Terraria v1.4.4.9
Terraria source code documentation
Loading...
Searching...
No Matches
Microsoft.Xna.Framework.Matrix Member List

This is the complete list of members for Microsoft.Xna.Framework.Matrix, including all inherited members.

_identityMicrosoft.Xna.Framework.Matrixprivatestatic
Add(Matrix matrix1, Matrix matrix2)Microsoft.Xna.Framework.Matrixinlinestatic
Add(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
BackwardMicrosoft.Xna.Framework.Matrix
CreateBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUpVector, Vector3? cameraForwardVector)Microsoft.Xna.Framework.Matrixinlinestatic
CreateBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 cameraUpVector, Vector3? cameraForwardVector, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateConstrainedBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 rotateAxis, Vector3? cameraForwardVector, Vector3? objectForwardVector)Microsoft.Xna.Framework.Matrixinlinestatic
CreateConstrainedBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 rotateAxis, Vector3? cameraForwardVector, Vector3? objectForwardVector, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateFromAxisAngle(Vector3 axis, float angle)Microsoft.Xna.Framework.Matrixinlinestatic
CreateFromAxisAngle(ref Vector3 axis, float angle, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateFromQuaternion(Quaternion quaternion)Microsoft.Xna.Framework.Matrixinlinestatic
CreateFromQuaternion(ref Quaternion quaternion, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateFromYawPitchRoll(float yaw, float pitch, float roll)Microsoft.Xna.Framework.Matrixinlinestatic
CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateLookAt(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 cameraUpVector)Microsoft.Xna.Framework.Matrixinlinestatic
CreateLookAt(ref Vector3 cameraPosition, ref Vector3 cameraTarget, ref Vector3 cameraUpVector, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane)Microsoft.Xna.Framework.Matrixinlinestatic
CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane)Microsoft.Xna.Framework.Matrixinlinestatic
CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreatePerspective(float width, float height, float nearPlaneDistance, float farPlaneDistance)Microsoft.Xna.Framework.Matrixinlinestatic
CreatePerspective(float width, float height, float nearPlaneDistance, float farPlaneDistance, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance)Microsoft.Xna.Framework.Matrixinlinestatic
CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance)Microsoft.Xna.Framework.Matrixinlinestatic
CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateReflection(Plane value)Microsoft.Xna.Framework.Matrixinlinestatic
CreateReflection(ref Plane value, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateRotationX(float radians)Microsoft.Xna.Framework.Matrixinlinestatic
CreateRotationX(float radians, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateRotationY(float radians)Microsoft.Xna.Framework.Matrixinlinestatic
CreateRotationY(float radians, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateRotationZ(float radians)Microsoft.Xna.Framework.Matrixinlinestatic
CreateRotationZ(float radians, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateScale(float xScale, float yScale, float zScale)Microsoft.Xna.Framework.Matrixinlinestatic
CreateScale(float xScale, float yScale, float zScale, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateScale(Vector3 scales)Microsoft.Xna.Framework.Matrixinlinestatic
CreateScale(ref Vector3 scales, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateScale(float scale)Microsoft.Xna.Framework.Matrixinlinestatic
CreateScale(float scale, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateShadow(Vector3 lightDirection, Plane plane)Microsoft.Xna.Framework.Matrixinlinestatic
CreateShadow(ref Vector3 lightDirection, ref Plane plane, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateTranslation(Vector3 position)Microsoft.Xna.Framework.Matrixinlinestatic
CreateTranslation(ref Vector3 position, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateTranslation(float xPosition, float yPosition, float zPosition)Microsoft.Xna.Framework.Matrixinlinestatic
CreateTranslation(float xPosition, float yPosition, float zPosition, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
CreateWorld(Vector3 position, Vector3 forward, Vector3 up)Microsoft.Xna.Framework.Matrixinlinestatic
CreateWorld(ref Vector3 position, ref Vector3 forward, ref Vector3 up, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
Decompose(out Vector3 scale, out Quaternion rotation, out Vector3 translation)Microsoft.Xna.Framework.Matrixinline
Determinant()Microsoft.Xna.Framework.Matrixinline
Divide(Matrix matrix1, Matrix matrix2)Microsoft.Xna.Framework.Matrixinlinestatic
Divide(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
Divide(Matrix matrix1, float divider)Microsoft.Xna.Framework.Matrixinlinestatic
Divide(ref Matrix matrix1, float divider, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
DownMicrosoft.Xna.Framework.Matrix
Equals(Matrix other)Microsoft.Xna.Framework.Matrixinline
Equals(object obj)Microsoft.Xna.Framework.Matrixinline
IEquatable< Matrix >.Equals(T? other)System.IEquatable< Matrix >
ForwardMicrosoft.Xna.Framework.Matrix
GetHashCode()Microsoft.Xna.Framework.Matrixinline
IdentityMicrosoft.Xna.Framework.Matrixstatic
Invert(Matrix matrix)Microsoft.Xna.Framework.Matrixinlinestatic
Invert(ref Matrix matrix, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
LeftMicrosoft.Xna.Framework.Matrix
Lerp(Matrix matrix1, Matrix matrix2, float amount)Microsoft.Xna.Framework.Matrixinlinestatic
Lerp(ref Matrix matrix1, ref Matrix matrix2, float amount, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
M11Microsoft.Xna.Framework.Matrix
M12Microsoft.Xna.Framework.Matrix
M13Microsoft.Xna.Framework.Matrix
M14Microsoft.Xna.Framework.Matrix
M21Microsoft.Xna.Framework.Matrix
M22Microsoft.Xna.Framework.Matrix
M23Microsoft.Xna.Framework.Matrix
M24Microsoft.Xna.Framework.Matrix
M31Microsoft.Xna.Framework.Matrix
M32Microsoft.Xna.Framework.Matrix
M33Microsoft.Xna.Framework.Matrix
M34Microsoft.Xna.Framework.Matrix
M41Microsoft.Xna.Framework.Matrix
M42Microsoft.Xna.Framework.Matrix
M43Microsoft.Xna.Framework.Matrix
M44Microsoft.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.Matrixinline
Multiply(Matrix matrix1, Matrix matrix2)Microsoft.Xna.Framework.Matrixinlinestatic
Multiply(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
Multiply(Matrix matrix1, float scaleFactor)Microsoft.Xna.Framework.Matrixinlinestatic
Multiply(ref Matrix matrix1, float scaleFactor, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
Negate(Matrix matrix)Microsoft.Xna.Framework.Matrixinlinestatic
Negate(ref Matrix matrix, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
operator!=(Matrix matrix1, Matrix matrix2)Microsoft.Xna.Framework.Matrixinlinestatic
operator*(Matrix matrix1, Matrix matrix2)Microsoft.Xna.Framework.Matrixinlinestatic
operator*(Matrix matrix, float scaleFactor)Microsoft.Xna.Framework.Matrixinlinestatic
operator*(float scaleFactor, Matrix matrix)Microsoft.Xna.Framework.Matrixinlinestatic
operator+(Matrix matrix1, Matrix matrix2)Microsoft.Xna.Framework.Matrixinlinestatic
operator-(Matrix matrix1)Microsoft.Xna.Framework.Matrixinlinestatic
operator-(Matrix matrix1, Matrix matrix2)Microsoft.Xna.Framework.Matrixinlinestatic
operator/(Matrix matrix1, Matrix matrix2)Microsoft.Xna.Framework.Matrixinlinestatic
operator/(Matrix matrix1, float divider)Microsoft.Xna.Framework.Matrixinlinestatic
operator==(Matrix matrix1, Matrix matrix2)Microsoft.Xna.Framework.Matrixinlinestatic
RightMicrosoft.Xna.Framework.Matrix
Subtract(Matrix matrix1, Matrix matrix2)Microsoft.Xna.Framework.Matrixinlinestatic
Subtract(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
ToString()Microsoft.Xna.Framework.Matrixinline
Transform(Matrix value, Quaternion rotation)Microsoft.Xna.Framework.Matrixinlinestatic
Transform(ref Matrix value, ref Quaternion rotation, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
TranslationMicrosoft.Xna.Framework.Matrix
Transpose(Matrix matrix)Microsoft.Xna.Framework.Matrixinlinestatic
Transpose(ref Matrix matrix, out Matrix result)Microsoft.Xna.Framework.Matrixinlinestatic
UpMicrosoft.Xna.Framework.Matrix