3DCoat Python API
The 3DCoat Python API documentation.
Loading...
Searching...
No Matches
Public Member Functions | Static Public Attributes | List of all members
coat.vec3 Class Reference

Public Member Functions

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

Static Public Attributes

float x
 
float y
 
float z
 
vec3 Zero
 
vec3 One
 
vec3 Infinity
 
vec3 AxisX
 
vec3 AxisY
 
vec3 AxisZ
 
vec3 AxisNegX
 
vec3 AxisNegY
 
vec3 AxisNegZ
 

Constructor & Destructor Documentation

◆ __init__() [1/6]

coat.vec3.__init__ (   self)

◆ __init__() [2/6]

Any coat.vec3.__init__ (   self,
  S = float 
)

◆ __init__() [3/6]

coat.vec3.__init__ (   self,
  X = float,
  Y = float,
  Z = float 
)

◆ __init__() [4/6]

coat.vec3.__init__ (   self,
  XY = vec2,
  Z = float 
)

◆ __init__() [5/6]

coat.vec3.__init__ (   self,
  v = Any 
)

◆ __init__() [6/6]

coat.vec3.__init__ (   self,
  v = vec3 
)

Member Function Documentation

◆ __add__()

vec3 coat.vec3.__add__ (   self,
  _0 = vec3 
)

◆ __assign__()

vec3 coat.vec3.__assign__ (   self,
  _0 = vec4 
)

◆ __eq__()

bool coat.vec3.__eq__ (   self,
  _0 = vec3 
)

◆ __getitem__()

float coat.vec3.__getitem__ (   self,
  Index = int 
)

◆ __iadd__()

vec3 coat.vec3.__iadd__ (   self,
  _0 = vec3 
)

◆ __imul__() [1/5]

vec3 coat.vec3.__imul__ (   self,
  _0 = float 
)

◆ __imul__() [2/5]

vec3 coat.vec3.__imul__ (   self,
  _0 = mat3 
)

◆ __imul__() [3/5]

coat.vec3.__imul__ (   self,
  _0 = quat 
)

◆ __imul__() [4/5]

coat.vec3.__imul__ (   self,
  _0 = rotation 
)

◆ __imul__() [5/5]

vec3 coat.vec3.__imul__ (   self,
  _0 = vec3 
)

◆ __isub__()

vec3 coat.vec3.__isub__ (   self,
  _0 = vec3 
)

◆ __itruediv__() [1/2]

vec3 coat.vec3.__itruediv__ (   self,
  _0 = float 
)

◆ __itruediv__() [2/2]

vec3 coat.vec3.__itruediv__ (   self,
  _0 = vec3 
)

◆ __mul__() [1/5]

vec3 coat.vec3.__mul__ (   self,
  _0 = float 
)

◆ __mul__() [2/5]

vec3 coat.vec3.__mul__ (   self,
  _0 = mat3 
)

◆ __mul__() [3/5]

vec3 coat.vec3.__mul__ (   self,
  _0 = quat 
)

◆ __mul__() [4/5]

vec3 coat.vec3.__mul__ (   self,
  _0 = rotation 
)

◆ __mul__() [5/5]

vec3 coat.vec3.__mul__ (   self,
  _0 = vec3 
)

◆ __ne__()

bool coat.vec3.__ne__ (   self,
  _0 = vec3 
)

◆ __neg__()

vec3 coat.vec3.__neg__ (   self)

◆ __setitem__()

float coat.vec3.__setitem__ (   self,
  Index = int 
)

◆ __sub__()

vec3 coat.vec3.__sub__ (   self,
  _0 = vec3 
)

◆ __truediv__() [1/2]

vec3 coat.vec3.__truediv__ (   self,
  _0 = float 
)

◆ __truediv__() [2/2]

vec3 coat.vec3.__truediv__ (   self,
  _0 = vec3 
)

◆ Abs()

vec3 coat.vec3.Abs (   _0 = vec3)

◆ AddWithWeight()

coat.vec3.AddWithWeight (   self,
  src = vec3,
  weight = float 
)

◆ Angle() [1/2]

float coat.vec3.Angle (   _0 = vec3,
  _1 = vec3 
)

◆ Angle() [2/2]

float coat.vec3.Angle (   p1 = vec3,
  p2 = vec3,
  p3 = vec3,
  normal = vec3 
)

◆ AreaSigned()

float coat.vec3.AreaSigned (   t0 = vec3,
  t1 = vec3,
  t2 = vec3 
)

◆ BaryCentric()

vec3 coat.vec3.BaryCentric (   t0 = vec3,
  t1 = vec3,
  t2 = vec3,
  f = float,
  g = float 
)

◆ Clamp()

vec3 coat.vec3.Clamp (   _0 = vec3,
  _1 = vec3,
  _2 = vec3 
)

◆ Clear()

coat.vec3.Clear (   self)

◆ Copy()

coat.vec3.Copy (   self,
  Src = float 
)

◆ Cross()

vec3 coat.vec3.Cross (   _0 = vec3,
  _1 = vec3 
)

◆ cross()

coat.vec3.cross (   self,
  u = vec3,
  v = vec3 
)

◆ Distance()

float coat.vec3.Distance (   _0 = vec3,
  _1 = vec3 
)

◆ distance()

float coat.vec3.distance (   self,
  u = vec3 
)

◆ Distance2()

float coat.vec3.Distance2 (   _0 = vec3,
  _1 = vec3 
)

◆ DistanceSq()

float coat.vec3.DistanceSq (   _0 = vec3,
  _1 = vec3 
)

◆ distanceSq()

float coat.vec3.distanceSq (   self,
  u = vec3 
)

◆ Dot()

float coat.vec3.Dot (   _0 = vec3,
  _1 = vec3 
)

◆ dot()

float coat.vec3.dot (   self,
  u = vec3 
)

◆ Equals()

bool coat.vec3.Equals (   _0 = vec3,
  _1 = vec3,
  Eps = float 
)

◆ FixDegenerateNormal()

bool coat.vec3.FixDegenerateNormal (   self)

◆ FixDenormals()

bool coat.vec3.FixDenormals (   self)

◆ FromPolarXZ()

vec3 coat.vec3.FromPolarXZ (   Radius = float,
  Angle = float 
)

◆ GetDimension()

int coat.vec3.GetDimension (   self)

◆ GetOrthonormal()

vec3 coat.vec3.GetOrthonormal (   self)

◆ GetOrthonormalPair()

Any coat.vec3.GetOrthonormalPair (   self)

◆ GetPosition()

float coat.vec3.GetPosition (   self)

◆ IsNormalized()

bool coat.vec3.IsNormalized (   self,
  Eps = float 
)

◆ IsValid()

bool coat.vec3.IsValid (   self)

◆ IsZero()

bool coat.vec3.IsZero (   self,
  Eps = float 
)

◆ Length()

float coat.vec3.Length (   self)

◆ Length2()

float coat.vec3.Length2 (   self)

◆ LengthM()

float coat.vec3.LengthM (   self)

◆ LengthSq()

float coat.vec3.LengthSq (   self)

◆ Lerp()

vec3 coat.vec3.Lerp (   _0 = vec3,
  _1 = vec3,
  _2 = float 
)

◆ Lerp05()

vec3 coat.vec3.Lerp05 (   _0 = vec3,
  _1 = vec3 
)

◆ MakeOrthonormalTo()

coat.vec3.MakeOrthonormalTo (   self,
  vec = vec3 
)

◆ Max()

vec3 coat.vec3.Max (   _0 = vec3,
  _1 = vec3 
)

◆ Min()

vec3 coat.vec3.Min (   _0 = vec3,
  _1 = vec3 
)

◆ Normalize()

float coat.vec3.Normalize (   self)

◆ Normalize2()

float coat.vec3.Normalize2 (   self)

◆ NormalizeSafe()

float coat.vec3.NormalizeSafe (   self,
  Fallback = vec3 
)

◆ Perpendicular()

vec3 coat.vec3.Perpendicular (   v1 = vec3)

◆ PointInTriangle()

bool coat.vec3.PointInTriangle (   p = vec3,
  t0 = vec3,
  t1 = vec3,
  t2 = vec3 
)

◆ Project()

vec3 coat.vec3.Project (   v1 = vec3,
  v2 = vec3 
)

◆ Rand()

vec3 coat.vec3.Rand (   Lo = vec3,
  Hi = vec3 
)

◆ RandNormal()

vec3 coat.vec3.RandNormal ( )

◆ RandRange1()

vec3 coat.vec3.RandRange1 ( )

◆ RayTri()

bool coat.vec3.RayTri (   RayOrig = vec3,
  RayDir = vec3,
  t0 = vec3,
  t1 = vec3,
  t2 = vec3,
  u = float,
  v = float,
  t = float,
  BackFaceCull = bool 
)

◆ Reflect()

vec3 coat.vec3.Reflect (   RayDir = vec3,
  Normal = vec3 
)

◆ Refract()

vec3 coat.vec3.Refract (   RayDir = vec3,
  Normal = vec3,
  Eta = float 
)

◆ Rotate() [1/2]

coat.vec3.Rotate (   self,
  _0 = quat 
)

◆ Rotate() [2/2]

coat.vec3.Rotate (   self,
  _0 = rotation 
)

◆ Round()

coat.vec3.Round (   self)

◆ Set() [1/3]

coat.vec3.Set (   self,
  S = float 
)

◆ Set() [2/3]

coat.vec3.Set (   self,
  X = float,
  Y = float,
  Z = float 
)

◆ Set() [3/3]

coat.vec3.Set (   self,
  XY = vec2,
  Z = float 
)

◆ SetCross()

coat.vec3.SetCross (   self,
  _0 = vec3,
  _1 = vec3 
)

◆ SetOne()

coat.vec3.SetOne (   self)

◆ SetPosition()

coat.vec3.SetPosition (   self,
  aX = float,
  aY = float,
  aZ = float 
)

◆ SetRandRange1()

coat.vec3.SetRandRange1 (   self)

◆ SetZero()

coat.vec3.SetZero (   self)

◆ Slerp()

vec3 coat.vec3.Slerp (   n0 = vec3,
  n1 = vec3,
  s = float 
)

◆ ToAngles()

angles coat.vec3.ToAngles (   self)

◆ ToBaryCentric()

float coat.vec3.ToBaryCentric (   self,
  t0 = vec3,
  t1 = vec3,
  t2 = vec3,
  f = float,
  g = float 
)

◆ ToFloatPtr() [1/2]

float coat.vec3.ToFloatPtr (   self)

◆ ToFloatPtr() [2/2]

float coat.vec3.ToFloatPtr (   self)

◆ ToNormal()

vec3 coat.vec3.ToNormal (   self)

◆ ToPerp()

vec3 coat.vec3.ToPerp (   self)

◆ ToPerps()

coat.vec3.ToPerps (   self,
  X = vec3,
  Y = vec3 
)

◆ ToPolarXZ()

coat.vec3.ToPolarXZ (   self,
  Radius = float,
  Angle = float 
)

◆ ToString()

Any coat.vec3.ToString (   self,
  Prec = int 
)

◆ ToVec2() [1/2]

vec2 coat.vec3.ToVec2 (   self)

◆ ToVec2() [2/2]

vec2 coat.vec3.ToVec2 (   self)

◆ Transform()

coat.vec3.Transform (   self,
  _0 = mat3 
)

◆ TransformCoordinate()

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

◆ TransformNormal()

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

◆ TransformNormalTransposed()

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

◆ TriProjectionSolidAngle()

float coat.vec3.TriProjectionSolidAngle (   self,
  a = vec3,
  b = vec3,
  c = vec3 
)

◆ Truncate()

vec3 coat.vec3.Truncate (   u = vec3,
  MaxLen = float 
)

Member Data Documentation

◆ AxisNegX

vec3 coat.vec3.AxisNegX
static

◆ AxisNegY

vec3 coat.vec3.AxisNegY
static

◆ AxisNegZ

vec3 coat.vec3.AxisNegZ
static

◆ AxisX

vec3 coat.vec3.AxisX
static

◆ AxisY

vec3 coat.vec3.AxisY
static

◆ AxisZ

vec3 coat.vec3.AxisZ
static

◆ Infinity

vec3 coat.vec3.Infinity
static

◆ One

vec3 coat.vec3.One
static

◆ x

float coat.vec3.x
static

◆ y

float coat.vec3.y
static

◆ z

float coat.vec3.z
static

◆ Zero

vec3 coat.vec3.Zero
static

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