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Math_Implementation.Matrix4 Class Referentie

Public Members

 Matrix4 ()
 Matrix4 (params float[] values)

Static Public Members

static MI_Vector3 Unproject (MI_Vector3 windowCoords, Matrix4 modelView, Matrix4 projection, float[] viewPort)
static Matrix4 operator+ (Matrix4 matrixA, Matrix4 matrixB)
static Matrix4 operator- (Matrix4 matrixA, Matrix4 matrixB)
static Matrix4 operator/ (Matrix4 matrixA, Matrix4 matrixB)
static Matrix4 operator* (Matrix4 matrixA, float scale)
static bool operator== (Matrix4 matrixA, Matrix4 matrixB)
static bool operator!= (Matrix4 matrixA, Matrix4 matrixB)
static Vector4 operator* (Matrix4 matrixA, Vector4 vectorA)
static Matrix4 operator* (Matrix4 matrixA, Matrix4 matrixB)
static Matrix4 Transpose (Matrix4 matrixA)
static Matrix4 Minor (Matrix4 matrixA)
static Matrix4 CoFactor (Matrix4 matrixA)
static Matrix4 Adjugate (Matrix4 matrixA)
static float Determinant (Matrix4 matrix)
static Matrix4 Inverse (Matrix4 matrixA)
static Matrix4 XRotation (float theta)
static Matrix4 YRotation (float theta)
static Matrix4 ZRotation (float theta)
static Matrix4 AngleAxis (float angle, float u, float v, float w)
static Matrix4 Translate (MI_Vector3 vectorA)
static Matrix4 Scale (MI_Vector3 vectorA)
static MI_Vector3 MultiplyVector (Matrix4 matrixA, MI_Vector3 vectorA)
static MI_Vector3 MultiplyPoint (Matrix4 matrixA, MI_Vector3 vectorA)
static Matrix4 Ortho (float left, float right, float bottom, float top, float near, float far)
static Matrix4 Frustum (float left, float right, float bottom, float top, float near, float far)
static Matrix4 LookAt (MI_Vector3 position, MI_Vector3 target, MI_Vector3 worldUp)
static Matrix4 Perspective (float fov, float aspectRatio, float zNear, float zFar)

Public Attributen

float[] Matrix = null

Properties

float[] OpenGL [get]
float this[int i] [get, set]
float this[int i, int j] [get, set]

Constructor & Destructor Documentatie

◆ Matrix4() [1/2]

Math_Implementation.Matrix4.Matrix4 ( )

◆ Matrix4() [2/2]

Math_Implementation.Matrix4.Matrix4 ( params float[] values)

Documentatie van functie members

◆ Adjugate()

Matrix4 Math_Implementation.Matrix4.Adjugate ( Matrix4 matrixA)
static

◆ AngleAxis()

Matrix4 Math_Implementation.Matrix4.AngleAxis ( float angle,
float u,
float v,
float w )
static

◆ CoFactor()

Matrix4 Math_Implementation.Matrix4.CoFactor ( Matrix4 matrixA)
static

◆ Determinant()

float Math_Implementation.Matrix4.Determinant ( Matrix4 matrix)
static

◆ Frustum()

Matrix4 Math_Implementation.Matrix4.Frustum ( float left,
float right,
float bottom,
float top,
float near,
float far )
static

◆ Inverse()

Matrix4 Math_Implementation.Matrix4.Inverse ( Matrix4 matrixA)
static

◆ LookAt()

Matrix4 Math_Implementation.Matrix4.LookAt ( MI_Vector3 position,
MI_Vector3 target,
MI_Vector3 worldUp )
static

◆ Minor()

Matrix4 Math_Implementation.Matrix4.Minor ( Matrix4 matrixA)
static

◆ MultiplyPoint()

MI_Vector3 Math_Implementation.Matrix4.MultiplyPoint ( Matrix4 matrixA,
MI_Vector3 vectorA )
static

◆ MultiplyVector()

MI_Vector3 Math_Implementation.Matrix4.MultiplyVector ( Matrix4 matrixA,
MI_Vector3 vectorA )
static

◆ operator!=()

bool Math_Implementation.Matrix4.operator!= ( Matrix4 matrixA,
Matrix4 matrixB )
static

◆ operator*() [1/3]

Matrix4 Math_Implementation.Matrix4.operator* ( Matrix4 matrixA,
float scale )
static

◆ operator*() [2/3]

Matrix4 Math_Implementation.Matrix4.operator* ( Matrix4 matrixA,
Matrix4 matrixB )
static

◆ operator*() [3/3]

Vector4 Math_Implementation.Matrix4.operator* ( Matrix4 matrixA,
Vector4 vectorA )
static

◆ operator+()

Matrix4 Math_Implementation.Matrix4.operator+ ( Matrix4 matrixA,
Matrix4 matrixB )
static

◆ operator-()

Matrix4 Math_Implementation.Matrix4.operator- ( Matrix4 matrixA,
Matrix4 matrixB )
static

◆ operator/()

Matrix4 Math_Implementation.Matrix4.operator/ ( Matrix4 matrixA,
Matrix4 matrixB )
static

◆ operator==()

bool Math_Implementation.Matrix4.operator== ( Matrix4 matrixA,
Matrix4 matrixB )
static

◆ Ortho()

Matrix4 Math_Implementation.Matrix4.Ortho ( float left,
float right,
float bottom,
float top,
float near,
float far )
static

◆ Perspective()

Matrix4 Math_Implementation.Matrix4.Perspective ( float fov,
float aspectRatio,
float zNear,
float zFar )
static

◆ Scale()

Matrix4 Math_Implementation.Matrix4.Scale ( MI_Vector3 vectorA)
static

◆ Translate()

Matrix4 Math_Implementation.Matrix4.Translate ( MI_Vector3 vectorA)
static

◆ Transpose()

Matrix4 Math_Implementation.Matrix4.Transpose ( Matrix4 matrixA)
static

◆ Unproject()

MI_Vector3 Math_Implementation.Matrix4.Unproject ( MI_Vector3 windowCoords,
Matrix4 modelView,
Matrix4 projection,
float[] viewPort )
static

◆ XRotation()

Matrix4 Math_Implementation.Matrix4.XRotation ( float theta)
static

◆ YRotation()

Matrix4 Math_Implementation.Matrix4.YRotation ( float theta)
static

◆ ZRotation()

Matrix4 Math_Implementation.Matrix4.ZRotation ( float theta)
static

Documentatie van data members

◆ Matrix

float [] Math_Implementation.Matrix4.Matrix = null

Property Documentatie

◆ OpenGL

float [] Math_Implementation.Matrix4.OpenGL
get

◆ this[int i, int j]

float Math_Implementation.Matrix4.this[int i, int j]
getset

◆ this[int i]

float Math_Implementation.Matrix4.this[int i]
getset

De documentatie voor deze klasse is gegenereerd op basis van het volgende bestand: