Matrix4.lua 944 B

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  1. class "Matrix4"
  2. function Matrix4:Matrix4()
  3. if self.__ptr == nil then
  4. self.__ptr = Polycore.Matrix4()
  5. end
  6. end
  7. function Matrix4:init()
  8. return Polycore.Matrix4_init(self.__ptr)
  9. end
  10. function Matrix4:identity()
  11. return Polycore.Matrix4_identity(self.__ptr)
  12. end
  13. function Matrix4:rotateVector(v2)
  14. return Polycore.Matrix4_rotateVector(self.__ptr, v2.__ptr)
  15. end
  16. function Matrix4:getPosition()
  17. return Polycore.Matrix4_getPosition(self.__ptr)
  18. end
  19. function Matrix4:setPosition(x, y, z)
  20. return Polycore.Matrix4_setPosition(self.__ptr, x, y, z)
  21. end
  22. function Matrix4:setScale(scale)
  23. return Polycore.Matrix4_setScale(self.__ptr, scale.__ptr)
  24. end
  25. function Matrix4:getEulerAngles(ax, ay, az)
  26. return Polycore.Matrix4_getEulerAngles(self.__ptr, ax.__ptr, ay.__ptr, az.__ptr)
  27. end
  28. function Matrix4:inverse()
  29. return Polycore.Matrix4_inverse(self.__ptr)
  30. end
  31. function Matrix4:inverseAffine()
  32. return Polycore.Matrix4_inverseAffine(self.__ptr)
  33. end