*(p0) |
[ESMF] Vec3|SRT SRT.mul(Vec3|SRT) |
_constructor([p0 [, p1 [, p2 [, p3]]]]) |
[ESF] SRT new Geometry.SRT( [SRT] | pos, dir, up[, scale] | srt1, srt2, blend | Array[8] ) |
applyRotation(p0) |
[ESMF] Vec3 SRT.applyRotation(Vec3) |
getDirVector() |
[ESMF] Vec3 SRT.getDirVector() |
getRotation() |
[ESMF] Matrix3x3 SRT.getRotation( ) |
getScale() |
[ESMF] Number SRT.getScale() |
getTranslation() |
[ESMF] Vec3 SRT.getTranslation() |
getUpVector() |
[ESMF] Vec3 SRT.getUpVector() |
inverse() |
[ESMF] Vec3 SRT.inverse() |
resetRotation() |
[ESMF] self SRT.resetRotation() |
rotateLocal_deg(p0, p1) |
[ESMF] self SRT.rotateLocal_deg(Number, Vec3 axis) |
rotateLocal_rad(p0, p1) |
[ESMF] self SRT.rotateLocal_rad(Number, Vec3 axis) |
rotateRel_deg(p0, p1) |
[ESMF] self SRT.rotateRel_deg(Number, Vec3 axis) |
rotateRel_rad(p0, p1) |
[ESMF] self SRT.rotateRel_rad(Number, Vec3 axis) |
scale(p0) |
[ESMF] self SRT.scale(Number) |
setRotation(p0 [, p1]) |
[ESMF] self SRT.setRotation( (Vec3 dir, Vec3 up) | Quaternion | Matrix3x3 ) |
setScale(p0) |
[ESMF] self SRT.setScale(Number) |
setTranslation(p0) |
[ESMF] self SRT.setTranslation(Vec3 pos) |
setValue([p0 [, p1 [, p2 [, p3]]]]) |
[ESF] self SRT.setValue( [SRT] | pos, dir, up[, scale] | srt1, srt2, blend ) |
toArray() |
[ESMF] Array Vec3.toArray() |
translate(p0) |
[ESMF] self SRT.translate(Vec3) |
translateLocal(p0) |
[ESMF] self SRT.translateLocal(Vec3) |