Static methods

staticI():Matrix

staticL(a:Array<Float>):Matrix

staticR(x:Float, y:Float, z:Float):Matrix

@:value({ z : 1.0, y : 1., x : 1. })staticS(x:Float = 1., y:Float = 1., z:Float = 1.0):Matrix

@:value({ z : 0., y : 0., x : 0. })staticT(x:Float = 0., y:Float = 0., z:Float = 0.):Matrix

staticlookAtX(dir:Vector, ?up:Vector, ?m:Matrix):Null<Matrix>

Build a rotation Matrix so the X axis will look at the given direction, and the Z axis will be the Up vector ([0,0,1] by default)

Constructor

new()

Variables

Methods

inlinecolorAdd(c:Int):Void

colorBits(bits:Int, blend:Float):Void

colorGain(color:Int, alpha:Float):Void

@:value({ alpha : 1. })inlinecolorSet(c:Int, alpha:Float = 1.):Void

inlinefront():Vector

getEulerAngles():Vector

Extracts Euler rotation angles from rotation matrix

@:value({ z : 1., y : 1., x : 1. })initScale(x:Float = 1., y:Float = 1., z:Float = 1.):Void

@:value({ z : 0., y : 0., x : 0. })initTranslation(x:Float = 0., y:Float = 0., z:Float = 0.):Void

inlineinvert():Void

@:noDebugmultiply3x4(a:Matrix, b:Matrix):Void

@:value({ sz : 1., sy : 1., sx : 1. })prependScale(sx:Float = 1., sy:Float = 1., sz:Float = 1.):Void

@:value({ z : 0., y : 0., x : 0. })prependTranslation(x:Float = 0., y:Float = 0., z:Float = 0.):Void

inlineright():Vector

@:value({ z : 1., y : 1., x : 1. })scale(x:Float = 1., y:Float = 1., z:Float = 1.):Void

@:value({ z : 0., y : 0., x : 0. })translate(x:Float = 0., y:Float = 0., z:Float = 0.):Void

inlineup():Vector