4.2.3. mat3 - 3x3 matrix

A mat3 represents a 3x3 matrix which can be used to store linear transformations (if you want to store translations or perspective transformations, you have to use a mat4). You can construct a mat3 in several ways:

# all components are set to zero
M = mat3()

[   0.0000,    0.0000,    0.0000]
[   0.0000,    0.0000,    0.0000]
[   0.0000,    0.0000,    0.0000]

# identity matrix
M = mat3(1.0)

[   1.0000,    0.0000,    0.0000]
[   0.0000,    1.0000,    0.0000]
[   0.0000,    0.0000,    1.0000]

# The elements on the diagonal are set to 2.5
M = mat3(2.5)

[   2.5000,    0.0000,    0.0000]
[   0.0000,    2.5000,    0.0000]
[   0.0000,    0.0000,    2.5000]

# All elements are explicitly set (values must be given in row-major order)
M = mat3(a,b,c,d,e,f,g,h,i)
M = mat3([a,b,c,d,e,f,g,h,i])

[ a, b, c]
[ d, e, f]
[ g, h, i]

# Create a copy of matrix N (which also has to be a mat3)
M = mat3(N)

# Specify the 3 columns of the matrix (as vec3's or sequences with 3 elements)
M = mat3(a,b,c)

[ a[0], b[0], c[0] ]
[ a[1], b[1], c[1] ]
[ a[2], b[2], c[2] ]

# All elements are explicitly set and are stored inside a string
M = mat3("1,2,3,4,5,6,7,8,9")

[   1.0000,    2.0000,    3.0000]
[   4.0000,    5.0000,    6.0000]
[   7.0000,    8.0000,    9.0000]

Mathematical operations:

The mathematical operators are supported with the following combination of types:

mat3  =  mat3 + mat3
mat3  =  mat3 - mat3
mat3  =  mat3 * mat3
vec3  =  mat3 * vec3
vec3  =  vec3 * mat3
mat3  = float * mat3
mat3  =  mat3 * float
mat3  =  mat3 / float
mat3  =  mat3 % float     # each component
mat3  = -mat3
vec3  =  mat3[i]          # get or set column i (as vec3)
float =  mat3[i,j]        # get or set element in row i and column j

Additionally, you can compare matrices with == and !=.

class mat3([args])
getColumn(index)

Return column index (0-based) as a vec3.

setColumn(index, value)

Set column index (0-based) to value which has to be a sequence of 3 floats (this includes vec3).

getRow(index)

Return row index (0-based) as a vec3.

setRow(index, value)

Set row index (0-based) to value which has to be a sequence of 3 floats (this includes vec3).

getDiag()

Return the diagonal as a vec3.

setDiag(value)

Set the diagonal to value which has to be a sequence of 3 floats (this includes vec3).

toList(rowmajor=False)

Returns a list containing the matrix elements. By default, the list is in column-major order. If you set the optional argument rowmajor to True, you’ll get the list in row-major order.

identity()

Returns the identity matrix. This is a static method.

transpose()

Returns the transpose of the matrix.

determinant()

Returns the determinant of the matrix.

inverse()

Returns the inverse of the matrix.

scaling(s)

Returns a scaling transformation. The scaling vector s must be a 3-sequence (e.g. a vec3).

\left( \begin{array}{ccc}
s.x & 0 & 0 \\
0 & s.y & 0 \\
0 & 0 & s.z \\
\end{array} \right)

This is a static method.

rotation(angle, axis)

Returns a rotation transformation. The angle must be given in radians, axis has to be a 3-sequence (e.g. a vec3). — This is a static method.

scale(s)

Concatenates a scaling transformation and returns self. The scaling vector s must be a 3-sequence (e.g. a vec3).

rotate(angle, axis)

Concatenates a rotation transformation and returns self. The angle must be given in radians, axis has to be a 3-sequence (e.g. a vec3).

ortho()

Returns a matrix with orthogonal base vectors.

decompose()

Decomposes the matrix into a rotation and scaling part. The method returns a tuple (rotation, scaling). The scaling part is given as a vec3, the rotation is still a mat3.

fromEulerXYZ(x, y, z)

Returns a rotation matrix created from Euler angles. x is the angle around the x axis, y the angle around the y axis and z the angle around the z axis. All angles must be given in radians. The order of the individual rotations is X-Y-Z (where each axis refers to the local axis, i.e. the first rotation is about the x axis which rotates the Y and Z axis, then the second rotation is about the rotated Y axis and so on). — This is a static method.

fromEulerYZX(x, y, z)

See above. The order is YZX. This is a static method.

fromEulerZXY(x, y, z)

See above. The order is ZXY. This is a static method.

fromEulerXZY(x, y, z)

See above. The order is XZY. This is a static method.

fromEulerYXZ(x, y, z)

See above. The order is YXZ. This is a static method.

fromEulerZYX(x, y, z)

See above. The order is ZYX. This is a static method.

toEulerXYZ()

Return the Euler angles of a rotation matrix. The order is XYZ.

toEulerYZX()

Return the Euler angles of a rotation matrix. The order is YZX.

toEulerZXY()

Return the Euler angles of a rotation matrix. The order is ZXY.

toEulerXZY()

Return the Euler angles of a rotation matrix. The order is XZY.

toEulerYXZ()

Return the Euler angles of a rotation matrix. The order is YXZ.

toEulerZYX()

Return the Euler angles of a rotation matrix. The order is ZYX.

fromToRotation(_from, to)

Returns a rotation matrix that rotates one vector into another. The generated rotation matrix will rotate the vector _from into the vector to. _from and to must be unit vectors!

This method is based on the code from:

Tomas Möller and John Hughes
Efficiently Building a Matrix to Rotate One Vector to Another
Journal of Graphics Tools, 4(4):1-4, 1999

This is a static method.

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