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Matrix
FYP edited this page Aug 9, 2017
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Matrix matrix = matrix.new()
Matrix matrix = matrix.new(Matrix matrix)
Matrix matrix = matrix.new(Vector right, Vector up, Vector at, Vector pos)
Matrix matrix = matrix.new(float right_x, float right_y, float right_z, float up_x, float up_y, float up_z, float at_x, float at_y, float at_z, float pos_x, float pos_y, float pos_z)
Creates new matrix
object.
Matrix matrix = matrix.from_quat(Quaternion quat)
Creates new matrix
object from quaternion.
Matrix matrix = matrix.from_memory(uint matrix_ptr)
uint ptr = matrix:get_pointer()
matrix:set(Matrix matrix)
matrix:set(Vector right, Vector up, Vector at, Vector pos)
matrix:set(float right_x, float right_y, float right_z, float up_x, float up_y, float up_z, float at_x, float at_y, float at_z, float pos_x, float pos_y, float pos_z)
matrix:set_rotation_from_quat(Quaternion quat)
matrix:rotate(float x, float y, float z)
matrix:rotate_x(float angle)
matrix:rotate_y(float angle)
matrix:rotate_z(float angle)
matrix:rotate_around_axis(float x, float y, float z, float angle, [int combine_op])
float x, float y, float z = matrix:get_coords_with_offset(float x, float y, float z)
float x, float y, float z = matrix:get_relative_coords(float x, float y, float z)
float x, float y, float z = matrix:get_angles()
Matrix matrix = matrix:get_slerped(Matrix matrix, float t)
Vector right = matrix.right
Vector up = matrix.up
Vector at = matrix.at
Vector pos = matrix.pos
uint flags = matrix.flags