Space Engineers
VRageMath.Matrix Member List

This is the complete list of members for VRageMath.Matrix, including all inherited members.

Add(Matrix matrix1, Matrix matrix2)VRageMath.Matrixinlinestatic
Add(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)VRageMath.Matrixinlinestatic
AlignRotationToAxes(ref Matrix toAlign, ref Matrix axisDefinitionMatrix)VRageMath.Matrixinlinestatic
AssertIsValid()VRageMath.Matrixinline
BackwardVRageMath.Matrix
Col0VRageMath.Matrix
Col1VRageMath.Matrix
Col2VRageMath.Matrix
CreateBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUpVector, Vector3?cameraForwardVector)VRageMath.Matrixinlinestatic
CreateBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 cameraUpVector, Vector3?cameraForwardVector, out Matrix result)VRageMath.Matrixinlinestatic
CreateConstrainedBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 rotateAxis, Vector3?cameraForwardVector, Vector3?objectForwardVector)VRageMath.Matrixinlinestatic
CreateConstrainedBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 rotateAxis, Vector3?cameraForwardVector, Vector3?objectForwardVector, out Matrix result)VRageMath.Matrixinlinestatic
CreateFromAxisAngle(Vector3 axis, float angle)VRageMath.Matrixinlinestatic
CreateFromAxisAngle(ref Vector3 axis, float angle, out Matrix result)VRageMath.Matrixinlinestatic
CreateFromDir(Vector3 dir)VRageMath.Matrixinlinestatic
CreateFromDir(Vector3 dir, Vector3 suggestedUp)VRageMath.Matrixinlinestatic
CreateFromPerspectiveFieldOfView(ref Matrix proj, float nearPlaneDistance, float farPlaneDistance)VRageMath.Matrixinlinestatic
CreateFromQuaternion(Quaternion quaternion)VRageMath.Matrixinlinestatic
CreateFromQuaternion(ref Quaternion quaternion, out Matrix result)VRageMath.Matrixinlinestatic
CreateFromTransformScale(Quaternion orientation, Vector3 position, Vector3 scale)VRageMath.Matrixinlinestatic
CreateFromYawPitchRoll(float yaw, float pitch, float roll)VRageMath.Matrixinlinestatic
CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Matrix result)VRageMath.Matrixinlinestatic
CreateLookAt(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 cameraUpVector)VRageMath.Matrixinlinestatic
CreateLookAt(ref Vector3 cameraPosition, ref Vector3 cameraTarget, ref Vector3 cameraUpVector, out Matrix result)VRageMath.Matrixinlinestatic
CreateLookAtInverse(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 cameraUpVector)VRageMath.Matrixinlinestatic
CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane)VRageMath.Matrixinlinestatic
CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane, out Matrix result)VRageMath.Matrixinlinestatic
CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane)VRageMath.Matrixinlinestatic
CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane, out Matrix result)VRageMath.Matrixinlinestatic
CreatePerspective(float width, float height, float nearPlaneDistance, float farPlaneDistance)VRageMath.Matrixinlinestatic
CreatePerspective(float width, float height, float nearPlaneDistance, float farPlaneDistance, out Matrix result)VRageMath.Matrixinlinestatic
CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance)VRageMath.Matrixinlinestatic
CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance, out Matrix result)VRageMath.Matrixinlinestatic
CreatePerspectiveFovRhComplementary(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance)VRageMath.Matrixinlinestatic
CreatePerspectiveFovRhInfinite(float fieldOfView, float aspectRatio, float nearPlaneDistance)VRageMath.Matrixinlinestatic
CreatePerspectiveFovRhInfiniteComplementary(float fieldOfView, float aspectRatio, float nearPlaneDistance)VRageMath.Matrixinlinestatic
CreatePerspectiveFovRhInfiniteComplementaryInverse(float fieldOfView, float aspectRatio, float nearPlaneDistance)VRageMath.Matrixinlinestatic
CreatePerspectiveFovRhInfiniteInverse(float fieldOfView, float aspectRatio, float nearPlaneDistance)VRageMath.Matrixinlinestatic
CreatePerspectiveFovRhInverse(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance)VRageMath.Matrixinlinestatic
CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance)VRageMath.Matrixinlinestatic
CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance, out Matrix result)VRageMath.Matrixinlinestatic
CreateReflection(Plane value)VRageMath.Matrixinlinestatic
CreateReflection(ref Plane value, out Matrix result)VRageMath.Matrixinlinestatic
CreateRotationFromTwoVectors(ref Vector3 fromVector, ref Vector3 toVector, out Matrix resultMatrix)VRageMath.Matrixinlinestatic
CreateRotationX(float radians)VRageMath.Matrixinlinestatic
CreateRotationX(float radians, out Matrix result)VRageMath.Matrixinlinestatic
CreateRotationY(float radians)VRageMath.Matrixinlinestatic
CreateRotationY(float radians, out Matrix result)VRageMath.Matrixinlinestatic
CreateRotationZ(float radians)VRageMath.Matrixinlinestatic
CreateRotationZ(float radians, out Matrix result)VRageMath.Matrixinlinestatic
CreateScale(float xScale, float yScale, float zScale)VRageMath.Matrixinlinestatic
CreateScale(float xScale, float yScale, float zScale, out Matrix result)VRageMath.Matrixinlinestatic
CreateScale(Vector3 scales)VRageMath.Matrixinlinestatic
CreateScale(ref Vector3 scales, out Matrix result)VRageMath.Matrixinlinestatic
CreateScale(float scale)VRageMath.Matrixinlinestatic
CreateScale(float scale, out Matrix result)VRageMath.Matrixinlinestatic
CreateShadow(Vector3 lightDirection, Plane plane)VRageMath.Matrixinlinestatic
CreateShadow(ref Vector3 lightDirection, ref Plane plane, out Matrix result)VRageMath.Matrixinlinestatic
CreateTranslation(Vector3 position)VRageMath.Matrixinlinestatic
CreateTranslation(ref Vector3 position, out Matrix result)VRageMath.Matrixinlinestatic
CreateTranslation(float xPosition, float yPosition, float zPosition)VRageMath.Matrixinlinestatic
CreateTranslation(float xPosition, float yPosition, float zPosition, out Matrix result)VRageMath.Matrixinlinestatic
CreateWorld(Vector3 position)VRageMath.Matrixinlinestatic
CreateWorld(Vector3 position, Vector3 forward, Vector3 up)VRageMath.Matrixinlinestatic
CreateWorld(ref Vector3 position, ref Vector3 forward, ref Vector3 up, out Matrix result)VRageMath.Matrixinlinestatic
Determinant()VRageMath.Matrixinline
Divide(Matrix matrix1, Matrix matrix2)VRageMath.Matrixinlinestatic
Divide(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)VRageMath.Matrixinlinestatic
Divide(Matrix matrix1, float divider)VRageMath.Matrixinlinestatic
Divide(ref Matrix matrix1, float divider, out Matrix result)VRageMath.Matrixinlinestatic
DownVRageMath.Matrix
Equals(Matrix other)VRageMath.Matrixinline
Equals(object obj)VRageMath.Matrixinline
EqualsFast(ref Matrix other, float epsilon=0.0001f)VRageMath.Matrixinline
ForwardVRageMath.Matrix
GetClosestDirection(Vector3 referenceVector)VRageMath.Matrixinline
GetClosestDirection(ref Vector3 referenceVector)VRageMath.Matrixinline
GetDirectionVector(Base6Directions.Direction direction)VRageMath.Matrixinline
GetEulerAnglesXYZ(ref Matrix mat, out Vector3 xyz)VRageMath.Matrixinlinestatic
GetHashCode()VRageMath.Matrixinline
GetOrientation()VRageMath.Matrixinline
GetRow(int row)VRageMath.Matrixinline
HasNoTranslationOrPerspective()VRageMath.Matrixinline
IdentityVRageMath.Matrixstatic
Invert(Matrix matrix)VRageMath.Matrixinlinestatic
Invert(ref Matrix matrix)VRageMath.Matrixinlinestatic
Invert(ref Matrix matrix, out Matrix result)VRageMath.Matrixinlinestatic
IsMirrored()VRageMath.Matrixinline
IsNan()VRageMath.Matrixinline
IsRotation()VRageMath.Matrixinline
IsValid()VRageMath.Matrixinline
LeftVRageMath.Matrix
Lerp(Matrix matrix1, Matrix matrix2, float amount)VRageMath.Matrixinlinestatic
Lerp(ref Matrix matrix1, ref Matrix matrix2, float amount, out Matrix result)VRageMath.Matrixinlinestatic
M11VRageMath.Matrix
M12VRageMath.Matrix
M13VRageMath.Matrix
M14VRageMath.Matrix
M21VRageMath.Matrix
M22VRageMath.Matrix
M23VRageMath.Matrix
M24VRageMath.Matrix
M31VRageMath.Matrix
M32VRageMath.Matrix
M33VRageMath.Matrix
M34VRageMath.Matrix
M41VRageMath.Matrix
M42VRageMath.Matrix
M43VRageMath.Matrix
M44VRageMath.Matrix
Matrix()VRageMath.Matrixinlinestatic
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)VRageMath.Matrixinline
Matrix(float m11, float m12, float m13, float m21, float m22, float m23, float m31, float m32, float m33)VRageMath.Matrixinline
Matrix(MatrixD other)VRageMath.Matrixinline
Multiply(Matrix matrix1, Matrix matrix2)VRageMath.Matrixinlinestatic
Multiply(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)VRageMath.Matrixinlinestatic
Multiply(Matrix matrix1, float scaleFactor)VRageMath.Matrixinlinestatic
Multiply(ref Matrix matrix1, float scaleFactor, out Matrix result)VRageMath.Matrixinlinestatic
Negate(Matrix matrix)VRageMath.Matrixinlinestatic
Negate(ref Matrix matrix, out Matrix result)VRageMath.Matrixinlinestatic
Normalize(Matrix matrix)VRageMath.Matrixinlinestatic
operator!=(Matrix matrix1, Matrix matrix2)VRageMath.Matrixinlinestatic
operator*(Matrix matrix1, Matrix matrix2)VRageMath.Matrixinlinestatic
operator*(Matrix matrix, float scaleFactor)VRageMath.Matrixinlinestatic
operator*(float scaleFactor, Matrix matrix)VRageMath.Matrixinlinestatic
operator+(Matrix matrix1, Matrix matrix2)VRageMath.Matrixinlinestatic
operator-(Matrix matrix1)VRageMath.Matrixinlinestatic
operator-(Matrix matrix1, Matrix matrix2)VRageMath.Matrixinlinestatic
operator/(Matrix matrix1, Matrix matrix2)VRageMath.Matrixinlinestatic
operator/(Matrix matrix1, float divider)VRageMath.Matrixinlinestatic
operator==(Matrix matrix1, Matrix matrix2)VRageMath.Matrixinlinestatic
Orthogonalize(Matrix rotationMatrix)VRageMath.Matrixinlinestatic
Rescale(ref Matrix matrix, float scale)VRageMath.Matrixinlinestatic
Rescale(ref Matrix matrix, ref Vector3 scale)VRageMath.Matrixinlinestatic
Rescale(Matrix matrix, float scale)VRageMath.Matrixinlinestatic
Rescale(Matrix matrix, Vector3 scale)VRageMath.Matrixinlinestatic
RightVRageMath.Matrix
Round(ref Matrix matrix)VRageMath.Matrixinlinestatic
ScaleVRageMath.Matrix
SetDirectionVector(Base6Directions.Direction direction, Vector3 newValue)VRageMath.Matrixinline
SetRow(int row, Vector4 value)VRageMath.Matrixinline
Slerp(ref Matrix matrix1, ref Matrix matrix2, float amount, out Matrix result)VRageMath.Matrixinlinestatic
Slerp(Matrix matrix1, Matrix matrix2, float amount, out Matrix result)VRageMath.Matrixinlinestatic
Slerp(Matrix matrix1, Matrix matrix2, float amount)VRageMath.Matrixinlinestatic
SlerpScale(ref Matrix matrix1, ref Matrix matrix2, float amount, out Matrix result)VRageMath.Matrixinlinestatic
SlerpScale(Matrix matrix1, Matrix matrix2, float amount, out Matrix result)VRageMath.Matrixinlinestatic
SlerpScale(Matrix matrix1, Matrix matrix2, float amount)VRageMath.Matrixinlinestatic
Subtract(Matrix matrix1, Matrix matrix2)VRageMath.Matrixinlinestatic
Subtract(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)VRageMath.Matrixinlinestatic
SwapYZCoordinates(Matrix m)VRageMath.Matrixinlinestatic
this[int row, int column]VRageMath.Matrix
ToString()VRageMath.Matrixinline
Transform(Matrix value, Quaternion rotation)VRageMath.Matrixinlinestatic
Transform(ref Matrix value, ref Quaternion rotation, out Matrix result)VRageMath.Matrixinlinestatic
TranslationVRageMath.Matrix
Transpose(Matrix matrix)VRageMath.Matrixinlinestatic
Transpose(ref Matrix matrix, out Matrix result)VRageMath.Matrixinlinestatic
TransposeRotationInPlace()VRageMath.Matrixinline
UpVRageMath.Matrix
ZeroVRageMath.Matrixstatic