void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double z);
// creates a matrix for a quake entity
void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale);
void Matrix4x4_CreateScale3 (matrix4x4_t *out, double x, double y, double z);
// creates a matrix for a quake entity
void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale);
-void Matrix4x4_ToVectors(const matrix4x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]);
+void Matrix4x4_ToVectors(const matrix4x4_t *in, vec_t vx[3], vec_t vy[3], vec_t vz[3], vec_t t[3]);
-void Matrix4x4_FromVectors(matrix4x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
+void Matrix4x4_FromVectors(matrix4x4_t *out, const vec_t vx[3], const vec_t vy[3], const vec_t vz[3], const vec_t t[3]);
// converts a matrix4x4 to a double[16] array in the OpenGL orientation
void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16]);
// converts a matrix4x4 to a double[16] array in the OpenGL orientation
void Matrix4x4_ToArrayDoubleGL(const matrix4x4_t *in, double out[16]);
void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend);
// transforms a 3D vector through a matrix4x4
void Matrix4x4_Blend (matrix4x4_t *out, const matrix4x4_t *in1, const matrix4x4_t *in2, double blend);
// transforms a 3D vector through a matrix4x4
// transforms a 4D vector through a matrix4x4
// (warning: if you don't know why you would need this, you don't need it)
// (warning: the 4th component of the vector should be 1.0)
// transforms a 4D vector through a matrix4x4
// (warning: if you don't know why you would need this, you don't need it)
// (warning: the 4th component of the vector should be 1.0)
// reverse transforms a 3D vector through a matrix4x4, at least for *simple*
// cases (rotation and translation *ONLY*), this attempts to undo the results
// of Transform
// reverse transforms a 3D vector through a matrix4x4, at least for *simple*
// cases (rotation and translation *ONLY*), this attempts to undo the results
// of Transform
-void Matrix4x4_TransformPositivePlane (const matrix4x4_t *in, float x, float y, float z, float d, float *o);
+void Matrix4x4_TransformPositivePlane (const matrix4x4_t *in, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o);
-void Matrix4x4_TransformStandardPlane (const matrix4x4_t *in, float x, float y, float z, float d, float *o);
+void Matrix4x4_TransformStandardPlane (const matrix4x4_t *in, vec_t x, vec_t y, vec_t z, vec_t d, vec_t *o);
void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z);
// extracts origin vector (translate) from matrix
void Matrix4x4_ConcatScale3 (matrix4x4_t *out, double x, double y, double z);
// extracts origin vector (translate) from matrix
// extracts scaling factor from matrix (only works for uniform scaling)
double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in);
// extracts scaling factor from matrix (only works for uniform scaling)
double Matrix4x4_ScaleFromMatrix (const matrix4x4_t *in);
void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z);
// scales vectors of a matrix in place and allows you to scale origin as well
void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale);
void Matrix4x4_AdjustOrigin (matrix4x4_t *out, double x, double y, double z);
// scales vectors of a matrix in place and allows you to scale origin as well
void Matrix4x4_Scale (matrix4x4_t *out, double rotatescale, double originscale);
// ensures each element of the 3x3 rotation matrix is facing in the + direction
void Matrix4x4_Abs (matrix4x4_t *out);
// ensures each element of the 3x3 rotation matrix is facing in the + direction
void Matrix4x4_Abs (matrix4x4_t *out);