minieigen documentation
miniEigen is wrapper for a small part of the Eigen library. Refer to its documentation for details. All classes in this module support pickling.
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class minieigen.AlignedBox2
Axis-aligned box object in 2d, defined by its minimum and maximum corners
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area() → float
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center() → Vector2
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clamp((AlignedBox2)arg2) → None
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contains((Vector2)arg2) → bool
contains( (AlignedBox2)arg1, (AlignedBox2)arg2) → bool
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empty() → bool
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extend((Vector2)arg2) → None
extend( (AlignedBox2)arg1, (AlignedBox2)arg2) → None
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intersection((AlignedBox2)arg2) → AlignedBox2
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max
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merged((AlignedBox2)arg2) → AlignedBox2
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min
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sizes() → Vector2
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volume() → float
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class minieigen.AlignedBox3
Axis-aligned box object, defined by its minimum and maximum corners
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center() → Vector3
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clamp((AlignedBox3)arg2) → None
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contains((Vector3)arg2) → bool
contains( (AlignedBox3)arg1, (AlignedBox3)arg2) → bool
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empty() → bool
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extend((Vector3)arg2) → None
extend( (AlignedBox3)arg1, (AlignedBox3)arg2) → None
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intersection((AlignedBox3)arg2) → AlignedBox3
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max
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merged((AlignedBox3)arg2) → AlignedBox3
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min
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sizes() → Vector3
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volume() → float
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class minieigen.Matrix3
3x3 float matrix.
Supported operations (m is a Matrix3, f if a float/int, v is a Vector3): -m, m+m, m+=m, m-m, m-=m, m*f, f*m, m*=f, m/f, m/=f, m*m, m*=m, m*v, v*m, m==m, m!=m.
Static attributes: Zero, Ones, Identity.
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Identity = Matrix3(1,0,0, 0,1,0, 0,0,1)
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Ones = Matrix3(1,1,1, 1,1,1, 1,1,1)
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Random() → Matrix3 [STATIC]
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Zero = Matrix3(0,0,0, 0,0,0, 0,0,0)
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col((int)arg2) → Vector3
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determinant() → float
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diagonal() → Vector3
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inverse() → Matrix3
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maxAbsCoeff() → float
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norm() → float
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pruned([(float)absTol=1e-06]) → Matrix3
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row((int)arg2) → Vector3
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sum() → float
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trace() → float
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transpose() → Matrix3
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class minieigen.Matrix6
6x6 float matrix. Constructed from 4 3x3 sub-matrices, from 6xVector6 (rows).
Supported operations (m is a Matrix6, f if a float/int, v is a Vector6): -m, m+m, m+=m, m-m, m-=m, m*f, f*m, m*=f, m/f, m/=f, m*m, m*=m, m*v, v*m, m==m, m!=m.
Static attributes: Zero, Ones, Identity.
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Identity = Matrix6( ( 1, 0, 0, 0, 0, 0), ( 0, 1, 0, 0, 0, 0), ( 0, 0, 1, 0, 0, 0), ( 0, 0, 0, 1, 0, 0), ( 0, 0, 0, 0, 1, 0), ( 0, 0, 0, 0, 0, 1), )
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Ones = Matrix6( ( 1, 1, 1, 1, 1, 1), ( 1, 1, 1, 1, 1, 1), ( 1, 1, 1, 1, 1, 1), ( 1, 1, 1, 1, 1, 1), ( 1, 1, 1, 1, 1, 1), ( 1, 1, 1, 1, 1, 1), )
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Random() → Matrix6 [STATIC]
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Zero = Matrix6( ( 0, 0, 0, 0, 0, 0), ( 0, 0, 0, 0, 0, 0), ( 0, 0, 0, 0, 0, 0), ( 0, 0, 0, 0, 0, 0), ( 0, 0, 0, 0, 0, 0), ( 0, 0, 0, 0, 0, 0), )
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col((int)arg2) → Vector6
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determinant() → float
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diagonal() → Vector6
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inverse() → Matrix6
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ll() → Matrix3
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lr() → Matrix3
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row((int)arg2) → Vector6
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sum() → float
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trace() → float
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transpose() → Matrix6
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ul() → Matrix3
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ur() → Matrix3
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class minieigen.MatrixX
XxX (dynamic-sized) float matrix. Constructed from list of rows (as VectorX).
Supported operations (m is a MatrixX, f if a float/int, v is a VectorX): -m, m+m, m+=m, m-m, m-=m, m*f, f*m, m*=f, m/f, m/=f, m*m, m*=m, m*v, v*m, m==m, m!=m.
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Random((int)arg2) → MatrixX [STATIC]
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col((int)arg2) → VectorX
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cols() → int
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determinant() → float
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diagonal() → VectorX
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inverse() → MatrixX
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maxAbsCoeff() → float
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pruned([(float)absTol=1e-06]) → MatrixX
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resize((int)arg2, (int)arg3) → None
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row((int)arg2) → VectorX
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rows() → int
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sum() → float
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trace() → float
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transpose() → MatrixX
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class minieigen.Quaternion
Quaternion representing rotation.
Supported operations (q is a Quaternion, v is a Vector3): q*q (rotation composition), q*=q, q*v (rotating v by q), q==q, q!=q.
Static attributes: Identity.
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Identity = Quaternion((1,0,0),0)
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Rotate((Vector3)v) → Vector3
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conjugate() → Quaternion
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inverse() → Quaternion
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norm() → float
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normalize() → None
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normalized() → Quaternion
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setFromTwoVectors((Vector3)u, (Vector3)v) → Quaternion
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toAngleAxis() → tuple
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toAxisAngle() → tuple
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toRotationMatrix() → Matrix3
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toRotationVector() → Vector3
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class minieigen.Vector2
3-dimensional float vector.
Supported operations (f if a float/int, v is a Vector3): -v, v+v, v+=v, v-v, v-=v, v*f, f*v, v*=f, v/f, v/=f, v==v, v!=v.
Implicit conversion from sequence (list, tuple, ...) of 2 floats.
Static attributes: Zero, Ones, UnitX, UnitY.
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Ones = Vector2(1,1)
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Random() → Vector2 [STATIC]
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Unit() → Vector2 [STATIC]
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UnitX = Vector2(1,0)
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UnitY = Vector2(0,1)
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Zero = Vector2(0,0)
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dot((Vector2)arg2) → float
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norm() → float
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normalize() → None
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normalized() → Vector2
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squaredNorm() → float
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sum() → float
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class minieigen.Vector2i
2-dimensional integer vector.
Supported operations (i if an int, v is a Vector2i): -v, v+v, v+=v, v-v, v-=v, v*i, i*v, v*=i, v==v, v!=v.
Implicit conversion from sequence (list, tuple, ...) of 2 integers.
Static attributes: Zero, Ones, UnitX, UnitY.
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Ones = Vector2i(1,1)
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Unit() → Vector2i [STATIC]
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UnitX = Vector2i(1,0)
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UnitY = Vector2i(0,1)
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Zero = Vector2i(0,0)
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dot((Vector2i)arg2) → float
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sum() → int
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class minieigen.Vector3
3-dimensional float vector.
Supported operations (f if a float/int, v is a Vector3): -v, v+v, v+=v, v-v, v-=v, v*f, f*v, v*=f, v/f, v/=f, v==v, v!=v, plus operations with Matrix3 and Quaternion.
Implicit conversion from sequence (list, tuple, ...) of 3 floats.
Static attributes: Zero, Ones, UnitX, UnitY, UnitZ.
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Ones = Vector3(1,1,1)
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Random() → Vector3 [STATIC]
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Unit() → Vector3 [STATIC]
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UnitX = Vector3(1,0,0)
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UnitY = Vector3(0,1,0)
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UnitZ = Vector3(0,0,1)
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Zero = Vector3(0,0,0)
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asDiagonal() → Matrix3
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cross((Vector3)arg2) → Vector3
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dot((Vector3)arg2) → float
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maxAbsCoeff() → float
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norm() → float
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normalize() → None
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normalized() → Vector3
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outer((Vector3)arg2) → Matrix3
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pruned([(float)absTol=1e-06]) → Vector3
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squaredNorm() → float
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sum() → float
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xy() → Vector2
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xz() → Vector2
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yx() → Vector2
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yz() → Vector2
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zx() → Vector2
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zy() → Vector2
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class minieigen.Vector3i
3-dimensional integer vector.
Supported operations (i if an int, v is a Vector3i): -v, v+v, v+=v, v-v, v-=v, v*i, i*v, v*=i, v==v, v!=v.
Implicit conversion from sequence (list, tuple, ...) of 3 integers.
Static attributes: Zero, Ones, UnitX, UnitY, UnitZ.
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Ones = Vector3i(1,1,1)
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Unit() → Vector3i [STATIC]
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UnitX = Vector3i(1,0,0)
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UnitY = Vector3i(0,1,0)
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UnitZ = Vector3i(0,0,1)
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Zero = Vector3i(0,0,0)
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cross((Vector3i)arg2) → Vector3i
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dot((Vector3i)arg2) → float
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sum() → int
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class minieigen.Vector6
6-dimensional float vector.
Supported operations (f if a float/int, v is a Vector6): -v, v+v, v+=v, v-v, v-=v, v*f, f*v, v*=f, v/f, v/=f, v==v, v!=v.
Implicit conversion from sequence (list, tuple, ...) of 6 floats.
Static attributes: Zero, Ones.
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Ones = Vector6(1,1,1, 1,1,1)
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Random() → Vector6 [STATIC]
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Zero = Vector6(0,0,0, 0,0,0)
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asDiagonal() → Matrix6
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head() → Vector3
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norm() → float
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normalize() → None
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normalized() → Vector6
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squaredNorm() → float
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sum() → float
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tail() → Vector3
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class minieigen.Vector6i
6-dimensional float vector.
Supported operations (f if a float/int, v is a Vector6): -v, v+v, v+=v, v-v, v-=v, v*f, f*v, v*=f, v/f, v/=f, v==v, v!=v.
Implicit conversion from sequence (list, tuple, ...) of 6 floats.
Static attributes: Zero, Ones.
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Ones = Vector6i(1,1,1, 1,1,1)
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Zero = Vector6i(0,0,0, 0,0,0)
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head() → Vector3i
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sum() → int
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tail() → Vector3i
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class minieigen.VectorX
Dynamic-sized float vector.
Supported operations (f if a float/int, v is a VectorX): -v, v+v, v+=v, v-v, v-=v, v*f, f*v, v*=f, v/f, v/=f, v==v, v!=v.
Implicit conversion from sequence (list, tuple, ...) of X floats.
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Random() → VectorX [STATIC]
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asDiagonal() → MatrixX
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norm() → float
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normalize() → None
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normalized() → VectorX
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resize((int)arg2) → None
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size() → int
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squaredNorm() → float
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sum() → float