3: the vector to normalize.

> Normalizes a vector, that is, make its length be 1.

> Return value: 1 if OK, 0 if error, such as trying to normalize vector zero.

— Function: void lw6mat_fvec3_neg (lw6mat_fvec3_t * fvec3)

> fvec3: vector to modify

> Calcs the opposite vector, by making a negation on all its members

> Return value: none

— Function: void lw6mat_fvec3_add (lw6mat_fvec3_t * fvec3, const lw6mat_fvec3_t * fvec3_a, const lw6mat_fvec3_t * fvec3_b)

> fvec3: result vector

> fvec3_a: 1st vector to add

> fvec3_b: 2nd vector to add

> Adds two vectors.

> Return value: none

— Function: void lw6mat_fvec3_sub (lw6mat_fvec3_t * fvec3, const lw6mat_fvec3_t * fvec3_a, const lw6mat_fvec3_t * fvec3_b)

> fvec3: result vector

> fvec3_a: 1st vector

> fvec3_b: 2nd vector, will be substracted to 1st vector

> Substracts vector b from vector a.

> Return value: none

— Function: float lw6mat_fvec3_dot (const lw6mat_fvec3_t * fvec3_a, const lw6mat_fvec3_t * fvec3_b)

> fvec3_a: 1st vector

> fvec3_b: 2nd vector

> Calculates the dot AKA scalar product of the two vectors.

> Return value: none

— Function: void lw6mat_fvec3_cross (lw6mat_fvec3_t * fvec3, const lw6mat_fvec3_t * fvec3_a, const lw6mat_fvec3_t * fvec3_b)

> fvec3: result vector

> fvec3_a: 1st vector

> fvec3_b: 2nd vector

> Calculates the cross AKA vectorial product of the two vectors.

> Return value: none

— Function: void lw6mat_fvec3_scale (lw6mat_fvec3_t * fvec3, float f)

> fvec3: vector to modify

> f: scale factor

> Scales the vector by multiplying all its members by a scalar value.

> Return value: none

— Function: void lw6mat_fvec3_mul_fvec3 (lw6mat_fmat3_t * fmat3, const lw6mat_fvec3_t * fvec3_a, const lw6mat_fvec3_t * fvec3_b)

> fmat3: result matrix

> fvec3_a: 1st row vector

> fvec3_b: 3nd column vector

> Multiplication of a row vector by a column vector to give a matrix.

> Return value: none

— Function: char * lw6mat_fvec3_repr (const lw6mat_fvec3_t * fvec3)

> Gives a readable version of the vector

> Return value: newly allocated string

— Function: void lw6mat_fvec4_zero (lw6mat_fvec4_t * fvec4)

> fvec4: the vector to initialize.

> Fills the vector with zeros, regardless of what was there before. Internally, does a memset the only advantage is that this function should use the right sizeof and therefore avoids typo errors.

> Return value: none.

— Function: int lw6mat_fvec4_is_same (const lw6mat_fvec4_t * fvec4_a, const lw6mat_fvec4_t * fvec4_b)

> fvec4_a: 1st vector to compare

> fvec4_b: 2nd vector to compare

> Compares two vectors, returns true if they are equal.

> Return value: 1 if equal, 0 if different.

— Function: float lw6mat_fvec4_len_sq (const lw6mat_fvec4_t * fvec4)

> fvec4: the vector to query.

> Returns the square of a vector length. To get the real length one should then apply a square root but at this stage one has at least an idea about vector length, and this information is enough to compare them.

> Return value: sigma(coord*coord)

— Function: float lw6mat_fvec4_len (const lw6mat_fvec4_t * fvec4)

> fvec4: the vector to query.

> Returns the size/length of a vector, this is the distance of the point from origin, not the number of elements.

> Return value: the length of the vector.

— Function: int lw6mat_fvec4_norm (lw6mat_fvec4_t * fvec4)

> fvec4: the vector to normalize.

> Normalizes a vector, that is, make its length be 1.

> Return value: 1 if OK, 0 if error, such as trying to normalize vector zero.

— Function: void lw6mat_fvec4_neg (lw6mat_fvec4_t * fvec4)

> fvec4: vector to modify

> Calcs the opposite vector, by making a negation on all its members

> Return value: none

— Function: void lw6mat_fvec4_add (lw6mat_fvec4_t * fvec4, const lw6mat_fvec4_t * fvec4_a, const lw6mat_fvec4_t * fvec4_b)

> fvec4: result vector

> fvec4_a: 1st vector to add

> fvec4_b: 2nd vector to add

> Adds two vectors.

> Return value: none

— Function: void lw6mat_fvec4_sub (lw6mat_fvec4_t * fvec4, const lw6mat_fvec4_t * fvec4_a, const lw6mat_fvec4_t * fvec4_b)

> fvec4: result vector

> fvec4_a: 1st vector

> fvec4_b: 2nd vector, will be substracted to 1st vector

> Substracts vector b from vector a.

> Return value: none

— Function: float lw6mat_fvec4_dot (const lw6mat_fvec4_t * fvec4_a, const lw6mat_fvec4_t * fvec4_b)

> fvec4_a: 1st vector

> fvec4_b: 2nd vector

> Calculates the dot AKA scalar product of the two vectors.

> Return value: none

— Function: void lw6mat_fvec4_cross (lw6mat_fvec3_t * fvec3, const lw6mat_fvec4_t * fvec4_a, const lw6mat_fvec4_t * fvec4_b)

> fvec3: result vector

> fvec4_a: 1st vector

> fvec4_b: 2nd vector

> Calculates the cross AKA vectorial product of the two vectors. Since cross product only really makes sense in 3D, this function will interpret the 4D vectors as 3D vectors only, ignoring the last value.

> Return value: none

— Function: void lw6mat_fvec4_scale (lw6mat_fvec4_t * fvec4, float f)

> fvec4: vector to modify

> f: scale factor

> Scales the vector by multiplying all its members by a scalar value.

> Return value: none

— Function: void lw6mat_fvec4_mul_fvec4 (lw6mat_fmat4_t * fmat4, const lw6mat_fvec4_t * fvec4_a, const lw6mat_fvec4_t * fvec4_b)

> fmat4: result matrix

> fvec4_a: 1st row vector

> fvec4_b: 4nd column vector

> Multiplication of a row vector by a column vector to give a matrix.

> Return value: none

— Function: char * lw6mat_fvec4_repr (const lw6mat_fvec4_t * fvec4)

> Gives a readable version of the vector

> Return value: newly allocated string

— Function: int lw6mat_is_similar_f (float f_a, float f_b)

> f_a: 1st value to compare

> f_b: 2nd value to compare

> Compares two value, and returns true if they look the same. This similarity is based on a percentage of difference for big enough values, and for very small values, they are just considered equal whatever happens. This is far from perfect but the purpose is usually just to track blunders in matrix code.

> Return value: 1 if similar, 0 if not.

— Function: int lw6mat_is_similar_i (int32_t i_a, int32_t i_b)

> i_a: 1st value to compare

> i_b: 2nd value to compare

> Compares two value, and returns true if they look the same. This similarity is based on a percentage of difference for big enough values, and for very small values, they are just considered equal whatever happens. This is far from perfect but the purpose is usually just to track blunders in matrix code.

> Return value: 1 if similar, 0 if not.

— Function: int lw6mat_is_similar_d (double d_a, double d_b)

> d_a: 1st value to compare

> d_b: 2nd value to compare

> Compares two value, and returns true if they look the same. This similarity is based on a percentage of difference for big enough values, and for very small values, they are just considered equal whatever happens. This is far from perfect but the purpose is usually just to track blunders in matrix code.

> Return value: 1 if similar, 0 if not.

— Function: int lw6mat_is_similar_x (int32_t x_a, int32_t x_b)

> x_a: 1st value to compare

> x_b: 2nd value to compare

> Compares two value, and returns true if they look the same. This similarity is based on a percentage of difference for big enough values, and for very small values, they are just considered equal whatever happens. This is far from perfect but the purpose is usually just to track blunders in matrix code.

> Return value: 1 if similar, 0 if not.

— Function: int lw6mat_test_register (int mode)

> mode: test mode (bitmask)

> Registers all tests for the libmat module.

> Return value: 1 if test is successfull, 0 on error.

— Function: int lw6mat_test_run (int mode)

> mode: test mode (bitmask)

> Runs the `mat` module test suite, testing most (if not all...) functions.

> Return value: 1 if test is successfull, 0 on error.

— Struct: lw6mat_dmat2_t

> Double 2x2 matrix (AKA 2D rectangle).

— Member of lw6mat_dmat2_t: m

> Type: `double`

> Definition: `double lw6mat_dmat2_t::m[LW6MAT_MAT2_M_SIZE][LW6MAT_MAT2_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_dmat2_t: v

> Type: `double`

> Definition: `double lw6mat_dmat2_t::v[LW6MAT_MAT2_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*2+j.

— Struct: lw6mat_dmat3_t

> Double 3x3 matrix (AKA 3D triangle).

— Member of lw6mat_dmat3_t: m

> Type: `double`

> Definition: `double lw6mat_dmat3_t::m[LW6MAT_MAT3_M_SIZE][LW6MAT_MAT3_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_dmat3_t: v

> Type: `double`

> Definition: `double lw6mat_dmat3_t::v[LW6MAT_MAT3_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*3+j.

— Struct: lw6mat_dmat4_t

> Double 4x4 matrix (AKA 3D transformation/composition matrix).

— Member of lw6mat_dmat4_t: m

> Type: `double`

> Definition: `double lw6mat_dmat4_t::m[LW6MAT_MAT4_M_SIZE][LW6MAT_MAT4_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_dmat4_t: v

> Type: `double`

> Definition: `double lw6mat_dmat4_t::v[LW6MAT_MAT4_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*4+j.

— Struct: lw6mat_dvec2_t

> Double vector with 2 elements (AKA 2D point).

— Member of lw6mat_dvec2_t: x

> Type: `double`

> Definition: `double lw6mat_dvec2_t::x`

— Member of lw6mat_dvec2_t: y

> Type: `double`

> Definition: `double lw6mat_dvec2_t::y`

— Member of lw6mat_dvec2_t: p

> Type: `struct lw6mat_dvec2_t::16`

> Definition: `struct lw6mat_dvec2_t::16 lw6mat_dvec2_t::p`

> Accessor with named/point coords.

— Member of lw6mat_dvec2_t: s

> Type: `double`

> Definition: `double lw6mat_dvec2_t::s`

— Member of lw6mat_dvec2_t: t

> Type: `double`

> Definition: `double lw6mat_dvec2_t::t`

— Member of lw6mat_dvec2_t: t

> Type: `struct lw6mat_dvec2_t::17`

> Definition: `struct lw6mat_dvec2_t::17 lw6mat_dvec2_t::t`

> Accessor with texture-like name.

— Member of lw6mat_dvec2_t: v

> Type: `double`

> Definition: `double lw6mat_dvec2_t::v[LW6MAT_VEC2_V_SIZE]`

> Accessor with array index.

— Struct: lw6mat_dvec3_t

> Double vector with 3 elements (AKA 3D point).

— Member of lw6mat_dvec3_t: x

> Type: `double`

> Definition: `double lw6mat_dvec3_t::x`

— Member of lw6mat_dvec3_t: y

> Type: `double`

> Definition: `double lw6mat_dvec3_t::y`

— Member of lw6mat_dvec3_t: z

> Type: `double`

> Definition: `double lw6mat_dvec3_t::z`

— Member of lw6mat_dvec3_t: p

> Type: `struct lw6mat_dvec3_t::18`

> Definition: `struct lw6mat_dvec3_t::18 lw6mat_dvec3_t::p`

> Accessor with named/point coords.

— Member of lw6mat_dvec3_t: r

> Type: `double`

> Definition: `double lw6mat_dvec3_t::r`

— Member of lw6mat_dvec3_t: g

> Type: `double`

> Definition: `double lw6mat_dvec3_t::g`

— Member of lw6mat_dvec3_t: b

> Type: `double`

> Definition: `double lw6mat_dvec3_t::b`

— Member of lw6mat_dvec3_t: c

> Type: `struct lw6mat_dvec3_t::19`

> Definition: `struct lw6mat_dvec3_t::19 lw6mat_dvec3_t::c`

> Accessor with color-like name.

— Member of lw6mat_dvec3_t: s

> Type: `double`

> Definition: `double lw6mat_dvec3_t::s`

— Member of lw6mat_dvec3_t: t

> Type: `double`

> Definition: `double lw6mat_dvec3_t::t`

— Member of lw6mat_dvec3_t: p

> Type: `double`

> Definition: `double lw6mat_dvec3_t::p`

— Member of lw6mat_dvec3_t: t

> Type: `struct lw6mat_dvec3_t::20`

> Definition: `struct lw6mat_dvec3_t::20 lw6mat_dvec3_t::t`

> Accessor with texture-like name.

— Member of lw6mat_dvec3_t: v

> Type: `double`

> Definition: `double lw6mat_dvec3_t::v[LW6MAT_VEC3_V_SIZE]`

> Accessor with array index.

— Member of lw6mat_dvec3_t: v2

> Type: `lw6mat_dvec2_t`

> Definition: `lw6mat_dvec2_t lw6mat_dvec3_t::v2`

> Accessor with smaller-sized vector, only 2 dimensions.

— Struct: lw6mat_dvec4_t

> Double vector with 4 elements (AKA quaternion).

— Member of lw6mat_dvec4_t: x

> Type: `double`

> Definition: `double lw6mat_dvec4_t::x`

— Member of lw6mat_dvec4_t: y

> Type: `double`

> Definition: `double lw6mat_dvec4_t::y`

— Member of lw6mat_dvec4_t: z

> Type: `double`

> Definition: `double lw6mat_dvec4_t::z`

— Member of lw6mat_dvec4_t: w

> Type: `double`

> Definition: `double lw6mat_dvec4_t::w`

— Member of lw6mat_dvec4_t: p

> Type: `struct lw6mat_dvec4_t::21`

> Definition: `struct lw6mat_dvec4_t::21 lw6mat_dvec4_t::p`

> Accessor with named/point coords.

— Member of lw6mat_dvec4_t: r

> Type: `double`

> Definition: `double lw6mat_dvec4_t::r`

— Member of lw6mat_dvec4_t: g

> Type: `double`

> Definition: `double lw6mat_dvec4_t::g`

— Member of lw6mat_dvec4_t: b

> Type: `double`

> Definition: `double lw6mat_dvec4_t::b`

— Member of lw6mat_dvec4_t: a

> Type: `double`

> Definition: `double lw6mat_dvec4_t::a`

— Member of lw6mat_dvec4_t: c

> Type: `struct lw6mat_dvec4_t::22`

> Definition: `struct lw6mat_dvec4_t::22 lw6mat_dvec4_t::c`

> Accessor with color-like name.

— Member of lw6mat_dvec4_t: s

> Type: `double`

> Definition: `double lw6mat_dvec4_t::s`

— Member of lw6mat_dvec4_t: t

> Type: `double`

> Definition: `double lw6mat_dvec4_t::t`

— Member of lw6mat_dvec4_t: p

> Type: `double`

> Definition: `double lw6mat_dvec4_t::p`

— Member of lw6mat_dvec4_t: q

> Type: `double`

> Definition: `double lw6mat_dvec4_t::q`

— Member of lw6mat_dvec4_t: t

> Type: `struct lw6mat_dvec4_t::23`

> Definition: `struct lw6mat_dvec4_t::23 lw6mat_dvec4_t::t`

> Accessor with texture-like name.

— Member of lw6mat_dvec4_t: v

> Type: `double`

> Definition: `double lw6mat_dvec4_t::v[LW6MAT_VEC4_V_SIZE]`

> Accessor with array index.

— Member of lw6mat_dvec4_t: v2

> Type: `lw6mat_dvec2_t`

> Definition: `lw6mat_dvec2_t lw6mat_dvec4_t::v2`

> Accessor with smaller-sized vector, only 2 dimensions.

— Member of lw6mat_dvec4_t: v3

> Type: `lw6mat_dvec3_t`

> Definition: `lw6mat_dvec3_t lw6mat_dvec4_t::v3`

> Accessor with smaller-sized vector, only 3 dimensions.

— Struct: lw6mat_fmat2_t

> Float 2x2 matrix (AKA 2D rectangle).

— Member of lw6mat_fmat2_t: m

> Type: `float`

> Definition: `float lw6mat_fmat2_t::m[LW6MAT_MAT2_M_SIZE][LW6MAT_MAT2_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_fmat2_t: v

> Type: `float`

> Definition: `float lw6mat_fmat2_t::v[LW6MAT_MAT2_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*4+j.

— Struct: lw6mat_fmat3_t

> Float 3x3 matrix (AKA 3D triangle).

— Member of lw6mat_fmat3_t: m

> Type: `float`

> Definition: `float lw6mat_fmat3_t::m[LW6MAT_MAT3_M_SIZE][LW6MAT_MAT3_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_fmat3_t: v

> Type: `float`

> Definition: `float lw6mat_fmat3_t::v[LW6MAT_MAT3_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*3+j.

— Struct: lw6mat_fmat4_t

> Float 4x4 matrix (AKA 3D transformation/composition matrix).

— Member of lw6mat_fmat4_t: m

> Type: `float`

> Definition: `float lw6mat_fmat4_t::m[LW6MAT_MAT4_M_SIZE][LW6MAT_MAT4_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_fmat4_t: v

> Type: `float`

> Definition: `float lw6mat_fmat4_t::v[LW6MAT_MAT4_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*4+j.

— Struct: lw6mat_fvec2_t

> Float vector with 2 elements (AKA 2D point).

— Member of lw6mat_fvec2_t: x

> Type: `float`

> Definition: `float lw6mat_fvec2_t::x`

— Member of lw6mat_fvec2_t: y

> Type: `float`

> Definition: `float lw6mat_fvec2_t::y`

— Member of lw6mat_fvec2_t: p

> Type: `struct lw6mat_fvec2_t::0`

> Definition: `struct lw6mat_fvec2_t::0 lw6mat_fvec2_t::p`

> Accessor with named/point coords.

— Member of lw6mat_fvec2_t: s

> Type: `float`

> Definition: `float lw6mat_fvec2_t::s`

— Member of lw6mat_fvec2_t: t

> Type: `float`

> Definition: `float lw6mat_fvec2_t::t`

— Member of lw6mat_fvec2_t: t

> Type: `struct lw6mat_fvec2_t::1`

> Definition: `struct lw6mat_fvec2_t::1 lw6mat_fvec2_t::t`

> Accessor with texture-like name.

— Member of lw6mat_fvec2_t: v

> Type: `float`

> Definition: `float lw6mat_fvec2_t::v[LW6MAT_VEC2_V_SIZE]`

> Accessor with array index.

— Struct: lw6mat_fvec3_t

> Float vector with 3 elements (AKA 3D point).

— Member of lw6mat_fvec3_t: x

> Type: `float`

> Definition: `float lw6mat_fvec3_t::x`

— Member of lw6mat_fvec3_t: y

> Type: `float`

> Definition: `float lw6mat_fvec3_t::y`

— Member of lw6mat_fvec3_t: z

> Type: `float`

> Definition: `float lw6mat_fvec3_t::z`

— Member of lw6mat_fvec3_t: p

> Type: `struct lw6mat_fvec3_t::2`

> Definition: `struct lw6mat_fvec3_t::2 lw6mat_fvec3_t::p`

> Accessor with named/point coords.

— Member of lw6mat_fvec3_t: r

> Type: `float`

> Definition: `float lw6mat_fvec3_t::r`

— Member of lw6mat_fvec3_t: g

> Type: `float`

> Definition: `float lw6mat_fvec3_t::g`

— Member of lw6mat_fvec3_t: b

> Type: `float`

> Definition: `float lw6mat_fvec3_t::b`

— Member of lw6mat_fvec3_t: c

> Type: `struct lw6mat_fvec3_t::3`

> Definition: `struct lw6mat_fvec3_t::3 lw6mat_fvec3_t::c`

> Accessor with color-like name.

— Member of lw6mat_fvec3_t: s

> Type: `float`

> Definition: `float lw6mat_fvec3_t::s`

— Member of lw6mat_fvec3_t: t

> Type: `float`

> Definition: `float lw6mat_fvec3_t::t`

— Member of lw6mat_fvec3_t: p

> Type: `float`

> Definition: `float lw6mat_fvec3_t::p`

— Member of lw6mat_fvec3_t: t

> Type: `struct lw6mat_fvec3_t::4`

> Definition: `struct lw6mat_fvec3_t::4 lw6mat_fvec3_t::t`

> Accessor with texture-like name.

— Member of lw6mat_fvec3_t: v

> Type: `float`

> Definition: `float lw6mat_fvec3_t::v[LW6MAT_VEC3_V_SIZE]`

> Accessor with array index.

— Member of lw6mat_fvec3_t: v2

> Type: `lw6mat_fvec2_t`

> Definition: `lw6mat_fvec2_t lw6mat_fvec3_t::v2`

> Accessor with smaller-sized vector, only 2 dimensions.

— Struct: lw6mat_fvec4_t

> Float vector with 4 elements (AKA quaternion).

— Member of lw6mat_fvec4_t: x

> Type: `float`

> Definition: `float lw6mat_fvec4_t::x`

— Member of lw6mat_fvec4_t: y

> Type: `float`

> Definition: `float lw6mat_fvec4_t::y`

— Member of lw6mat_fvec4_t: z

> Type: `float`

> Definition: `float lw6mat_fvec4_t::z`

— Member of lw6mat_fvec4_t: w

> Type: `float`

> Definition: `float lw6mat_fvec4_t::w`

— Member of lw6mat_fvec4_t: p

> Type: `struct lw6mat_fvec4_t::5`

> Definition: `struct lw6mat_fvec4_t::5 lw6mat_fvec4_t::p`

> Accessor with named/point coords.

— Member of lw6mat_fvec4_t: r

> Type: `float`

> Definition: `float lw6mat_fvec4_t::r`

— Member of lw6mat_fvec4_t: g

> Type: `float`

> Definition: `float lw6mat_fvec4_t::g`

— Member of lw6mat_fvec4_t: b

> Type: `float`

> Definition: `float lw6mat_fvec4_t::b`

— Member of lw6mat_fvec4_t: a

> Type: `float`

> Definition: `float lw6mat_fvec4_t::a`

— Member of lw6mat_fvec4_t: c

> Type: `struct lw6mat_fvec4_t::6`

> Definition: `struct lw6mat_fvec4_t::6 lw6mat_fvec4_t::c`

> Accessor with color-like name.

— Member of lw6mat_fvec4_t: s

> Type: `float`

> Definition: `float lw6mat_fvec4_t::s`

— Member of lw6mat_fvec4_t: t

> Type: `float`

> Definition: `float lw6mat_fvec4_t::t`

— Member of lw6mat_fvec4_t: p

> Type: `float`

> Definition: `float lw6mat_fvec4_t::p`

— Member of lw6mat_fvec4_t: q

> Type: `float`

> Definition: `float lw6mat_fvec4_t::q`

— Member of lw6mat_fvec4_t: t

> Type: `struct lw6mat_fvec4_t::7`

> Definition: `struct lw6mat_fvec4_t::7 lw6mat_fvec4_t::t`

> Accessor with texture-like name.

— Member of lw6mat_fvec4_t: v

> Type: `float`

> Definition: `float lw6mat_fvec4_t::v[LW6MAT_VEC4_V_SIZE]`

> Accessor with array index.

— Member of lw6mat_fvec4_t: v2

> Type: `lw6mat_fvec2_t`

> Definition: `lw6mat_fvec2_t lw6mat_fvec4_t::v2`

> Accessor with smaller-sized vector, only 2 dimensions.

— Member of lw6mat_fvec4_t: v3

> Type: `lw6mat_fvec3_t`

> Definition: `lw6mat_fvec3_t lw6mat_fvec4_t::v3`

> Accessor with smaller-sized vector, only 3 dimensions.

— Struct: lw6mat_imat2_t

> Integer 2x2 matrix (AKA 2D rectangle).

— Member of lw6mat_imat2_t: m

> Type: `int32_t`

> Definition: `int32_t lw6mat_imat2_t::m[LW6MAT_MAT2_M_SIZE][LW6MAT_MAT2_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_imat2_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_imat2_t::v[LW6MAT_MAT2_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*2+j.

— Struct: lw6mat_imat3_t

> Integer 3x3 matrix (AKA 3D triangle).

— Member of lw6mat_imat3_t: m

> Type: `int32_t`

> Definition: `int32_t lw6mat_imat3_t::m[LW6MAT_MAT3_M_SIZE][LW6MAT_MAT3_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_imat3_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_imat3_t::v[LW6MAT_MAT3_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*3+j.

— Struct: lw6mat_imat4_t

> Integer 4x4 matrix (AKA 3D transformation/composition matrix).

— Member of lw6mat_imat4_t: m

> Type: `int32_t`

> Definition: `int32_t lw6mat_imat4_t::m[LW6MAT_MAT4_M_SIZE][LW6MAT_MAT4_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_imat4_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_imat4_t::v[LW6MAT_MAT4_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*4+j.

— Struct: lw6mat_ivec2_t

> Integer vector with 2 elements (AKA 2D point).

— Member of lw6mat_ivec2_t: x

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec2_t::x`

— Member of lw6mat_ivec2_t: y

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec2_t::y`

— Member of lw6mat_ivec2_t: p

> Type: `struct lw6mat_ivec2_t::8`

> Definition: `struct lw6mat_ivec2_t::8 lw6mat_ivec2_t::p`

> Accessor with named/point coords.

— Member of lw6mat_ivec2_t: s

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec2_t::s`

— Member of lw6mat_ivec2_t: t

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec2_t::t`

— Member of lw6mat_ivec2_t: t

> Type: `struct lw6mat_ivec2_t::9`

> Definition: `struct lw6mat_ivec2_t::9 lw6mat_ivec2_t::t`

> Accessor with texture-like name.

— Member of lw6mat_ivec2_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec2_t::v[LW6MAT_VEC2_V_SIZE]`

> Accessor with array index.

— Struct: lw6mat_ivec3_t

> Integer vector with 3 elements (AKA 3D point).

— Member of lw6mat_ivec3_t: x

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec3_t::x`

— Member of lw6mat_ivec3_t: y

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec3_t::y`

— Member of lw6mat_ivec3_t: z

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec3_t::z`

— Member of lw6mat_ivec3_t: p

> Type: `struct lw6mat_ivec3_t::10`

> Definition: `struct lw6mat_ivec3_t::10 lw6mat_ivec3_t::p`

> Accessor with named/point coords.

— Member of lw6mat_ivec3_t: r

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec3_t::r`

— Member of lw6mat_ivec3_t: g

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec3_t::g`

— Member of lw6mat_ivec3_t: b

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec3_t::b`

— Member of lw6mat_ivec3_t: c

> Type: `struct lw6mat_ivec3_t::11`

> Definition: `struct lw6mat_ivec3_t::11 lw6mat_ivec3_t::c`

> Accessor with color-like name.

— Member of lw6mat_ivec3_t: s

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec3_t::s`

— Member of lw6mat_ivec3_t: t

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec3_t::t`

— Member of lw6mat_ivec3_t: p

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec3_t::p`

— Member of lw6mat_ivec3_t: t

> Type: `struct lw6mat_ivec3_t::12`

> Definition: `struct lw6mat_ivec3_t::12 lw6mat_ivec3_t::t`

> Accessor with texture-like name.

— Member of lw6mat_ivec3_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec3_t::v[LW6MAT_VEC3_V_SIZE]`

> Accessor with array index.

— Struct: lw6mat_ivec4_t

> Integer vector with 4 elements (AKA quaternion).

— Member of lw6mat_ivec4_t: x

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::x`

— Member of lw6mat_ivec4_t: y

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::y`

— Member of lw6mat_ivec4_t: z

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::z`

— Member of lw6mat_ivec4_t: w

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::w`

— Member of lw6mat_ivec4_t: p

> Type: `struct lw6mat_ivec4_t::13`

> Definition: `struct lw6mat_ivec4_t::13 lw6mat_ivec4_t::p`

> Accessor with named/point coords.

— Member of lw6mat_ivec4_t: r

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::r`

— Member of lw6mat_ivec4_t: g

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::g`

— Member of lw6mat_ivec4_t: b

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::b`

— Member of lw6mat_ivec4_t: a

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::a`

— Member of lw6mat_ivec4_t: c

> Type: `struct lw6mat_ivec4_t::14`

> Definition: `struct lw6mat_ivec4_t::14 lw6mat_ivec4_t::c`

> Accessor with color-like name.

— Member of lw6mat_ivec4_t: s

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::s`

— Member of lw6mat_ivec4_t: t

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::t`

— Member of lw6mat_ivec4_t: p

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::p`

— Member of lw6mat_ivec4_t: q

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::q`

— Member of lw6mat_ivec4_t: t

> Type: `struct lw6mat_ivec4_t::15`

> Definition: `struct lw6mat_ivec4_t::15 lw6mat_ivec4_t::t`

> Accessor with texture-like name.

— Member of lw6mat_ivec4_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_ivec4_t::v[LW6MAT_VEC4_V_SIZE]`

> Accessor with array index.

— Struct: lw6mat_xmat2_t

> Fixed Point 2x2 matrix (AKA 2D rectangle).

— Member of lw6mat_xmat2_t: m

> Type: `int32_t`

> Definition: `int32_t lw6mat_xmat2_t::m[LW6MAT_MAT2_M_SIZE][LW6MAT_MAT2_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_xmat2_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_xmat2_t::v[LW6MAT_MAT2_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*3+j.

— Struct: lw6mat_xmat3_t

> Fixed Point 3x3 matrix (AKA 3D triangle).

— Member of lw6mat_xmat3_t: m

> Type: `int32_t`

> Definition: `int32_t lw6mat_xmat3_t::m[LW6MAT_MAT3_M_SIZE][LW6MAT_MAT3_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_xmat3_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_xmat3_t::v[LW6MAT_MAT3_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*3+j.

— Struct: lw6mat_xmat4_t

> Fixed Point 4x4 matrix (AKA 3D transformation/composition matrix).

— Member of lw6mat_xmat4_t: m

> Type: `int32_t`

> Definition: `int32_t lw6mat_xmat4_t::m[LW6MAT_MAT4_M_SIZE][LW6MAT_MAT4_M_SIZE]`

> Accessor with 2 dimensions array index. The convention is column-major mode as done in OpenGL so that m[i][j] is element at column i and row j. Beware, this is not the most natural order for a C programmer.

— Member of lw6mat_xmat4_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_xmat4_t::v[LW6MAT_MAT4_V_SIZE_X_SIZE]`

> Accessor with flat array index. To access element a column i and row j, use i*4+j.

— Struct: lw6mat_xvec2_t

> Fixed Point vector with 2 elements (AKA 2D point).

— Member of lw6mat_xvec2_t: x

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec2_t::x`

— Member of lw6mat_xvec2_t: y

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec2_t::y`

— Member of lw6mat_xvec2_t: p

> Type: `struct lw6mat_xvec2_t::24`

> Definition: `struct lw6mat_xvec2_t::24 lw6mat_xvec2_t::p`

> Accessor with named/point coords.

— Member of lw6mat_xvec2_t: s

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec2_t::s`

— Member of lw6mat_xvec2_t: t

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec2_t::t`

— Member of lw6mat_xvec2_t: t

> Type: `struct lw6mat_xvec2_t::25`

> Definition: `struct lw6mat_xvec2_t::25 lw6mat_xvec2_t::t`

> Accessor with texture-like name.

— Member of lw6mat_xvec2_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec2_t::v[LW6MAT_VEC2_V_SIZE]`

> Accessor with array index.

— Struct: lw6mat_xvec3_t

> Fixed Point vector with 3 elements (AKA 3D point).

— Member of lw6mat_xvec3_t: x

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec3_t::x`

— Member of lw6mat_xvec3_t: y

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec3_t::y`

— Member of lw6mat_xvec3_t: z

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec3_t::z`

— Member of lw6mat_xvec3_t: p

> Type: `struct lw6mat_xvec3_t::26`

> Definition: `struct lw6mat_xvec3_t::26 lw6mat_xvec3_t::p`

> Accessor with named/point coords.

— Member of lw6mat_xvec3_t: r

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec3_t::r`

— Member of lw6mat_xvec3_t: g

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec3_t::g`

— Member of lw6mat_xvec3_t: b

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec3_t::b`

— Member of lw6mat_xvec3_t: c

> Type: `struct lw6mat_xvec3_t::27`

> Definition: `struct lw6mat_xvec3_t::27 lw6mat_xvec3_t::c`

> Accessor with color-like name.

— Member of lw6mat_xvec3_t: s

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec3_t::s`

— Member of lw6mat_xvec3_t: t

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec3_t::t`

— Member of lw6mat_xvec3_t: p

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec3_t::p`

— Member of lw6mat_xvec3_t: t

> Type: `struct lw6mat_xvec3_t::28`

> Definition: `struct lw6mat_xvec3_t::28 lw6mat_xvec3_t::t`

> Accessor with texture-like name.

— Member of lw6mat_xvec3_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec3_t::v[LW6MAT_VEC3_V_SIZE]`

> Accessor with array index.

— Struct: lw6mat_xvec4_t

> Fixed Point vector with 4 elements (AKA quaternion).

— Member of lw6mat_xvec4_t: x

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::x`

— Member of lw6mat_xvec4_t: y

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::y`

— Member of lw6mat_xvec4_t: z

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::z`

— Member of lw6mat_xvec4_t: w

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::w`

— Member of lw6mat_xvec4_t: p

> Type: `struct lw6mat_xvec4_t::29`

> Definition: `struct lw6mat_xvec4_t::29 lw6mat_xvec4_t::p`

> Accessor with named/point coords.

— Member of lw6mat_xvec4_t: r

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::r`

— Member of lw6mat_xvec4_t: g

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::g`

— Member of lw6mat_xvec4_t: b

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::b`

— Member of lw6mat_xvec4_t: a

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::a`

— Member of lw6mat_xvec4_t: c

> Type: `struct lw6mat_xvec4_t::30`

> Definition: `struct lw6mat_xvec4_t::30 lw6mat_xvec4_t::c`

> Accessor with color-like name.

— Member of lw6mat_xvec4_t: s

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::s`

— Member of lw6mat_xvec4_t: t

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::t`

— Member of lw6mat_xvec4_t: p

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::p`

— Member of lw6mat_xvec4_t: q

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::q`

— Member of lw6mat_xvec4_t: t

> Type: `struct lw6mat_xvec4_t::31`

> Definition: `struct lw6mat_xvec4_t::31 lw6mat_xvec4_t::t`

> Accessor with texture-like name.

— Member of lw6mat_xvec4_t: v

> Type: `int32_t`

> Definition: `int32_t lw6mat_xvec4_t::v[LW6MAT_VEC4_V_SIZE]`

> Accessor with array index.