# Class: matrix16

4x4 matrices are used for position and rotational transformations. They are saved column-major.

## Hierarchy

    o-+ mathlib
      o-+ matrix16

## Methods:

### Method overview:

- affineinvert
- column
- component
- copy
- identity
- invert
- lookat
- mul
- mulfull
- new
- pos
- rotaxis
- rotdeg
- rotquat
- rotrad
- scale
- setaxisangle
- tostring
- transform
- transformrotate
- transpose

new ([table float16])
  returns: (matrix16 m)
  constructs identity matrix or uses lua table to fill values. If a table with 16 elements is passed, the values are interpreted as a matrix and will The OpenGL matrixstyle (column-major) is used so the x,y,z translation is found at element index 12,13,14 (or 13,14,15 as lua arrays start at index 1, while C arrays start at index 0)
affineinvert (matrix16 m,[matrix16 inv])
  returns: (matrix16 m)
  inverts m, or m = invert of inv. Affine invert is faster and more robust than regular invert, but will only work on non-scaled orthogonal matrices.
column (matrix16 m,int column,[float x,y,z,w])
  returns: ([float x,y,z,w])
  sets/gets column (0-3) vector.
component (matrix16,int index [0..15],[float])
  returns: ([float])
  returns or sets single matrix entry.
copy (matrix16 to,matrix16 from)
  returns: (matrix16 to)
  copys from other to itself
identity (matrix16)
  returns: (matrix16)
  sets diagonal of matrix to 1, rest to 0
invert (matrix16 m,[matrix16 inv])
  returns: (matrix16 m)
  inverts m, or m = invert of inv
lookat (matrix16 a, float toX,toY,toZ, upX,upY,upZ, [int axis 0..2])
  returns: ()
  sets rotation axis, so that axis (0:x 1:y 2:z default is y) aims at given target pos from current matrix position.
mul (matrix16 a, b ,[c])
  returns: (matrix16 a)
  multiplys: a = b*c or a = a*b. faster but sets W coordinate of each colum to 0, cept last to 1
mulfull (matrix16 a, b ,[c])
  returns: (matrix16 a)
  multiplys: a = b*c or a = a*b. accurately takes all 16 values into account.
pos (matrix16 m,[float x,y,z])
  returns: ([float x,y,z])
  sets/gets position of matrix
rotaxis (matrix16 m,[float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
  returns: ([float Xx,Xy,Xz, Yx,Yy,Yz, Zx,Zy,Zz])
  returns or sets rotation axis, make sure they make a orthogonal basis.
rotdeg (matrix16 m,[float x,y,z])
  returns: ([float x,y,z])
  returns or sets rotation in degrees
rotquat (matrix16 m,[float x,y,z,w])
  returns: ([float x,y,z,w])
  sets/gets rotation as quaternion
rotrad (matrix16 m,[float x,y,z])
  returns: ([float x,y,z])
  returns or sets rotation in radians
scale (matrix16 m,[float x,y,z])
  returns: ([float x,y,z])
  sets/gets scale factors of matrix
setaxisangle (matrix16 a, float axisX,axisY,axisZ ,rotation)
  returns: ()
  sets rotation around angle
tostring (matrix16 vec)
  returns: (string str)
  returns matrix as string
transform (matrix16 m,float x,y,z)
  returns: (float x,y,z)
  transforms the three given coordinates
transformrotate (matrix16 m,float x,y,z)
  returns: (float x,y,z)
  rotate the three given coordinates
transpose (matrix16 m,[matrix16 inv])
  returns: (matrix16 m)
  transposes m, or m = transpose of inv

## Inherited Methods:

### From mathlib