Terraria v1.4.4.9
Terraria source code documentation
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This is the complete list of members for Microsoft.Xna.Framework.Matrix, including all inherited members.
_identity | Microsoft.Xna.Framework.Matrix | privatestatic |
Add(Matrix matrix1, Matrix matrix2) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Add(ref Matrix matrix1, ref Matrix matrix2, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Backward | Microsoft.Xna.Framework.Matrix | |
CreateBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUpVector, Vector3? cameraForwardVector) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 cameraUpVector, Vector3? cameraForwardVector, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateConstrainedBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 rotateAxis, Vector3? cameraForwardVector, Vector3? objectForwardVector) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateConstrainedBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 rotateAxis, Vector3? cameraForwardVector, Vector3? objectForwardVector, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateFromAxisAngle(Vector3 axis, float angle) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateFromAxisAngle(ref Vector3 axis, float angle, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateFromQuaternion(Quaternion quaternion) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateFromQuaternion(ref Quaternion quaternion, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateFromYawPitchRoll(float yaw, float pitch, float roll) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateLookAt(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 cameraUpVector) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateLookAt(ref Vector3 cameraPosition, ref Vector3 cameraTarget, ref Vector3 cameraUpVector, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreatePerspective(float width, float height, float nearPlaneDistance, float farPlaneDistance) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreatePerspective(float width, float height, float nearPlaneDistance, float farPlaneDistance, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateReflection(Plane value) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateReflection(ref Plane value, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateRotationX(float radians) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateRotationX(float radians, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateRotationY(float radians) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateRotationY(float radians, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateRotationZ(float radians) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateRotationZ(float radians, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateScale(float xScale, float yScale, float zScale) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateScale(float xScale, float yScale, float zScale, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateScale(Vector3 scales) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateScale(ref Vector3 scales, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateScale(float scale) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateScale(float scale, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateShadow(Vector3 lightDirection, Plane plane) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateShadow(ref Vector3 lightDirection, ref Plane plane, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateTranslation(Vector3 position) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateTranslation(ref Vector3 position, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateTranslation(float xPosition, float yPosition, float zPosition) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateTranslation(float xPosition, float yPosition, float zPosition, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateWorld(Vector3 position, Vector3 forward, Vector3 up) | Microsoft.Xna.Framework.Matrix | inlinestatic |
CreateWorld(ref Vector3 position, ref Vector3 forward, ref Vector3 up, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Decompose(out Vector3 scale, out Quaternion rotation, out Vector3 translation) | Microsoft.Xna.Framework.Matrix | inline |
Determinant() | Microsoft.Xna.Framework.Matrix | inline |
Divide(Matrix matrix1, Matrix matrix2) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Divide(ref Matrix matrix1, ref Matrix matrix2, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Divide(Matrix matrix1, float divider) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Divide(ref Matrix matrix1, float divider, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Down | Microsoft.Xna.Framework.Matrix | |
Equals(Matrix other) | Microsoft.Xna.Framework.Matrix | inline |
Equals(object obj) | Microsoft.Xna.Framework.Matrix | inline |
IEquatable< Matrix >.Equals(T? other) | System.IEquatable< Matrix > | |
Forward | Microsoft.Xna.Framework.Matrix | |
GetHashCode() | Microsoft.Xna.Framework.Matrix | inline |
Identity | Microsoft.Xna.Framework.Matrix | static |
Invert(Matrix matrix) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Invert(ref Matrix matrix, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Left | Microsoft.Xna.Framework.Matrix | |
Lerp(Matrix matrix1, Matrix matrix2, float amount) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Lerp(ref Matrix matrix1, ref Matrix matrix2, float amount, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
M11 | Microsoft.Xna.Framework.Matrix | |
M12 | Microsoft.Xna.Framework.Matrix | |
M13 | Microsoft.Xna.Framework.Matrix | |
M14 | Microsoft.Xna.Framework.Matrix | |
M21 | Microsoft.Xna.Framework.Matrix | |
M22 | Microsoft.Xna.Framework.Matrix | |
M23 | Microsoft.Xna.Framework.Matrix | |
M24 | Microsoft.Xna.Framework.Matrix | |
M31 | Microsoft.Xna.Framework.Matrix | |
M32 | Microsoft.Xna.Framework.Matrix | |
M33 | Microsoft.Xna.Framework.Matrix | |
M34 | Microsoft.Xna.Framework.Matrix | |
M41 | Microsoft.Xna.Framework.Matrix | |
M42 | Microsoft.Xna.Framework.Matrix | |
M43 | Microsoft.Xna.Framework.Matrix | |
M44 | Microsoft.Xna.Framework.Matrix | |
Matrix(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) | Microsoft.Xna.Framework.Matrix | inline |
Multiply(Matrix matrix1, Matrix matrix2) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Multiply(ref Matrix matrix1, ref Matrix matrix2, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Multiply(Matrix matrix1, float scaleFactor) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Multiply(ref Matrix matrix1, float scaleFactor, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Negate(Matrix matrix) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Negate(ref Matrix matrix, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
operator!=(Matrix matrix1, Matrix matrix2) | Microsoft.Xna.Framework.Matrix | inlinestatic |
operator*(Matrix matrix1, Matrix matrix2) | Microsoft.Xna.Framework.Matrix | inlinestatic |
operator*(Matrix matrix, float scaleFactor) | Microsoft.Xna.Framework.Matrix | inlinestatic |
operator*(float scaleFactor, Matrix matrix) | Microsoft.Xna.Framework.Matrix | inlinestatic |
operator+(Matrix matrix1, Matrix matrix2) | Microsoft.Xna.Framework.Matrix | inlinestatic |
operator-(Matrix matrix1) | Microsoft.Xna.Framework.Matrix | inlinestatic |
operator-(Matrix matrix1, Matrix matrix2) | Microsoft.Xna.Framework.Matrix | inlinestatic |
operator/(Matrix matrix1, Matrix matrix2) | Microsoft.Xna.Framework.Matrix | inlinestatic |
operator/(Matrix matrix1, float divider) | Microsoft.Xna.Framework.Matrix | inlinestatic |
operator==(Matrix matrix1, Matrix matrix2) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Right | Microsoft.Xna.Framework.Matrix | |
Subtract(Matrix matrix1, Matrix matrix2) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Subtract(ref Matrix matrix1, ref Matrix matrix2, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
ToString() | Microsoft.Xna.Framework.Matrix | inline |
Transform(Matrix value, Quaternion rotation) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Transform(ref Matrix value, ref Quaternion rotation, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Translation | Microsoft.Xna.Framework.Matrix | |
Transpose(Matrix matrix) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Transpose(ref Matrix matrix, out Matrix result) | Microsoft.Xna.Framework.Matrix | inlinestatic |
Up | Microsoft.Xna.Framework.Matrix |