Matrix4 Member List

This is the complete list of members for Matrix4, including all inherited members.
Add(Matrix4 m)Matrix4
Add(ref Matrix4 m, out Matrix4 result)Matrix4
Add(Matrix4 m1, Matrix4 m2)Matrix4 [static]
Add(ref Matrix4 m1, ref Matrix4 m2, out Matrix4 result)Matrix4 [static]
AxisWMatrix4
AxisXMatrix4
AxisYMatrix4
AxisZMatrix4
ColumnWMatrix4
ColumnXMatrix4
ColumnYMatrix4
ColumnZMatrix4
Determinant()Matrix4
Determinant(Matrix4 m)Matrix4 [static]
Determinant(ref Matrix4 m)Matrix4 [static]
Divide(float f)Matrix4
Divide(float f, out Matrix4 result)Matrix4
Divide(Matrix4 m, float f)Matrix4 [static]
Divide(ref Matrix4 m, float f, out Matrix4 result)Matrix4 [static]
Equals(Matrix4 m, float epsilon)Matrix4
Equals(Matrix4 m)Matrix4
Equals(Object o)Matrix4
Frustum(float l, float r, float b, float t, float n, float f)Matrix4 [static]
Frustum(float l, float r, float b, float t, float n, float f, out Matrix4 result)Matrix4 [static]
GetHashCode()Matrix4
IdentityMatrix4 [static]
Inverse()Matrix4
Inverse(out Matrix4 result)Matrix4
Inverse(Matrix4 m)Matrix4 [static]
Inverse(ref Matrix4 m, out Matrix4 result)Matrix4 [static]
InverseAffine()Matrix4
InverseAffine(out Matrix4 result)Matrix4
InverseAffine(Matrix4 m)Matrix4 [static]
InverseAffine(ref Matrix4 m, out Matrix4 result)Matrix4 [static]
InverseOrthonormal()Matrix4
InverseOrthonormal(out Matrix4 result)Matrix4
InverseOrthonormal(Matrix4 m)Matrix4 [static]
InverseOrthonormal(ref Matrix4 m, out Matrix4 result)Matrix4 [static]
IsIdentity()Matrix4
IsInfinity()Matrix4
IsNaN()Matrix4
IsOrthonormal(float epsilon)Matrix4
LookAt(Vector3 eye, Vector3 center, Vector3 up)Matrix4 [static]
LookAt(ref Vector3 eye, ref Vector3 center, ref Vector3 up, out Matrix4 result)Matrix4 [static]
M11Matrix4
M12Matrix4
M13Matrix4
M14Matrix4
M21Matrix4
M22Matrix4
M23Matrix4
M24Matrix4
M31Matrix4
M32Matrix4
M33Matrix4
M34Matrix4
M41Matrix4
M42Matrix4
M43Matrix4
M44Matrix4
Matrix4(float m11, float m12, float m13, float m14, float m21, float m22, float m23, float m24, float m31, float m32, float m33, float m34, float m41, float m42, float m43, float m44)Matrix4
Matrix4(Vector4 x, Vector4 y, Vector4 z, Vector4 w)Matrix4
Matrix4(Vector3 x, Vector3 y, Vector3 z, Vector3 w)Matrix4
Multiply(Matrix4 m)Matrix4
Multiply(ref Matrix4 m, out Matrix4 result)Matrix4
Multiply(float f)Matrix4
Multiply(float f, out Matrix4 result)Matrix4
Multiply(Matrix4 m1, Matrix4 m2)Matrix4 [static]
Multiply(ref Matrix4 m1, ref Matrix4 m2, out Matrix4 result)Matrix4 [static]
Multiply(Matrix4 m, float f)Matrix4 [static]
Multiply(ref Matrix4 m, float f, out Matrix4 result)Matrix4 [static]
MultiplyAffine(Matrix4 m)Matrix4
MultiplyAffine(ref Matrix4 m, out Matrix4 result)Matrix4
MultiplyAffine(Matrix4 m1, Matrix4 m2)Matrix4 [static]
MultiplyAffine(ref Matrix4 m1, ref Matrix4 m2, out Matrix4 result)Matrix4 [static]
Negate()Matrix4
Negate(out Matrix4 result)Matrix4
Negate(Matrix4 m)Matrix4 [static]
Negate(ref Matrix4 m, out Matrix4 result)Matrix4 [static]
operator!=(Matrix4 m1, Matrix4 m2)Matrix4 [static]
operator*(Matrix4 m1, Matrix4 m2)Matrix4 [static]
operator*(Matrix4 m, float f)Matrix4 [static]
operator*(float f, Matrix4 m)Matrix4 [static]
operator*(Matrix4 m, Vector4 v)Matrix4 [static]
operator+(Matrix4 m1, Matrix4 m2)Matrix4 [static]
operator-(Matrix4 m1, Matrix4 m2)Matrix4 [static]
operator-(Matrix4 m)Matrix4 [static]
operator/(Matrix4 m, float f)Matrix4 [static]
operator==(Matrix4 m1, Matrix4 m2)Matrix4 [static]
Ortho(float l, float r, float b, float t, float n, float f)Matrix4 [static]
Ortho(float l, float r, float b, float t, float n, float f, out Matrix4 result)Matrix4 [static]
Orthonormalize()Matrix4
Orthonormalize(out Matrix4 result)Matrix4
Orthonormalize(Matrix4 m)Matrix4 [static]
Orthonormalize(ref Matrix4 m, out Matrix4 result)Matrix4 [static]
Perspective(float fovy, float aspect, float n, float f)Matrix4 [static]
Perspective(float fovy, float aspect, float n, float f, out Matrix4 result)Matrix4 [static]
RotationAxis(Vector3 axis, float angle)Matrix4 [static]
RotationAxis(ref Vector3 axis, float angle, out Matrix4 result)Matrix4 [static]
RotationX(float angle)Matrix4 [static]
RotationX(float angle, out Matrix4 result)Matrix4 [static]
RotationXyz(float x, float y, float z)Matrix4 [static]
RotationXyz(float x, float y, float z, out Matrix4 result)Matrix4 [static]
RotationXyz(Vector3 angles)Matrix4 [static]
RotationXyz(ref Vector3 angles, out Matrix4 result)Matrix4 [static]
RotationXzy(float x, float y, float z)Matrix4 [static]
RotationXzy(float x, float y, float z, out Matrix4 result)Matrix4 [static]
RotationXzy(Vector3 angles)Matrix4 [static]
RotationXzy(ref Vector3 angles, out Matrix4 result)Matrix4 [static]
RotationY(float angle)Matrix4 [static]
RotationY(float angle, out Matrix4 result)Matrix4 [static]
RotationYxz(float x, float y, float z)Matrix4 [static]
RotationYxz(float x, float y, float z, out Matrix4 result)Matrix4 [static]
RotationYxz(Vector3 angles)Matrix4 [static]
RotationYxz(ref Vector3 angles, out Matrix4 result)Matrix4 [static]
RotationYzx(float x, float y, float z)Matrix4 [static]
RotationYzx(float x, float y, float z, out Matrix4 result)Matrix4 [static]
RotationYzx(Vector3 angles)Matrix4 [static]
RotationYzx(ref Vector3 angles, out Matrix4 result)Matrix4 [static]
RotationZ(float angle)Matrix4 [static]
RotationZ(float angle, out Matrix4 result)Matrix4 [static]
RotationZxy(float x, float y, float z)Matrix4 [static]
RotationZxy(float x, float y, float z, out Matrix4 result)Matrix4 [static]
RotationZxy(Vector3 angles)Matrix4 [static]
RotationZxy(ref Vector3 angles, out Matrix4 result)Matrix4 [static]
RotationZyx(float x, float y, float z)Matrix4 [static]
RotationZyx(float x, float y, float z, out Matrix4 result)Matrix4 [static]
RotationZyx(Vector3 angles)Matrix4 [static]
RotationZyx(ref Vector3 angles, out Matrix4 result)Matrix4 [static]
RowWMatrix4
RowXMatrix4
RowYMatrix4
RowZMatrix4
Scale(float x, float y, float z)Matrix4 [static]
Scale(float x, float y, float z, out Matrix4 result)Matrix4 [static]
Scale(Vector3 scale)Matrix4 [static]
Scale(ref Vector3 scale, out Matrix4 result)Matrix4 [static]
Scale(Vector2 scale)Matrix4 [static]
Scale(ref Vector2 scale, out Matrix4 result)Matrix4 [static]
Subtract(Matrix4 m)Matrix4
Subtract(ref Matrix4 m, out Matrix4 result)Matrix4
Subtract(Matrix4 m1, Matrix4 m2)Matrix4 [static]
Subtract(ref Matrix4 m1, ref Matrix4 m2, out Matrix4 result)Matrix4 [static]
ToString()Matrix4
Transform(Vector4 v)Matrix4
Transform(ref Vector4 v, out Vector4 result)Matrix4
Transform(Matrix4 m, Vector4 v)Matrix4 [static]
Transform(ref Matrix4 m, ref Vector4 v, out Vector4 result)Matrix4 [static]
Transformation(Vector3 translation, Quaternion rotation, Vector3 scale)Matrix4 [static]
Transformation(ref Vector3 translation, ref Quaternion rotation, ref Vector3 scale, out Matrix4 result)Matrix4 [static]
Transformation(Vector2 translation, float rotation, Vector2 scale)Matrix4 [static]
Transformation(ref Vector2 translation, float rotation, ref Vector2 scale, out Matrix4 result)Matrix4 [static]
Transformation(Vector3 translation, Vector3 scale)Matrix4 [static]
Transformation(ref Vector3 translation, ref Vector3 scale, out Matrix4 result)Matrix4 [static]
Transformation(Vector2 translation, Vector2 scale)Matrix4 [static]
Transformation(ref Vector2 translation, ref Vector2 scale, out Matrix4 result)Matrix4 [static]
TransformPoint(Vector3 v)Matrix4
TransformPoint(ref Vector3 v, out Vector3 result)Matrix4
TransformPoint(Vector2 v)Matrix4
TransformPoint(ref Vector2 v, out Vector2 result)Matrix4
TransformPoint(Matrix4 m, Vector3 v)Matrix4 [static]
TransformPoint(ref Matrix4 m, ref Vector3 v, out Vector3 result)Matrix4 [static]
TransformPoint(Matrix4 m, Vector2 v)Matrix4 [static]
TransformPoint(ref Matrix4 m, ref Vector2 v, out Vector2 result)Matrix4 [static]
TransformProjection(Vector4 v)Matrix4
TransformProjection(ref Vector4 v, out Vector4 result)Matrix4
TransformProjection(Vector3 v)Matrix4
TransformProjection(ref Vector3 v, out Vector3 result)Matrix4
TransformProjection(Vector2 v)Matrix4
TransformProjection(ref Vector2 v, out Vector2 result)Matrix4
TransformProjection(Matrix4 m, Vector4 v)Matrix4 [static]
TransformProjection(ref Matrix4 m, ref Vector4 v, out Vector4 result)Matrix4 [static]
TransformProjection(Matrix4 m, Vector3 v)Matrix4 [static]
TransformProjection(ref Matrix4 m, ref Vector3 v, out Vector3 result)Matrix4 [static]
TransformProjection(Matrix4 m, Vector2 v)Matrix4 [static]
TransformProjection(ref Matrix4 m, ref Vector2 v, out Vector2 result)Matrix4 [static]
TransformVector(Vector3 v)Matrix4
TransformVector(ref Vector3 v, out Vector3 result)Matrix4
TransformVector(Vector2 v)Matrix4
TransformVector(ref Vector2 v, out Vector2 result)Matrix4
TransformVector(Matrix4 m, Vector3 v)Matrix4 [static]
TransformVector(ref Matrix4 m, ref Vector3 v, out Vector3 result)Matrix4 [static]
TransformVector(Matrix4 m, Vector2 v)Matrix4 [static]
TransformVector(ref Matrix4 m, ref Vector2 v, out Vector2 result)Matrix4 [static]
Translation(float x, float y, float z)Matrix4 [static]
Translation(float x, float y, float z, out Matrix4 result)Matrix4 [static]
Translation(Vector3 translation)Matrix4 [static]
Translation(ref Vector3 translation, out Matrix4 result)Matrix4 [static]
Translation(Vector2 translation)Matrix4 [static]
Translation(ref Vector2 translation, out Matrix4 result)Matrix4 [static]
Transpose()Matrix4
Transpose(out Matrix4 result)Matrix4
Transpose(Matrix4 m)Matrix4 [static]
Transpose(ref Matrix4 m, out Matrix4 result)Matrix4 [static]
ZeroMatrix4 [static]