add doc/*/scripting/builtins/libmat4.md
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- [User input](scripting/user-input.md)
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- [Filesystem and serialization](scripting/filesystem.md)
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- [UI properties and methods](scripting/ui.md)
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- [Libraries](#)
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- [mat4](scripting/builtins/libmat4.md)
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- [Module core:bit_converter](scripting/modules/core_bit_converter.md)
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- [Module core:data_buffer](scripting/modules/core_data_buffer.md)
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- [Module core:vector2, core:vector3](scripting/modules/core_vector2_vector3.md)
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# *mat4* library
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*mat4* contains a set of functions for work with transformation 4x4 matrices.
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Most functions have several options for argument lists (overloads).
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## Data types
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Type conventions will be used on this page.
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- vector - an array of three or four numbers
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- vec3 - array of three numbers
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- matrix - array of 16 numbers - matrix
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>[!ATTENTION]
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> Type annotations are part of the documentation and are not present in Lua.
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## Identity matrix - *mat4.idt(...)*
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```lua
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-- creates an identity matrix
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mat4.idt()
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-- writes an identity matrix to dst
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mat4.idt(dst: matrix)
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```
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## Matrix multiplication - *mat4.mul(...)*
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```lua
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-- returns the result of matrix multiplication
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mat4.mul(a: matrix, b: matrix)
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-- writes the result of matrix multiplication to dst
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mat4.mul(a: matrix, b: matrix, dst: matrix)
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-- returns the result of multiplying a matrix and a vector
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mat4.mul(a: matrix, v: vector)
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-- writes the result of matrix and vector multiplication to dst
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mat4.mul(a: matrix, v: vector, dst: vector)
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```
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## Matrix inversion - *mat4.inverse(...)*
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```lua
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-- returns the result of matrix inversion
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mat4.inverse(m: matrix)
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-- writes the result of matrix inversion to dst
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mat4.inverse(m: matrix, dst: matrix)
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```
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## Matrix transposition - *mat4.transpose(...)*
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```lua
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-- returns the result of matrix transposition
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mat4.transpose(m: matrix)
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-- writes the result of matrix transposition to dst
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mat4.transpose(m: matrix, dst: matrix)
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```
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## Offset - *mat4.translate(...)*
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```lua
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-- creates a translation matrix
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mat4.translate(translation: vec3)
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-- returns the result of applying a translation to matrix m
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mat4.translate(m: matrix, translation: vec3)
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-- writes the result of applying a translation to matrix m to dst
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mat4.translate(m: matrix, translation: vec3, dst: matrix)
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```
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## Scaling - *mat4.scale(...)*
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```lua
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-- creates a scaling matrix
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mat4.scale(scale: vec3)
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-- returns the result of applying scaling to matrix m
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mat4.scale(m: matrix, scale: vec3)
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-- writes the result of applying scaling to matrix m to dst
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mat4.scale(m: matrix, scale: vec3, dst: matrix)
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```
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## Rotation - *mat4.rotate(...)*
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The angle of rotation is indicated in degrees.
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```lua
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-- creates a rotation matrix (angle - rotation angle) along a given axis (axis is an unit vector)
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mat4.rotate(axis: vec3, angle: number)
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-- returns the result of applying rotation to matrix m
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mat4.rotate(m: matrix, axis: vec3, angle: number)
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-- writes the result of applying rotation to matrix m to dst
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mat4.rotate(m: matrix, axis: vec3, angle: number, dst: matrix)
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```
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## Translation to string - *mat4.tostring(...)*
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```lua
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-- returns a string representing the contents of the matrix
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mat4.tostring(m: matrix)
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-- returns a string representing the contents of the matrix, human-readable if multiline = true
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mat4.tostring(m: matrix, multiline: bool)
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```
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