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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 |