Property | Type | Description | |
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M11 | float | ||
M12 | float | ||
M13 | float | ||
M21 | float | ||
M22 | float | ||
M23 | float | ||
M31 | float | ||
M32 | float | ||
M33 | float |
Method | Description | |
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AdaptiveInvert ( |
Inverts the largest nonsingular submatrix in the matrix, excluding 2x2's that involve M13 or M31, and excluding 1x1's that include nondiagonal elements.
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Add ( Matrix &a, Matrix &b, |
Adds the two matrices together on a per-element basis.
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Add ( Matrix &a, |
Adds the two matrices together on a per-element basis.
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Add ( |
Adds the two matrices together on a per-element basis.
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Add ( |
Adds the two matrices together on a per-element basis.
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CreateCrossProduct ( System.Vector3 &v, |
Creates a skew symmetric matrix M from vector A such that M * B for some other vector B is equivalent to the cross product of A and B.
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CreateFromAxisAngle ( System.Vector3 axis, float angle ) : |
Creates a matrix representing a rotation of a given angle around a given axis.
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CreateFromAxisAngle ( System.Vector3 &axis, float angle, |
Creates a matrix representing a rotation of a given angle around a given axis.
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CreateFromMatrix ( Matrix matrix4X4 ) : |
Creates a 3x3 matrix from an XNA 4x4 matrix.
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CreateFromMatrix ( Matrix &matrix4X4, |
Creates a 3x3 matrix from an XNA 4x4 matrix.
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CreateFromQuaternion ( Quaternion quaternion ) : |
Creates a 3x3 matrix representing the orientation stored in the quaternion.
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CreateFromQuaternion ( Quaternion &quaternion, |
Creates a 3x3 matrix representing the orientation stored in the quaternion.
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CreateOuterProduct ( System.Vector3 &a, System.Vector3 &b, |
Computes the outer product of the given vectors.
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CreateQuaternion ( |
Constructs a quaternion from a 3x3 rotation matrix.
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CreateQuaternion ( |
Constructs a quaternion from a 3x3 rotation matrix.
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CreateScale ( System.Vector3 &scale ) : |
Constructs a non-uniform scaling matrix.
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CreateScale ( float scale ) : |
Constructs a uniform scaling matrix.
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CreateScale ( float x, float y, float z ) : |
Constructs a non-uniform scaling matrix.
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CreateScale ( System.Vector3 &scale, |
Constructs a non-uniform scaling matrix.
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CreateScale ( float scale, |
Constructs a uniform scaling matrix.
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CreateScale ( float x, float y, float z, |
Constructs a non-uniform scaling matrix.
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Determinant ( ) : float |
Calculates the determinant of the matrix.
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Invert ( |
Inverts the given matix.
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Matrix3x3 ( float m11, float m12, float m13, float m21, float m22, float m23, float m31, float m32, float m33 ) : System |
Constructs a new 3 row, 3 column matrix.
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Multiply ( Matrix &a, |
Multiplies the two matrices.
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Multiply ( |
Multiplies the two matrices.
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Multiply ( |
Multiplies the two matrices.
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Multiply ( |
Scales all components of the matrix.
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MultiplyByTransposed ( |
Multiplies a matrix with a transposed matrix.
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MultiplyTransposed ( |
Multiplies a transposed matrix with another matrix.
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Negate ( |
Negates every element in the matrix.
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Subtract ( |
Subtracts the two matrices from each other on a per-element basis.
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ToMatrix4X4 ( |
Creates a 4x4 matrix from a 3x3 matrix.
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ToMatrix4X4 ( |
Creates a 4x4 matrix from a 3x3 matrix.
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ToString ( ) : string |
Creates a string representation of the matrix.
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Transform ( System.Vector3 v, |
Transforms the vector by the matrix.
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Transform ( System.Vector3 &v, Matrix &matrix, System.Vector3 &result ) : void |
Transforms the vector by the matrix.
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Transform ( System.Vector3 &v, |
Transforms the vector by the matrix.
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TransformTranspose ( System.Vector3 v, |
Transforms the vector by the matrix's transpose.
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TransformTranspose ( System.Vector3 &v, Matrix &matrix, System.Vector3 &result ) : void |
Transforms the vector by the matrix's transpose.
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TransformTranspose ( System.Vector3 &v, |
Transforms the vector by the matrix's transpose.
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Transpose ( Matrix &matrix, |
Computes the transposed matrix of a matrix.
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Transpose ( |
Computes the transposed matrix of a matrix.
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operator ( ) : |
Multiplies the two matrices.
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Method | Description | |
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AdaptiveDeterminant ( int &subMatrixCode ) : float |
Calculates the determinant of largest nonsingular submatrix, excluding 2x2's that involve M13 or M31, and excluding all 1x1's that involve nondiagonal elements.
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public static AdaptiveInvert ( |
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matrix | Matrix to be inverted. | |
result | Inverted matrix. | |
return | void |
public static Add ( Matrix &a, Matrix &b, |
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a | Matrix | First matrix to add. |
b | Matrix | Second matrix to add. |
result | Sum of the two matrices. | |
return | void |
public static Add ( Matrix &a, |
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a | Matrix | First matrix to add. |
b | Second matrix to add. | |
result | Sum of the two matrices. | |
return | void |
public static Add ( |
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a | First matrix to add. | |
b | Matrix | Second matrix to add. |
result | Sum of the two matrices. | |
return | void |
public static Add ( |
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a | First matrix to add. | |
b | Second matrix to add. | |
result | Sum of the two matrices. | |
return | void |
public static CreateCrossProduct ( System.Vector3 &v, |
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v | System.Vector3 | Vector to base the matrix on. |
result | Skew-symmetric matrix result. | |
return | void |
public static CreateFromAxisAngle ( System.Vector3 axis, float angle ) : |
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axis | System.Vector3 | Axis around which to rotate. |
angle | float | Amount to rotate. |
return |
public static CreateFromAxisAngle ( System.Vector3 &axis, float angle, |
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axis | System.Vector3 | Axis around which to rotate. |
angle | float | Amount to rotate. |
result | Matrix representing the rotation. | |
return | void |
public static CreateFromMatrix ( Matrix matrix4X4 ) : |
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matrix4X4 | Matrix | Matrix to extract a 3x3 matrix from. |
return |
public static CreateFromMatrix ( Matrix &matrix4X4, |
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matrix4X4 | Matrix | Matrix to extract a 3x3 matrix from. |
matrix3X3 | Upper 3x3 matrix extracted from the XNA matrix. | |
return | void |
public static CreateFromQuaternion ( Quaternion quaternion ) : |
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quaternion | Quaternion | Quaternion to use to create a matrix. |
return |
public static CreateFromQuaternion ( Quaternion &quaternion, |
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quaternion | Quaternion | Quaternion to use to create a matrix. |
result | Matrix representing the quaternion's orientation. | |
return | void |
public static CreateOuterProduct ( System.Vector3 &a, System.Vector3 &b, |
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a | System.Vector3 | First vector. |
b | System.Vector3 | Second vector. |
result | Outer product result. | |
return | void |
public static CreateQuaternion ( |
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r | Rotation matrix to create the quaternion from. | |
return | Quaternion |
public static CreateQuaternion ( |
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r | Rotation matrix to create the quaternion from. | |
q | Quaternion | Quaternion based on the rotation matrix. |
return | void |
public static CreateScale ( System.Vector3 &scale ) : |
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scale | System.Vector3 | Values defining the axis scales. |
return |
public static CreateScale ( float scale ) : |
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scale | float | Value to use in the diagonal. |
return |
public static CreateScale ( float x, float y, float z ) : |
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x | float | Scaling along the x axis. |
y | float | Scaling along the y axis. |
z | float | Scaling along the z axis. |
return |
public static CreateScale ( System.Vector3 &scale, |
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scale | System.Vector3 | Values defining the axis scales. |
matrix | Scaling matrix. | |
return | void |
public static CreateScale ( float scale, |
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scale | float | Value to use in the diagonal. |
matrix | Scaling matrix. | |
return | void |
public static CreateScale ( float x, float y, float z, |
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x | float | Scaling along the x axis. |
y | float | Scaling along the y axis. |
z | float | Scaling along the z axis. |
matrix | Scaling matrix. | |
return | void |
public static Invert ( |
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matrix | Matrix to be inverted. | |
result | Inverted matrix. | |
return | void |
public Matrix3x3 ( float m11, float m12, float m13, float m21, float m22, float m23, float m31, float m32, float m33 ) : System | ||
m11 | float | Value at row 1, column 1 of the matrix. |
m12 | float | Value at row 1, column 2 of the matrix. |
m13 | float | Value at row 1, column 3 of the matrix. |
m21 | float | Value at row 2, column 1 of the matrix. |
m22 | float | Value at row 2, column 2 of the matrix. |
m23 | float | Value at row 2, column 3 of the matrix. |
m31 | float | Value at row 3, column 1 of the matrix. |
m32 | float | Value at row 3, column 2 of the matrix. |
m33 | float | Value at row 3, column 3 of the matrix. |
return | System |
public static Multiply ( Matrix &a, |
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a | Matrix | First matrix to multiply. |
b | Second matrix to multiply. | |
result | Product of the multiplication. | |
return | void |
public static Multiply ( |
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a | First matrix to multiply. | |
b | Matrix | Second matrix to multiply. |
result | Product of the multiplication. | |
return | void |
public static Multiply ( |
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a | First matrix to multiply. | |
b | Second matrix to multiply. | |
result | Product of the multiplication. | |
return | void |
public static Multiply ( |
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matrix | Matrix to scale. | |
scale | float | Amount to scale. |
result | Scaled matrix. | |
return | void |
public static MultiplyByTransposed ( |
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matrix | Matrix to be multiplied. | |
transpose | Matrix to be transposed and multiplied. | |
result | Product of the multiplication. | |
return | void |
public static MultiplyTransposed ( |
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transpose | Matrix to be transposed and multiplied. | |
matrix | Matrix to be multiplied. | |
result | Product of the multiplication. | |
return | void |
public static Negate ( |
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matrix | Matrix to negate. | |
result | Negated matrix. | |
return | void |
public static Subtract ( |
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a | First matrix to subtract. | |
b | Second matrix to subtract. | |
result | Difference of the two matrices. | |
return | void |
public static ToMatrix4X4 ( |
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a | 3x3 matrix. | |
return | Matrix |
public static ToMatrix4X4 ( |
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a | 3x3 matrix. | |
b | Matrix | Created 4x4 matrix. |
return | void |
public static Transform ( System.Vector3 v, |
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v | System.Vector3 | Vector3 to transform. |
matrix | Matrix to use as the transformation. | |
return | System.Vector3 |
public static Transform ( System.Vector3 &v, Matrix &matrix, System.Vector3 &result ) : void | ||
v | System.Vector3 | Vector3 to transform. |
matrix | Matrix | Matrix to use as the transformation. |
result | System.Vector3 | Product of the transformation. |
return | void |
public static Transform ( System.Vector3 &v, |
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v | System.Vector3 | Vector3 to transform. |
matrix | Matrix to use as the transformation. | |
result | System.Vector3 | Product of the transformation. |
return | void |
public static TransformTranspose ( System.Vector3 v, |
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v | System.Vector3 | Vector3 to transform. |
matrix | Matrix to use as the transformation transpose. | |
return | System.Vector3 |
public static TransformTranspose ( System.Vector3 &v, Matrix &matrix, System.Vector3 &result ) : void | ||
v | System.Vector3 | Vector3 to transform. |
matrix | Matrix | Matrix to use as the transformation transpose. |
result | System.Vector3 | Product of the transformation. |
return | void |
public static TransformTranspose ( System.Vector3 &v, |
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v | System.Vector3 | Vector3 to transform. |
matrix | Matrix to use as the transformation transpose. | |
result | System.Vector3 | Product of the transformation. |
return | void |
public static Transpose ( Matrix &matrix, |
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matrix | Matrix | Matrix to transpose. |
result | Transposed matrix. | |
return | void |
public static Transpose ( |
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matrix | Matrix to transpose. | |
result | Transposed matrix. | |
return | void |