matrix3x4_t
matrix3x4_t
is a C++ class that represents a matrix: a mathematical construct that allows Vectors to be transformed.
Matrices are chiefly used to rotate vectors, since translation and scaling are taken care of by vector addition and multiplication respectively. A single matrix can store a transformation in all four modes however, making them useful in transformationintense operations like vertex rasterization.
The VMatrix class offers an additional row to use (4x4) and allows you to utilize a few different functions. Matrices of that dimension in source are mainly required to describe perspective transformations during rendering.
Functions
Generation
Matrix generation is best left to Source's preexisting functions:
void AngleMatrix( QAngle angle, matrix_3x4_t& out ); // Rotation; can also use Quaternions or Radians
void PositionMatrix( Vector position, matrix3x4_t& out ); // Translation
void AngleMatrix( QAngle angle, Vector position, matrix3x4_t& out ); // Rotation + translation
void SetScaleMatrix( float scale, matrix3x4_t& out ); // Scale
Use MatrixMultiply()
to combine two matrices into one. You can do this any number of times.
Application
VectorRotate()
, which accepts angles directly.The mathematical notation for a matrix transformation is (vector * matrix). Source does not support that syntax, though it would be trivial to add if you so wanted, and instead offers these functions:
void VectorTransform( Vector in1, matrix3x4_t in2, Vector& out );
void VectorITransform( Vector in1, matrix3x4_t in2, Vector& out ); // 'Inverse' of the above
There is an overload of VectorRotate()
that accepts a matrix3x4_t
. It seems to behave in the same way as VectorTransform()
.
Other / utility

void MatrixAngles()

void MatrixPosition()

void MatrixVectors()
 Extract angles and vectors from a matrix.
MatrixAngles()
has many overloads. There is no way to extract a scale. 
void MatrixTranspose()
 Transposes a matrix. This is useful to flip columns and rows of a matrix and a necessarity when communicating between systems that define matrix operations differently (like clientside code in source and shaders may do).

void MatrixInvert()
 Reverses a matrix, making it transform in the opposite direction(s). You could also use
VectorITransform()
to apply the matrix. 
bool MatricesAreEqual()
 Instead of (matrix1 == matrix2).

void MatrixCopy()
 Confirm:Instead of (matrix1 = matrix2).