úÎ v    Safe-Infered A 4x4 translation matrix 7A 4x4 rotation matrix for a rotation around the X axis 7A 4x4 rotation matrix for a rotation around the Y axis 7A 4x4 rotation matrix for a rotation around the Z axis KA 4x4 rotation matrix for a rotation around an arbitrary normalized vector XA 4x4 rotation matrix from the euler angles yaw pitch and roll. Could be useful in e.g.  first person shooter games, nA 4x4 rotation matrix from a normalized quaternion. Useful for most free flying rotations, such as airplanes. eA 4x4 rotation matrix for turning toward a point. Useful for targeting a camera to a specific point. A 4x4 scaling matrix }A perspective projection matrix for a right handed coordinate system looking down negative z. This will project far plane to z = +1 and near plane to z = -1", i.e. into a left handed system. }An orthogonal projection matrix for a right handed coordinate system looking down negative z. This will project far plane to z = +1 and near plane to z = -1", i.e. into a left handed system. The angle in radians The angle in radians The angle in radians 5The normalized vector around which the rotation goes The angle in radians +The quaternion with the real part (w) last PThe up direction, not necessary unit length or perpendicular to the view vector The viewers position The point to look at  /Near plane clipping distance (always positive) .Far plane clipping distance (always positive) (Field of view of the y axis, in radians Aspect ratio, i.e. screen's width/height Near plane clipping distance Far plane clipping distance 3The size of the view (center aligned around origo)        Vec-Transform-1.0.6Data.Vec.LinAlg.Transform3D translation rotationX rotationY rotationZ rotationVec rotationEuler rotationQuatrotationLookAtscaling perspective orthogonal