{ x, y, z, w }
Static variables
staticread onlycounting:Matrix1x4
>>> Matrix1x4.counting == new Matrix1x4( { x: 1., y: 2., z: 3., w: 4. } )
Static methods
staticinlineadding(a:Matrix1x4, b:Matrix1x4):Matrix1x4
>>> ({
... var a = Matrix1x4.unit;
... a + a == new Matrix1x4({ x: 2., y: 2., z: 2., w: 2. });
... }) == true
staticinlineconjugate(a:Matrix1x4):Matrix1x4
>>> ({
... var a = new Matrix1x4({ x: 1., y: 2., z: 3., w: 1. });
... var b = ~a;
... b == new Matrix1x4({ x: -1., y: -2., z: -3., w: 1. }); }) == true
staticinlinecopy(pin:Matrix1x4, pout:Matrix1x4):Matrix1x4
>>> ({
... var a = new Matrix1x4({ x: 1., y: 2., z: 3., w: 1. });
... var b = Matrix1x4.zero;
... var c = Matrix1x4.copy( a, b );
... a == c; }) == true
staticinlinefromArray(arr:Array<Float>):Matrix1x4
>>> ({
... var a = Matrix1x4.unit;
... var b: Matrix1x4 = [ 1., 1., 1., 1. ];
... Equal.equals( a, b ); }) == true
staticinlinefromVec(vec:Vector<Float>):Matrix1x4
>>> ({
... var a = Matrix1x4.unit;
... var b = haxe.ds.Vector.fromArrayCopy([ 1., 1., 1., 1. ]);
... var c: Matrix1x4 = b;
... a == b; }) == true
staticinlineidentity(out:Matrix1x4):Matrix1x4
>>> Matrix1x4.identity( Matrix1x4.zero ) == new Matrix1x4({ x: 1., y: 1., z: 1., w: 1. })
staticinlineisEqualling(a:Matrix1x4, b:Matrix1x4):Bool
>>> ({
... var a = new Matrix1x4({ x: 1., y: 2., z: 3., w: 1. });
... var b = new Matrix1x4({ x: 1., y: 2., z: 3., w: 1. });
... a == b; }) == true
staticinlineiterator(this:Mat1x4):ArrayIterator<Float>
>>> ({
... var m = Matrix1x4.counting;
... var arr = new Array();
... for( i in m ){
... arr.push(i);
... }
... [1.,2.,3.,4.].toString() == arr.toString(); }) == true
staticinlinemagnitudeSquared(this:Mat1x4):Float
>>> ({ trace('"magnitude" untested'); true; }) == true
staticinlinenegating(a:Matrix1x4):Matrix1x4
>>> ({
... var a = new Matrix1x4({ x: 1., y: 2., z: 3., w: 1. });
... var b = -a;
... b == new Matrix1x4({ x: -1., y: -2., z: -3., w: -1. }); }) == true
staticinlinenotEqual(a:Matrix1x4, b:Matrix1x4):Bool
>>> ({
... var a = new Matrix1x4({ x: 1., y: 2., z: 3., w: 1. });
... var b = new Matrix1x4({ x: 1., y: 2., z: 4., w: 1. });
... a != b; }) == true
staticinlineprojectPoint(this:Mat1x4):Matrix1x4
>>> ({ trace('"projectPoint" untested'); true; }) == true
staticinlinesubtracting(a:Matrix1x4, b:Matrix1x4):Matrix1x4
>>> ({
... var a = Matrix1x4.unit;
... a - a == Matrix1x4.zero;
... }) == true
staticinlinetoArray(this:Mat1x4):Array<Float>
>>> ({
... var a = Matrix1x4.unit;
... var b: Array = a;
... Equal.equals( b, [ 1., 1., 1., 1. ] ); }) == true