| *(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) |