3DCoat Python API
The 3DCoat Python API documentation.
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Public Member Functions | Static Public Attributes | List of all members
coat.vec2 Class Reference

Public Member Functions

 __init__ (self)
 
Any __init__ (self, S=float)
 
 __init__ (self, X=float, Y=float)
 
 __init__ (self, v=vec2)
 
 Copy (self, Src=float)
 
 SetZero (self)
 
 SetOne (self)
 
 Set (self, S=float)
 
 Set (self, X=float, Y=float)
 
float __getitem__ (self, index=int)
 
float __setitem__ (self, index=int)
 
vec2 __neg__ (self)
 
vec2 __iadd__ (self, _0=vec2)
 
vec2 __isub__ (self, _0=vec2)
 
vec2 __imul__ (self, _0=vec2)
 
vec2 __imul__ (self, _0=float)
 
vec2 __itruediv__ (self, _0=vec2)
 
vec2 __itruediv__ (self, _0=float)
 
 Transform (self, _0=mat3)
 
 __imul__ (self, _0=mat3)
 
 TransformCoordinate (self, _0=mat4)
 
 TransformNormal (self, _0=mat4)
 
vec2 __add__ (self, _0=vec2)
 
vec2 __sub__ (self, _0=vec2)
 
vec2 __mul__ (self, _0=vec2)
 
vec2 __mul__ (self, _0=float)
 
vec2 __truediv__ (self, _0=vec2)
 
vec2 __truediv__ (self, _0=float)
 
vec2 __mul__ (self, _0=mat3)
 
bool __eq__ (self, _0=vec2)
 
bool __ne__ (self, _0=vec2)
 
bool Equals (_0=vec2, _1=vec2, Eps=float)
 
float Length (self)
 
float LengthSq (self)
 
float Normalize (self)
 
float NormalizeSafe (self, Fallback=vec2)
 
bool IsValid (self)
 
bool IsNormalized (self, Eps=float)
 
bool IsZero (self, Eps=float)
 
vec2 Round (_0=vec2)
 
vec2 ToRound (self)
 
vec2 Abs (_0=vec2)
 
vec2 Fract (_0=vec2)
 
float Angle (_0=vec2, _1=vec2)
 
float AreaSigned (t0=vec2, t1=vec2, t2=vec2)
 
float Ccw (_0=vec2, _1=vec2)
 
vec2 Clamp (Value=vec2, Lo=vec2, Hi=vec2)
 
float Distance (_0=vec2, _1=vec2)
 
float DistanceSq (_0=vec2, _1=vec2)
 
float Dot (_0=vec2, _1=vec2)
 
vec2 Lerp (_0=vec2, _1=vec2, _2=float)
 
vec2 Lerp05 (_0=vec2, _1=vec2)
 
vec2 Max (_0=vec2, _1=vec2)
 
vec2 Min (_0=vec2, _1=vec2)
 
vec2 PerpCw (_0=vec2)
 
vec2 PerpCcw (_0=vec2)
 
vec2 Reflect (RayDir=vec2, Normal=vec2)
 
vec2 Refract (RayDir=vec2, Normal=vec2, Eta=float)
 
vec2 Truncate (u=vec2, MaxLength=float)
 
vec2 RandRange1 ()
 
vec2 RandNormal ()
 
vec2 Rand (Lo=vec2, Hi=vec2)
 
float distance2 (self, _0=vec2)
 
float distance (self, _0=vec2)
 
float DistanceToLineSegSq (self, A=vec2, B=vec2, pScale=float)
 
bool SegIntersection (L0=vec2, L1=vec2, R0=vec2, R1=vec2, l=float, r=float)
 
vec2 FromBaryCentric (t0=vec2, t1=vec2, t2=vec2, u=float, v=float)
 
vec2 FromPolar (Radius=float, Angle=float)
 
int GetDimension (self)
 
float ToFloatPtr (self)
 
float ToFloatPtr (self)
 
 ToPolar (self, Radius=float, Angle=float)
 
float ToBaryCentric (self, t0=vec2, t1=vec2, t2=vec2, u=float, v=float)
 
bool IsInsideTri (self, t0=vec2, t1=vec2, t2=vec2)
 
Any ToString (self, Prec=int)
 
vec2 ToNormal (self)
 
vec2 ToPerpCw (self)
 
vec2 ToPerpCcw (self)
 
 Clear (self)
 
 AddWithWeight (self, src=vec2, weight=float)
 
 SetPosition (self, aX=float, aY=float)
 
float GetPosition (self)
 

Static Public Attributes

float x
 
float y
 
vec2 Zero
 
vec2 One
 
vec2 Infinity
 
vec2 AxisX
 
vec2 AxisY
 
vec2 AxisNegX
 
vec2 AxisNegY
 

Constructor & Destructor Documentation

◆ __init__() [1/4]

coat.vec2.__init__ (   self)

◆ __init__() [2/4]

Any coat.vec2.__init__ (   self,
  S = float 
)

◆ __init__() [3/4]

coat.vec2.__init__ (   self,
  X = float,
  Y = float 
)

◆ __init__() [4/4]

coat.vec2.__init__ (   self,
  v = vec2 
)

Member Function Documentation

◆ __add__()

vec2 coat.vec2.__add__ (   self,
  _0 = vec2 
)

◆ __eq__()

bool coat.vec2.__eq__ (   self,
  _0 = vec2 
)

◆ __getitem__()

float coat.vec2.__getitem__ (   self,
  index = int 
)

◆ __iadd__()

vec2 coat.vec2.__iadd__ (   self,
  _0 = vec2 
)

◆ __imul__() [1/3]

vec2 coat.vec2.__imul__ (   self,
  _0 = float 
)

◆ __imul__() [2/3]

coat.vec2.__imul__ (   self,
  _0 = mat3 
)

◆ __imul__() [3/3]

vec2 coat.vec2.__imul__ (   self,
  _0 = vec2 
)

◆ __isub__()

vec2 coat.vec2.__isub__ (   self,
  _0 = vec2 
)

◆ __itruediv__() [1/2]

vec2 coat.vec2.__itruediv__ (   self,
  _0 = float 
)

◆ __itruediv__() [2/2]

vec2 coat.vec2.__itruediv__ (   self,
  _0 = vec2 
)

◆ __mul__() [1/3]

vec2 coat.vec2.__mul__ (   self,
  _0 = float 
)

◆ __mul__() [2/3]

vec2 coat.vec2.__mul__ (   self,
  _0 = mat3 
)

◆ __mul__() [3/3]

vec2 coat.vec2.__mul__ (   self,
  _0 = vec2 
)

◆ __ne__()

bool coat.vec2.__ne__ (   self,
  _0 = vec2 
)

◆ __neg__()

vec2 coat.vec2.__neg__ (   self)

◆ __setitem__()

float coat.vec2.__setitem__ (   self,
  index = int 
)

◆ __sub__()

vec2 coat.vec2.__sub__ (   self,
  _0 = vec2 
)

◆ __truediv__() [1/2]

vec2 coat.vec2.__truediv__ (   self,
  _0 = float 
)

◆ __truediv__() [2/2]

vec2 coat.vec2.__truediv__ (   self,
  _0 = vec2 
)

◆ Abs()

vec2 coat.vec2.Abs (   _0 = vec2)

◆ AddWithWeight()

coat.vec2.AddWithWeight (   self,
  src = vec2,
  weight = float 
)

◆ Angle()

float coat.vec2.Angle (   _0 = vec2,
  _1 = vec2 
)

◆ AreaSigned()

float coat.vec2.AreaSigned (   t0 = vec2,
  t1 = vec2,
  t2 = vec2 
)

◆ Ccw()

float coat.vec2.Ccw (   _0 = vec2,
  _1 = vec2 
)

◆ Clamp()

vec2 coat.vec2.Clamp (   Value = vec2,
  Lo = vec2,
  Hi = vec2 
)

◆ Clear()

coat.vec2.Clear (   self)

◆ Copy()

coat.vec2.Copy (   self,
  Src = float 
)

◆ Distance()

float coat.vec2.Distance (   _0 = vec2,
  _1 = vec2 
)

◆ distance()

float coat.vec2.distance (   self,
  _0 = vec2 
)

◆ distance2()

float coat.vec2.distance2 (   self,
  _0 = vec2 
)

◆ DistanceSq()

float coat.vec2.DistanceSq (   _0 = vec2,
  _1 = vec2 
)

◆ DistanceToLineSegSq()

float coat.vec2.DistanceToLineSegSq (   self,
  A = vec2,
  B = vec2,
  pScale = float 
)

◆ Dot()

float coat.vec2.Dot (   _0 = vec2,
  _1 = vec2 
)

◆ Equals()

bool coat.vec2.Equals (   _0 = vec2,
  _1 = vec2,
  Eps = float 
)

◆ Fract()

vec2 coat.vec2.Fract (   _0 = vec2)

◆ FromBaryCentric()

vec2 coat.vec2.FromBaryCentric (   t0 = vec2,
  t1 = vec2,
  t2 = vec2,
  u = float,
  v = float 
)

◆ FromPolar()

vec2 coat.vec2.FromPolar (   Radius = float,
  Angle = float 
)

◆ GetDimension()

int coat.vec2.GetDimension (   self)

◆ GetPosition()

float coat.vec2.GetPosition (   self)

◆ IsInsideTri()

bool coat.vec2.IsInsideTri (   self,
  t0 = vec2,
  t1 = vec2,
  t2 = vec2 
)

◆ IsNormalized()

bool coat.vec2.IsNormalized (   self,
  Eps = float 
)

◆ IsValid()

bool coat.vec2.IsValid (   self)

◆ IsZero()

bool coat.vec2.IsZero (   self,
  Eps = float 
)

◆ Length()

float coat.vec2.Length (   self)

◆ LengthSq()

float coat.vec2.LengthSq (   self)

◆ Lerp()

vec2 coat.vec2.Lerp (   _0 = vec2,
  _1 = vec2,
  _2 = float 
)

◆ Lerp05()

vec2 coat.vec2.Lerp05 (   _0 = vec2,
  _1 = vec2 
)

◆ Max()

vec2 coat.vec2.Max (   _0 = vec2,
  _1 = vec2 
)

◆ Min()

vec2 coat.vec2.Min (   _0 = vec2,
  _1 = vec2 
)

◆ Normalize()

float coat.vec2.Normalize (   self)

◆ NormalizeSafe()

float coat.vec2.NormalizeSafe (   self,
  Fallback = vec2 
)

◆ PerpCcw()

vec2 coat.vec2.PerpCcw (   _0 = vec2)

◆ PerpCw()

vec2 coat.vec2.PerpCw (   _0 = vec2)

◆ Rand()

vec2 coat.vec2.Rand (   Lo = vec2,
  Hi = vec2 
)

◆ RandNormal()

vec2 coat.vec2.RandNormal ( )

◆ RandRange1()

vec2 coat.vec2.RandRange1 ( )

◆ Reflect()

vec2 coat.vec2.Reflect (   RayDir = vec2,
  Normal = vec2 
)

◆ Refract()

vec2 coat.vec2.Refract (   RayDir = vec2,
  Normal = vec2,
  Eta = float 
)

◆ Round()

vec2 coat.vec2.Round (   _0 = vec2)

◆ SegIntersection()

bool coat.vec2.SegIntersection (   L0 = vec2,
  L1 = vec2,
  R0 = vec2,
  R1 = vec2,
  l = float,
  r = float 
)

◆ Set() [1/2]

coat.vec2.Set (   self,
  S = float 
)

◆ Set() [2/2]

coat.vec2.Set (   self,
  X = float,
  Y = float 
)

◆ SetOne()

coat.vec2.SetOne (   self)

◆ SetPosition()

coat.vec2.SetPosition (   self,
  aX = float,
  aY = float 
)

◆ SetZero()

coat.vec2.SetZero (   self)

◆ ToBaryCentric()

float coat.vec2.ToBaryCentric (   self,
  t0 = vec2,
  t1 = vec2,
  t2 = vec2,
  u = float,
  v = float 
)

◆ ToFloatPtr() [1/2]

float coat.vec2.ToFloatPtr (   self)

◆ ToFloatPtr() [2/2]

float coat.vec2.ToFloatPtr (   self)

◆ ToNormal()

vec2 coat.vec2.ToNormal (   self)

◆ ToPerpCcw()

vec2 coat.vec2.ToPerpCcw (   self)

◆ ToPerpCw()

vec2 coat.vec2.ToPerpCw (   self)

◆ ToPolar()

coat.vec2.ToPolar (   self,
  Radius = float,
  Angle = float 
)

◆ ToRound()

vec2 coat.vec2.ToRound (   self)

◆ ToString()

Any coat.vec2.ToString (   self,
  Prec = int 
)

◆ Transform()

coat.vec2.Transform (   self,
  _0 = mat3 
)

◆ TransformCoordinate()

coat.vec2.TransformCoordinate (   self,
  _0 = mat4 
)

◆ TransformNormal()

coat.vec2.TransformNormal (   self,
  _0 = mat4 
)

◆ Truncate()

vec2 coat.vec2.Truncate (   u = vec2,
  MaxLength = float 
)

Member Data Documentation

◆ AxisNegX

vec2 coat.vec2.AxisNegX
static

◆ AxisNegY

vec2 coat.vec2.AxisNegY
static

◆ AxisX

vec2 coat.vec2.AxisX
static

◆ AxisY

vec2 coat.vec2.AxisY
static

◆ Infinity

vec2 coat.vec2.Infinity
static

◆ One

vec2 coat.vec2.One
static

◆ x

float coat.vec2.x
static

◆ y

float coat.vec2.y
static

◆ Zero

vec2 coat.vec2.Zero
static

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