3DCoat Python API
The 3DCoat Python API documentation.
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coat.mat4 Class Reference

Public Member Functions

 __init__ (self)
 
 __init__ (self, mat3 Rotation, vec3 Translation)
 
 __init__ (self, vec3 Scaling, vec3 Translation)
 
 __init__ (self, float _00, float _01, float _02, float _03, float _10, float _11, float _12, float _13, float _20, float _21, float _22, float _23, float _30, float _31, float _32, float _33)
 
 __init__ (self, mat4 v)
 
 Copy (self, float Float16)
 
 CopyTransposed (self, float Float16)
 
 SetZero (self)
 
 SetIdentity (self)
 
vec4 GetRow (self, int Index)
 
vec4 GetRow0 (self)
 
vec4 GetRow1 (self)
 
vec4 GetRow2 (self)
 
vec4 GetRow3 (self)
 
vec4 Row (self, int Index)
 
vec4 Row0 (self)
 
vec4 Row1 (self)
 
vec4 Row2 (self)
 
vec4 Row3 (self)
 
 SetRow (self, int Index, vec4 _1)
 
 SetRow0 (self, vec4 _0)
 
 SetRow1 (self, vec4 _0)
 
 SetRow2 (self, vec4 _0)
 
 SetRow3 (self, vec4 _0)
 
 SetRow (self, int Index, float X, float Y, float Z, float W)
 
 SetRow0 (self, float X, float Y, float Z, float W)
 
 SetRow1 (self, float X, float Y, float Z, float W)
 
 SetRow2 (self, float X, float Y, float Z, float W)
 
 SetRow3 (self, float X, float Y, float Z, float W)
 
vec4 GetCol (self, int Index)
 
vec4 GetCol0 (self)
 
vec4 GetCol1 (self)
 
vec4 GetCol2 (self)
 
vec4 GetCol3 (self)
 
 SetCol (self, int Index, vec4 _1)
 
 SetCol0 (self, vec4 _0)
 
 SetCol1 (self, vec4 _0)
 
 SetCol2 (self, vec4 _0)
 
 SetCol3 (self, vec4 _0)
 
 SetCol (self, int Index, float X, float Y, float Z, float W)
 
 SetCol0 (self, float X, float Y, float Z, float W)
 
 SetCol1 (self, float X, float Y, float Z, float W)
 
 SetCol2 (self, float X, float Y, float Z, float W)
 
 SetCol3 (self, float X, float Y, float Z, float W)
 
 SetElem (self, int Row, int Col, float Value)
 
float GetElem (self, int Row, int Col)
 
float Elem (self, int Row, int Col)
 
vec4 __getitem__ (self, int Row)
 
vec4 __setitem__ (self, int Row)
 
float __call__ (self, int Row, int Col)
 
float __call__ (self, int Row, int Col)
 
float Trace (self)
 
float Determinant (self)
 
bool __eq__ (self, mat4 _0)
 
bool IsZero (self, float Eps)
 
bool IsIdentity (self, float Eps)
 
bool IsSymmetric (self, float Eps)
 
bool IsOrthonormal (self, float Eps)
 
mat4 __neg__ (self)
 
mat4 __iadd__ (self, mat4 R)
 
mat4 __isub__ (self, mat4 R)
 
mat4 __imul__ (self, mat4 R)
 
mat4 __imul__ (self, float _0)
 
mat4 __itruediv__ (self, float _0)
 
mat4 __add__ (self, mat4 R)
 
mat4 __sub__ (self, mat4 R)
 
mat4 __mul__ (self, mat4 R)
 
mat4 __mul__ (self, float _0)
 
mat4 __truediv__ (self, float _0)
 
 Add (self, mat4 R)
 
 Sub (self, mat4 R)
 
 Mul (self, mat4 R)
 
 Mul (self, float s)
 
float ToFloatPtr (self)
 
float ToFloatPtr (self)
 
mat3 ToMat3 (self)
 
mat3 ToNormalMatrix (self)
 
quat ToQuat (self)
 
vec3 GetTranslation (self)
 
 SetTranslation (self, vec3 _0)
 
vec3 GetScaling (self)
 
 SetScaling (self, vec3 _0)
 
angles GetRotation (self)
 
 SetRotation (self, angles _0)
 

Static Public Member Functions

bool Equals (mat4 _0, mat4 _1, float Eps)
 
mat4 Transpose (mat4 _0)
 
bool Invert (mat4 Fm, mat4 To)
 
mat4 Translation (float X, float Y)
 
mat4 Translation (float X, float Y, float Z)
 
mat4 Translation (vec2 XY)
 
mat4 Translation (vec3 XYZ)
 
mat4 Rotation (vec3 Axis, float Angle)
 
mat4 RotationX (float Angle)
 
mat4 RotationY (float Angle)
 
mat4 RotationZ (float Angle)
 
mat4 RotationXYZ (float Pitch, float Yaw, float Roll)
 
mat4 EulerZYX (float eulerX, float eulerY, float eulerZ)
 
mat4 RotationAt (vec2 Orig, float Angle)
 
mat4 RotationAt (vec3 Orig, vec3 Axis, float Angle)
 
mat4 Scaling (float XYZ)
 
mat4 Scaling (float X, float Y)
 
mat4 Scaling (float X, float Y, float Z)
 
mat4 Scaling (vec2 XY)
 
mat4 Scaling (vec3 XYZ)
 
mat4 ScalingAt (float OrigX, float OrigY, float ScaleXY)
 
mat4 ScalingAt (float OrigX, float OrigY, float ScaleX, float ScaleY)
 
mat4 ScalingAt (vec2 Orig, float ScaleXY)
 
mat4 ScalingAt (vec2 Orig, float ScaleX, float ScaleY)
 
mat4 ScalingAt (vec2 Orig, vec2 Scale)
 
mat4 ScalingAt (vec3 Orig, float ScaleXYZ)
 
mat4 ScalingAt (vec3 Orig, float ScaleX, float ScaleY, float ScaleZ)
 
mat4 ScalingAt (vec3 Orig, vec3 Scale)
 
mat4 ScalingAt (vec3 Orig, vec3 Dir, float Scale)
 
mat4 Perspective (float YFov, float AspectWtoH, float Znear, float Zfar)
 
mat4 PerspectiveInf (float YFov, float AspectWtoH, float Znear)
 
mat4 Ortho (float Width, float Height, float Znear, float Zfar)
 
mat4 Ortho (float Left, float Right, float Bottom, float Top, float Znear, float Zfar)
 
mat4 Ortho (boundbox B)
 
mat4 CubeViewProjection (vec3 Pos, int Side, float Radius, bool GL)
 ------------—
 
mat4 LookAtViewProjection (vec3 LookFrom, vec3 LookAt, float FovY, float AspectYtoH, float Znear, float Zfar)
 

Constructor & Destructor Documentation

◆ __init__() [1/5]

coat.mat4.__init__ ( self)

◆ __init__() [2/5]

coat.mat4.__init__ ( self,
mat3 Rotation,
vec3 Translation )

◆ __init__() [3/5]

coat.mat4.__init__ ( self,
vec3 Scaling,
vec3 Translation )

◆ __init__() [4/5]

coat.mat4.__init__ ( self,
float _00,
float _01,
float _02,
float _03,
float _10,
float _11,
float _12,
float _13,
float _20,
float _21,
float _22,
float _23,
float _30,
float _31,
float _32,
float _33 )

◆ __init__() [5/5]

coat.mat4.__init__ ( self,
mat4 v )

Member Function Documentation

◆ __add__()

mat4 coat.mat4.__add__ ( self,
mat4 R )

◆ __call__() [1/2]

float coat.mat4.__call__ ( self,
int Row,
int Col )

◆ __call__() [2/2]

float coat.mat4.__call__ ( self,
int Row,
int Col )

◆ __eq__()

bool coat.mat4.__eq__ ( self,
mat4 _0 )

◆ __getitem__()

vec4 coat.mat4.__getitem__ ( self,
int Row )

◆ __iadd__()

mat4 coat.mat4.__iadd__ ( self,
mat4 R )

◆ __imul__() [1/2]

mat4 coat.mat4.__imul__ ( self,
float _0 )

◆ __imul__() [2/2]

mat4 coat.mat4.__imul__ ( self,
mat4 R )

◆ __isub__()

mat4 coat.mat4.__isub__ ( self,
mat4 R )

◆ __itruediv__()

mat4 coat.mat4.__itruediv__ ( self,
float _0 )

◆ __mul__() [1/2]

mat4 coat.mat4.__mul__ ( self,
float _0 )

◆ __mul__() [2/2]

mat4 coat.mat4.__mul__ ( self,
mat4 R )

◆ __neg__()

mat4 coat.mat4.__neg__ ( self)

◆ __setitem__()

vec4 coat.mat4.__setitem__ ( self,
int Row )

◆ __sub__()

mat4 coat.mat4.__sub__ ( self,
mat4 R )

◆ __truediv__()

mat4 coat.mat4.__truediv__ ( self,
float _0 )

◆ Add()

coat.mat4.Add ( self,
mat4 R )

◆ Copy()

coat.mat4.Copy ( self,
float Float16 )

◆ CopyTransposed()

coat.mat4.CopyTransposed ( self,
float Float16 )

◆ CubeViewProjection()

mat4 coat.mat4.CubeViewProjection ( vec3 Pos,
int Side,
float Radius,
bool GL )
static

------------—

◆ Determinant()

float coat.mat4.Determinant ( self)

◆ Elem()

float coat.mat4.Elem ( self,
int Row,
int Col )

◆ Equals()

bool coat.mat4.Equals ( mat4 _0,
mat4 _1,
float Eps )
static

◆ EulerZYX()

mat4 coat.mat4.EulerZYX ( float eulerX,
float eulerY,
float eulerZ )
static

◆ GetCol()

vec4 coat.mat4.GetCol ( self,
int Index )

◆ GetCol0()

vec4 coat.mat4.GetCol0 ( self)

◆ GetCol1()

vec4 coat.mat4.GetCol1 ( self)

◆ GetCol2()

vec4 coat.mat4.GetCol2 ( self)

◆ GetCol3()

vec4 coat.mat4.GetCol3 ( self)

◆ GetElem()

float coat.mat4.GetElem ( self,
int Row,
int Col )

◆ GetRotation()

angles coat.mat4.GetRotation ( self)

◆ GetRow()

vec4 coat.mat4.GetRow ( self,
int Index )

◆ GetRow0()

vec4 coat.mat4.GetRow0 ( self)

◆ GetRow1()

vec4 coat.mat4.GetRow1 ( self)

◆ GetRow2()

vec4 coat.mat4.GetRow2 ( self)

◆ GetRow3()

vec4 coat.mat4.GetRow3 ( self)

◆ GetScaling()

vec3 coat.mat4.GetScaling ( self)

◆ GetTranslation()

vec3 coat.mat4.GetTranslation ( self)

◆ Invert()

bool coat.mat4.Invert ( mat4 Fm,
mat4 To )
static

◆ IsIdentity()

bool coat.mat4.IsIdentity ( self,
float Eps )

◆ IsOrthonormal()

bool coat.mat4.IsOrthonormal ( self,
float Eps )

◆ IsSymmetric()

bool coat.mat4.IsSymmetric ( self,
float Eps )

◆ IsZero()

bool coat.mat4.IsZero ( self,
float Eps )

◆ LookAtViewProjection()

mat4 coat.mat4.LookAtViewProjection ( vec3 LookFrom,
vec3 LookAt,
float FovY,
float AspectYtoH,
float Znear,
float Zfar )
static

◆ Mul() [1/2]

coat.mat4.Mul ( self,
float s )

◆ Mul() [2/2]

coat.mat4.Mul ( self,
mat4 R )

◆ Ortho() [1/3]

mat4 coat.mat4.Ortho ( boundbox B)
static

◆ Ortho() [2/3]

mat4 coat.mat4.Ortho ( float Left,
float Right,
float Bottom,
float Top,
float Znear,
float Zfar )
static

◆ Ortho() [3/3]

mat4 coat.mat4.Ortho ( float Width,
float Height,
float Znear,
float Zfar )
static

◆ Perspective()

mat4 coat.mat4.Perspective ( float YFov,
float AspectWtoH,
float Znear,
float Zfar )
static

◆ PerspectiveInf()

mat4 coat.mat4.PerspectiveInf ( float YFov,
float AspectWtoH,
float Znear )
static

◆ Rotation()

mat4 coat.mat4.Rotation ( vec3 Axis,
float Angle )
static

◆ RotationAt() [1/2]

mat4 coat.mat4.RotationAt ( vec2 Orig,
float Angle )
static

◆ RotationAt() [2/2]

mat4 coat.mat4.RotationAt ( vec3 Orig,
vec3 Axis,
float Angle )
static

◆ RotationX()

mat4 coat.mat4.RotationX ( float Angle)
static

◆ RotationXYZ()

mat4 coat.mat4.RotationXYZ ( float Pitch,
float Yaw,
float Roll )
static

◆ RotationY()

mat4 coat.mat4.RotationY ( float Angle)
static

◆ RotationZ()

mat4 coat.mat4.RotationZ ( float Angle)
static

◆ Row()

vec4 coat.mat4.Row ( self,
int Index )

◆ Row0()

vec4 coat.mat4.Row0 ( self)

◆ Row1()

vec4 coat.mat4.Row1 ( self)

◆ Row2()

vec4 coat.mat4.Row2 ( self)

◆ Row3()

vec4 coat.mat4.Row3 ( self)

◆ Scaling() [1/5]

mat4 coat.mat4.Scaling ( float X,
float Y )
static

◆ Scaling() [2/5]

mat4 coat.mat4.Scaling ( float X,
float Y,
float Z )
static

◆ Scaling() [3/5]

mat4 coat.mat4.Scaling ( float XYZ)
static

◆ Scaling() [4/5]

mat4 coat.mat4.Scaling ( vec2 XY)
static

◆ Scaling() [5/5]

mat4 coat.mat4.Scaling ( vec3 XYZ)
static

◆ ScalingAt() [1/9]

mat4 coat.mat4.ScalingAt ( float OrigX,
float OrigY,
float ScaleX,
float ScaleY )
static

◆ ScalingAt() [2/9]

mat4 coat.mat4.ScalingAt ( float OrigX,
float OrigY,
float ScaleXY )
static

◆ ScalingAt() [3/9]

mat4 coat.mat4.ScalingAt ( vec2 Orig,
float ScaleX,
float ScaleY )
static

◆ ScalingAt() [4/9]

mat4 coat.mat4.ScalingAt ( vec2 Orig,
float ScaleXY )
static

◆ ScalingAt() [5/9]

mat4 coat.mat4.ScalingAt ( vec2 Orig,
vec2 Scale )
static

◆ ScalingAt() [6/9]

mat4 coat.mat4.ScalingAt ( vec3 Orig,
float ScaleX,
float ScaleY,
float ScaleZ )
static

◆ ScalingAt() [7/9]

mat4 coat.mat4.ScalingAt ( vec3 Orig,
float ScaleXYZ )
static

◆ ScalingAt() [8/9]

mat4 coat.mat4.ScalingAt ( vec3 Orig,
vec3 Dir,
float Scale )
static

◆ ScalingAt() [9/9]

mat4 coat.mat4.ScalingAt ( vec3 Orig,
vec3 Scale )
static

◆ SetCol() [1/2]

coat.mat4.SetCol ( self,
int Index,
float X,
float Y,
float Z,
float W )

◆ SetCol() [2/2]

coat.mat4.SetCol ( self,
int Index,
vec4 _1 )

◆ SetCol0() [1/2]

coat.mat4.SetCol0 ( self,
float X,
float Y,
float Z,
float W )

◆ SetCol0() [2/2]

coat.mat4.SetCol0 ( self,
vec4 _0 )

◆ SetCol1() [1/2]

coat.mat4.SetCol1 ( self,
float X,
float Y,
float Z,
float W )

◆ SetCol1() [2/2]

coat.mat4.SetCol1 ( self,
vec4 _0 )

◆ SetCol2() [1/2]

coat.mat4.SetCol2 ( self,
float X,
float Y,
float Z,
float W )

◆ SetCol2() [2/2]

coat.mat4.SetCol2 ( self,
vec4 _0 )

◆ SetCol3() [1/2]

coat.mat4.SetCol3 ( self,
float X,
float Y,
float Z,
float W )

◆ SetCol3() [2/2]

coat.mat4.SetCol3 ( self,
vec4 _0 )

◆ SetElem()

coat.mat4.SetElem ( self,
int Row,
int Col,
float Value )

◆ SetIdentity()

coat.mat4.SetIdentity ( self)

◆ SetRotation()

coat.mat4.SetRotation ( self,
angles _0 )

◆ SetRow() [1/2]

coat.mat4.SetRow ( self,
int Index,
float X,
float Y,
float Z,
float W )

◆ SetRow() [2/2]

coat.mat4.SetRow ( self,
int Index,
vec4 _1 )

◆ SetRow0() [1/2]

coat.mat4.SetRow0 ( self,
float X,
float Y,
float Z,
float W )

◆ SetRow0() [2/2]

coat.mat4.SetRow0 ( self,
vec4 _0 )

◆ SetRow1() [1/2]

coat.mat4.SetRow1 ( self,
float X,
float Y,
float Z,
float W )

◆ SetRow1() [2/2]

coat.mat4.SetRow1 ( self,
vec4 _0 )

◆ SetRow2() [1/2]

coat.mat4.SetRow2 ( self,
float X,
float Y,
float Z,
float W )

◆ SetRow2() [2/2]

coat.mat4.SetRow2 ( self,
vec4 _0 )

◆ SetRow3() [1/2]

coat.mat4.SetRow3 ( self,
float X,
float Y,
float Z,
float W )

◆ SetRow3() [2/2]

coat.mat4.SetRow3 ( self,
vec4 _0 )

◆ SetScaling()

coat.mat4.SetScaling ( self,
vec3 _0 )

◆ SetTranslation()

coat.mat4.SetTranslation ( self,
vec3 _0 )

◆ SetZero()

coat.mat4.SetZero ( self)

◆ Sub()

coat.mat4.Sub ( self,
mat4 R )

◆ ToFloatPtr() [1/2]

float coat.mat4.ToFloatPtr ( self)

◆ ToFloatPtr() [2/2]

float coat.mat4.ToFloatPtr ( self)

◆ ToMat3()

mat3 coat.mat4.ToMat3 ( self)

◆ ToNormalMatrix()

mat3 coat.mat4.ToNormalMatrix ( self)

◆ ToQuat()

quat coat.mat4.ToQuat ( self)

◆ Trace()

float coat.mat4.Trace ( self)

◆ Translation() [1/4]

mat4 coat.mat4.Translation ( float X,
float Y )
static

◆ Translation() [2/4]

mat4 coat.mat4.Translation ( float X,
float Y,
float Z )
static

◆ Translation() [3/4]

mat4 coat.mat4.Translation ( vec2 XY)
static

◆ Translation() [4/4]

mat4 coat.mat4.Translation ( vec3 XYZ)
static

◆ Transpose()

mat4 coat.mat4.Transpose ( mat4 _0)
static

The documentation for this class was generated from the following file: