objc2_gl_kit/generated/GLKMatrix4.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/glkmatrix4identity?language=objc)
8 #[cfg(feature = "GLKMathTypes")]
9 pub static GLKMatrix4Identity: GLKMatrix4;
10}
11
12// TODO: pub fn GLKMatrix4Make(m00: c_float,m01: c_float,m02: c_float,m03: c_float,m10: c_float,m11: c_float,m12: c_float,m13: c_float,m20: c_float,m21: c_float,m22: c_float,m23: c_float,m30: c_float,m31: c_float,m32: c_float,m33: c_float,) -> GLKMatrix4;
13
14// TODO: pub fn GLKMatrix4MakeAndTranspose(m00: c_float,m01: c_float,m02: c_float,m03: c_float,m10: c_float,m11: c_float,m12: c_float,m13: c_float,m20: c_float,m21: c_float,m22: c_float,m23: c_float,m30: c_float,m31: c_float,m32: c_float,m33: c_float,) -> GLKMatrix4;
15
16// TODO: pub fn GLKMatrix4MakeWithArray(values: ArrayUnknownABI<[c_float; 16]>,) -> GLKMatrix4;
17
18// TODO: pub fn GLKMatrix4MakeWithArrayAndTranspose(values: ArrayUnknownABI<[c_float; 16]>,) -> GLKMatrix4;
19
20// TODO: pub fn GLKMatrix4MakeWithRows(row0: GLKVector4,row1: GLKVector4,row2: GLKVector4,row3: GLKVector4,) -> GLKMatrix4;
21
22// TODO: pub fn GLKMatrix4MakeWithColumns(column0: GLKVector4,column1: GLKVector4,column2: GLKVector4,column3: GLKVector4,) -> GLKMatrix4;
23
24// TODO: pub fn GLKMatrix4MakeWithQuaternion(quaternion: GLKQuaternion,) -> GLKMatrix4;
25
26// TODO: pub fn GLKMatrix4MakeTranslation(tx: c_float,ty: c_float,tz: c_float,) -> GLKMatrix4;
27
28// TODO: pub fn GLKMatrix4MakeScale(sx: c_float,sy: c_float,sz: c_float,) -> GLKMatrix4;
29
30// TODO: pub fn GLKMatrix4MakeRotation(radians: c_float,x: c_float,y: c_float,z: c_float,) -> GLKMatrix4;
31
32// TODO: pub fn GLKMatrix4MakeXRotation(radians: c_float,) -> GLKMatrix4;
33
34// TODO: pub fn GLKMatrix4MakeYRotation(radians: c_float,) -> GLKMatrix4;
35
36// TODO: pub fn GLKMatrix4MakeZRotation(radians: c_float,) -> GLKMatrix4;
37
38// TODO: pub fn GLKMatrix4MakePerspective(fovy_radians: c_float,aspect: c_float,near_z: c_float,far_z: c_float,) -> GLKMatrix4;
39
40// TODO: pub fn GLKMatrix4MakeFrustum(left: c_float,right: c_float,bottom: c_float,top: c_float,near_z: c_float,far_z: c_float,) -> GLKMatrix4;
41
42// TODO: pub fn GLKMatrix4MakeOrtho(left: c_float,right: c_float,bottom: c_float,top: c_float,near_z: c_float,far_z: c_float,) -> GLKMatrix4;
43
44// TODO: pub fn GLKMatrix4MakeLookAt(eye_x: c_float,eye_y: c_float,eye_z: c_float,center_x: c_float,center_y: c_float,center_z: c_float,up_x: c_float,up_y: c_float,up_z: c_float,) -> GLKMatrix4;
45
46// TODO: pub fn GLKMatrix4GetMatrix3(matrix: GLKMatrix4,) -> GLKMatrix3;
47
48// TODO: pub fn GLKMatrix4GetMatrix2(matrix: GLKMatrix4,) -> GLKMatrix2;
49
50// TODO: pub fn GLKMatrix4GetRow(matrix: GLKMatrix4,row: c_int,) -> GLKVector4;
51
52// TODO: pub fn GLKMatrix4GetColumn(matrix: GLKMatrix4,column: c_int,) -> GLKVector4;
53
54// TODO: pub fn GLKMatrix4SetRow(matrix: GLKMatrix4,row: c_int,vector: GLKVector4,) -> GLKMatrix4;
55
56// TODO: pub fn GLKMatrix4SetColumn(matrix: GLKMatrix4,column: c_int,vector: GLKVector4,) -> GLKMatrix4;
57
58// TODO: pub fn GLKMatrix4Transpose(matrix: GLKMatrix4,) -> GLKMatrix4;
59
60extern "C-unwind" {
61 /// # Safety
62 ///
63 /// `is_invertible` must be a valid pointer or null.
64 #[cfg(feature = "GLKMathTypes")]
65 pub fn GLKMatrix4Invert(matrix: GLKMatrix4, is_invertible: *mut bool) -> GLKMatrix4;
66}
67
68extern "C-unwind" {
69 /// # Safety
70 ///
71 /// `is_invertible` must be a valid pointer or null.
72 #[cfg(feature = "GLKMathTypes")]
73 pub fn GLKMatrix4InvertAndTranspose(matrix: GLKMatrix4, is_invertible: *mut bool)
74 -> GLKMatrix4;
75}
76
77// TODO: pub fn GLKMatrix4Multiply(matrix_left: GLKMatrix4,matrix_right: GLKMatrix4,) -> GLKMatrix4;
78
79// TODO: pub fn GLKMatrix4Add(matrix_left: GLKMatrix4,matrix_right: GLKMatrix4,) -> GLKMatrix4;
80
81// TODO: pub fn GLKMatrix4Subtract(matrix_left: GLKMatrix4,matrix_right: GLKMatrix4,) -> GLKMatrix4;
82
83// TODO: pub fn GLKMatrix4Translate(matrix: GLKMatrix4,tx: c_float,ty: c_float,tz: c_float,) -> GLKMatrix4;
84
85// TODO: pub fn GLKMatrix4TranslateWithVector3(matrix: GLKMatrix4,translation_vector: GLKVector3,) -> GLKMatrix4;
86
87// TODO: pub fn GLKMatrix4TranslateWithVector4(matrix: GLKMatrix4,translation_vector: GLKVector4,) -> GLKMatrix4;
88
89// TODO: pub fn GLKMatrix4Scale(matrix: GLKMatrix4,sx: c_float,sy: c_float,sz: c_float,) -> GLKMatrix4;
90
91// TODO: pub fn GLKMatrix4ScaleWithVector3(matrix: GLKMatrix4,scale_vector: GLKVector3,) -> GLKMatrix4;
92
93// TODO: pub fn GLKMatrix4ScaleWithVector4(matrix: GLKMatrix4,scale_vector: GLKVector4,) -> GLKMatrix4;
94
95// TODO: pub fn GLKMatrix4Rotate(matrix: GLKMatrix4,radians: c_float,x: c_float,y: c_float,z: c_float,) -> GLKMatrix4;
96
97// TODO: pub fn GLKMatrix4RotateWithVector3(matrix: GLKMatrix4,radians: c_float,axis_vector: GLKVector3,) -> GLKMatrix4;
98
99// TODO: pub fn GLKMatrix4RotateWithVector4(matrix: GLKMatrix4,radians: c_float,axis_vector: GLKVector4,) -> GLKMatrix4;
100
101// TODO: pub fn GLKMatrix4RotateX(matrix: GLKMatrix4,radians: c_float,) -> GLKMatrix4;
102
103// TODO: pub fn GLKMatrix4RotateY(matrix: GLKMatrix4,radians: c_float,) -> GLKMatrix4;
104
105// TODO: pub fn GLKMatrix4RotateZ(matrix: GLKMatrix4,radians: c_float,) -> GLKMatrix4;
106
107// TODO: pub fn GLKMatrix4MultiplyVector3(matrix_left: GLKMatrix4,vector_right: GLKVector3,) -> GLKVector3;
108
109// TODO: pub fn GLKMatrix4MultiplyVector3WithTranslation(matrix_left: GLKMatrix4,vector_right: GLKVector3,) -> GLKVector3;
110
111// TODO: pub fn GLKMatrix4MultiplyAndProjectVector3(matrix_left: GLKMatrix4,vector_right: GLKVector3,) -> GLKVector3;
112
113// TODO: pub fn GLKMatrix4MultiplyVector3Array(matrix: GLKMatrix4,vectors: NonNull<GLKVector3>,vector_count: usize,);
114
115// TODO: pub fn GLKMatrix4MultiplyVector3ArrayWithTranslation(matrix: GLKMatrix4,vectors: NonNull<GLKVector3>,vector_count: usize,);
116
117// TODO: pub fn GLKMatrix4MultiplyAndProjectVector3Array(matrix: GLKMatrix4,vectors: NonNull<GLKVector3>,vector_count: usize,);
118
119// TODO: pub fn GLKMatrix4MultiplyVector4(matrix_left: GLKMatrix4,vector_right: GLKVector4,) -> GLKVector4;
120
121// TODO: pub fn GLKMatrix4MultiplyVector4Array(matrix: GLKMatrix4,vectors: NonNull<GLKVector4>,vector_count: usize,);
122
123// TODO: pub fn GLKMatrix4Make(m00: c_float,m01: c_float,m02: c_float,m03: c_float,m10: c_float,m11: c_float,m12: c_float,m13: c_float,m20: c_float,m21: c_float,m22: c_float,m23: c_float,m30: c_float,m31: c_float,m32: c_float,m33: c_float,) -> GLKMatrix4;
124
125// TODO: pub fn GLKMatrix4MakeAndTranspose(m00: c_float,m01: c_float,m02: c_float,m03: c_float,m10: c_float,m11: c_float,m12: c_float,m13: c_float,m20: c_float,m21: c_float,m22: c_float,m23: c_float,m30: c_float,m31: c_float,m32: c_float,m33: c_float,) -> GLKMatrix4;
126
127// TODO: pub fn GLKMatrix4MakeWithArray(values: ArrayUnknownABI<[c_float; 16]>,) -> GLKMatrix4;
128
129// TODO: pub fn GLKMatrix4MakeWithArrayAndTranspose(values: ArrayUnknownABI<[c_float; 16]>,) -> GLKMatrix4;
130
131// TODO: pub fn GLKMatrix4MakeWithRows(row0: GLKVector4,row1: GLKVector4,row2: GLKVector4,row3: GLKVector4,) -> GLKMatrix4;
132
133// TODO: pub fn GLKMatrix4MakeWithColumns(column0: GLKVector4,column1: GLKVector4,column2: GLKVector4,column3: GLKVector4,) -> GLKMatrix4;
134
135// TODO: pub fn GLKMatrix4MakeWithQuaternion(quaternion: GLKQuaternion,) -> GLKMatrix4;
136
137// TODO: pub fn GLKMatrix4MakeTranslation(tx: c_float,ty: c_float,tz: c_float,) -> GLKMatrix4;
138
139// TODO: pub fn GLKMatrix4MakeScale(sx: c_float,sy: c_float,sz: c_float,) -> GLKMatrix4;
140
141// TODO: pub fn GLKMatrix4MakeRotation(radians: c_float,x: c_float,y: c_float,z: c_float,) -> GLKMatrix4;
142
143// TODO: pub fn GLKMatrix4MakeXRotation(radians: c_float,) -> GLKMatrix4;
144
145// TODO: pub fn GLKMatrix4MakeYRotation(radians: c_float,) -> GLKMatrix4;
146
147// TODO: pub fn GLKMatrix4MakeZRotation(radians: c_float,) -> GLKMatrix4;
148
149// TODO: pub fn GLKMatrix4MakePerspective(fovy_radians: c_float,aspect: c_float,near_z: c_float,far_z: c_float,) -> GLKMatrix4;
150
151// TODO: pub fn GLKMatrix4MakeFrustum(left: c_float,right: c_float,bottom: c_float,top: c_float,near_z: c_float,far_z: c_float,) -> GLKMatrix4;
152
153// TODO: pub fn GLKMatrix4MakeOrtho(left: c_float,right: c_float,bottom: c_float,top: c_float,near_z: c_float,far_z: c_float,) -> GLKMatrix4;
154
155// TODO: pub fn GLKMatrix4MakeLookAt(eye_x: c_float,eye_y: c_float,eye_z: c_float,center_x: c_float,center_y: c_float,center_z: c_float,up_x: c_float,up_y: c_float,up_z: c_float,) -> GLKMatrix4;
156
157// TODO: pub fn GLKMatrix4GetMatrix3(matrix: GLKMatrix4,) -> GLKMatrix3;
158
159// TODO: pub fn GLKMatrix4GetMatrix2(matrix: GLKMatrix4,) -> GLKMatrix2;
160
161// TODO: pub fn GLKMatrix4GetRow(matrix: GLKMatrix4,row: c_int,) -> GLKVector4;
162
163// TODO: pub fn GLKMatrix4GetColumn(matrix: GLKMatrix4,column: c_int,) -> GLKVector4;
164
165// TODO: pub fn GLKMatrix4SetRow(matrix: GLKMatrix4,row: c_int,vector: GLKVector4,) -> GLKMatrix4;
166
167// TODO: pub fn GLKMatrix4SetColumn(matrix: GLKMatrix4,column: c_int,vector: GLKVector4,) -> GLKMatrix4;
168
169// TODO: pub fn GLKMatrix4Transpose(matrix: GLKMatrix4,) -> GLKMatrix4;
170
171// TODO: pub fn GLKMatrix4Multiply(matrix_left: GLKMatrix4,matrix_right: GLKMatrix4,) -> GLKMatrix4;
172
173// TODO: pub fn GLKMatrix4Add(matrix_left: GLKMatrix4,matrix_right: GLKMatrix4,) -> GLKMatrix4;
174
175// TODO: pub fn GLKMatrix4Subtract(matrix_left: GLKMatrix4,matrix_right: GLKMatrix4,) -> GLKMatrix4;
176
177// TODO: pub fn GLKMatrix4Translate(matrix: GLKMatrix4,tx: c_float,ty: c_float,tz: c_float,) -> GLKMatrix4;
178
179// TODO: pub fn GLKMatrix4TranslateWithVector3(matrix: GLKMatrix4,translation_vector: GLKVector3,) -> GLKMatrix4;
180
181// TODO: pub fn GLKMatrix4TranslateWithVector4(matrix: GLKMatrix4,translation_vector: GLKVector4,) -> GLKMatrix4;
182
183// TODO: pub fn GLKMatrix4Scale(matrix: GLKMatrix4,sx: c_float,sy: c_float,sz: c_float,) -> GLKMatrix4;
184
185// TODO: pub fn GLKMatrix4ScaleWithVector3(matrix: GLKMatrix4,scale_vector: GLKVector3,) -> GLKMatrix4;
186
187// TODO: pub fn GLKMatrix4ScaleWithVector4(matrix: GLKMatrix4,scale_vector: GLKVector4,) -> GLKMatrix4;
188
189// TODO: pub fn GLKMatrix4Rotate(matrix: GLKMatrix4,radians: c_float,x: c_float,y: c_float,z: c_float,) -> GLKMatrix4;
190
191// TODO: pub fn GLKMatrix4RotateWithVector3(matrix: GLKMatrix4,radians: c_float,axis_vector: GLKVector3,) -> GLKMatrix4;
192
193// TODO: pub fn GLKMatrix4RotateWithVector4(matrix: GLKMatrix4,radians: c_float,axis_vector: GLKVector4,) -> GLKMatrix4;
194
195// TODO: pub fn GLKMatrix4RotateX(matrix: GLKMatrix4,radians: c_float,) -> GLKMatrix4;
196
197// TODO: pub fn GLKMatrix4RotateY(matrix: GLKMatrix4,radians: c_float,) -> GLKMatrix4;
198
199// TODO: pub fn GLKMatrix4RotateZ(matrix: GLKMatrix4,radians: c_float,) -> GLKMatrix4;
200
201// TODO: pub fn GLKMatrix4MultiplyVector3(matrix_left: GLKMatrix4,vector_right: GLKVector3,) -> GLKVector3;
202
203// TODO: pub fn GLKMatrix4MultiplyVector3WithTranslation(matrix_left: GLKMatrix4,vector_right: GLKVector3,) -> GLKVector3;
204
205// TODO: pub fn GLKMatrix4MultiplyAndProjectVector3(matrix_left: GLKMatrix4,vector_right: GLKVector3,) -> GLKVector3;
206
207// TODO: pub fn GLKMatrix4MultiplyVector3Array(matrix: GLKMatrix4,vectors: NonNull<GLKVector3>,vector_count: usize,);
208
209// TODO: pub fn GLKMatrix4MultiplyVector3ArrayWithTranslation(matrix: GLKMatrix4,vectors: NonNull<GLKVector3>,vector_count: usize,);
210
211// TODO: pub fn GLKMatrix4MultiplyAndProjectVector3Array(matrix: GLKMatrix4,vectors: NonNull<GLKVector3>,vector_count: usize,);
212
213// TODO: pub fn GLKMatrix4MultiplyVector4(matrix_left: GLKMatrix4,vector_right: GLKVector4,) -> GLKVector4;
214
215// TODO: pub fn GLKMatrix4MultiplyVector4Array(matrix: GLKMatrix4,vectors: NonNull<GLKVector4>,vector_count: usize,);