3DCoat Python API
The 3DCoat Python API documentation.
Loading...
Searching...
No Matches
Public Member Functions | Static Public Attributes | List of all members
coat.mat4 Class Reference

Public Member Functions

 __init__ (self)
 
 __init__ (self, Rotation=mat3, Translation=vec3)
 
 __init__ (self, Scaling=vec3, Translation=vec3)
 
 __init__ (self, _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=float)
 
 __init__ (self, v=mat4)
 
 Copy (self, Float16=float)
 
 CopyTransposed (self, Float16=float)
 
 SetZero (self)
 
 SetIdentity (self)
 
vec4 GetRow (self, Index=int)
 
vec4 GetRow0 (self)
 
vec4 GetRow1 (self)
 
vec4 GetRow2 (self)
 
vec4 GetRow3 (self)
 
vec4 Row (self, Index=int)
 
vec4 Row0 (self)
 
vec4 Row1 (self)
 
vec4 Row2 (self)
 
vec4 Row3 (self)
 
 SetRow (self, Index=int, _1=vec4)
 
 SetRow0 (self, _0=vec4)
 
 SetRow1 (self, _0=vec4)
 
 SetRow2 (self, _0=vec4)
 
 SetRow3 (self, _0=vec4)
 
 SetRow (self, Index=int, X=float, Y=float, Z=float, W=float)
 
 SetRow0 (self, X=float, Y=float, Z=float, W=float)
 
 SetRow1 (self, X=float, Y=float, Z=float, W=float)
 
 SetRow2 (self, X=float, Y=float, Z=float, W=float)
 
 SetRow3 (self, X=float, Y=float, Z=float, W=float)
 
vec4 GetCol (self, Index=int)
 
vec4 GetCol0 (self)
 
vec4 GetCol1 (self)
 
vec4 GetCol2 (self)
 
vec4 GetCol3 (self)
 
 SetCol (self, Index=int, _1=vec4)
 
 SetCol0 (self, _0=vec4)
 
 SetCol1 (self, _0=vec4)
 
 SetCol2 (self, _0=vec4)
 
 SetCol3 (self, _0=vec4)
 
 SetCol (self, Index=int, X=float, Y=float, Z=float, W=float)
 
 SetCol0 (self, X=float, Y=float, Z=float, W=float)
 
 SetCol1 (self, X=float, Y=float, Z=float, W=float)
 
 SetCol2 (self, X=float, Y=float, Z=float, W=float)
 
 SetCol3 (self, X=float, Y=float, Z=float, W=float)
 
 SetElem (self, Row=int, Col=int, Value=float)
 
float GetElem (self, Row=int, Col=int)
 
float Elem (self, Row=int, Col=int)
 
vec4 __getitem__ (self, Row=int)
 
vec4 __setitem__ (self, Row=int)
 
float __call__ (self, Row=int, Col=int)
 
float __call__ (self, Row=int, Col=int)
 
float Trace (self)
 
float Determinant (self)
 
bool __eq__ (self, _0=mat4)
 
bool Equals (_0=mat4, _1=mat4, Eps=float)
 
bool IsZero (self, Eps=float)
 
bool IsIdentity (self, Eps=float)
 
bool IsSymmetric (self, Eps=float)
 
bool IsOrthonormal (self, Eps=float)
 
mat4 __neg__ (self)
 
mat4 __iadd__ (self, R=mat4)
 
mat4 __isub__ (self, R=mat4)
 
mat4 __imul__ (self, R=mat4)
 
mat4 __imul__ (self, _0=float)
 
mat4 __itruediv__ (self, _0=float)
 
mat4 __add__ (self, R=mat4)
 
mat4 __sub__ (self, R=mat4)
 
mat4 __mul__ (self, R=mat4)
 
mat4 __mul__ (self, _0=float)
 
mat4 __truediv__ (self, _0=float)
 
 Add (self, R=mat4)
 
 Sub (self, R=mat4)
 
 Mul (self, R=mat4)
 
 Mul (self, s=float)
 
float ToFloatPtr (self)
 
float ToFloatPtr (self)
 
Any ToString (self, Prec=int)
 
mat3 ToMat3 (self)
 
mat3 ToNormalMatrix (self)
 
quat ToQuat (self)
 
vec3 GetTranslation (self)
 
 SetTranslation (self, _0=vec3)
 
vec3 GetScaling (self)
 
 SetScaling (self, _0=vec3)
 
angles GetRotation (self)
 
 SetRotation (self, _0=angles)
 
mat4 Transpose (_0=mat4)
 
bool Invert (Fm=mat4, To=mat4)
 
mat4 Translation (X=float, Y=float)
 
mat4 Translation (X=float, Y=float, Z=float)
 
mat4 Translation (XY=vec2)
 
mat4 Translation (XYZ=vec3)
 
mat4 Rotation (Axis=vec3, Angle=float)
 
mat4 RotationX (Angle=float)
 
mat4 RotationY (Angle=float)
 
mat4 RotationZ (Angle=float)
 
mat4 RotationXYZ (Pitch=float, Yaw=float, Roll=float)
 
mat4 EulerZYX (eulerX=float, eulerY=float, eulerZ=float)
 
mat4 RotationAt (Orig=vec2, Angle=float)
 
mat4 RotationAt (Orig=vec3, Axis=vec3, Angle=float)
 
mat4 Scaling (XYZ=float)
 
mat4 Scaling (X=float, Y=float)
 
mat4 Scaling (X=float, Y=float, Z=float)
 
mat4 Scaling (XY=vec2)
 
mat4 Scaling (XYZ=vec3)
 
mat4 ScalingAt (OrigX=float, OrigY=float, ScaleXY=float)
 
mat4 ScalingAt (OrigX=float, OrigY=float, ScaleX=float, ScaleY=float)
 
mat4 ScalingAt (Orig=vec2, ScaleXY=float)
 
mat4 ScalingAt (Orig=vec2, ScaleX=float, ScaleY=float)
 
mat4 ScalingAt (Orig=vec2, Scale=vec2)
 
mat4 ScalingAt (Orig=vec3, ScaleXYZ=float)
 
mat4 ScalingAt (Orig=vec3, ScaleX=float, ScaleY=float, ScaleZ=float)
 
mat4 ScalingAt (Orig=vec3, Scale=vec3)
 
mat4 ScalingAt (Orig=vec3, Dir=vec3, Scale=float)
 
mat4 Perspective (YFov=float, AspectWtoH=float, Znear=float, Zfar=float)
 
mat4 PerspectiveInf (YFov=float, AspectWtoH=float, Znear=float)
 
mat4 Ortho (Width=float, Height=float, Znear=float, Zfar=float)
 
mat4 Ortho (Left=float, Right=float, Bottom=float, Top=float, Znear=float, Zfar=float)
 
mat4 Ortho (B=Any)
 
mat4 CubeViewProjection (Pos=vec3, Side=int, Radius=float, GL=bool)
 
mat4 LookAtViewProjection (LookFrom=vec3, LookAt=vec3, FovY=float, AspectYtoH=float, Znear=float, Zfar=float)
 

Static Public Attributes

mat4 Zero
 
mat4 Identity
 

Constructor & Destructor Documentation

◆ __init__() [1/5]

coat.mat4.__init__ (   self)

◆ __init__() [2/5]

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

◆ __init__() [3/5]

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

◆ __init__() [4/5]

coat.mat4.__init__ (   self,
  _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 = float 
)

◆ __init__() [5/5]

coat.mat4.__init__ (   self,
  v = mat4 
)

Member Function Documentation

◆ __add__()

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

◆ __call__() [1/2]

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

◆ __call__() [2/2]

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

◆ __eq__()

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

◆ __getitem__()

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

◆ __iadd__()

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

◆ __imul__() [1/2]

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

◆ __imul__() [2/2]

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

◆ __isub__()

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

◆ __itruediv__()

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

◆ __mul__() [1/2]

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

◆ __mul__() [2/2]

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

◆ __neg__()

mat4 coat.mat4.__neg__ (   self)

◆ __setitem__()

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

◆ __sub__()

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

◆ __truediv__()

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

◆ Add()

coat.mat4.Add (   self,
  R = mat4 
)

◆ Copy()

coat.mat4.Copy (   self,
  Float16 = float 
)

◆ CopyTransposed()

coat.mat4.CopyTransposed (   self,
  Float16 = float 
)

◆ CubeViewProjection()

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

◆ Determinant()

float coat.mat4.Determinant (   self)

◆ Elem()

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

◆ Equals()

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

◆ EulerZYX()

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

◆ GetCol()

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

◆ 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,
  Row = int,
  Col = int 
)

◆ GetRotation()

angles coat.mat4.GetRotation (   self)

◆ GetRow()

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

◆ 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 (   Fm = mat4,
  To = mat4 
)

◆ IsIdentity()

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

◆ IsOrthonormal()

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

◆ IsSymmetric()

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

◆ IsZero()

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

◆ LookAtViewProjection()

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

◆ Mul() [1/2]

coat.mat4.Mul (   self,
  R = mat4 
)

◆ Mul() [2/2]

coat.mat4.Mul (   self,
  s = float 
)

◆ Ortho() [1/3]

mat4 coat.mat4.Ortho (   B = Any)

◆ Ortho() [2/3]

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

◆ Ortho() [3/3]

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

◆ Perspective()

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

◆ PerspectiveInf()

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

◆ Rotation()

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

◆ RotationAt() [1/2]

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

◆ RotationAt() [2/2]

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

◆ RotationX()

mat4 coat.mat4.RotationX (   Angle = float)

◆ RotationXYZ()

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

◆ RotationY()

mat4 coat.mat4.RotationY (   Angle = float)

◆ RotationZ()

mat4 coat.mat4.RotationZ (   Angle = float)

◆ Row()

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

◆ 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 (   X = float,
  Y = float 
)

◆ Scaling() [2/5]

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

◆ Scaling() [3/5]

mat4 coat.mat4.Scaling (   XY = vec2)

◆ Scaling() [4/5]

mat4 coat.mat4.Scaling (   XYZ = float)

◆ Scaling() [5/5]

mat4 coat.mat4.Scaling (   XYZ = vec3)

◆ ScalingAt() [1/9]

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

◆ ScalingAt() [2/9]

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

◆ ScalingAt() [3/9]

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

◆ ScalingAt() [4/9]

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

◆ ScalingAt() [5/9]

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

◆ ScalingAt() [6/9]

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

◆ ScalingAt() [7/9]

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

◆ ScalingAt() [8/9]

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

◆ ScalingAt() [9/9]

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

◆ SetCol() [1/2]

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

◆ SetCol() [2/2]

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

◆ SetCol0() [1/2]

coat.mat4.SetCol0 (   self,
  _0 = vec4 
)

◆ SetCol0() [2/2]

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

◆ SetCol1() [1/2]

coat.mat4.SetCol1 (   self,
  _0 = vec4 
)

◆ SetCol1() [2/2]

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

◆ SetCol2() [1/2]

coat.mat4.SetCol2 (   self,
  _0 = vec4 
)

◆ SetCol2() [2/2]

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

◆ SetCol3() [1/2]

coat.mat4.SetCol3 (   self,
  _0 = vec4 
)

◆ SetCol3() [2/2]

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

◆ SetElem()

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

◆ SetIdentity()

coat.mat4.SetIdentity (   self)

◆ SetRotation()

coat.mat4.SetRotation (   self,
  _0 = angles 
)

◆ SetRow() [1/2]

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

◆ SetRow() [2/2]

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

◆ SetRow0() [1/2]

coat.mat4.SetRow0 (   self,
  _0 = vec4 
)

◆ SetRow0() [2/2]

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

◆ SetRow1() [1/2]

coat.mat4.SetRow1 (   self,
  _0 = vec4 
)

◆ SetRow1() [2/2]

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

◆ SetRow2() [1/2]

coat.mat4.SetRow2 (   self,
  _0 = vec4 
)

◆ SetRow2() [2/2]

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

◆ SetRow3() [1/2]

coat.mat4.SetRow3 (   self,
  _0 = vec4 
)

◆ SetRow3() [2/2]

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

◆ SetScaling()

coat.mat4.SetScaling (   self,
  _0 = vec3 
)

◆ SetTranslation()

coat.mat4.SetTranslation (   self,
  _0 = vec3 
)

◆ SetZero()

coat.mat4.SetZero (   self)

◆ Sub()

coat.mat4.Sub (   self,
  R = mat4 
)

◆ 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)

◆ ToString()

Any coat.mat4.ToString (   self,
  Prec = int 
)

◆ Trace()

float coat.mat4.Trace (   self)

◆ Translation() [1/4]

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

◆ Translation() [2/4]

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

◆ Translation() [3/4]

mat4 coat.mat4.Translation (   XY = vec2)

◆ Translation() [4/4]

mat4 coat.mat4.Translation (   XYZ = vec3)

◆ Transpose()

mat4 coat.mat4.Transpose (   _0 = mat4)

Member Data Documentation

◆ Identity

mat4 coat.mat4.Identity
static

◆ Zero

mat4 coat.mat4.Zero
static

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