Terraria v1.4.4.9
Terraria source code documentation
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System.Numerics.Matrix4x4 Member List

This is the complete list of members for System.Numerics.Matrix4x4, including all inherited members.

_identitySystem.Numerics.Matrix4x4privatestatic
Add(Matrix4x4 value1, Matrix4x4 value2)System.Numerics.Matrix4x4inlinestatic
CreateBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUpVector, Vector3 cameraForwardVector)System.Numerics.Matrix4x4inlinestatic
CreateConstrainedBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 rotateAxis, Vector3 cameraForwardVector, Vector3 objectForwardVector)System.Numerics.Matrix4x4inlinestatic
CreateFromAxisAngle(Vector3 axis, float angle)System.Numerics.Matrix4x4inlinestatic
CreateFromQuaternion(Quaternion quaternion)System.Numerics.Matrix4x4inlinestatic
CreateFromYawPitchRoll(float yaw, float pitch, float roll)System.Numerics.Matrix4x4inlinestatic
CreateLookAt(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 cameraUpVector)System.Numerics.Matrix4x4inlinestatic
CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane)System.Numerics.Matrix4x4inlinestatic
CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane)System.Numerics.Matrix4x4inlinestatic
CreatePerspective(float width, float height, float nearPlaneDistance, float farPlaneDistance)System.Numerics.Matrix4x4inlinestatic
CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance)System.Numerics.Matrix4x4inlinestatic
CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance)System.Numerics.Matrix4x4inlinestatic
CreateReflection(Plane value)System.Numerics.Matrix4x4inlinestatic
CreateRotationX(float radians)System.Numerics.Matrix4x4inlinestatic
CreateRotationX(float radians, Vector3 centerPoint)System.Numerics.Matrix4x4inlinestatic
CreateRotationY(float radians)System.Numerics.Matrix4x4inlinestatic
CreateRotationY(float radians, Vector3 centerPoint)System.Numerics.Matrix4x4inlinestatic
CreateRotationZ(float radians)System.Numerics.Matrix4x4inlinestatic
CreateRotationZ(float radians, Vector3 centerPoint)System.Numerics.Matrix4x4inlinestatic
CreateScale(float xScale, float yScale, float zScale)System.Numerics.Matrix4x4inlinestatic
CreateScale(float xScale, float yScale, float zScale, Vector3 centerPoint)System.Numerics.Matrix4x4inlinestatic
CreateScale(Vector3 scales)System.Numerics.Matrix4x4inlinestatic
CreateScale(Vector3 scales, Vector3 centerPoint)System.Numerics.Matrix4x4inlinestatic
CreateScale(float scale)System.Numerics.Matrix4x4inlinestatic
CreateScale(float scale, Vector3 centerPoint)System.Numerics.Matrix4x4inlinestatic
CreateShadow(Vector3 lightDirection, Plane plane)System.Numerics.Matrix4x4inlinestatic
CreateTranslation(Vector3 position)System.Numerics.Matrix4x4inlinestatic
CreateTranslation(float xPosition, float yPosition, float zPosition)System.Numerics.Matrix4x4inlinestatic
CreateWorld(Vector3 position, Vector3 forward, Vector3 up)System.Numerics.Matrix4x4inlinestatic
Decompose(Matrix4x4 matrix, out Vector3 scale, out Quaternion rotation, out Vector3 translation)System.Numerics.Matrix4x4inlinestatic
Equals([NotNullWhen(true)] object? obj)System.Numerics.Matrix4x4inline
Equals(Matrix4x4 other)System.Numerics.Matrix4x4inline
IEquatable< Matrix4x4 >.Equals(T? other)System.IEquatable< Matrix4x4 >
GetDeterminant()System.Numerics.Matrix4x4inline
GetHashCode()System.Numerics.Matrix4x4inline
IdentitySystem.Numerics.Matrix4x4static
Invert(Matrix4x4 matrix, out Matrix4x4 result)System.Numerics.Matrix4x4inlinestatic
IsIdentitySystem.Numerics.Matrix4x4
Lerp(Matrix4x4 matrix1, Matrix4x4 matrix2, float amount)System.Numerics.Matrix4x4inlinestatic
M11System.Numerics.Matrix4x4
M12System.Numerics.Matrix4x4
M13System.Numerics.Matrix4x4
M14System.Numerics.Matrix4x4
M21System.Numerics.Matrix4x4
M22System.Numerics.Matrix4x4
M23System.Numerics.Matrix4x4
M24System.Numerics.Matrix4x4
M31System.Numerics.Matrix4x4
M32System.Numerics.Matrix4x4
M33System.Numerics.Matrix4x4
M34System.Numerics.Matrix4x4
M41System.Numerics.Matrix4x4
M42System.Numerics.Matrix4x4
M43System.Numerics.Matrix4x4
M44System.Numerics.Matrix4x4
Matrix4x4(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)System.Numerics.Matrix4x4inline
Matrix4x4(Matrix3x2 value)System.Numerics.Matrix4x4inline
Multiply(Matrix4x4 value1, Matrix4x4 value2)System.Numerics.Matrix4x4inlinestatic
Multiply(Matrix4x4 value1, float value2)System.Numerics.Matrix4x4inlinestatic
Negate(Matrix4x4 value)System.Numerics.Matrix4x4inlinestatic
operator!=(Matrix4x4 value1, Matrix4x4 value2)System.Numerics.Matrix4x4inlinestatic
operator*(Matrix4x4 value1, Matrix4x4 value2)System.Numerics.Matrix4x4inlinestatic
operator*(Matrix4x4 value1, float value2)System.Numerics.Matrix4x4inlinestatic
operator+(Matrix4x4 value1, Matrix4x4 value2)System.Numerics.Matrix4x4inlinestatic
operator-(Matrix4x4 value1, Matrix4x4 value2)System.Numerics.Matrix4x4inlinestatic
operator-(Matrix4x4 value)System.Numerics.Matrix4x4inlinestatic
operator==(Matrix4x4 value1, Matrix4x4 value2)System.Numerics.Matrix4x4inlinestatic
Permute(Vector128< float > value, byte control)System.Numerics.Matrix4x4inlineprivatestatic
Subtract(Matrix4x4 value1, Matrix4x4 value2)System.Numerics.Matrix4x4inlinestatic
ToString()System.Numerics.Matrix4x4inline
Transform(Matrix4x4 value, Quaternion rotation)System.Numerics.Matrix4x4inlinestatic
TranslationSystem.Numerics.Matrix4x4
Transpose(Matrix4x4 matrix)System.Numerics.Matrix4x4inlinestatic