-void Matrix4x4_SimpleUntransform (const matrix4x4_t *in, const float v[3], float out[3]);
-
-// ease of use functions
-// immediately applies a Translate to the matrix
-void Matrix4x4_ConcatTranslate (matrix4x4_t *out, float x, float y, float z);
-// immediately applies a Rotate to the matrix
-void Matrix4x4_ConcatRotate (matrix4x4_t *out, float angle, float x, float y, float z);
-// immediately applies a Scale to the matrix
-void Matrix4x4_ConcatScale (matrix4x4_t *out, float x);
-// immediately applies a Scale3 to the matrix
-void Matrix4x4_ConcatScale3 (matrix4x4_t *out, float x, float y, float z);
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-
-
-// functions for manipulating 3x4 matrices
-
-// copy a matrix3x4
-void Matrix3x4_Copy (matrix3x4_t *out, matrix3x4_t *in);
-// copy only the rotation portion of a matrix3x4
-void Matrix3x4_CopyRotateOnly (matrix3x4_t *out, matrix3x4_t *in);
-// copy only the translate portion of a matrix3x4
-void Matrix3x4_CopyTranslateOnly (matrix3x4_t *out, matrix3x4_t *in);
-// make a matrix3x4 from a matrix4x4
-void Matrix3x4_FromMatrix4x4 (matrix3x4_t *out, matrix4x4_t *in);
-// multiply two matrix3x4 together, combining their transformations
-// (warning: order matters - Concat(a, b, c) != Concat(a, c, b))
-void Matrix3x4_Concat (matrix3x4_t *out, const matrix3x4_t *in1, const matrix3x4_t *in2);
-// swaps the rows and columns of the rotation portion of the matrix, and
-// attempts to undo uniform scaling (Scale, not Scale3), resulting in a
-// matrix that will do the opposite
-// (warning: this only inverts rotation and uniform scaling, do not use with
-// translation, shearing, Scale3 or other complex matrices)
-void Matrix3x4_Transpose3x3 (matrix3x4_t *out, const matrix3x4_t *in1);
-
-// creates an identity matrix
-// (a matrix which does nothing)
-void Matrix3x4_CreateIdentity (matrix3x4_t *out);
-// creates a translate matrix
-// (moves vectors)
-void Matrix3x4_CreateTranslate (matrix3x4_t *out, float x, float y, float z);
-// creates a rotate matrix
-// (rotates vectors)
-void Matrix3x4_CreateRotate (matrix3x4_t *out, float angle, float x, float y, float z);
-// creates a scaling matrix
-// (expands or contracts vectors)
-// (warning: this is not reversed by Transpose)
-void Matrix3x4_CreateScale (matrix3x4_t *out, float x);
-// creates a squishing matrix
-// (expands or contracts vectors differently in different axis)
-// (warning: this is not reversed by Transpose)
-// (warning: do not apply this kind of matrix to direction vectors)
-void Matrix3x4_CreateScale3 (matrix3x4_t *out, float x, float y, float z);
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-// converts a matrix3x4 to a set of 3D vectors for the 3 axial directions, and the translate
-void Matrix3x4_ToVectors(const matrix3x4_t *in, float vx[3], float vy[3], float vz[3], float t[3]);
-// creates a matrix3x4 from a set of 3D vectors for axial directions, and translate
-void Matrix3x4_FromVectors(matrix3x4_t *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
-
-// transforms a 3D vector through a matrix3x4
-void Matrix3x4_Transform (const matrix3x4_t *in, const float v[3], float out[3]);
-// reverse transforms a 3D vector through a matrix3x4, at least for *simple*
-// cases (rotation and translation *ONLY*), this attempts to undo the results
-// of Transform
-void Matrix3x4_SimpleUntransform (const matrix3x4_t *in, const float v[3], float out[3]);