3DCoat Python API
The 3DCoat Python API documentation.
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coat.vec4 Class Reference

Public Member Functions

 __init__ (self)
 
any __init__ (self, float S)
 
 __init__ (self, float X, float Y, float Z, float W)
 
 __init__ (self, vec2 XY, float Z, float W)
 
 __init__ (self, vec2 XY, vec2 ZW)
 
 __init__ (self, vec3 XYZ, float W)
 
 __init__ (self, vec4 v)
 
 SetZero (self)
 
 Set (self, float S)
 
 Set (self, float X, float Y, float Z, float W)
 
 Set (self, vec2 XY, float Z, float W)
 
 Set (self, vec2 XY, vec2 ZW)
 
 Set (self, vec3 XYZ, float W)
 
 Copy (self, float pSrc)
 
float __setitem__ (self, int index)
 
float __getitem__ (self, int index)
 
vec4 __neg__ (self)
 
vec4 __iadd__ (self, vec4 _0)
 
vec4 __isub__ (self, vec4 _0)
 
vec4 __imul__ (self, vec4 _0)
 
vec4 __imul__ (self, float _0)
 
vec4 __itruediv__ (self, vec4 _0)
 
vec4 __itruediv__ (self, float _0)
 
 Transform (self, mat4 _0)
 
 __imul__ (self, mat4 _0)
 
vec4 __assign__ (self, vec3 _0)
 
vec4 __add__ (self, vec4 _0)
 
vec4 __sub__ (self, vec4 _0)
 
vec4 __mul__ (self, vec4 _0)
 
vec4 __mul__ (self, float _0)
 
vec4 __truediv__ (self, vec4 _0)
 
vec4 __truediv__ (self, float _0)
 
vec4 __mul__ (self, mat4 _0)
 
bool __eq__ (self, vec4 _0)
 
bool __ne__ (self, vec4 _0)
 
float Length (self)
 
float LengthSq (self)
 
float Normalize (self)
 
float NormalizeSafe (self, vec4 Fallback=4)
 
bool IsNormalized (self, float Eps)
 
bool IsZero (self, float Eps)
 
float ToFloatPtr (self)
 
float ToFloatPtr (self)
 
vec2 ToVec2 (self)
 
vec2 ToVec2 (self)
 
vec3 ToVec3 (self)
 
vec3 ToVec3 (self)
 
int GetDimension (self)
 
 AddWithWeight (self, vec4 src, float weight)
 for compatibility with OpenSubdiv ////
 
 SetPosition (self, float aX, float aY, float aZ, float aW)
 
float GetPosition (self)
 

Static Public Member Functions

bool Equals (vec4 _0, vec4 _1, float Eps)
 
vec4 Abs (vec4 _0)
 
float Dot (vec4 _0, vec4 _1)
 
vec4 Lerp (vec4 _0, vec4 _1, float _2)
 static cVec4 Cross(const cVec4 &, const cVec4 &, const cVec4 &);
 
vec4 Max (vec4 _0, vec4 _1)
 
vec4 Min (vec4 _0, vec4 _1)
 

Constructor & Destructor Documentation

◆ __init__() [1/7]

coat.vec4.__init__ ( self)

◆ __init__() [2/7]

any coat.vec4.__init__ ( self,
float S )

◆ __init__() [3/7]

coat.vec4.__init__ ( self,
float X,
float Y,
float Z,
float W )

◆ __init__() [4/7]

coat.vec4.__init__ ( self,
vec2 XY,
float Z,
float W )

◆ __init__() [5/7]

coat.vec4.__init__ ( self,
vec2 XY,
vec2 ZW )

◆ __init__() [6/7]

coat.vec4.__init__ ( self,
vec3 XYZ,
float W )

◆ __init__() [7/7]

coat.vec4.__init__ ( self,
vec4 v )

Member Function Documentation

◆ __add__()

vec4 coat.vec4.__add__ ( self,
vec4 _0 )

◆ __assign__()

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

◆ __eq__()

bool coat.vec4.__eq__ ( self,
vec4 _0 )

◆ __getitem__()

float coat.vec4.__getitem__ ( self,
int index )

◆ __iadd__()

vec4 coat.vec4.__iadd__ ( self,
vec4 _0 )

◆ __imul__() [1/3]

vec4 coat.vec4.__imul__ ( self,
float _0 )

◆ __imul__() [2/3]

coat.vec4.__imul__ ( self,
mat4 _0 )

◆ __imul__() [3/3]

vec4 coat.vec4.__imul__ ( self,
vec4 _0 )

◆ __isub__()

vec4 coat.vec4.__isub__ ( self,
vec4 _0 )

◆ __itruediv__() [1/2]

vec4 coat.vec4.__itruediv__ ( self,
float _0 )

◆ __itruediv__() [2/2]

vec4 coat.vec4.__itruediv__ ( self,
vec4 _0 )

◆ __mul__() [1/3]

vec4 coat.vec4.__mul__ ( self,
float _0 )

◆ __mul__() [2/3]

vec4 coat.vec4.__mul__ ( self,
mat4 _0 )

◆ __mul__() [3/3]

vec4 coat.vec4.__mul__ ( self,
vec4 _0 )

◆ __ne__()

bool coat.vec4.__ne__ ( self,
vec4 _0 )

◆ __neg__()

vec4 coat.vec4.__neg__ ( self)

◆ __setitem__()

float coat.vec4.__setitem__ ( self,
int index )

◆ __sub__()

vec4 coat.vec4.__sub__ ( self,
vec4 _0 )

◆ __truediv__() [1/2]

vec4 coat.vec4.__truediv__ ( self,
float _0 )

◆ __truediv__() [2/2]

vec4 coat.vec4.__truediv__ ( self,
vec4 _0 )

◆ Abs()

vec4 coat.vec4.Abs ( vec4 _0)
static

◆ AddWithWeight()

coat.vec4.AddWithWeight ( self,
vec4 src,
float weight )

for compatibility with OpenSubdiv ////

◆ Copy()

coat.vec4.Copy ( self,
float pSrc )

◆ Dot()

float coat.vec4.Dot ( vec4 _0,
vec4 _1 )
static

◆ Equals()

bool coat.vec4.Equals ( vec4 _0,
vec4 _1,
float Eps )
static

◆ GetDimension()

int coat.vec4.GetDimension ( self)

◆ GetPosition()

float coat.vec4.GetPosition ( self)

◆ IsNormalized()

bool coat.vec4.IsNormalized ( self,
float Eps )

◆ IsZero()

bool coat.vec4.IsZero ( self,
float Eps )

◆ Length()

float coat.vec4.Length ( self)

◆ LengthSq()

float coat.vec4.LengthSq ( self)

◆ Lerp()

vec4 coat.vec4.Lerp ( vec4 _0,
vec4 _1,
float _2 )
static

static cVec4 Cross(const cVec4 &, const cVec4 &, const cVec4 &);

◆ Max()

vec4 coat.vec4.Max ( vec4 _0,
vec4 _1 )
static

◆ Min()

vec4 coat.vec4.Min ( vec4 _0,
vec4 _1 )
static

◆ Normalize()

float coat.vec4.Normalize ( self)

◆ NormalizeSafe()

float coat.vec4.NormalizeSafe ( self,
vec4 Fallback = 4 )

◆ Set() [1/5]

coat.vec4.Set ( self,
float S )

◆ Set() [2/5]

coat.vec4.Set ( self,
float X,
float Y,
float Z,
float W )

◆ Set() [3/5]

coat.vec4.Set ( self,
vec2 XY,
float Z,
float W )

◆ Set() [4/5]

coat.vec4.Set ( self,
vec2 XY,
vec2 ZW )

◆ Set() [5/5]

coat.vec4.Set ( self,
vec3 XYZ,
float W )

◆ SetPosition()

coat.vec4.SetPosition ( self,
float aX,
float aY,
float aZ,
float aW )

◆ SetZero()

coat.vec4.SetZero ( self)

◆ ToFloatPtr() [1/2]

float coat.vec4.ToFloatPtr ( self)

◆ ToFloatPtr() [2/2]

float coat.vec4.ToFloatPtr ( self)

◆ ToVec2() [1/2]

vec2 coat.vec4.ToVec2 ( self)

◆ ToVec2() [2/2]

vec2 coat.vec4.ToVec2 ( self)

◆ ToVec3() [1/2]

vec3 coat.vec4.ToVec3 ( self)

◆ ToVec3() [2/2]

vec3 coat.vec4.ToVec3 ( self)

◆ Transform()

coat.vec4.Transform ( self,
mat4 _0 )

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