inlinenew()
_11:Float
_12:Float
_13:Float
_14:Float
_21:Float
_22:Float
_23:Float
_24:Float
_31:Float
_32:Float
_33:Float
_34:Float
_41:Float
_42:Float
_43:Float
_44:Float
tx:Float
ty:Float
tz:Float
adjustColor(col:ColorAdjust):Void
clone():Matrix
inlinecolorAdd(c:Int):Void
colorBits(bits:Int, blend:Float):Void
colorContrast(contrast:Float):Void
colorGain(color:Int, alpha:Float):Void
colorHue(hue:Float):Void
colorLightness(lightness:Float):Void
colorSaturate(sat:Float):Void
@:value({ alpha : 1. })inlinecolorSet(c:Int, alpha:Float = 1.):Void
equal(other:Matrix):Bool
inlinefront():Vector
inlinegetDeterminant():Float
getDirection():Vector
getEulerAngles():Vector
Extracts Euler rotation angles from rotation matrix
getFloats():Array<Float>
getInverse(?m:Matrix):Null<Matrix>
inlinegetPosition():Vector
inlinegetScale():Vector
identity():Void
initInverse(m:Matrix):Void
initInverse3x3(m:Matrix):Void
initRotation(x:Float, y:Float, z:Float):Void
initRotationAxis(axis:Vector, angle:Float):Void
initRotationX(a:Float):Void
initRotationY(a:Float):Void
initRotationZ(a:Float):Void
@:value({ z : 1., y : 1., x : 1. })initScale(x:Float = 1., y:Float = 1., z:Float = 1.):Void
@:value({ z : 0., y : 0., x : 0. })initTranslation(x:Float = 0., y:Float = 0., z:Float = 0.):Void
inverse3x4(m:Matrix):Void
inlineinvert():Void
isIdentity():Bool
isIdentityEpsilon(e:Float):Bool
load(m:Matrix):Void
loadValues(a:Array<Float>):Void
multiply(a:Matrix, b:Matrix):Void
@:noDebugmultiply3x4(a:Matrix, b:Matrix):Void
inlinemultiply3x4inline(a:Matrix, b:Matrix):Void
multiplyValue(v:Float):Void
prependRotation(x:Float, y:Float, z:Float):Void
prependRotationAxis(axis:Vector, angle:Float):Void
@:value({ sz : 1., sy : 1., sx : 1. })prependScale(sx:Float = 1., sy:Float = 1., sz:Float = 1.):Void
@:value({ z : 0., y : 0., x : 0. })prependTranslation(x:Float = 0., y:Float = 0., z:Float = 0.):Void
inlineright():Vector
rotate(x:Float, y:Float, z:Float):Void
rotateAxis(axis:Vector, angle:Float):Void
@:value({ z : 1., y : 1., x : 1. })scale(x:Float = 1., y:Float = 1., z:Float = 1.):Void
inlinesetPosition(v:Vector):Void
inlinetoMatrix2D(?m:Matrix):Null<Matrix>
toString():String
@:value({ z : 0., y : 0., x : 0. })translate(x:Float = 0., y:Float = 0., z:Float = 0.):Void
transpose():Void
inlineup():Vector
zero():Void