構造体 Matrix4

matrix of 16 floats [詳細]

すべてのメンバ一覧

Public メソッド

 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)
 matrix constructor taking 16 scalar floats
 Matrix4 (Vector4 x, Vector4 y, Vector4 z, Vector4 w)
 matrix constructor initializing the 4 matrix column vectors
 Matrix4 (Vector3 x, Vector3 y, Vector3 z, Vector3 w)
 matrix constructor initializing the 4 matrix column vectors
float Determinant ()
 return the determinant of this matrix
Matrix4 Transpose ()
 get the transpose of the matrix
void Transpose (out Matrix4 result)
 get the transpose of the matrix
Matrix4 Inverse ()
 inverse for a matrix
void Inverse (out Matrix4 result)
 inverse for a matrix
Matrix4 InverseAffine ()
 inverse for an affine matrix
void InverseAffine (out Matrix4 result)
 inverse for an affine matrix
Matrix4 InverseOrthonormal ()
 inverse for a orthonormal martix
void InverseOrthonormal (out Matrix4 result)
 inverse for a orthonormal matrix
Matrix4 Orthonormalize ()
 orthonormalize a matrix
void Orthonormalize (out Matrix4 result)
 orthonormalize a matrix
Vector4 Transform (Vector4 v)
 return this * v
void Transform (ref Vector4 v, out Vector4 result)
 result = this * v
Vector3 TransformPoint (Vector3 v)
 return this * v (X,Y,Z,1)
void TransformPoint (ref Vector3 v, out Vector3 result)
 result = this * v (X,Y,Z,1)
Vector2 TransformPoint (Vector2 v)
 return this * v (X,Y,0,1)
void TransformPoint (ref Vector2 v, out Vector2 result)
 result = this * v (X,Y,0,1)
Vector3 TransformVector (Vector3 v)
 return this * v (X,Y,Z,0)
void TransformVector (ref Vector3 v, out Vector3 result)
 result = this * v (X,Y,Z,0)
Vector2 TransformVector (Vector2 v)
 return this * v (X,Y,0,0)
void TransformVector (ref Vector2 v, out Vector2 result)
 result = this * v (X,Y,0,0)
Vector4 TransformProjection (Vector4 v)
 return this * v ( divided by W )
void TransformProjection (ref Vector4 v, out Vector4 result)
 result = this * v ( divided by W )
Vector3 TransformProjection (Vector3 v)
 return this * v ( divided by W )
void TransformProjection (ref Vector3 v, out Vector3 result)
 result = this * v ( divided by W )
Vector2 TransformProjection (Vector2 v)
 return this * v ( divided by W )
void TransformProjection (ref Vector2 v, out Vector2 result)
 result = this * v ( divided by W )
Matrix4 Add (Matrix4 m)
 return this + m
void Add (ref Matrix4 m, out Matrix4 result)
 result = this + m
Matrix4 Subtract (Matrix4 m)
 return this - m
void Subtract (ref Matrix4 m, out Matrix4 result)
 result = this - m
Matrix4 Multiply (Matrix4 m)
 return this * m
void Multiply (ref Matrix4 m, out Matrix4 result)
 result = this * m
Matrix4 MultiplyAffine (Matrix4 m)
 return this * m ( for affine matrices )
void MultiplyAffine (ref Matrix4 m, out Matrix4 result)
 result = this * m ( for affine matrices )
Matrix4 Multiply (float f)
 return this * f
void Multiply (float f, out Matrix4 result)
 result = this * f
Matrix4 Divide (float f)
 return this / f
void Divide (float f, out Matrix4 result)
 result = this / f
Matrix4 Negate ()
 return -this
void Negate (out Matrix4 result)
 result = -this
bool IsOrthonormal (float epsilon)
 test to determine if a matrix is orthonormal
bool IsIdentity ()
 test if this is an identity matrix
bool IsInfinity ()
 test if any elements of this are Infinity
bool IsNaN ()
 test if any elements of this are NaN
bool Equals (Matrix4 m, float epsilon)
 equality test with an epsilon
bool Equals (Matrix4 m)
 equality test
override bool Equals (Object o)
 equality test
override string ToString ()
 convert matrix to string for printing
override int GetHashCode ()
 gets the hash code for this vector

Static Public メソッド

static Matrix4 Transformation (Vector3 translation, Quaternion rotation, Vector3 scale)
 gets translation matrix times rotation matrix times scale matrix
static void Transformation (ref Vector3 translation, ref Quaternion rotation, ref Vector3 scale, out Matrix4 result)
 gets translation matrix times rotation matrix times scale matrix
static Matrix4 Transformation (Vector2 translation, float rotation, Vector2 scale)
 gets translation matrix times rotation matrix times scale matrix
static void Transformation (ref Vector2 translation, float rotation, ref Vector2 scale, out Matrix4 result)
 gets translation matrix times rotation matrix times scale matrix
static Matrix4 Transformation (Vector3 translation, Vector3 scale)
 gets translation matrix times scale matrix
static void Transformation (ref Vector3 translation, ref Vector3 scale, out Matrix4 result)
 gets translation matrix times scale matrix
static Matrix4 Transformation (Vector2 translation, Vector2 scale)
 gets translation matrix times scale matrix
static void Transformation (ref Vector2 translation, ref Vector2 scale, out Matrix4 result)
 gets translation matrix times scale matrix
static Matrix4 Translation (float x, float y, float z)
 get a matrix for translating a point
static void Translation (float x, float y, float z, out Matrix4 result)
 get a matrix for translating a point
static Matrix4 Translation (Vector3 translation)
 get a matrix for translating a point
static void Translation (ref Vector3 translation, out Matrix4 result)
 get a matrix for translating a point
static Matrix4 Translation (Vector2 translation)
 get a matrix for translating a point
static void Translation (ref Vector2 translation, out Matrix4 result)
 get a matrix for translating a point
static Matrix4 RotationAxis (Vector3 axis, float angle)
 gets the matrix for rotating about an axis
static void RotationAxis (ref Vector3 axis, float angle, out Matrix4 result)
 gets the matrix for rotating about an axis
static Matrix4 RotationX (float angle)
 gets a matrix for rotating around the x axis
static void RotationX (float angle, out Matrix4 result)
 gets a matrix for rotating around the x axis
static Matrix4 RotationY (float angle)
 gets a matrix for rotating around the y axis
static void RotationY (float angle, out Matrix4 result)
 gets a matrix for rotating around the y axis
static Matrix4 RotationZ (float angle)
 gets a matrix for rotating around the z axis
static void RotationZ (float angle, out Matrix4 result)
 gets a matrix for rotating around the z axis
static Matrix4 RotationZyx (float x, float y, float z)
 create a new matrix from three euler angles
static void RotationZyx (float x, float y, float z, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 RotationZyx (Vector3 angles)
 create a new matrix from three euler angles
static void RotationZyx (ref Vector3 angles, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 RotationYxz (float x, float y, float z)
 create a new matrix from three euler angles
static void RotationYxz (float x, float y, float z, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 RotationYxz (Vector3 angles)
 create a new matrix from three euler angles
static void RotationYxz (ref Vector3 angles, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 RotationXzy (float x, float y, float z)
 create a new matrix from three euler angles
static void RotationXzy (float x, float y, float z, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 RotationXzy (Vector3 angles)
 create a new matrix from three euler angles
static void RotationXzy (ref Vector3 angles, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 RotationXyz (float x, float y, float z)
 create a new matrix from three euler angles
static void RotationXyz (float x, float y, float z, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 RotationXyz (Vector3 angles)
 create a new matrix from three euler angles
static void RotationXyz (ref Vector3 angles, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 RotationYzx (float x, float y, float z)
 create a new matrix from three euler angles
static void RotationYzx (float x, float y, float z, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 RotationYzx (Vector3 angles)
 create a new matrix from three euler angles
static void RotationYzx (ref Vector3 angles, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 RotationZxy (float x, float y, float z)
 create a new matrix from three euler angles
static void RotationZxy (float x, float y, float z, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 RotationZxy (Vector3 angles)
 create a new matrix from three euler angles
static void RotationZxy (ref Vector3 angles, out Matrix4 result)
 create a new matrix from three euler angles
static Matrix4 Scale (float x, float y, float z)
 get a matrix for scaling a point
static void Scale (float x, float y, float z, out Matrix4 result)
 get a matrix for scaling a point
static Matrix4 Scale (Vector3 scale)
 get a matrix for scaling a point
static void Scale (ref Vector3 scale, out Matrix4 result)
 get a matrix for scaling a point
static Matrix4 Scale (Vector2 scale)
 get a matrix for scaling a point
static void Scale (ref Vector2 scale, out Matrix4 result)
 get a matrix for scaling a point
static Matrix4 Perspective (float fovy, float aspect, float n, float f)
 gets a perspective matrix
static void Perspective (float fovy, float aspect, float n, float f, out Matrix4 result)
 gets a perspective matrix
static Matrix4 Frustum (float l, float r, float b, float t, float n, float f)
 gets a perspective matrix
static void Frustum (float l, float r, float b, float t, float n, float f, out Matrix4 result)
 gets a perspective matrix
static Matrix4 Ortho (float l, float r, float b, float t, float n, float f)
 gets an orthographic matrix
static void Ortho (float l, float r, float b, float t, float n, float f, out Matrix4 result)
 gets an orthographic matrix
static Matrix4 LookAt (Vector3 eye, Vector3 center, Vector3 up)
 gets the matrix for a viewing transformation
static void LookAt (ref Vector3 eye, ref Vector3 center, ref Vector3 up, out Matrix4 result)
 gets the matrix for a viewing transformation
static float Determinant (Matrix4 m)
 static function equivalent to Determinant()
static float Determinant (ref Matrix4 m)
 static function equivalent to Determinant()
static Matrix4 Transpose (Matrix4 m)
 static function equivalent to Transpose()
static void Transpose (ref Matrix4 m, out Matrix4 result)
 static function equivalent to Transpose(out Matrix4)
static Matrix4 Inverse (Matrix4 m)
 static function equivalent to Inverse()
static void Inverse (ref Matrix4 m, out Matrix4 result)
 static function equivalent to Inverse(out Matrix4)
static Matrix4 InverseAffine (Matrix4 m)
 static function equivalent to InverseAffine()
static void InverseAffine (ref Matrix4 m, out Matrix4 result)
 static function equivalent to InverseAffine(out Matrix4)
static Matrix4 InverseOrthonormal (Matrix4 m)
 static function equivalent to InverseOrthonormal()
static void InverseOrthonormal (ref Matrix4 m, out Matrix4 result)
 static function equivalent to InverseOrthonormal(out Matrix4)
static Matrix4 Orthonormalize (Matrix4 m)
 static function equivalent to Orthonormalize()
static void Orthonormalize (ref Matrix4 m, out Matrix4 result)
 static function equivalent to Orthonormalize(out Matrix4)
static Vector4 Transform (Matrix4 m, Vector4 v)
 static function equivalent to Transform(Vector4)
static void Transform (ref Matrix4 m, ref Vector4 v, out Vector4 result)
 static function equivalent to Transform(ref Vector4, out Vector4)
static Vector3 TransformPoint (Matrix4 m, Vector3 v)
 static function equivalent to TransformPoint(Vector3)
static void TransformPoint (ref Matrix4 m, ref Vector3 v, out Vector3 result)
 static function equivalent to TransformPoint(ref Vector3, out Vector3)
static Vector2 TransformPoint (Matrix4 m, Vector2 v)
 static function equivalent to TransformPoint(Vector2)
static void TransformPoint (ref Matrix4 m, ref Vector2 v, out Vector2 result)
 static function equivalent to TransformPoint(ref Vector2, out Vector2)
static Vector3 TransformVector (Matrix4 m, Vector3 v)
 static function equivalent to TransformVector(Vector3)
static void TransformVector (ref Matrix4 m, ref Vector3 v, out Vector3 result)
 static function equivalent to TransformVector(ref Vector3, out Vector3)
static Vector2 TransformVector (Matrix4 m, Vector2 v)
 static function equivalent to TransformVector(Vector2)
static void TransformVector (ref Matrix4 m, ref Vector2 v, out Vector2 result)
 static function equivalent to TransformVector(ref Vector2, out Vector2)
static Vector4 TransformProjection (Matrix4 m, Vector4 v)
 static function equivalent to TransformProjection(Vector4)
static void TransformProjection (ref Matrix4 m, ref Vector4 v, out Vector4 result)
 static function equivalent to TransformProjection(ref Vector4, out Vector4)
static Vector3 TransformProjection (Matrix4 m, Vector3 v)
 static function equivalent to TransformProjection(Vector3)
static void TransformProjection (ref Matrix4 m, ref Vector3 v, out Vector3 result)
 static function equivalent to TransformProjection(ref Vector3, out Vector3)
static Vector2 TransformProjection (Matrix4 m, Vector2 v)
 static function equivalent to TransformProjection(Vector2)
static void TransformProjection (ref Matrix4 m, ref Vector2 v, out Vector2 result)
 static function equivalent to TransformProjection(ref Vector2, out Vector2)
static Matrix4 Add (Matrix4 m1, Matrix4 m2)
 static function equivalent to Add(Matrix4)
static void Add (ref Matrix4 m1, ref Matrix4 m2, out Matrix4 result)
 static function equivalent to Add(ref Matrix4, out Matrix4)
static Matrix4 Subtract (Matrix4 m1, Matrix4 m2)
 static function equivalent to Subtract(Matrix4)
static void Subtract (ref Matrix4 m1, ref Matrix4 m2, out Matrix4 result)
 static function equivalent to Subtract(ref Matrix4, out Matrix4)
static Matrix4 Multiply (Matrix4 m1, Matrix4 m2)
 static function equivalent to Multiply(Matrix4)
static void Multiply (ref Matrix4 m1, ref Matrix4 m2, out Matrix4 result)
 static function equivalent to Multiply(ref Matrix4, out Matrix4)
static Matrix4 MultiplyAffine (Matrix4 m1, Matrix4 m2)
 static function equivalent to MultiplyAffine(Matrix4)
static void MultiplyAffine (ref Matrix4 m1, ref Matrix4 m2, out Matrix4 result)
 static function equivalent to MultiplyAffine(ref Matrix4, out Matrix4)
static Matrix4 Multiply (Matrix4 m, float f)
 static function equivalent to Multiply(float)
static void Multiply (ref Matrix4 m, float f, out Matrix4 result)
 static function equivalent to Multiply(float, out Matrix4)
static Matrix4 Divide (Matrix4 m, float f)
 static function equivalent to Divide(float)
static void Divide (ref Matrix4 m, float f, out Matrix4 result)
 static function equivalent to Divide(float, out Matrix4)
static Matrix4 Negate (Matrix4 m)
 static function equivalent to Negate()
static void Negate (ref Matrix4 m, out Matrix4 result)
 static function equivalent to Negate(out Matrix4)
static bool operator== (Matrix4 m1, Matrix4 m2)
 operator to test if two matrices are equal
static bool operator!= (Matrix4 m1, Matrix4 m2)
 operator to test if two matrices are not equal
static Matrix4 operator+ (Matrix4 m1, Matrix4 m2)
 operator adding each element of matrix 1 to the corresponding element of matrix 2
static Matrix4 operator- (Matrix4 m1, Matrix4 m2)
 operator subtracting each element of matrix 2 from the corresponding element of matrix 1
static Matrix4 operator- (Matrix4 m)
 unary minus operator
static Matrix4 operator* (Matrix4 m1, Matrix4 m2)
 operator multiplying a matrix by a matrix
static Matrix4 operator* (Matrix4 m, float f)
 operator multiplying each matrix element by a scalar float value
static Matrix4 operator* (float f, Matrix4 m)
 operator multiplying each matrix element by a scalar float value
static Vector4 operator* (Matrix4 m, Vector4 v)
 operator multiplying a matrix by a vector
static Matrix4 operator/ (Matrix4 m, float f)
 operator dividing each matrix element by a scalar float value

Public 変数

float M11
 column 1, element 1
float M12
 column 1, element 2
float M13
 column 1, element 3
float M14
 column 1, element 4
float M21
 column 2, element 1
float M22
 column 2, element 2
float M23
 column 2, element 3
float M24
 column 2, element 4
float M31
 column 3, element 1
float M32
 column 3, element 2
float M33
 column 3, element 3
float M34
 column 3, element 4
float M41
 column 4, element 1
float M42
 column 4, element 2
float M43
 column 4, element 3
float M44
 column 4, element 4

Static Public 変数

static readonly Matrix4 Zero = new Matrix4(Vector4.Zero, Vector4.Zero, Vector4.Zero, Vector4.Zero)
 a matrix of all zeroes
static readonly Matrix4 Identity = new Matrix4(Vector4.UnitX, Vector4.UnitY, Vector4.UnitZ, Vector4.UnitW)
 identity matrix

プロパティ

Vector4 ColumnX [get, set]
 the first column in the matrix
Vector4 ColumnY [get, set]
 the second column in the matrix
Vector4 ColumnZ [get, set]
 the third column in the matrix
Vector4 ColumnW [get, set]
 the fourth column in the matrix
Vector4 RowX [get, set]
 the first row in the matrix
Vector4 RowY [get, set]
 the second row in the matrix
Vector4 RowZ [get, set]
 the third row in the matrix
Vector4 RowW [get, set]
 the fourth row in the matrix
Vector3 AxisX [get, set]
 XYZ components of ColumnX.
Vector3 AxisY [get, set]
 XYZ components of ColumnY.
Vector3 AxisZ [get, set]
 XYZ components of ColumnZ.
Vector3 AxisW [get, set]
 XYZ components of ColumnW.

説明

matrix of 16 floats


コンストラクタとデストラクタ

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 
)

matrix constructor taking 16 scalar floats

引数:
m11value to initialize column 1 element 1 with
m12value to initialize column 1 element 2 with
m13value to initialize column 1 element 3 with
m14value to initialize column 1 element 4 with
m21value to initialize column 2 element 1 with
m22value to initialize column 2 element 2 with
m23value to initialize column 2 element 3 with
m24value to initialize column 2 element 4 with
m31value to initialize column 3 element 1 with
m32value to initialize column 3 element 2 with
m33value to initialize column 3 element 3 with
m34value to initialize column 3 element 4 with
m41value to initialize column 4 element 1 with
m42value to initialize column 4 element 2 with
m43value to initialize column 4 element 3 with
m44value to initialize column 4 element 4 with
Matrix4 ( Vector4  x,
Vector4  y,
Vector4  z,
Vector4  w 
)

matrix constructor initializing the 4 matrix column vectors

引数:
xvector to initialize matrix column 1 with
yvector to initialize matrix column 2 with
zvector to initialize matrix column 3 with
wvector to initialize matrix column 4 with
Matrix4 ( Vector3  x,
Vector3  y,
Vector3  z,
Vector3  w 
)

matrix constructor initializing the 4 matrix column vectors

引数:
xvector to initialize matrix column 1 with
yvector to initialize matrix column 2 with
zvector to initialize matrix column 3 with
wvector to initialize matrix column 4 with

メソッド

Matrix4 Add ( Matrix4  m)

return this + m

引数:
mmatrix
戻り値:
this + m
static Matrix4 Add ( Matrix4  m1,
Matrix4  m2 
) [static]

static function equivalent to Add(Matrix4)

引数:
m1matrix 1
m2matrix 2
戻り値:
m1 + m2
static void Add ( ref Matrix4  m1,
ref Matrix4  m2,
out Matrix4  result 
) [static]

static function equivalent to Add(ref Matrix4, out Matrix4)

引数:
m1matrix 1
m2matrix 2
resultm1 + m2
void Add ( ref Matrix4  m,
out Matrix4  result 
)

result = this + m

引数:
mmatrix
resultthis + m
static float Determinant ( Matrix4  m) [static]

static function equivalent to Determinant()

引数:
mmatrix
戻り値:
the determinant of this matrix
float Determinant ( )

return the determinant of this matrix

戻り値:
the determinant of this matrix
static float Determinant ( ref Matrix4  m) [static]

static function equivalent to Determinant()

引数:
mmatrix
戻り値:
the determinant of this matrix
Matrix4 Divide ( float  f)

return this / f

引数:
fscalar
戻り値:
this / f
void Divide ( float  f,
out Matrix4  result 
)

result = this / f

引数:
fscalar
resultthis / f
static Matrix4 Divide ( Matrix4  m,
float  f 
) [static]

static function equivalent to Divide(float)

引数:
mmatrix
fscalar
戻り値:
m / f
static void Divide ( ref Matrix4  m,
float  f,
out Matrix4  result 
) [static]

static function equivalent to Divide(float, out Matrix4)

引数:
mmatrix
fscalar
resultm / f
bool Equals ( Matrix4  m,
float  epsilon 
)

equality test with an epsilon

引数:
mthe matrix to compare this to
epsilonthe epsilon to use in comparison
戻り値:
true if for every element n, abs(this[n] - m[n]) <= epsilon, false otherwise
bool Equals ( Matrix4  m)

equality test

引数:
mthe matrix to compare this to
戻り値:
true if this == m, false otherwise
override bool Equals ( Object  o)

equality test

引数:
othe object to compare this to
戻り値:
true if this == o, false otherwise
static void Frustum ( float  l,
float  r,
float  b,
float  t,
float  n,
float  f,
out Matrix4  result 
) [static]

gets a perspective matrix

引数:
lcoordinates for the left vertical clip plane
rcoordinates for the right vertical clip plane
bcoordinates for the bottom horizontal clip plane
tcoordinates for the top horizontal clip plane
ndistance to the near clip plane
fdistance to the far clip plane
resultperspective matrix
static Matrix4 Frustum ( float  l,
float  r,
float  b,
float  t,
float  n,
float  f 
) [static]

gets a perspective matrix

引数:
lcoordinates for the left vertical clip plane
rcoordinates for the right vertical clip plane
bcoordinates for the bottom horizontal clip plane
tcoordinates for the top horizontal clip plane
ndistance to the near clip plane
fdistance to the far clip plane
戻り値:
perspective matrix
override int GetHashCode ( )

gets the hash code for this vector

戻り値:
integer hash code
Matrix4 Inverse ( )

inverse for a matrix

戻り値:
matrix inverse
void Inverse ( out Matrix4  result)

inverse for a matrix

引数:
resultmatrix inverse
static Matrix4 Inverse ( Matrix4  m) [static]

static function equivalent to Inverse()

引数:
mmatrix
戻り値:
matrix inverse
static void Inverse ( ref Matrix4  m,
out Matrix4  result 
) [static]

static function equivalent to Inverse(out Matrix4)

引数:
mmatrix
resultmatrix inverse
Matrix4 InverseAffine ( )

inverse for an affine matrix

戻り値:
matrix inverse
void InverseAffine ( out Matrix4  result)

inverse for an affine matrix

引数:
resultmatrix inverse
static Matrix4 InverseAffine ( Matrix4  m) [static]

static function equivalent to InverseAffine()

引数:
mmatrix
戻り値:
matrix inverse
static void InverseAffine ( ref Matrix4  m,
out Matrix4  result 
) [static]

static function equivalent to InverseAffine(out Matrix4)

引数:
mmatrix
resultmatrix inverse
Matrix4 InverseOrthonormal ( )

inverse for a orthonormal martix

戻り値:
matrix inverse
void InverseOrthonormal ( out Matrix4  result)

inverse for a orthonormal matrix

引数:
resultmatrix inverse
static Matrix4 InverseOrthonormal ( Matrix4  m) [static]

static function equivalent to InverseOrthonormal()

引数:
mmatrix
戻り値:
matrix inverse
static void InverseOrthonormal ( ref Matrix4  m,
out Matrix4  result 
) [static]

static function equivalent to InverseOrthonormal(out Matrix4)

引数:
mmatrix
resultmatrix inverse
bool IsIdentity ( )

test if this is an identity matrix

戻り値:
true if this is an identity matrix, false otherwise
bool IsInfinity ( )

test if any elements of this are Infinity

戻り値:
true if any elements of this are Infinity, false otherwise
bool IsNaN ( )

test if any elements of this are NaN

戻り値:
true if any elements of this are NaN, false otherwise
bool IsOrthonormal ( float  epsilon)

test to determine if a matrix is orthonormal

引数:
epsilonepsilon for testing if vectors are unit vectors
戻り値:
true if the matrix is orthonormal, false otherwise
static Matrix4 LookAt ( Vector3  eye,
Vector3  center,
Vector3  up 
) [static]

gets the matrix for a viewing transformation

引数:
eyeposition of the eye point
centerposition of the reference point
upthe up vector
戻り値:
viewing transformation matrix
static void LookAt ( ref Vector3  eye,
ref Vector3  center,
ref Vector3  up,
out Matrix4  result 
) [static]

gets the matrix for a viewing transformation

引数:
eyeposition of the eye point
centerposition of the reference point
upthe up vector
resultviewing transformation matrix
void Multiply ( ref Matrix4  m,
out Matrix4  result 
)

result = this * m

引数:
mmatrix
resultthis * m
Matrix4 Multiply ( Matrix4  m)

return this * m

引数:
mmatrix
戻り値:
this * m
static Matrix4 Multiply ( Matrix4  m1,
Matrix4  m2 
) [static]

static function equivalent to Multiply(Matrix4)

引数:
m1matrix 1
m2matrix 2
戻り値:
m1 * m2
static void Multiply ( ref Matrix4  m1,
ref Matrix4  m2,
out Matrix4  result 
) [static]

static function equivalent to Multiply(ref Matrix4, out Matrix4)

引数:
m1matrix 1
m2matrix 2
resultm1 * m2
static Matrix4 Multiply ( Matrix4  m,
float  f 
) [static]

static function equivalent to Multiply(float)

引数:
mmatrix
fscalar
戻り値:
m * f
void Multiply ( float  f,
out Matrix4  result 
)

result = this * f

引数:
fscalar
resultthis * f
static void Multiply ( ref Matrix4  m,
float  f,
out Matrix4  result 
) [static]

static function equivalent to Multiply(float, out Matrix4)

引数:
mmatrix
fscalar
resultm * f
Matrix4 Multiply ( float  f)

return this * f

引数:
fscalar
戻り値:
this * f
Matrix4 MultiplyAffine ( Matrix4  m)

return this * m ( for affine matrices )

引数:
mmatrix
戻り値:
this * m
void MultiplyAffine ( ref Matrix4  m,
out Matrix4  result 
)

result = this * m ( for affine matrices )

引数:
mmatrix
resultthis * m
static Matrix4 MultiplyAffine ( Matrix4  m1,
Matrix4  m2 
) [static]

static function equivalent to MultiplyAffine(Matrix4)

引数:
m1matrix 1
m2matrix 2
戻り値:
m1 * m2
static void MultiplyAffine ( ref Matrix4  m1,
ref Matrix4  m2,
out Matrix4  result 
) [static]

static function equivalent to MultiplyAffine(ref Matrix4, out Matrix4)

引数:
m1matrix 1
m2matrix 2
resultm1 * m2
static void Negate ( ref Matrix4  m,
out Matrix4  result 
) [static]

static function equivalent to Negate(out Matrix4)

引数:
mmatrix
result-m
void Negate ( out Matrix4  result)

result = -this

引数:
result-this
Matrix4 Negate ( )

return -this

戻り値:
-this
static Matrix4 Negate ( Matrix4  m) [static]

static function equivalent to Negate()

引数:
mmatrix
戻り値:
-m
static bool operator!= ( Matrix4  m1,
Matrix4  m2 
) [static]

operator to test if two matrices are not equal

引数:
m1matrix 1
m2matrix 2
戻り値:
true if not equal, false otherwise
static Matrix4 operator* ( Matrix4  m1,
Matrix4  m2 
) [static]

operator multiplying a matrix by a matrix

引数:
m1matrix 1
m2matrix 2
static Matrix4 operator* ( Matrix4  m,
float  f 
) [static]

operator multiplying each matrix element by a scalar float value

引数:
mthe matrix to multiply
fthe scalar float to multiply each matrix element by
static Matrix4 operator* ( float  f,
Matrix4  m 
) [static]

operator multiplying each matrix element by a scalar float value

引数:
fthe scalar float to multiply each matrix element by
mthe matrix to multiply
static Vector4 operator* ( Matrix4  m,
Vector4  v 
) [static]

operator multiplying a matrix by a vector

引数:
mthe matrix to multiply
vthe vector to multiply the matrix by
static Matrix4 operator+ ( Matrix4  m1,
Matrix4  m2 
) [static]

operator adding each element of matrix 1 to the corresponding element of matrix 2

引数:
m1matrix 1
m2matrix 2
static Matrix4 operator- ( Matrix4  m1,
Matrix4  m2 
) [static]

operator subtracting each element of matrix 2 from the corresponding element of matrix 1

引数:
m1matrix 1
m2matrix 2
戻り値:
matrix 1 - matrix 2
static Matrix4 operator- ( Matrix4  m) [static]

unary minus operator

引数:
mmatrix to negate
戻り値:
unary minus applied to each member of m
static Matrix4 operator/ ( Matrix4  m,
float  f 
) [static]

operator dividing each matrix element by a scalar float value

引数:
mthe matrix to divide
fthe scalar float to divide each element by
static bool operator== ( Matrix4  m1,
Matrix4  m2 
) [static]

operator to test if two matrices are equal

引数:
m1matrix 1
m2matrix 2
戻り値:
true is equal, false otherwise
static Matrix4 Ortho ( float  l,
float  r,
float  b,
float  t,
float  n,
float  f 
) [static]

gets an orthographic matrix

引数:
lcoordinates for the left vertical clip plane
rcoordinates for the right vertical clip plane
bcoordinates for the bottom horizontal clip plane
tcoordinates for the top horizontal clip plane
ndistance to the near clip plane
fdistance to the far clip plane
戻り値:
orthographic matrix
static void Ortho ( float  l,
float  r,
float  b,
float  t,
float  n,
float  f,
out Matrix4  result 
) [static]

gets an orthographic matrix

引数:
lcoordinates for the left vertical clip plane
rcoordinates for the right vertical clip plane
bcoordinates for the bottom horizontal clip plane
tcoordinates for the top horizontal clip plane
ndistance to the near clip plane
fdistance to the far clip plane
resultorthographic matrix
Matrix4 Orthonormalize ( )

orthonormalize a matrix

戻り値:
orthonormalized matrix
void Orthonormalize ( out Matrix4  result)

orthonormalize a matrix

引数:
resultorthonormalized matrix
static Matrix4 Orthonormalize ( Matrix4  m) [static]

static function equivalent to Orthonormalize()

引数:
mmatrix
戻り値:
orthonormalized matrix
static void Orthonormalize ( ref Matrix4  m,
out Matrix4  result 
) [static]

static function equivalent to Orthonormalize(out Matrix4)

引数:
mmatrix
resultorthonormalized matrix
static Matrix4 Perspective ( float  fovy,
float  aspect,
float  n,
float  f 
) [static]

gets a perspective matrix

引数:
fovyfield of view angle in the y direction
aspectaspect ratio
ndistance from the viewer to the near clip
fdistance from the viewer to the far clip
戻り値:
perspective matrix
static void Perspective ( float  fovy,
float  aspect,
float  n,
float  f,
out Matrix4  result 
) [static]

gets a perspective matrix

引数:
fovyfield of view angle in the y direction
aspectaspect ratio
ndistance from the viewer to the near clip
fdistance from the viewer to the far clip
resultperspective matrix
static Matrix4 RotationAxis ( Vector3  axis,
float  angle 
) [static]

gets the matrix for rotating about an axis

引数:
axisthe axis to rotate around
anglethe angle to rotate
戻り値:
rotation matrix
static void RotationAxis ( ref Vector3  axis,
float  angle,
out Matrix4  result 
) [static]

gets the matrix for rotating about an axis

引数:
axisthe axis to rotate around
anglethe angle to rotate
resultrotation matrix
static Matrix4 RotationX ( float  angle) [static]

gets a matrix for rotating around the x axis

引数:
anglethe angle to rotate
戻り値:
rotation matrix
static void RotationX ( float  angle,
out Matrix4  result 
) [static]

gets a matrix for rotating around the x axis

引数:
anglethe angle to rotate
resultrotation matrix
static void RotationXyz ( float  x,
float  y,
float  z,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
resulta new matrix from the three euler angles
static Matrix4 RotationXyz ( float  x,
float  y,
float  z 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
戻り値:
a new matrix from the three euler angles
static Matrix4 RotationXyz ( Vector3  angles) [static]

create a new matrix from three euler angles

引数:
anglesthe x, y, z euler angles used to create the matrix
戻り値:
a new matrix from the three euler angles
static void RotationXyz ( ref Vector3  angles,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
anglesthe x, y, z euler angles used to create the matrix
resulta new matrix from the three euler angles
static void RotationXzy ( ref Vector3  angles,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
anglesthe x, z, y euler angles used to create the matrix
resulta new matrix from the three euler angles
static Matrix4 RotationXzy ( float  x,
float  y,
float  z 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
戻り値:
a new matrix from the three euler angles
static void RotationXzy ( float  x,
float  y,
float  z,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
resulta new matrix from the three euler angles
static Matrix4 RotationXzy ( Vector3  angles) [static]

create a new matrix from three euler angles

引数:
anglesthe x, z, y euler angles used to create the matrix
戻り値:
a new matrix from the three euler angles
static Matrix4 RotationY ( float  angle) [static]

gets a matrix for rotating around the y axis

引数:
anglethe angle to rotate
戻り値:
rotation matrix
static void RotationY ( float  angle,
out Matrix4  result 
) [static]

gets a matrix for rotating around the y axis

引数:
anglethe angle to rotate
resultrotation matrix
static void RotationYxz ( float  x,
float  y,
float  z,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
resulta new matrix from the three euler angles
static void RotationYxz ( ref Vector3  angles,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
anglesthe y, x, z euler angles used to create the matrix
resulta new matrix from the three euler angles
static Matrix4 RotationYxz ( Vector3  angles) [static]

create a new matrix from three euler angles

引数:
anglesthe y, x, z euler angles used to create the matrix
戻り値:
a new matrix from the three euler angles
static Matrix4 RotationYxz ( float  x,
float  y,
float  z 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
戻り値:
a new matrix from the three euler angles
static Matrix4 RotationYzx ( Vector3  angles) [static]

create a new matrix from three euler angles

引数:
anglesthe y, z, x euler angles used to create the matrix
戻り値:
a new matrix from the three euler angles
static Matrix4 RotationYzx ( float  x,
float  y,
float  z 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
戻り値:
a new matrix from the three euler angles
static void RotationYzx ( float  x,
float  y,
float  z,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
resulta new matrix from the three euler angles
static void RotationYzx ( ref Vector3  angles,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
anglesthe y, z, x euler angles used to create the matrix
resulta new matrix from the three euler angles
static Matrix4 RotationZ ( float  angle) [static]

gets a matrix for rotating around the z axis

引数:
anglethe angle to rotate
戻り値:
rotation matrix
static void RotationZ ( float  angle,
out Matrix4  result 
) [static]

gets a matrix for rotating around the z axis

引数:
anglethe angle to rotate
resultrotation matrix
static Matrix4 RotationZxy ( Vector3  angles) [static]

create a new matrix from three euler angles

引数:
anglesthe z, x, y euler angles used to create the matrix
戻り値:
a new matrix from the three euler angles
static Matrix4 RotationZxy ( float  x,
float  y,
float  z 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
戻り値:
a new matrix from the three euler angles
static void RotationZxy ( float  x,
float  y,
float  z,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
resulta new matrix from the three euler angles
static void RotationZxy ( ref Vector3  angles,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
anglesthe z, x, y euler angles used to create the matrix
resulta new matrix from the three euler angles
static void RotationZyx ( float  x,
float  y,
float  z,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
resulta new matrix from the three euler angles
static Matrix4 RotationZyx ( float  x,
float  y,
float  z 
) [static]

create a new matrix from three euler angles

引数:
xx angle
yy angle
zz angle
戻り値:
a new matrix from the three euler angles
static void RotationZyx ( ref Vector3  angles,
out Matrix4  result 
) [static]

create a new matrix from three euler angles

引数:
anglesthe z, y, x euler angles used to create the matrix
resulta new matrix from the three euler angles
static Matrix4 RotationZyx ( Vector3  angles) [static]

create a new matrix from three euler angles

引数:
anglesthe z, y, x euler angles used to create the matrix
戻り値:
a new matrix from the three euler angles
static Matrix4 Scale ( Vector3  scale) [static]

get a matrix for scaling a point

引数:
scalea vector containing the x, y, z scale values
戻り値:
scaling matrix
static Matrix4 Scale ( float  x,
float  y,
float  z 
) [static]

get a matrix for scaling a point

引数:
xx scale
yy scale
zz scale
戻り値:
scaling matrix
static void Scale ( float  x,
float  y,
float  z,
out Matrix4  result 
) [static]

get a matrix for scaling a point

引数:
xx scale
yy scale
zz scale
resultscaling matrix
static Matrix4 Scale ( Vector2  scale) [static]

get a matrix for scaling a point

引数:
scalea vector containing the x, y scale values
戻り値:
scaling matrix
static void Scale ( ref Vector3  scale,
out Matrix4  result 
) [static]

get a matrix for scaling a point

引数:
scalea vector containing the x, y, z scale values
resultscaling matrix
static void Scale ( ref Vector2  scale,
out Matrix4  result 
) [static]

get a matrix for scaling a point

引数:
scalea vector containing the x, y scale values
resultscaling matrix
static void Subtract ( ref Matrix4  m1,
ref Matrix4  m2,
out Matrix4  result 
) [static]

static function equivalent to Subtract(ref Matrix4, out Matrix4)

引数:
m1matrix 1
m2matrix 2
resultm1 - m2
static Matrix4 Subtract ( Matrix4  m1,
Matrix4  m2 
) [static]

static function equivalent to Subtract(Matrix4)

引数:
m1matrix 1
m2matrix 2
戻り値:
m1 - m2
Matrix4 Subtract ( Matrix4  m)

return this - m

引数:
mmatrix
戻り値:
this - m
void Subtract ( ref Matrix4  m,
out Matrix4  result 
)

result = this - m

引数:
mmatrix
resultthis - m
override string ToString ( )

convert matrix to string for printing

戻り値:
matrix as string
Vector4 Transform ( Vector4  v)

return this * v

引数:
vvector
戻り値:
this * v
void Transform ( ref Vector4  v,
out Vector4  result 
)

result = this * v

引数:
vvector
resultthis * v
static Vector4 Transform ( Matrix4  m,
Vector4  v 
) [static]

static function equivalent to Transform(Vector4)

引数:
mmatrix
vvector
戻り値:
m * v
static void Transform ( ref Matrix4  m,
ref Vector4  v,
out Vector4  result 
) [static]

static function equivalent to Transform(ref Vector4, out Vector4)

引数:
mmatrix
vvector
resultm * v
static Matrix4 Transformation ( Vector3  translation,
Quaternion  rotation,
Vector3  scale 
) [static]

gets translation matrix times rotation matrix times scale matrix

引数:
translationx, y, z translation values
rotationquaternion rotation values
scalex, y, z scale values
戻り値:
translation matrix times rotation matrix times scale matrix
static Matrix4 Transformation ( Vector2  translation,
Vector2  scale 
) [static]

gets translation matrix times scale matrix

引数:
translationx, y translation values
scalex, y scale values
戻り値:
translation matrix times scale matrix
static void Transformation ( ref Vector2  translation,
ref Vector2  scale,
out Matrix4  result 
) [static]

gets translation matrix times scale matrix

引数:
translationx, y translation values
scalex, y scale values
resulttranslation matrix times scale matrix
static Matrix4 Transformation ( Vector3  translation,
Vector3  scale 
) [static]

gets translation matrix times scale matrix

引数:
translationx, y, z translation values
scalex, y, z scale values
戻り値:
translation matrix times scale matrix
static void Transformation ( ref Vector2  translation,
float  rotation,
ref Vector2  scale,
out Matrix4  result 
) [static]

gets translation matrix times rotation matrix times scale matrix

引数:
translationx, y translation values
rotationz rotation angle
scalex, y scale values
resulttranslation matrix times rotation matrix times scale matrix
static void Transformation ( ref Vector3  translation,
ref Quaternion  rotation,
ref Vector3  scale,
out Matrix4  result 
) [static]

gets translation matrix times rotation matrix times scale matrix

引数:
translationx, y, z translation values
rotationquaternion rotation values
scalex, y, z scale values
resulttranslation matrix times rotation matrix times scale matrix
static void Transformation ( ref Vector3  translation,
ref Vector3  scale,
out Matrix4  result 
) [static]

gets translation matrix times scale matrix

引数:
translationx, y, z translation values
scalex, y, z scale values
resulttranslation matrix times scale matrix
static Matrix4 Transformation ( Vector2  translation,
float  rotation,
Vector2  scale 
) [static]

gets translation matrix times rotation matrix times scale matrix

引数:
translationx, y translation values
rotationz rotation angle
scalex, y scale values
戻り値:
translation matrix times rotation matrix times scale matrix
static void TransformPoint ( ref Matrix4  m,
ref Vector2  v,
out Vector2  result 
) [static]

static function equivalent to TransformPoint(ref Vector2, out Vector2)

引数:
mmatrix
vvector
resultm * v (X,Y,0,1)
Vector3 TransformPoint ( Vector3  v)

return this * v (X,Y,Z,1)

引数:
vvector
戻り値:
this * v (X,Y,Z,1)
void TransformPoint ( ref Vector2  v,
out Vector2  result 
)

result = this * v (X,Y,0,1)

引数:
vvector
resultthis * v (X,Y,0,1)
void TransformPoint ( ref Vector3  v,
out Vector3  result 
)

result = this * v (X,Y,Z,1)

引数:
vvector
resultthis * v (X,Y,Z,1)
static Vector2 TransformPoint ( Matrix4  m,
Vector2  v 
) [static]

static function equivalent to TransformPoint(Vector2)

引数:
mmatrix
vvector
戻り値:
m * v (X,Y,0,1)
static Vector3 TransformPoint ( Matrix4  m,
Vector3  v 
) [static]

static function equivalent to TransformPoint(Vector3)

引数:
mmatrix
vvector
戻り値:
m * v (X,Y,Z,1)
static void TransformPoint ( ref Matrix4  m,
ref Vector3  v,
out Vector3  result 
) [static]

static function equivalent to TransformPoint(ref Vector3, out Vector3)

引数:
mmatrix
vvector
resultm * v (X,Y,Z,1)
Vector2 TransformPoint ( Vector2  v)

return this * v (X,Y,0,1)

引数:
vvector
戻り値:
this * v (X,Y,0,1)
static void TransformProjection ( ref Matrix4  m,
ref Vector4  v,
out Vector4  result 
) [static]

static function equivalent to TransformProjection(ref Vector4, out Vector4)

引数:
mmatrix
vvector
resultm * v ( divided by W )
void TransformProjection ( ref Vector3  v,
out Vector3  result 
)

result = this * v ( divided by W )

引数:
vvector
resultthis * v ( divided by W )
static Vector3 TransformProjection ( Matrix4  m,
Vector3  v 
) [static]

static function equivalent to TransformProjection(Vector3)

引数:
mmatrix
vvector
戻り値:
m * v ( divided by W )
static Vector4 TransformProjection ( Matrix4  m,
Vector4  v 
) [static]

static function equivalent to TransformProjection(Vector4)

引数:
mmatrix
vvector
戻り値:
m * v ( divided by W )
void TransformProjection ( ref Vector4  v,
out Vector4  result 
)

result = this * v ( divided by W )

引数:
vvector
resultthis * v ( divided by W )
Vector3 TransformProjection ( Vector3  v)

return this * v ( divided by W )

引数:
vvector
戻り値:
this * v ( divided by W )
void TransformProjection ( ref Vector2  v,
out Vector2  result 
)

result = this * v ( divided by W )

引数:
vvector
resultthis * v ( divided by W )
Vector4 TransformProjection ( Vector4  v)

return this * v ( divided by W )

引数:
vvector
戻り値:
this * v ( divided by W )
static void TransformProjection ( ref Matrix4  m,
ref Vector2  v,
out Vector2  result 
) [static]

static function equivalent to TransformProjection(ref Vector2, out Vector2)

引数:
mmatrix
vvector
resultm * v ( divided by W )
static void TransformProjection ( ref Matrix4  m,
ref Vector3  v,
out Vector3  result 
) [static]

static function equivalent to TransformProjection(ref Vector3, out Vector3)

引数:
mmatrix
vvector
resultm * v ( divided by W )
Vector2 TransformProjection ( Vector2  v)

return this * v ( divided by W )

引数:
vvector
戻り値:
this * v ( divided by W )
static Vector2 TransformProjection ( Matrix4  m,
Vector2  v 
) [static]

static function equivalent to TransformProjection(Vector2)

引数:
mmatrix
vvector
戻り値:
m * v ( divided by W )
Vector2 TransformVector ( Vector2  v)

return this * v (X,Y,0,0)

引数:
vvector
戻り値:
this * v (X,Y,0,0)
static Vector2 TransformVector ( Matrix4  m,
Vector2  v 
) [static]

static function equivalent to TransformVector(Vector2)

引数:
mmatrix
vvector
戻り値:
m * v (X,Y,0,0)
void TransformVector ( ref Vector3  v,
out Vector3  result 
)

result = this * v (X,Y,Z,0)

引数:
vvector
resultthis * v (X,Y,Z,0)
static void TransformVector ( ref Matrix4  m,
ref Vector3  v,
out Vector3  result 
) [static]

static function equivalent to TransformVector(ref Vector3, out Vector3)

引数:
mmatrix
vvector
resultm * v (X,Y,Z,0)
static void TransformVector ( ref Matrix4  m,
ref Vector2  v,
out Vector2  result 
) [static]

static function equivalent to TransformVector(ref Vector2, out Vector2)

引数:
mmatrix
vvector
resultm * v (X,Y,0,0)
static Vector3 TransformVector ( Matrix4  m,
Vector3  v 
) [static]

static function equivalent to TransformVector(Vector3)

引数:
mmatrix
vvector
戻り値:
m * v (X,Y,Z,0)
void TransformVector ( ref Vector2  v,
out Vector2  result 
)

result = this * v (X,Y,0,0)

引数:
vvector
resultthis * v (X,Y,0,0)
Vector3 TransformVector ( Vector3  v)

return this * v (X,Y,Z,0)

引数:
vvector
戻り値:
this * v (X,Y,Z,0)
static Matrix4 Translation ( Vector3  translation) [static]

get a matrix for translating a point

引数:
translationa vector containing the x, y, z translation values
戻り値:
translation matrix
static void Translation ( float  x,
float  y,
float  z,
out Matrix4  result 
) [static]

get a matrix for translating a point

引数:
xx translation
yy translation
zz translation
resulttranslation matrix
static Matrix4 Translation ( float  x,
float  y,
float  z 
) [static]

get a matrix for translating a point

引数:
xx translation
yy translation
zz translation
戻り値:
translation matrix
static void Translation ( ref Vector2  translation,
out Matrix4  result 
) [static]

get a matrix for translating a point

引数:
translationa vector containing the x, y translation values
resulttranslation matrix
static Matrix4 Translation ( Vector2  translation) [static]

get a matrix for translating a point

引数:
translationa vector containing the x, y translation values
戻り値:
translation matrix
static void Translation ( ref Vector3  translation,
out Matrix4  result 
) [static]

get a matrix for translating a point

引数:
translationa vector containing the x, y, z translation values
resulttranslation matrix
static void Transpose ( ref Matrix4  m,
out Matrix4  result 
) [static]

static function equivalent to Transpose(out Matrix4)

引数:
mmatrix
resultmatrix transpose
Matrix4 Transpose ( )

get the transpose of the matrix

戻り値:
matrix transpose
static Matrix4 Transpose ( Matrix4  m) [static]

static function equivalent to Transpose()

引数:
mmatrix
戻り値:
matrix transpose
void Transpose ( out Matrix4  result)

get the transpose of the matrix

引数:
resultmatrix transpose

変数

identity matrix

float M11

column 1, element 1

float M12

column 1, element 2

float M13

column 1, element 3

float M14

column 1, element 4

float M21

column 2, element 1

float M22

column 2, element 2

float M23

column 2, element 3

float M24

column 2, element 4

float M31

column 3, element 1

float M32

column 3, element 2

float M33

column 3, element 3

float M34

column 3, element 4

float M41

column 4, element 1

float M42

column 4, element 2

float M43

column 4, element 3

float M44

column 4, element 4

a matrix of all zeroes


プロパティ

Vector3 AxisW [get, set]

XYZ components of ColumnW.

Vector3 AxisX [get, set]

XYZ components of ColumnX.

Vector3 AxisY [get, set]

XYZ components of ColumnY.

Vector3 AxisZ [get, set]

XYZ components of ColumnZ.

Vector4 ColumnW [get, set]

the fourth column in the matrix

Vector4 ColumnX [get, set]

the first column in the matrix

Vector4 ColumnY [get, set]

the second column in the matrix

Vector4 ColumnZ [get, set]

the third column in the matrix

Vector4 RowW [get, set]

the fourth row in the matrix

Vector4 RowX [get, set]

the first row in the matrix

Vector4 RowY [get, set]

the second row in the matrix

Vector4 RowZ [get, set]

the third row in the matrix