3DCoat Python API
The 3DCoat Python API documentation.
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This is the complete list of members for coat.vec3, including all inherited members.
__add__(self, vec3 _0) | coat.vec3 | |
__assign__(self, vec4 _0) | coat.vec3 | |
__eq__(self, vec3 _0) | coat.vec3 | |
__getitem__(self, int Index) | coat.vec3 | |
__iadd__(self, vec3 _0) | coat.vec3 | |
__imul__(self, vec3 _0) | coat.vec3 | |
__imul__(self, float _0) | coat.vec3 | |
__imul__(self, mat3 _0) | coat.vec3 | |
__imul__(self, quat _0) | coat.vec3 | |
__imul__(self, rotation _0) | coat.vec3 | |
__init__(self) | coat.vec3 | |
__init__(self, float S) | coat.vec3 | |
__init__(self, float X, float Y, float Z) | coat.vec3 | |
__init__(self, vec2 XY, float Z) | coat.vec3 | |
__init__(self, any v) | coat.vec3 | |
__init__(self, vec3 v) | coat.vec3 | |
__isub__(self, vec3 _0) | coat.vec3 | |
__itruediv__(self, vec3 _0) | coat.vec3 | |
__itruediv__(self, float _0) | coat.vec3 | |
__mul__(self, vec3 _0) | coat.vec3 | |
__mul__(self, float _0) | coat.vec3 | |
__mul__(self, mat3 _0) | coat.vec3 | |
__mul__(self, quat _0) | coat.vec3 | |
__mul__(self, rotation _0) | coat.vec3 | |
__ne__(self, vec3 _0) | coat.vec3 | |
__neg__(self) | coat.vec3 | |
__setitem__(self, int Index) | coat.vec3 | |
__sub__(self, vec3 _0) | coat.vec3 | |
__truediv__(self, vec3 _0) | coat.vec3 | |
__truediv__(self, float _0) | coat.vec3 | |
Abs(vec3 _0) | coat.vec3 | static |
AddWithWeight(self, vec3 src, float weight) | coat.vec3 | |
Angle(vec3 _0, vec3 _1) | coat.vec3 | static |
Angle(vec3 p1, vec3 p2, vec3 p3, vec3 normal) | coat.vec3 | static |
AreaSigned(vec3 t0, vec3 t1, vec3 t2) | coat.vec3 | static |
BaryCentric(vec3 t0, vec3 t1, vec3 t2, float f, float g) | coat.vec3 | static |
Clamp(vec3 _0, vec3 _1, vec3 _2) | coat.vec3 | static |
Copy(self, float Src) | coat.vec3 | |
Cross(vec3 _0, vec3 _1) | coat.vec3 | static |
cross(self, vec3 u, vec3 v) | coat.vec3 | |
Distance(vec3 _0, vec3 _1) | coat.vec3 | static |
distance(self, vec3 u) | coat.vec3 | |
Distance2(vec3 _0, vec3 _1) | coat.vec3 | static |
DistanceSq(vec3 _0, vec3 _1) | coat.vec3 | static |
distanceSq(self, vec3 u) | coat.vec3 | |
Dot(vec3 _0, vec3 _1) | coat.vec3 | static |
dot(self, vec3 u) | coat.vec3 | |
Equals(vec3 _0, vec3 _1, float Eps) | coat.vec3 | static |
FixDegenerateNormal(self) | coat.vec3 | |
FixDenormals(self) | coat.vec3 | |
FromPolarXZ(float Radius, float Angle) | coat.vec3 | static |
GetDimension(self) | coat.vec3 | |
GetOrthonormal(self) | coat.vec3 | |
GetOrthonormalPair(self) | coat.vec3 | |
GetPosition(self) | coat.vec3 | |
IsNormalized(self, float Eps) | coat.vec3 | |
IsValid(self) | coat.vec3 | |
IsZero(self, float Eps) | coat.vec3 | |
Length(self) | coat.vec3 | |
Length2(self) | coat.vec3 | |
LengthM(self) | coat.vec3 | |
LengthSq(self) | coat.vec3 | |
Lerp(vec3 _0, vec3 _1, float _2) | coat.vec3 | static |
Lerp05(vec3 _0, vec3 _1) | coat.vec3 | static |
MakeOrthonormalTo(self, vec3 vec) | coat.vec3 | |
Max(vec3 _0, vec3 _1) | coat.vec3 | static |
Min(vec3 _0, vec3 _1) | coat.vec3 | static |
Normalize(self) | coat.vec3 | |
Normalize2(self) | coat.vec3 | |
NormalizeSafe(self, vec3 Fallback=3) | coat.vec3 | |
Perpendicular(vec3 v1) | coat.vec3 | static |
PointInTriangle(vec3 p, vec3 t0, vec3 t1, vec3 t2) | coat.vec3 | static |
Project(vec3 v1, vec3 v2) | coat.vec3 | static |
Rand(vec3 Lo, vec3 Hi) | coat.vec3 | static |
RandNormal() | coat.vec3 | static |
RandRange1() | coat.vec3 | static |
RayTri(vec3 RayOrig, vec3 RayDir, vec3 t0, vec3 t1, vec3 t2, float u, float v, float t, bool BackFaceCull=False) | coat.vec3 | static |
Reflect(vec3 RayDir, vec3 Normal) | coat.vec3 | static |
Refract(vec3 RayDir, vec3 Normal, float Eta) | coat.vec3 | static |
Rotate(self, quat _0) | coat.vec3 | |
Rotate(self, rotation _0) | coat.vec3 | |
Round(self) | coat.vec3 | |
Set(self, float S) | coat.vec3 | |
Set(self, float X, float Y, float Z) | coat.vec3 | |
Set(self, vec2 XY, float Z) | coat.vec3 | |
SetCross(self, vec3 _0, vec3 _1) | coat.vec3 | |
SetOne(self) | coat.vec3 | |
SetPosition(self, float aX, float aY, float aZ) | coat.vec3 | |
SetRandRange1(self) | coat.vec3 | |
SetZero(self) | coat.vec3 | |
Slerp(vec3 n0, vec3 n1, float s) | coat.vec3 | static |
ToAngles(self) | coat.vec3 | |
ToBaryCentric(self, vec3 t0, vec3 t1, vec3 t2, float f, float g) | coat.vec3 | |
ToFloatPtr(self) | coat.vec3 | |
ToFloatPtr(self) | coat.vec3 | |
ToNormal(self) | coat.vec3 | |
ToPerp(self) | coat.vec3 | |
ToPerps(self, vec3 X, vec3 Y) | coat.vec3 | |
ToPolarXZ(self, float Radius, float Angle) | coat.vec3 | |
ToVec2(self) | coat.vec3 | |
ToVec2(self) | coat.vec3 | |
Transform(self, mat3 _0) | coat.vec3 | |
TransformCoordinate(self, mat4 _0) | coat.vec3 | |
TransformNormal(self, mat4 _0) | coat.vec3 | |
TransformNormalTransposed(self, mat4 _0) | coat.vec3 | |
TriProjectionSolidAngle(self, vec3 a, vec3 b, vec3 c) | coat.vec3 | |
Truncate(vec3 u, float MaxLen) | coat.vec3 | static |