objc2_gl_kit/generated/
GLKMatrix3.rs

1//! This file has been automatically generated by `objc2`'s `header-translator`.
2//! DO NOT EDIT
3
4use crate::*;
5
6extern "C" {
7    /// [Apple's documentation](https://developer.apple.com/documentation/glkit/glkmatrix3identity?language=objc)
8    #[cfg(feature = "GLKMathTypes")]
9    pub static GLKMatrix3Identity: GLKMatrix3;
10}
11
12// TODO: pub fn GLKMatrix3Make(m00: c_float,m01: c_float,m02: c_float,m10: c_float,m11: c_float,m12: c_float,m20: c_float,m21: c_float,m22: c_float,) -> GLKMatrix3;
13
14// TODO: pub fn GLKMatrix3MakeAndTranspose(m00: c_float,m01: c_float,m02: c_float,m10: c_float,m11: c_float,m12: c_float,m20: c_float,m21: c_float,m22: c_float,) -> GLKMatrix3;
15
16// TODO: pub fn GLKMatrix3MakeWithArray(values: ArrayUnknownABI<[c_float; 9]>,) -> GLKMatrix3;
17
18// TODO: pub fn GLKMatrix3MakeWithArrayAndTranspose(values: ArrayUnknownABI<[c_float; 9]>,) -> GLKMatrix3;
19
20// TODO: pub fn GLKMatrix3MakeWithRows(row0: GLKVector3,row1: GLKVector3,row2: GLKVector3,) -> GLKMatrix3;
21
22// TODO: pub fn GLKMatrix3MakeWithColumns(column0: GLKVector3,column1: GLKVector3,column2: GLKVector3,) -> GLKMatrix3;
23
24// TODO: pub fn GLKMatrix3MakeWithQuaternion(quaternion: GLKQuaternion,) -> GLKMatrix3;
25
26// TODO: pub fn GLKMatrix3MakeScale(sx: c_float,sy: c_float,sz: c_float,) -> GLKMatrix3;
27
28// TODO: pub fn GLKMatrix3MakeRotation(radians: c_float,x: c_float,y: c_float,z: c_float,) -> GLKMatrix3;
29
30// TODO: pub fn GLKMatrix3MakeXRotation(radians: c_float,) -> GLKMatrix3;
31
32// TODO: pub fn GLKMatrix3MakeYRotation(radians: c_float,) -> GLKMatrix3;
33
34// TODO: pub fn GLKMatrix3MakeZRotation(radians: c_float,) -> GLKMatrix3;
35
36// TODO: pub fn GLKMatrix3GetMatrix2(matrix: GLKMatrix3,) -> GLKMatrix2;
37
38// TODO: pub fn GLKMatrix3GetRow(matrix: GLKMatrix3,row: c_int,) -> GLKVector3;
39
40// TODO: pub fn GLKMatrix3GetColumn(matrix: GLKMatrix3,column: c_int,) -> GLKVector3;
41
42// TODO: pub fn GLKMatrix3SetRow(matrix: GLKMatrix3,row: c_int,vector: GLKVector3,) -> GLKMatrix3;
43
44// TODO: pub fn GLKMatrix3SetColumn(matrix: GLKMatrix3,column: c_int,vector: GLKVector3,) -> GLKMatrix3;
45
46// TODO: pub fn GLKMatrix3Transpose(matrix: GLKMatrix3,) -> GLKMatrix3;
47
48extern "C-unwind" {
49    /// # Safety
50    ///
51    /// `is_invertible` must be a valid pointer.
52    #[cfg(feature = "GLKMathTypes")]
53    pub fn GLKMatrix3Invert(matrix: GLKMatrix3, is_invertible: *mut bool) -> GLKMatrix3;
54}
55
56extern "C-unwind" {
57    /// # Safety
58    ///
59    /// `is_invertible` must be a valid pointer.
60    #[cfg(feature = "GLKMathTypes")]
61    pub fn GLKMatrix3InvertAndTranspose(matrix: GLKMatrix3, is_invertible: *mut bool)
62        -> GLKMatrix3;
63}
64
65// TODO: pub fn GLKMatrix3Multiply(matrix_left: GLKMatrix3,matrix_right: GLKMatrix3,) -> GLKMatrix3;
66
67// TODO: pub fn GLKMatrix3Add(matrix_left: GLKMatrix3,matrix_right: GLKMatrix3,) -> GLKMatrix3;
68
69// TODO: pub fn GLKMatrix3Subtract(matrix_left: GLKMatrix3,matrix_right: GLKMatrix3,) -> GLKMatrix3;
70
71// TODO: pub fn GLKMatrix3Scale(matrix: GLKMatrix3,sx: c_float,sy: c_float,sz: c_float,) -> GLKMatrix3;
72
73// TODO: pub fn GLKMatrix3ScaleWithVector3(matrix: GLKMatrix3,scale_vector: GLKVector3,) -> GLKMatrix3;
74
75// TODO: pub fn GLKMatrix3ScaleWithVector4(matrix: GLKMatrix3,scale_vector: GLKVector4,) -> GLKMatrix3;
76
77// TODO: pub fn GLKMatrix3Rotate(matrix: GLKMatrix3,radians: c_float,x: c_float,y: c_float,z: c_float,) -> GLKMatrix3;
78
79// TODO: pub fn GLKMatrix3RotateWithVector3(matrix: GLKMatrix3,radians: c_float,axis_vector: GLKVector3,) -> GLKMatrix3;
80
81// TODO: pub fn GLKMatrix3RotateWithVector4(matrix: GLKMatrix3,radians: c_float,axis_vector: GLKVector4,) -> GLKMatrix3;
82
83// TODO: pub fn GLKMatrix3RotateX(matrix: GLKMatrix3,radians: c_float,) -> GLKMatrix3;
84
85// TODO: pub fn GLKMatrix3RotateY(matrix: GLKMatrix3,radians: c_float,) -> GLKMatrix3;
86
87// TODO: pub fn GLKMatrix3RotateZ(matrix: GLKMatrix3,radians: c_float,) -> GLKMatrix3;
88
89// TODO: pub fn GLKMatrix3MultiplyVector3(matrix_left: GLKMatrix3,vector_right: GLKVector3,) -> GLKVector3;
90
91// TODO: pub fn GLKMatrix3MultiplyVector3Array(matrix: GLKMatrix3,vectors: NonNull<GLKVector3>,vector_count: usize,);
92
93// TODO: pub fn GLKMatrix3Make(m00: c_float,m01: c_float,m02: c_float,m10: c_float,m11: c_float,m12: c_float,m20: c_float,m21: c_float,m22: c_float,) -> GLKMatrix3;
94
95// TODO: pub fn GLKMatrix3MakeAndTranspose(m00: c_float,m01: c_float,m02: c_float,m10: c_float,m11: c_float,m12: c_float,m20: c_float,m21: c_float,m22: c_float,) -> GLKMatrix3;
96
97// TODO: pub fn GLKMatrix3MakeWithArray(values: ArrayUnknownABI<[c_float; 9]>,) -> GLKMatrix3;
98
99// TODO: pub fn GLKMatrix3MakeWithArrayAndTranspose(values: ArrayUnknownABI<[c_float; 9]>,) -> GLKMatrix3;
100
101// TODO: pub fn GLKMatrix3MakeWithRows(row0: GLKVector3,row1: GLKVector3,row2: GLKVector3,) -> GLKMatrix3;
102
103// TODO: pub fn GLKMatrix3MakeWithColumns(column0: GLKVector3,column1: GLKVector3,column2: GLKVector3,) -> GLKMatrix3;
104
105// TODO: pub fn GLKMatrix3MakeWithQuaternion(quaternion: GLKQuaternion,) -> GLKMatrix3;
106
107// TODO: pub fn GLKMatrix3MakeScale(sx: c_float,sy: c_float,sz: c_float,) -> GLKMatrix3;
108
109// TODO: pub fn GLKMatrix3MakeRotation(radians: c_float,x: c_float,y: c_float,z: c_float,) -> GLKMatrix3;
110
111// TODO: pub fn GLKMatrix3MakeXRotation(radians: c_float,) -> GLKMatrix3;
112
113// TODO: pub fn GLKMatrix3MakeYRotation(radians: c_float,) -> GLKMatrix3;
114
115// TODO: pub fn GLKMatrix3MakeZRotation(radians: c_float,) -> GLKMatrix3;
116
117// TODO: pub fn GLKMatrix3GetMatrix2(matrix: GLKMatrix3,) -> GLKMatrix2;
118
119// TODO: pub fn GLKMatrix3GetRow(matrix: GLKMatrix3,row: c_int,) -> GLKVector3;
120
121// TODO: pub fn GLKMatrix3GetColumn(matrix: GLKMatrix3,column: c_int,) -> GLKVector3;
122
123// TODO: pub fn GLKMatrix3SetRow(matrix: GLKMatrix3,row: c_int,vector: GLKVector3,) -> GLKMatrix3;
124
125// TODO: pub fn GLKMatrix3SetColumn(matrix: GLKMatrix3,column: c_int,vector: GLKVector3,) -> GLKMatrix3;
126
127// TODO: pub fn GLKMatrix3Transpose(matrix: GLKMatrix3,) -> GLKMatrix3;
128
129// TODO: pub fn GLKMatrix3Multiply(matrix_left: GLKMatrix3,matrix_right: GLKMatrix3,) -> GLKMatrix3;
130
131// TODO: pub fn GLKMatrix3Add(matrix_left: GLKMatrix3,matrix_right: GLKMatrix3,) -> GLKMatrix3;
132
133// TODO: pub fn GLKMatrix3Subtract(matrix_left: GLKMatrix3,matrix_right: GLKMatrix3,) -> GLKMatrix3;
134
135// TODO: pub fn GLKMatrix3Scale(matrix: GLKMatrix3,sx: c_float,sy: c_float,sz: c_float,) -> GLKMatrix3;
136
137// TODO: pub fn GLKMatrix3ScaleWithVector3(matrix: GLKMatrix3,scale_vector: GLKVector3,) -> GLKMatrix3;
138
139// TODO: pub fn GLKMatrix3ScaleWithVector4(matrix: GLKMatrix3,scale_vector: GLKVector4,) -> GLKMatrix3;
140
141// TODO: pub fn GLKMatrix3Rotate(matrix: GLKMatrix3,radians: c_float,x: c_float,y: c_float,z: c_float,) -> GLKMatrix3;
142
143// TODO: pub fn GLKMatrix3RotateWithVector3(matrix: GLKMatrix3,radians: c_float,axis_vector: GLKVector3,) -> GLKMatrix3;
144
145// TODO: pub fn GLKMatrix3RotateWithVector4(matrix: GLKMatrix3,radians: c_float,axis_vector: GLKVector4,) -> GLKMatrix3;
146
147// TODO: pub fn GLKMatrix3RotateX(matrix: GLKMatrix3,radians: c_float,) -> GLKMatrix3;
148
149// TODO: pub fn GLKMatrix3RotateY(matrix: GLKMatrix3,radians: c_float,) -> GLKMatrix3;
150
151// TODO: pub fn GLKMatrix3RotateZ(matrix: GLKMatrix3,radians: c_float,) -> GLKMatrix3;
152
153// TODO: pub fn GLKMatrix3MultiplyVector3(matrix_left: GLKMatrix3,vector_right: GLKVector3,) -> GLKVector3;
154
155// TODO: pub fn GLKMatrix3MultiplyVector3Array(matrix: GLKMatrix3,vectors: NonNull<GLKVector3>,vector_count: usize,);