C# 클래스 Monobjc.GLKit.GLKMatrix4

파일 보기 프로젝트 열기: Monobjc/monobjc 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
Identity GLKMatrix4
m00 float
m10 float
m20 float
m30 float

공개 메소드들

메소드 설명
GLKMatrix4 ( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33 ) : System.Runtime.InteropServices

Initializes a new instance of the Monobjc.GLKit.GLKMatrix4 struct.

GetColumn ( GLKMatrix4 matrix, int column ) : GLKVector4

Retrieves a column from a 4x4 matrix.

Original signature is 'GLKVector4 GLKMatrix4GetColumn ( GLKMatrix4 matrix, int column );'

Available in OS X v10.8 and later.

GetMatrix2 ( GLKMatrix4 matrix ) : GLKMatrix2

Returns the upper-left 2x2 section of a 4x4 matrix.

Original signature is 'GLKMatrix2 GLKMatrix4GetMatrix2 ( GLKMatrix4 matrix );'

Available in OS X v10.8 and later.

GetMatrix3 ( GLKMatrix4 matrix ) : GLKMatrix3

Returns the upper-left 3x3 section of a 4x4 matrix.

Original signature is 'GLKMatrix3 GLKMatrix4GetMatrix3 ( GLKMatrix4 matrix );'

Available in OS X v10.8 and later.

GetRow ( GLKMatrix4 matrix, int row ) : GLKVector4

Retrieves a row from a 4x4 matrix.

Original signature is 'GLKVector4 GLKMatrix4GetRow ( GLKMatrix4 matrix, int row );'

Available in OS X v10.8 and later.

Make ( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33 ) : GLKMatrix4

Returns a 4x4 matrix created from individual component values.

Original signature is 'GLKMatrix4 GLKMatrix4Make ( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33 );'

Available in OS X v10.8 and later.

MakeAndTranspose ( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33 ) : GLKMatrix4

Returns a 4x4 transposed matrix created from individual component values.

Original signature is 'GLKMatrix4 GLKMatrix4MakeAndTranspose ( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33 );'

Available in OS X v10.8 and later.

MakeFrustum ( float left, float right, float bottom, float top, float nearZ, float farZ ) : GLKMatrix4

Returns a 4x4 perspective projection matrix.

Original signature is 'GLKMatrix4 GLKMatrix4MakeFrustum ( float left, float right, float bottom, float top, float nearZ, float farZ );'

Available in OS X v10.8 and later.

MakeLookAt ( float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ ) : GLKMatrix4

Returns a 4x4 matrix that transforms world coordinates to eye coordinates.

Original signature is 'GLKMatrix4 GLKMatrix4MakeLookAt ( float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ );'

Available in OS X v10.8 and later.

MakeOrtho ( float left, float right, float bottom, float top, float nearZ, float farZ ) : GLKMatrix4

Returns a 4x4 orthographic projection matrix.

Original signature is 'GLKMatrix4 GLKMatrix4MakeOrtho ( float left, float right, float bottom, float top, float nearZ, float farZ );'

Available in OS X v10.8 and later.

MakePerspective ( float fovyRadians, float aspect, float nearZ, float farZ ) : GLKMatrix4

Returns a 4x4 perspective projection matrix.

Original signature is 'GLKMatrix4 GLKMatrix4MakePerspective ( float fovyRadians, float aspect, float nearZ, float farZ );'

Available in OS X v10.8 and later.

MakeRotation ( float radians, float x, float y, float z ) : GLKMatrix4

Returns a 4x4 matrix that performs a rotation around an arbitrary vector.

Original signature is 'GLKMatrix4 GLKMatrix4.MakeRotation ( float radians, float x, float y, float z );'

Available in OS X v10.8 and later.

MakeScale ( float sx, float sy, float sz ) : GLKMatrix4

Returns a 4x4 matrix that performs a scaling transformation.

Original signature is 'GLKMatrix4 GLKMatrix4MakeScale ( float sx, float sy, float sz );'

Available in OS X v10.8 and later.

MakeTranslation ( float tx, float ty, float tz ) : GLKMatrix4

Returns a 4x4 matrix that performs a translation.

Original signature is 'GLKMatrix4 GLKMatrix4MakeTranslation ( float tx, float ty, float tz );'

Available in OS X v10.8 and later.

MakeWithArray ( IntPtr values ) : GLKMatrix4

Returns a 4x4 matrix created from an array of component values.

Original signature is 'GLKMatrix4 GLKMatrix4MakeWithArray ( float values[16] );'

Available in OS X v10.8 and later.

MakeWithArrayAndTranspose ( IntPtr values ) : GLKMatrix4

Returns a 4x4 transposed matrix created from an array of component values.

Original signature is 'GLKMatrix4 GLKMatrix4MakeWithArrayAndTranspose ( float values[16] );'

Available in OS X v10.8 and later.

MakeWithColumns ( GLKVector4 column0, GLKVector4 column1, GLKVector4 column2, GLKVector4 column3 ) : GLKMatrix4

Returns a 4x4 matrix created from four column vectors.

Original signature is 'GLKMatrix4 GLKMatrix4MakeWithColumns ( GLKVector4 column0, GLKVector4 column1, GLKVector4 column2, GLKVector4 column3 );'

Available in OS X v10.8 and later.

MakeWithQuaternion ( GLKQuaternion quaternion ) : GLKMatrix4

Returns a 4x4 matrix that performs a rotation based on a quaternion.

Original signature is 'GLKMatrix4 GLKMatrix4MakeWithQuaternion ( GLKQuaternion quaternion );'

Available in OS X v10.8 and later.

MakeWithRows ( GLKVector4 row0, GLKVector4 row1, GLKVector4 row2, GLKVector4 row3 ) : GLKMatrix4

Returns a 4x4 matrix created from four row vectors.

Original signature is 'GLKMatrix4 GLKMatrix4MakeWithRows ( GLKVector4 row0, GLKVector4 row1, GLKVector4 row2, GLKVector4 row3 );'

Available in OS X v10.8 and later.

MakeXRotation ( float radians ) : GLKMatrix4

Returns a 4x4 matrix that performs a rotation around the positive x-axis.

Original signature is 'GLKMatrix4 GLKMatrix4MakeXRotation ( float radians );'

Available in OS X v10.8 and later.

MakeYRotation ( float radians ) : GLKMatrix4

Returns a 4x4 matrix that performs a rotation around the positive y-axis.

Original signature is 'GLKMatrix4 GLKMatrix4MakeYRotation ( float radians );'

Available in OS X v10.8 and later.

MakeZRotation ( float radians ) : GLKMatrix4

Returns a 4x4 matrix that performs a rotation around the positive z-axis.

Original signature is 'GLKMatrix4 GLKMatrix4MakeZRotation ( float radians );'

Available in OS X v10.8 and later.

Multiply ( GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight ) : GLKMatrix4

Returns the product of two matrices.

Original signature is 'GLKMatrix4 GLKMatrix4.Multiply ( GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight );'

Available in OS X v10.8 and later.

MultiplyAndProjectVector3 ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight ) : GLKVector3

Multiplies a 4x4 matrix by a position vector to create a vector in homogenous coordinates, then projects the result to a 3-component vector.

Original signature is 'GLKVector3 GLKMatrix4.MultiplyAndProjectVector3 ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight );'

Available in OS X v10.8 and later.

MultiplyAndProjectVector3Array ( GLKMatrix4 matrix, IntPtr vectors, NSUInteger vectorCount ) : void

Multiplies a 4x4 matrix by an array of 3-component vectors. Each result is projected back to 3-component vector.

Original signature is 'void GLKMatrix4.MultiplyAndProjectVector3Array ( GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount );'

Available in OS X v10.8 and later.

MultiplyVector3 ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight ) : GLKVector3

Multiplies a 4x4 matrix by a 3-component vector.

Original signature is 'GLKVector3 GLKMatrix4.MultiplyVector3 ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight );'

Available in OS X v10.8 and later.

MultiplyVector3Array ( GLKMatrix4 matrix, IntPtr vectors, NSUInteger vectorCount ) : void

Multiplies a 4x4 matrix by an array of 3-component vectors.

Original signature is 'void GLKMatrix4.MultiplyVector3Array ( GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount );'

Available in OS X v10.8 and later.

MultiplyVector3ArrayWithTranslation ( GLKMatrix4 matrix, IntPtr vectors, NSUInteger vectorCount ) : void

Multiplies a 4x4 matrix by an array of 3-component vectors, applying translation.

Original signature is 'void GLKMatrix4.MultiplyVector3ArrayWithTranslation ( GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount );'

Available in OS X v10.8 and later.

MultiplyVector3WithTranslation ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight ) : GLKVector3

Multiplies a 4x4 matrix by a 3-component vector, applying translation.

Original signature is 'GLKVector3 GLKMatrix4.MultiplyVector3WithTranslation ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight );'

Available in OS X v10.8 and later.

MultiplyVector4 ( GLKMatrix4 matrixLeft, GLKVector4 vectorRight ) : GLKVector4

Multiplies a 4x4 matrix by a 4-component vector.

Original signature is 'GLKVector4 GLKMatrix4.MultiplyVector4 ( GLKMatrix4 matrixLeft, GLKVector4 vectorRight );'

Available in OS X v10.8 and later.

MultiplyVector4Array ( GLKMatrix4 matrix, IntPtr vectors, NSUInteger vectorCount ) : void

Multiplies a 4x4 matrix by an array of 4-component vectors.

Original signature is 'void GLKMatrix4.MultiplyVector4Array ( GLKMatrix4 matrix, GLKVector4 *vectors, size_t vectorCount );'

Available in OS X v10.8 and later.

Rotate ( GLKMatrix4 matrix, float radians, float x, float y, float z ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around a vector.

Original signature is 'GLKMatrix4 GLKMatrix4Rotate ( GLKMatrix4 matrix, float radians, float x, float y, float z );'

Available in OS X v10.8 and later.

RotateWithVector3 ( GLKMatrix4 matrix, float radians, GLKVector3 axisVector ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around a vector.

Original signature is 'GLKMatrix4 GLKMatrix4RotateWithVector3 ( GLKMatrix4 matrix, float radians, GLKVector3 axisVector );'

Available in OS X v10.8 and later.

RotateWithVector4 ( GLKMatrix4 matrix, float radians, GLKVector4 axisVector ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around a vector.

Original signature is 'GLKMatrix4 GLKMatrix4RotateWithVector4 ( GLKMatrix4 matrix, float radians, GLKVector4 axisVector );'

Available in OS X v10.8 and later.

RotateX ( GLKMatrix4 matrix, float radians ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around the x-axis.

Original signature is 'GLKMatrix4 GLKMatrix4RotateX ( GLKMatrix4 matrix, float radians );'

Available in OS X v10.8 and later.

RotateY ( GLKMatrix4 matrix, float radians ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around the y-axis.

Original signature is 'GLKMatrix4 GLKMatrix4RotateY ( GLKMatrix4 matrix, float radians );'

Available in OS X v10.8 and later.

RotateZ ( GLKMatrix4 matrix, float radians ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around the z-axis.

Original signature is 'GLKMatrix4 GLKMatrix4RotateZ ( GLKMatrix4 matrix, float radians );'

Available in OS X v10.8 and later.

Scale ( GLKMatrix4 matrix, float sx, float sy, float sz ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a scaling transform.

Original signature is 'GLKMatrix4 GLKMatrix4Scale ( GLKMatrix4 matrix, float sx, float sy, float sz );'

Available in OS X v10.8 and later.

ScaleWithVector3 ( GLKMatrix4 matrix, GLKVector3 scaleVector ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a scaling transform defined by a vector.

Original signature is 'GLKMatrix4 GLKMatrix4ScaleWithVector3 ( GLKMatrix4 matrix, GLKVector3 scaleVector );'

Available in OS X v10.8 and later.

ScaleWithVector4 ( GLKMatrix4 matrix, GLKVector4 scaleVector ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a scaling transform defined by a vector.

Original signature is 'GLKMatrix4 GLKMatrix4ScaleWithVector4 ( GLKMatrix4 matrix, GLKVector4 scaleVector );'

Available in OS X v10.8 and later.

SetColumn ( GLKMatrix4 matrix, int column, GLKVector4 vector ) : GLKMatrix4

Returns a new 4x4 matrix with one column replaced by a new vector.

Original signature is 'GLKMatrix4 GLKMatrix4SetColumn ( GLKMatrix4 matrix, int column, GLKVector4 vector );'

Available in OS X v10.8 and later.

SetRow ( GLKMatrix4 matrix, int row, GLKVector4 vector ) : GLKMatrix4

Returns a new 4x4 matrix with one row replaced by a new vector.

Original signature is 'GLKMatrix4 GLKMatrix4SetRow ( GLKMatrix4 matrix, int row, GLKVector4 vector );'

Available in OS X v10.8 and later.

Translate ( GLKMatrix4 matrix, float tx, float ty, float tz ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a translation transform.

Original signature is 'GLKMatrix4 GLKMatrix4Translate ( GLKMatrix4 matrix, float tx, float ty, float tz );'

Available in OS X v10.8 and later.

TranslateWithVector3 ( GLKMatrix4 matrix, GLKVector3 translationVector ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a translation transform defined by a vector.

Original signature is 'GLKMatrix4 GLKMatrix4TranslateWithVector3 ( GLKMatrix4 matrix, GLKVector3 translationVector );'

Available in OS X v10.8 and later.

TranslateWithVector4 ( GLKMatrix4 matrix, GLKVector4 translationVector ) : GLKMatrix4

Returns a new 4x4 matrix created by concatenating a matrix with a translation transform defined by a vector.

Original signature is 'GLKMatrix4 GLKMatrix4TranslateWithVector4 ( GLKMatrix4 matrix, GLKVector4 translationVector );'

Available in OS X v10.8 and later.

Transpose ( GLKMatrix4 matrix ) : GLKMatrix4

Returns the transpose of a matrix.

Original signature is 'GLKMatrix4 GLKMatrix4Transpose ( GLKMatrix4 matrix );'

Available in OS X v10.8 and later.

this ( int index ) : float

Gets or sets the value at the specified index.

메소드 상세

GLKMatrix4() 공개 메소드

Initializes a new instance of the Monobjc.GLKit.GLKMatrix4 struct.
public GLKMatrix4 ( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33 ) : System.Runtime.InteropServices
m00 float
m01 float
m02 float
m03 float
m10 float
m11 float
m12 float
m13 float
m20 float
m21 float
m22 float
m23 float
m30 float
m31 float
m32 float
m33 float
리턴 System.Runtime.InteropServices

GetColumn() 공개 정적인 메소드

Retrieves a column from a 4x4 matrix.

Original signature is 'GLKVector4 GLKMatrix4GetColumn ( GLKMatrix4 matrix, int column );'

Available in OS X v10.8 and later.

public static GetColumn ( GLKMatrix4 matrix, int column ) : GLKVector4
matrix GLKMatrix4 MISSING
column int MISSING
리턴 GLKVector4

GetMatrix2() 공개 정적인 메소드

Returns the upper-left 2x2 section of a 4x4 matrix.

Original signature is 'GLKMatrix2 GLKMatrix4GetMatrix2 ( GLKMatrix4 matrix );'

Available in OS X v10.8 and later.

public static GetMatrix2 ( GLKMatrix4 matrix ) : GLKMatrix2
matrix GLKMatrix4 MISSING
리턴 GLKMatrix2

GetMatrix3() 공개 정적인 메소드

Returns the upper-left 3x3 section of a 4x4 matrix.

Original signature is 'GLKMatrix3 GLKMatrix4GetMatrix3 ( GLKMatrix4 matrix );'

Available in OS X v10.8 and later.

public static GetMatrix3 ( GLKMatrix4 matrix ) : GLKMatrix3
matrix GLKMatrix4 MISSING
리턴 GLKMatrix3

GetRow() 공개 정적인 메소드

Retrieves a row from a 4x4 matrix.

Original signature is 'GLKVector4 GLKMatrix4GetRow ( GLKMatrix4 matrix, int row );'

Available in OS X v10.8 and later.

public static GetRow ( GLKMatrix4 matrix, int row ) : GLKVector4
matrix GLKMatrix4 MISSING
row int MISSING
리턴 GLKVector4

Make() 공개 정적인 메소드

Returns a 4x4 matrix created from individual component values.

Original signature is 'GLKMatrix4 GLKMatrix4Make ( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33 );'

Available in OS X v10.8 and later.

public static Make ( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33 ) : GLKMatrix4
m00 float MISSING
m01 float MISSING
m02 float MISSING
m03 float MISSING
m10 float MISSING
m11 float MISSING
m12 float MISSING
m13 float MISSING
m20 float MISSING
m21 float MISSING
m22 float MISSING
m23 float MISSING
m30 float MISSING
m31 float MISSING
m32 float MISSING
m33 float MISSING
리턴 GLKMatrix4

MakeAndTranspose() 공개 정적인 메소드

Returns a 4x4 transposed matrix created from individual component values.

Original signature is 'GLKMatrix4 GLKMatrix4MakeAndTranspose ( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33 );'

Available in OS X v10.8 and later.

public static MakeAndTranspose ( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33 ) : GLKMatrix4
m00 float MISSING
m01 float MISSING
m02 float MISSING
m03 float MISSING
m10 float MISSING
m11 float MISSING
m12 float MISSING
m13 float MISSING
m20 float MISSING
m21 float MISSING
m22 float MISSING
m23 float MISSING
m30 float MISSING
m31 float MISSING
m32 float MISSING
m33 float MISSING
리턴 GLKMatrix4

MakeFrustum() 공개 정적인 메소드

Returns a 4x4 perspective projection matrix.

Original signature is 'GLKMatrix4 GLKMatrix4MakeFrustum ( float left, float right, float bottom, float top, float nearZ, float farZ );'

Available in OS X v10.8 and later.

public static MakeFrustum ( float left, float right, float bottom, float top, float nearZ, float farZ ) : GLKMatrix4
left float MISSING
right float MISSING
bottom float MISSING
top float MISSING
nearZ float MISSING
farZ float MISSING
리턴 GLKMatrix4

MakeLookAt() 공개 정적인 메소드

Returns a 4x4 matrix that transforms world coordinates to eye coordinates.

Original signature is 'GLKMatrix4 GLKMatrix4MakeLookAt ( float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ );'

Available in OS X v10.8 and later.

public static MakeLookAt ( float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ ) : GLKMatrix4
eyeX float MISSING
eyeY float MISSING
eyeZ float MISSING
centerX float MISSING
centerY float MISSING
centerZ float MISSING
upX float MISSING
upY float MISSING
upZ float MISSING
리턴 GLKMatrix4

MakeOrtho() 공개 정적인 메소드

Returns a 4x4 orthographic projection matrix.

Original signature is 'GLKMatrix4 GLKMatrix4MakeOrtho ( float left, float right, float bottom, float top, float nearZ, float farZ );'

Available in OS X v10.8 and later.

public static MakeOrtho ( float left, float right, float bottom, float top, float nearZ, float farZ ) : GLKMatrix4
left float MISSING
right float MISSING
bottom float MISSING
top float MISSING
nearZ float MISSING
farZ float MISSING
리턴 GLKMatrix4

MakePerspective() 공개 정적인 메소드

Returns a 4x4 perspective projection matrix.

Original signature is 'GLKMatrix4 GLKMatrix4MakePerspective ( float fovyRadians, float aspect, float nearZ, float farZ );'

Available in OS X v10.8 and later.

public static MakePerspective ( float fovyRadians, float aspect, float nearZ, float farZ ) : GLKMatrix4
fovyRadians float MISSING
aspect float MISSING
nearZ float MISSING
farZ float MISSING
리턴 GLKMatrix4

MakeRotation() 공개 정적인 메소드

Returns a 4x4 matrix that performs a rotation around an arbitrary vector.

Original signature is 'GLKMatrix4 GLKMatrix4.MakeRotation ( float radians, float x, float y, float z );'

Available in OS X v10.8 and later.

public static MakeRotation ( float radians, float x, float y, float z ) : GLKMatrix4
radians float MISSING
x float MISSING
y float MISSING
z float MISSING
리턴 GLKMatrix4

MakeScale() 공개 정적인 메소드

Returns a 4x4 matrix that performs a scaling transformation.

Original signature is 'GLKMatrix4 GLKMatrix4MakeScale ( float sx, float sy, float sz );'

Available in OS X v10.8 and later.

public static MakeScale ( float sx, float sy, float sz ) : GLKMatrix4
sx float MISSING
sy float MISSING
sz float MISSING
리턴 GLKMatrix4

MakeTranslation() 공개 정적인 메소드

Returns a 4x4 matrix that performs a translation.

Original signature is 'GLKMatrix4 GLKMatrix4MakeTranslation ( float tx, float ty, float tz );'

Available in OS X v10.8 and later.

public static MakeTranslation ( float tx, float ty, float tz ) : GLKMatrix4
tx float MISSING
ty float MISSING
tz float MISSING
리턴 GLKMatrix4

MakeWithArray() 공개 정적인 메소드

Returns a 4x4 matrix created from an array of component values.

Original signature is 'GLKMatrix4 GLKMatrix4MakeWithArray ( float values[16] );'

Available in OS X v10.8 and later.

public static MakeWithArray ( IntPtr values ) : GLKMatrix4
values System.IntPtr MISSING
리턴 GLKMatrix4

MakeWithArrayAndTranspose() 공개 정적인 메소드

Returns a 4x4 transposed matrix created from an array of component values.

Original signature is 'GLKMatrix4 GLKMatrix4MakeWithArrayAndTranspose ( float values[16] );'

Available in OS X v10.8 and later.

public static MakeWithArrayAndTranspose ( IntPtr values ) : GLKMatrix4
values System.IntPtr MISSING
리턴 GLKMatrix4

MakeWithColumns() 공개 정적인 메소드

Returns a 4x4 matrix created from four column vectors.

Original signature is 'GLKMatrix4 GLKMatrix4MakeWithColumns ( GLKVector4 column0, GLKVector4 column1, GLKVector4 column2, GLKVector4 column3 );'

Available in OS X v10.8 and later.

public static MakeWithColumns ( GLKVector4 column0, GLKVector4 column1, GLKVector4 column2, GLKVector4 column3 ) : GLKMatrix4
column0 GLKVector4 MISSING
column1 GLKVector4 MISSING
column2 GLKVector4 MISSING
column3 GLKVector4 MISSING
리턴 GLKMatrix4

MakeWithQuaternion() 공개 정적인 메소드

Returns a 4x4 matrix that performs a rotation based on a quaternion.

Original signature is 'GLKMatrix4 GLKMatrix4MakeWithQuaternion ( GLKQuaternion quaternion );'

Available in OS X v10.8 and later.

public static MakeWithQuaternion ( GLKQuaternion quaternion ) : GLKMatrix4
quaternion GLKQuaternion MISSING
리턴 GLKMatrix4

MakeWithRows() 공개 정적인 메소드

Returns a 4x4 matrix created from four row vectors.

Original signature is 'GLKMatrix4 GLKMatrix4MakeWithRows ( GLKVector4 row0, GLKVector4 row1, GLKVector4 row2, GLKVector4 row3 );'

Available in OS X v10.8 and later.

public static MakeWithRows ( GLKVector4 row0, GLKVector4 row1, GLKVector4 row2, GLKVector4 row3 ) : GLKMatrix4
row0 GLKVector4 MISSING
row1 GLKVector4 MISSING
row2 GLKVector4 MISSING
row3 GLKVector4 MISSING
리턴 GLKMatrix4

MakeXRotation() 공개 정적인 메소드

Returns a 4x4 matrix that performs a rotation around the positive x-axis.

Original signature is 'GLKMatrix4 GLKMatrix4MakeXRotation ( float radians );'

Available in OS X v10.8 and later.

public static MakeXRotation ( float radians ) : GLKMatrix4
radians float MISSING
리턴 GLKMatrix4

MakeYRotation() 공개 정적인 메소드

Returns a 4x4 matrix that performs a rotation around the positive y-axis.

Original signature is 'GLKMatrix4 GLKMatrix4MakeYRotation ( float radians );'

Available in OS X v10.8 and later.

public static MakeYRotation ( float radians ) : GLKMatrix4
radians float MISSING
리턴 GLKMatrix4

MakeZRotation() 공개 정적인 메소드

Returns a 4x4 matrix that performs a rotation around the positive z-axis.

Original signature is 'GLKMatrix4 GLKMatrix4MakeZRotation ( float radians );'

Available in OS X v10.8 and later.

public static MakeZRotation ( float radians ) : GLKMatrix4
radians float MISSING
리턴 GLKMatrix4

Multiply() 공개 정적인 메소드

Returns the product of two matrices.

Original signature is 'GLKMatrix4 GLKMatrix4.Multiply ( GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight );'

Available in OS X v10.8 and later.

public static Multiply ( GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight ) : GLKMatrix4
matrixLeft GLKMatrix4 MISSING
matrixRight GLKMatrix4 MISSING
리턴 GLKMatrix4

MultiplyAndProjectVector3() 공개 정적인 메소드

Multiplies a 4x4 matrix by a position vector to create a vector in homogenous coordinates, then projects the result to a 3-component vector.

Original signature is 'GLKVector3 GLKMatrix4.MultiplyAndProjectVector3 ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight );'

Available in OS X v10.8 and later.

public static MultiplyAndProjectVector3 ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight ) : GLKVector3
matrixLeft GLKMatrix4 MISSING
vectorRight GLKVector3 MISSING
리턴 GLKVector3

MultiplyAndProjectVector3Array() 공개 정적인 메소드

Multiplies a 4x4 matrix by an array of 3-component vectors. Each result is projected back to 3-component vector.

Original signature is 'void GLKMatrix4.MultiplyAndProjectVector3Array ( GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount );'

Available in OS X v10.8 and later.

public static MultiplyAndProjectVector3Array ( GLKMatrix4 matrix, IntPtr vectors, NSUInteger vectorCount ) : void
matrix GLKMatrix4 MISSING
vectors System.IntPtr MISSING
vectorCount Monobjc.Foundation.NSUInteger MISSING
리턴 void

MultiplyVector3() 공개 정적인 메소드

Multiplies a 4x4 matrix by a 3-component vector.

Original signature is 'GLKVector3 GLKMatrix4.MultiplyVector3 ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight );'

Available in OS X v10.8 and later.

public static MultiplyVector3 ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight ) : GLKVector3
matrixLeft GLKMatrix4 MISSING
vectorRight GLKVector3 MISSING
리턴 GLKVector3

MultiplyVector3Array() 공개 정적인 메소드

Multiplies a 4x4 matrix by an array of 3-component vectors.

Original signature is 'void GLKMatrix4.MultiplyVector3Array ( GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount );'

Available in OS X v10.8 and later.

public static MultiplyVector3Array ( GLKMatrix4 matrix, IntPtr vectors, NSUInteger vectorCount ) : void
matrix GLKMatrix4 MISSING
vectors System.IntPtr MISSING
vectorCount Monobjc.Foundation.NSUInteger MISSING
리턴 void

MultiplyVector3ArrayWithTranslation() 공개 정적인 메소드

Multiplies a 4x4 matrix by an array of 3-component vectors, applying translation.

Original signature is 'void GLKMatrix4.MultiplyVector3ArrayWithTranslation ( GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount );'

Available in OS X v10.8 and later.

public static MultiplyVector3ArrayWithTranslation ( GLKMatrix4 matrix, IntPtr vectors, NSUInteger vectorCount ) : void
matrix GLKMatrix4 MISSING
vectors System.IntPtr MISSING
vectorCount Monobjc.Foundation.NSUInteger MISSING
리턴 void

MultiplyVector3WithTranslation() 공개 정적인 메소드

Multiplies a 4x4 matrix by a 3-component vector, applying translation.

Original signature is 'GLKVector3 GLKMatrix4.MultiplyVector3WithTranslation ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight );'

Available in OS X v10.8 and later.

public static MultiplyVector3WithTranslation ( GLKMatrix4 matrixLeft, GLKVector3 vectorRight ) : GLKVector3
matrixLeft GLKMatrix4 MISSING
vectorRight GLKVector3 MISSING
리턴 GLKVector3

MultiplyVector4() 공개 정적인 메소드

Multiplies a 4x4 matrix by a 4-component vector.

Original signature is 'GLKVector4 GLKMatrix4.MultiplyVector4 ( GLKMatrix4 matrixLeft, GLKVector4 vectorRight );'

Available in OS X v10.8 and later.

public static MultiplyVector4 ( GLKMatrix4 matrixLeft, GLKVector4 vectorRight ) : GLKVector4
matrixLeft GLKMatrix4 MISSING
vectorRight GLKVector4 MISSING
리턴 GLKVector4

MultiplyVector4Array() 공개 정적인 메소드

Multiplies a 4x4 matrix by an array of 4-component vectors.

Original signature is 'void GLKMatrix4.MultiplyVector4Array ( GLKMatrix4 matrix, GLKVector4 *vectors, size_t vectorCount );'

Available in OS X v10.8 and later.

public static MultiplyVector4Array ( GLKMatrix4 matrix, IntPtr vectors, NSUInteger vectorCount ) : void
matrix GLKMatrix4 MISSING
vectors System.IntPtr MISSING
vectorCount Monobjc.Foundation.NSUInteger MISSING
리턴 void

Rotate() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around a vector.

Original signature is 'GLKMatrix4 GLKMatrix4Rotate ( GLKMatrix4 matrix, float radians, float x, float y, float z );'

Available in OS X v10.8 and later.

public static Rotate ( GLKMatrix4 matrix, float radians, float x, float y, float z ) : GLKMatrix4
matrix GLKMatrix4 MISSING
radians float MISSING
x float MISSING
y float MISSING
z float MISSING
리턴 GLKMatrix4

RotateWithVector3() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around a vector.

Original signature is 'GLKMatrix4 GLKMatrix4RotateWithVector3 ( GLKMatrix4 matrix, float radians, GLKVector3 axisVector );'

Available in OS X v10.8 and later.

public static RotateWithVector3 ( GLKMatrix4 matrix, float radians, GLKVector3 axisVector ) : GLKMatrix4
matrix GLKMatrix4 MISSING
radians float MISSING
axisVector GLKVector3 MISSING
리턴 GLKMatrix4

RotateWithVector4() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around a vector.

Original signature is 'GLKMatrix4 GLKMatrix4RotateWithVector4 ( GLKMatrix4 matrix, float radians, GLKVector4 axisVector );'

Available in OS X v10.8 and later.

public static RotateWithVector4 ( GLKMatrix4 matrix, float radians, GLKVector4 axisVector ) : GLKMatrix4
matrix GLKMatrix4 MISSING
radians float MISSING
axisVector GLKVector4 MISSING
리턴 GLKMatrix4

RotateX() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around the x-axis.

Original signature is 'GLKMatrix4 GLKMatrix4RotateX ( GLKMatrix4 matrix, float radians );'

Available in OS X v10.8 and later.

public static RotateX ( GLKMatrix4 matrix, float radians ) : GLKMatrix4
matrix GLKMatrix4 MISSING
radians float MISSING
리턴 GLKMatrix4

RotateY() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around the y-axis.

Original signature is 'GLKMatrix4 GLKMatrix4RotateY ( GLKMatrix4 matrix, float radians );'

Available in OS X v10.8 and later.

public static RotateY ( GLKMatrix4 matrix, float radians ) : GLKMatrix4
matrix GLKMatrix4 MISSING
radians float MISSING
리턴 GLKMatrix4

RotateZ() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a rotation around the z-axis.

Original signature is 'GLKMatrix4 GLKMatrix4RotateZ ( GLKMatrix4 matrix, float radians );'

Available in OS X v10.8 and later.

public static RotateZ ( GLKMatrix4 matrix, float radians ) : GLKMatrix4
matrix GLKMatrix4 MISSING
radians float MISSING
리턴 GLKMatrix4

Scale() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a scaling transform.

Original signature is 'GLKMatrix4 GLKMatrix4Scale ( GLKMatrix4 matrix, float sx, float sy, float sz );'

Available in OS X v10.8 and later.

public static Scale ( GLKMatrix4 matrix, float sx, float sy, float sz ) : GLKMatrix4
matrix GLKMatrix4 MISSING
sx float MISSING
sy float MISSING
sz float MISSING
리턴 GLKMatrix4

ScaleWithVector3() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a scaling transform defined by a vector.

Original signature is 'GLKMatrix4 GLKMatrix4ScaleWithVector3 ( GLKMatrix4 matrix, GLKVector3 scaleVector );'

Available in OS X v10.8 and later.

public static ScaleWithVector3 ( GLKMatrix4 matrix, GLKVector3 scaleVector ) : GLKMatrix4
matrix GLKMatrix4 MISSING
scaleVector GLKVector3 MISSING
리턴 GLKMatrix4

ScaleWithVector4() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a scaling transform defined by a vector.

Original signature is 'GLKMatrix4 GLKMatrix4ScaleWithVector4 ( GLKMatrix4 matrix, GLKVector4 scaleVector );'

Available in OS X v10.8 and later.

public static ScaleWithVector4 ( GLKMatrix4 matrix, GLKVector4 scaleVector ) : GLKMatrix4
matrix GLKMatrix4 MISSING
scaleVector GLKVector4 MISSING
리턴 GLKMatrix4

SetColumn() 공개 정적인 메소드

Returns a new 4x4 matrix with one column replaced by a new vector.

Original signature is 'GLKMatrix4 GLKMatrix4SetColumn ( GLKMatrix4 matrix, int column, GLKVector4 vector );'

Available in OS X v10.8 and later.

public static SetColumn ( GLKMatrix4 matrix, int column, GLKVector4 vector ) : GLKMatrix4
matrix GLKMatrix4 MISSING
column int MISSING
vector GLKVector4 MISSING
리턴 GLKMatrix4

SetRow() 공개 정적인 메소드

Returns a new 4x4 matrix with one row replaced by a new vector.

Original signature is 'GLKMatrix4 GLKMatrix4SetRow ( GLKMatrix4 matrix, int row, GLKVector4 vector );'

Available in OS X v10.8 and later.

public static SetRow ( GLKMatrix4 matrix, int row, GLKVector4 vector ) : GLKMatrix4
matrix GLKMatrix4 MISSING
row int MISSING
vector GLKVector4 MISSING
리턴 GLKMatrix4

Translate() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a translation transform.

Original signature is 'GLKMatrix4 GLKMatrix4Translate ( GLKMatrix4 matrix, float tx, float ty, float tz );'

Available in OS X v10.8 and later.

public static Translate ( GLKMatrix4 matrix, float tx, float ty, float tz ) : GLKMatrix4
matrix GLKMatrix4 MISSING
tx float MISSING
ty float MISSING
tz float MISSING
리턴 GLKMatrix4

TranslateWithVector3() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a translation transform defined by a vector.

Original signature is 'GLKMatrix4 GLKMatrix4TranslateWithVector3 ( GLKMatrix4 matrix, GLKVector3 translationVector );'

Available in OS X v10.8 and later.

public static TranslateWithVector3 ( GLKMatrix4 matrix, GLKVector3 translationVector ) : GLKMatrix4
matrix GLKMatrix4 MISSING
translationVector GLKVector3 MISSING
리턴 GLKMatrix4

TranslateWithVector4() 공개 정적인 메소드

Returns a new 4x4 matrix created by concatenating a matrix with a translation transform defined by a vector.

Original signature is 'GLKMatrix4 GLKMatrix4TranslateWithVector4 ( GLKMatrix4 matrix, GLKVector4 translationVector );'

Available in OS X v10.8 and later.

public static TranslateWithVector4 ( GLKMatrix4 matrix, GLKVector4 translationVector ) : GLKMatrix4
matrix GLKMatrix4 MISSING
translationVector GLKVector4 MISSING
리턴 GLKMatrix4

Transpose() 공개 정적인 메소드

Returns the transpose of a matrix.

Original signature is 'GLKMatrix4 GLKMatrix4Transpose ( GLKMatrix4 matrix );'

Available in OS X v10.8 and later.

public static Transpose ( GLKMatrix4 matrix ) : GLKMatrix4
matrix GLKMatrix4 MISSING
리턴 GLKMatrix4

this() 공개 메소드

Gets or sets the value at the specified index.
public this ( int index ) : float
index int
리턴 float

프로퍼티 상세

Identity 공개적으로 정적으로 프로퍼티

A 3x3 identity matrix.
public static GLKMatrix4,Monobjc.GLKit Identity
리턴 GLKMatrix4

m00 공개적으로 프로퍼티

public float m00
리턴 float

m10 공개적으로 프로퍼티

public float m10
리턴 float

m20 공개적으로 프로퍼티

public float m20
리턴 float

m30 공개적으로 프로퍼티

public float m30
리턴 float