Welcome to Python-flavored Magnum! Please note that, while already being rather stable, this functionality is still considered experimental and some APIs might get changed without preserving full backwards compatibility.

magnum.Matrix4 class

3D float transformation matrix

Static methods

def translation(vector: Vector3) -> Matrix4
3D translation matrix
def from_(rotation_scaling: Matrix3x3, translation: Vector3) -> Matrix4
Create a matrix from a rotation/scaling part and a translation part
def from_diagonal(diagonal: Vector4) -> Matrix4
Construct a diagonal matrix
def identity_init(value: float = 1.0) -> Matrix4
Construct an identity matrix
def look_at(eye: Vector3, target: Vector3, up: Vector3) -> Matrix4
Matrix oriented towards a specific point
def orthographic_projection(size: Vector2, near: float, far: float) -> Matrix4
3D orthographic projection matrix
def orthographic_projection(bottom_left: Vector2, top_right: Vector2, near: float, far: float) -> Matrix4
3D off-center orthographic projection matrix
def perspective_projection(size: Vector2, near: float, far: float) -> Matrix4
3D perspective projection matrix
def perspective_projection(fov: Rad, aspect_ratio: float, near: float, far: float) -> Matrix4
3D perspective projection matrix
def perspective_projection(bottom_left: Vector2, top_right: Vector2, near: float, far: float) -> Matrix4
3D off-center perspective projection matrix
def reflection(normal: Vector3) -> Matrix4
3D reflection matrix
def rotation(angle: Rad, normalized_axis: Vector3) -> Matrix4
3D rotation matrix
def rotation_x(angle: Rad) -> Matrix4
3D rotation matrix around the X axis
def rotation_y(angle: Rad) -> Matrix4
3D rotation matrix around the Y axis
def rotation_z(angle: Rad) -> Matrix4
3D rotation matrix around the Z axis
def scaling(vector: Vector3) -> Matrix4
3D scaling matrix
def shearing_xy(amount_x: float, amount_y: float) -> Matrix4
3D shearing matrix along the XY plane
def shearing_xz(amount_x: float, amount_z: float) -> Matrix4
3D shearning matrix along the XZ plane
def shearing_yz(amount_y: float, amount_z: float) -> Matrix4
3D shearing matrix along the YZ plane
def zero_init() -> Matrix4
Construct a zero-filled matrix

Methods

def adjugate(self, /) -> Matrix4
Adjugate matrix
def cofactor(self, col: int, row: int) -> float
Cofactor
def comatrix(self, /) -> Matrix4
Matrix of cofactors
def determinant(self, /) -> float
Determinant
def diagonal(self, /) -> Vector4
Values on diagonal
def flipped_cols(self, /) -> Matrix4
Matrix with flipped cols
def flipped_rows(self, /) -> Matrix4
Matrix with flipped rows
def inverted(self, /) -> Matrix4
Inverted matrix
def inverted_orthogonal(self, /) -> Matrix4
Inverted orthogonal matrix
def inverted_rigid(self, /) -> Matrix4
Inverted rigid transformation matrix
def is_orthogonal(self, /) -> bool
Whether the matrix is orthogonal
def is_rigid_transformation(self, /) -> bool
Check whether the matrix represents a rigid transformation
def normal_matrix(self, /) -> Matrix3x3
Normal matrix
def rotation(self, /) -> Matrix3x3
3D rotation part of the matrix
def rotation_normalized(self, /) -> Matrix3x3
3D rotation part of the matrix assuming there is no scaling
def rotation_scaling(self, /) -> Matrix3x3
3D rotation and scaling part of the matrix
def rotation_shear(self, /) -> Matrix3x3
3D rotation and shear part of the matrix
def scaling(self, /) -> Vector3
Non-uniform scaling part of the matrix
def scaling_squared(self, /) -> Vector3
Non-uniform scaling part of the matrix, squared
def trace(self, /) -> float
Trace of the matrix
def transform_point(self, vector: Vector3) -> Vector3
Transform a 3D point with the matrix
def transform_vector(self, vector: Vector3) -> Vector3
Transform a 3D vector with the matrix
def transposed(self, /) -> Matrix4
Transposed matrix
def uniform_scaling(self, /) -> float
Uniform scaling part of the matrix
def uniform_scaling_squared(self, /) -> float
Uniform scaling part of the matrix, squared

Special methods

def __add__(self, arg0: Matrix4, /) -> Matrix4
Add a matrix
def __buffer__(self, flags, /)
Return a buffer object that exposes the underlying memory of the object.
def __eq__(self, arg0: Matrix4x4, /) -> bool
Equality comparison
def __getitem__(self, arg0: int, /) -> Vector4
Column at given position
def __getitem__(self, arg0: tuple[int, int], /) -> float
Value at given col/row
def __getstate__(self, /) -> bytes
Dumps the in-memory representation of matrix components
def __iadd__(self, arg0: Matrix4, /) -> Matrix4
Add and assign a matrix
def __imul__(self, arg0: float, /) -> Matrix4
Multiply with a scalar and assign
def __init__(self, arg0: Matrix4d, /) -> None
Construct from different underlying type
def __init__(self, arg0: Buffer, /) -> None
Construct from a buffer
def __init__(self, /) -> None
Default constructor
def __init__(self, arg0: float, /) -> None
Construct a matrix with one value for all components
def __init__(self, arg0: Vector4, arg1: Vector4, arg2: Vector4, arg3: Vector4, /) -> None
Construct from column vectors
def __init__(self, arg0: tuple[Vector4, Vector4, Vector4, Vector4], /) -> None
Construct from a column vector tuple
def __init__(self, arg0: tuple[tuple[float, float, float, float], tuple[float, float, float, float], tuple[float, float, float, float], tuple[float, float, float, float]], /) -> None
Construct from a column tuple
def __isub__(self, arg0: Matrix4, /) -> Matrix4
Subtract and assign a matrix
def __itruediv__(self, arg0: float, /) -> Matrix4
Divide with a scalar and assign
def __len__() -> int
Matrix column count. Returns 4.
def __matmul__(self, arg0: Matrix4, /) -> Matrix4
Multiply a matrix
def __mul__(self, arg0: float, /) -> Matrix4
Multiply with a scalar
def __mul__(self, arg0: Vector4, /) -> Vector4
Multiply a vector
def __ne__(self, arg0: Matrix4x4, /) -> bool
Non-equality comparison
def __neg__(self, /) -> Matrix4
Negated matrix
def __release_buffer__(self, buffer, /)
Release the buffer object that exposes the underlying memory of the object.
def __repr__(self, /) -> str
Object representation
def __rmul__(self, arg0: float, /) -> Matrix4
Multiply a scalar with a matrix
def __rtruediv__(self, arg0: float, /) -> Matrix4
Divide a matrix with a scalar and invert
def __setitem__(self, arg0: int, arg1: Vector4, /) -> None
Set a column at given position
def __setitem__(self, arg0: tuple[int, int], arg1: float, /) -> None
Set a value at given col/row
def __setstate__(self, arg0: bytes, /) -> None
Treats the data as the in-memory representation of matrix components
def __sub__(self, arg0: Matrix4, /) -> Matrix4
Subtract a matrix
def __truediv__(self, arg0: float, /) -> Matrix4
Divide with a scalar

Properties

backward: Vector3 get set
Backward-pointing 3D vector
Right-pointing 3D vector
translation: Vector3 get set
3D translation part of the matrix
up: Vector3 get set
Up-pointing 3D vector

Method documentation

def magnum.Matrix4.reflection(normal: Vector3) -> Matrix4 staticmethod

3D reflection matrix

Exceptions
ValueError If normal is not normalized

def magnum.Matrix4.inverted_orthogonal(self, /) -> Matrix4

Inverted orthogonal matrix

Exceptions
ValueError If the matrix is not orthogonal

def magnum.Matrix4.inverted_rigid(self, /) -> Matrix4

Inverted rigid transformation matrix

Exceptions
ValueError If the matrix doesn’t represent a rigid transformation

def magnum.Matrix4.rotation(self, /) -> Matrix3x3

3D rotation part of the matrix

Exceptions
ValueError If the normalized rotation part is not orthogonal

def magnum.Matrix4.rotation_normalized(self, /) -> Matrix3x3

3D rotation part of the matrix assuming there is no scaling

Exceptions
ValueError If the rotation part is not orthogonal

def magnum.Matrix4.uniform_scaling(self, /) -> float

Uniform scaling part of the matrix

Exceptions
ValueError If the matrix doesn’t have uniform scaling

def magnum.Matrix4.uniform_scaling_squared(self, /) -> float

Uniform scaling part of the matrix, squared

Exceptions
ValueError If the matrix doesn’t have uniform scaling

def magnum.Matrix4.__setstate__(self, arg0: bytes, /) -> None

Treats the data as the in-memory representation of matrix components

Exceptions
ValueError If the data size doesn’t match type size