Static variables
staticread onlyback:Matrix4x3
>>> ({
... Matrix4x3.back == new Matrix4x3({ a: 0., b: 0., c: 0., d: 0.
... , e: 0., f: 0., g: 0., h: 0.
... , i: 0., j: 0., k: -1., l: 0. } );
... }) == true
staticread onlybackBottomLeft:Matrix4x3
>>> ({
... Matrix4x3.backBottomLeft == new Matrix4x3({ a: -1., b: 0., c: 0., d: 0.
... , e: 0., f: -1., g: 0., h: 0.
... , i: 0., j: 0., k: -1., l: 0. } );
... }) == true
staticread onlybackBottomRight:Matrix4x3
>>> ({
... Matrix4x3.backBottomRight == new Matrix4x3({ a: 1., b: 0., c: 0., d: 0.
... , e: 0., f: -1., g: 0., h: 0.
... , i: 0., j: 0., k: -1., l: 0. } );
... }) == true
staticread onlybackEast:Matrix4x3
>>> ({
... Matrix4x3.backEast == new Matrix4x3({ a: 1., b: 0., c: 0., d: 0.
... , e: 0., f: 0., g: 0., h: 0.
... , i: 0., j: 0., k: -1., l: 0. } );
... }) == true
staticread onlybackNorth:Matrix4x3
>>> ({
... Matrix4x3.backNorth == new Matrix4x3({ a: 0., b: 0., c: 0., d: 0.
... , e: 0., f: 1., g: 0., h: 0.
... , i: 0., j: 0., k: -1., l: 0. } );
... }) == true
staticread onlybackSouth:Matrix4x3
>>> ({
... Matrix4x3.backSouth == new Matrix4x3({ a: 0., b: 0., c: 0., d: 0.
... , e: 0., f: -1., g: 0., h: 0.
... , i: 0., j: 0., k: -1., l: 0. } );
... }) == true
staticread onlybackTopLeft:Matrix4x3
>>> ({
... Matrix4x3.backTopLeft == new Matrix4x3({ a: -1., b: 0., c: 0., d: 0.
... , e: 0., f: 1., g: 0., h: 0.
... , i: 0., j: 0., k: -1., l: 0. } );
... }) == true
staticread onlybackTopRight:Matrix4x3
>>> ({
... Matrix4x3.backTopRight == new Matrix4x3({ a: 1., b: 0., c: 0., d: 0.
... , e: 0., f: 1., g: 0., h: 0.
... , i: 0., j: 0., k: -1., l: 0. } );
... }) == true
staticread onlybackWest:Matrix4x3
>>> ({
... Matrix4x3.backWest == new Matrix4x3({ a: -1., b: 0., c: 0., d: 0.
... , e: 0., f: 0., g: 0., h: 0.
... , i: 0., j: 0., k: -1., l: 0. } );
... }) == true
staticread onlybottomLeft:Matrix4x3
>>> ({
... Matrix4x3.bottomLeft == new Matrix4x3({ a: -1., b: 0., c: 0., d: 0.
... , e: 0., f: -1., g: 0., h: 0.
... , i: 0., j: 0., k: 0., l: 0. } );
... }) == true
staticread onlybottomRight:Matrix4x3
>>> ({
... Matrix4x3.bottomRight == new Matrix4x3({ a: 1., b: 0., c: 0., d: 0.
... , e: 0., f: -1., g: 0., h: 0.
... , i: 0., j: 0., k: 0., l: 0. } );
... }) == true
staticread onlycounting:Matrix4x3
>>> ({
... Matrix4x3.counting == new Matrix4x3({ a: 1., b: 2., c: 3., d: 4.
... , e: 5., f: 6., g: 7., h: 8.
... , i: 9., j: 10., k: 11., l: 12. } );
... }) == true
staticread onlyeast:Matrix4x3
>>> ({
... Matrix4x3.east == new Matrix4x3({ a: 1., b: 0., c: 0., d: 0.
... , e: 0., f: 0., g: 0., h: 0.
... , i: 0., j: 0., k: 0., l: 0. } );
... }) == true
staticread onlyfront:Matrix4x3
>>> ({
... Matrix4x3.front == new Matrix4x3({ a: 0., b: 0., c: 0., d: 0.
... , e: 0., f: 0., g: 0., h: 0.
... , i: 0., j: 0., k: 1., l: 0. } );
... }) == true
staticread onlyfrontBottomLeft:Matrix4x3
>>> ({
... Matrix4x3.frontBottomLeft == new Matrix4x3({ a: -1., b: 0., c: 0., d: 0.
... , e: 0., f: -1., g: 0., h: 0.
... , i: 0., j: 0., k: 1., l: 0. } );
... }) == true
staticread onlyfrontBottomRight:Matrix4x3
>>> ({
... Matrix4x3.frontBottomRight == new Matrix4x3({ a: 1., b: 0., c: 0., d: 0.
... , e: 0., f: -1., g: 0., h: 0.
... , i: 0., j: 0., k: 1., l: 0. } );
... }) == true
staticread onlyfrontEast:Matrix4x3
>>> ({
... Matrix4x3.frontEast == new Matrix4x3({ a: 1., b: 0., c: 0., d: 0.
... , e: 0., f: 0., g: 0., h: 0.
... , i: 0., j: 0., k: 1., l: 0. } );
... }) == true
staticread onlyfrontNorth:Matrix4x3
>>> ({
... Matrix4x3.frontNorth == new Matrix4x3({ a: 0., b: 0., c: 0., d: 0.
... , e: 0., f: 1., g: 0., h: 0.
... , i: 0., j: 0., k: 1., l: 0. } );
... }) == true
staticread onlyfrontSouth:Matrix4x3
>>> ({
... Matrix4x3.frontSouth == new Matrix4x3({ a: 0., b: 0., c: 0., d: 0.
... , e: 0., f: -1., g: 0., h: 0.
... , i: 0., j: 0., k: 1., l: 0. } );
... }) == true
staticread onlyfrontTopLeft:Matrix4x3
>>> ({
... Matrix4x3.frontTopLeft == new Matrix4x3({ a: -1., b: 0., c: 0., d: 0.
... , e: 0., f: 1., g: 0., h: 0.
... , i: 0., j: 0., k: 1., l: 0. } );
... }) == true
staticread onlyfrontTopRight:Matrix4x3
>>> ({
... Matrix4x3.frontTopRight == new Matrix4x3({ a: 1., b: 0., c: 0., d: 0.
... , e: 0., f: 1., g: 0., h: 0.
... , i: 0., j: 0., k: 1., l: 0. } );
... }) == true
staticread onlyfrontWest:Matrix4x3
>>> ({
... Matrix4x3.frontWest == new Matrix4x3({ a: -1., b: 0., c: 0., d: 0.
... , e: 0., f: 0., g: 0., h: 0.
... , i: 0., j: 0., k: 1., l: 0. } );
... }) == true
staticread onlyminus1:Matrix4x3
>>> ({
... Matrix4x3.minus1 == new Matrix4x3({ a: -1., b: 0., c: 0., d: 0.
... , e: 0., f: -1., g: 0., h: 0.
... , i: 0., j: 0., k: -1., l: 0. } );
... }) == true
staticread onlynorth:Matrix4x3
>>> ({
... Matrix4x3.north == new Matrix4x3({ a: 0., b: 0., c: 0., d: 0.
... , e: 0., f: 1., g: 0., h: 0.
... , i: 0., j: 0., k: 0., l: 0. } );
... }) == true
staticread onlysouth:Matrix4x3
>>> ({
... Matrix4x3.south == new Matrix4x3({ a: 0., b: 0., c: 0., d: 0.
... , e: 0., f: -1., g: 0., h: 0.
... , i: 0., j: 0., k: 0., l: 0. } );
... }) == true
staticread onlytopLeft:Matrix4x3
>>> ({
... Matrix4x3.topLeft == new Matrix4x3({ a: -1., b: 0., c: 0., d: 0.
... , e: 0., f: 1., g: 0., h: 0.
... , i: 0., j: 0., k: 0., l: 0. } );
... }) == true
staticread onlytopRight:Matrix4x3
>>> ({
... Matrix4x3.topRight == new Matrix4x3({ a: 1., b: 0., c: 0., d: 0.
... , e: 0., f: 1., g: 0., h: 0.
... , i: 0., j: 0., k: 0., l: 0. } );
... }) == true
staticread onlyunit:Matrix4x3
>>> ({
... Matrix4x3.unit == new Matrix4x3({ a: 1., b: 0., c: 0., d: 0.
... , e: 0., f: 1., g: 0., h: 0.
... , i: 0., j: 0., k: 1., l: 0. } );
... }) == true
Static methods
staticinlineadd(m0:Matrix4x3, m1:Matrix4x3):Matrix4x3
>>> ({
... var a = Matrix4x3.unit;
... a + a == new Matrix4x3( { a: 2., b: 0., c: 0., d: 0.
... , e: 0., f: 2., g: 0., h: 0.
... , i: 0., j: 0., k: 2., l: 0. } ); }) == true
staticinlineapplyInverseRotation(this:Mat4x3, p:Matrix1x4):Matrix1x4
Untested - check that this matrix is not transposed
staticinlineapplyRotation(this:Mat4x3, p:Matrix1x4):Matrix1x4
Untested - check that this matrix is not transposed
staticinlinecofactor(this:Mat4x3, a:Float, b:Float, c:Float, d:Float, e:Float, f:Float, g:Float, h:Float, i:Float):Float
staticinlineequal(a:Matrix4x3, b:Matrix4x3):Bool
>>> ({
... var a = new Matrix4x3({ a: 1., b: 2., c: 3., d: 4.
... , e: 5., f: 6., g: 7., h: 8.
... , i: 9., j:10., k:11., l:12. });
... var b = new Matrix4x3({ a: 1., b: 2., c: 3., d: 4.
... , e: 5., f: 6., g: 7., h: 8.
... , i: 9., j:10., k:11., l:12. });
... a == b; }) == true
staticinlineinvertNormalizedRotation(this:Mat4x3):Matrix4x3
Untested - check that this matrix is not transposed
staticinlineiterator(this:Mat4x3):ArrayIterator<Float>
>>> ({
... var m = Matrix4x3.counting;
... var arr = new Array();
... for( i in m ){
... arr.push(i);
... }
... [1.,2.,3.,4.,5.,6.,7.,8.,9.,10.,11.,12.].toString() == arr.toString(); }) == true
staticinlinemakeViewFromOrientation(this:Mat4x3):Matrix4x3
Untested - check that this matrix is not transposed
staticinlinenegating(a:Matrix4x3):Matrix4x3
>>> ({
... var a = Matrix4x3.counting;
... var b = -a;
... b == new Matrix4x3({ a: -1., b: -2., c: -3., d: -4.
... , e: -5., f: -6., g: -7., h: -8
... , i: -9., j: -10., k: -11., l: -12. }); }) == true
staticinlinenotEqual(a:Matrix4x3, b:Matrix4x3):Bool
>>> ({
... var a = new Matrix4x3({ a: 1., b: 2., c: 3., d: 4., e: 5., f: 6., g: 7., h: 8., i: 9., j:10., k:11., l:12. });
... var b = new Matrix4x3({ a: 1., b: 2., c: 3., d: 4., e: 5., f: 6., g: 7., h: 8., i: 9., j:10., k:11., l:11. });
... a != b; }) == true
staticinlineorientation(pos:Matrix1x4, dir:Matrix1x4, up:Matrix1x4):Matrix4x3
Untested - check that this matrix is not transposed
staticinlineorthonormalizeRotation(this:Mat4x3):Mat4x3
Untested - check that this matrix is not transposed
staticinlinereflectionNonOrigin(this:Mat4x3, a:Float, b:Float, c:Float, d:Float):Matrix4x3
A reflection about a line or plane that does not go through the origin is not a linear transformation — it is an affine transformation — as a 4x4 affine transformation matrix, it can be expressed as follows (assuming the normal is a unit vector)