*(p0) |
[ESF] (Matrix3x3 | Vec3) Matrix3x3 * (Matrix | Number | Vec3) |
+(p0) |
[ESMF] Matrix3x3 Matrix3x3 + Matrix3x3 |
-(p0) |
[ESMF] Matrix3x3 Matrix3x3 - Matrix3x3 |
_constructor([p0 [, p1 [, p2]]]) |
[ESMF] new Geometry.Matrix3x3([Matrix3x3 | Array | (Matrix3x3, Matrix3x3, Number)]) |
_get(p0) |
[ESMF] Number Matrix3x3[key] |
_set(p0, p1) |
[ESMF] thisObj Matrix3x3[key] = Number |
at(p0, p1) |
[ESMF] Number Matrix3x3.at(row,column) |
createRotation(p0, p1) |
[ESF] Matrix3x3 Matrix3x3.createRotation(Number deg, Vec3 axis) |
det() |
[ESMF] Number Matrix3x3.det() |
getCol(p0) |
[ESMF] Vec3 Matrix3x3.getCol(column) |
getInverse() |
[ESMF] Matrix3x3 Matrix3x3.getInverse() |
getRow(p0) |
[ESMF] Vec3 Matrix3x3.getRow(row) |
getTransposed() |
[ESMF] Matrix3x3 Matrix3x3.getTransposed() |
rotateLocal_deg(p0, p1) |
[ESMF] self Matrix3x3.rotateLocal_deg(Number degrees, Vec3 axis) |
rotateLocal_rad(p0, p1) |
[ESMF] self Matrix3x3.rotateLocal_rad(Number radians, Vec3 axis) |
set(p0 [, p1 [, p2 [, p3 [, p4 [, p5 [, p6 [, p7 [, p8]]]]]]]]) |
[ESF] self Matrix3x3.set( [Matrix3x3 | row,column,value | v0,…,v8]) */ |
setIdentity() |
[ESMF] Matrix3x3 Matrix3x3.setIdentity() |
setRotation(p0, p1) |
[ESMF] self Matrix3x3.setRotation(Vec3 dir, Vec3 up) |
toArray() |
[ESMF] Array Matrix3x3.toArray() |