Matrix Structure |
Defines a 4x4 matrix.
A default constructed one is Zero.
You are unlikely to ever directly construct one, you'd use one of the static methods returning a Matrix, e.g. RotationAxis(Vector3, Double)
Namespace: Microsoft.DirectX
[SerializableAttribute] public struct Matrix : IEquatable<Matrix>
The Matrix type exposes the following members.
| Name | Description | |
|---|---|---|
| Inverted |
Invert this Matrix | |
| Origin |
The Origin of the Matrix | |
| OriginX | ||
| OriginXD | ||
| OriginY | ||
| OriginYD | ||
| OriginZ | ||
| OriginZD | ||
| Transposed |
Transpose this Matrix | |
| XAxis |
The X-Axis of the Matrix | |
| YAxis |
The Y-Axis of the Matrix | |
| ZAxis |
The Z-Axis of the Matrix |
| Name | Description | |
|---|---|---|
| Add | Matrix addition
| |
| Equals(Matrix) | Matrix exact equality - see EQ(Matrix, Matrix) for alternative
| |
| Equals(Object) | Matrix exact equality - see EQ(Matrix, Matrix) for alternative
(Overrides ValueTypeEquals(Object).) | |
| GetHashCode |
Returns the hash code for the current Matrix.
(Overrides ValueTypeGetHashCode.) | |
| Invert |
Invert this Matrix | |
| Invert(Matrix) |
Invert given Matrix | |
| Multiply(Matrix) | Matrix multiplication
| |
| Multiply(Matrix, Matrix) | Matrix multiplication
| |
| RotationAxis(Vector3, Double) |
Form a rotation Matrix rotating about given axis
| |
| RotationAxis(Vector3, Single) |
Form a rotation Matrix rotating about given axis
| |
| RotationAxis(Vector3, Double, Vector3) |
Form a rotation Matrix rotating about given axis, offset from the origin
| |
| RotationAxisDegrees(Vector3, Double) |
Form a rotation Matrix rotating about given axis
| |
| RotationAxisDegrees(Vector3, Double, Vector3) |
Form a rotation Matrix rotating about given axis, offset from the origin
| |
| RotationQuaternion |
Form a rotation Matrix from Quaternion | |
| RotationX(Double) |
Form a rotation Matrix rotating about the X-Axis
| |
| RotationX(Single) |
Form a rotation Matrix rotating about the X-Axis
| |
| RotationX(Double, Vector3) |
Form a rotation Matrix rotating about the X-Axis, offset from the origin
| |
| RotationXDegrees(Double) |
Form a rotation Matrix rotating about the X-Axis
| |
| RotationXDegrees(Double, Vector3) |
Form a rotation Matrix rotating about the X-Axis, offset from the origin
| |
| RotationY(Double) |
Form a rotation Matrix rotating about the Y-Axis
| |
| RotationY(Single) |
Form a rotation Matrix rotating about the Y-Axis
| |
| RotationY(Double, Vector3) |
Form a rotation Matrix rotating about the Y-Axis, offset from the origin
| |
| RotationYawPitchRoll(Vector3) | ||
| RotationYawPitchRoll(Vector3, Vector3) | ||
| RotationYawPitchRoll(Double, Double, Double) |
Form a rotation Matrix from Yaw (Y-Axis rotation), Pitch (X-Axis rotation) and Roll (Z-Axis rotation)
| |
| RotationYawPitchRoll(Single, Single, Single) |
Form a rotation Matrix from Yaw (Y-Axis rotation), Pitch (X-Axis rotation) and Roll (Z-Axis rotation)
| |
| RotationYawPitchRoll(Double, Double, Double, Vector3) |
Form a rotation Matrix from Yaw (Y-Axis rotation), Pitch (X-Axis rotation) and Roll (Z-Axis rotation), offset from the origin
| |
| RotationYawPitchRollDegrees(Vector3) | ||
| RotationYawPitchRollDegrees(Vector3, Vector3) | ||
| RotationYawPitchRollDegrees(Double, Double, Double) |
Form a rotation Matrix from Yaw (Y-Axis rotation), Pitch (X-Axis rotation) and Roll (Z-Axis rotation)
| |
| RotationYawPitchRollDegrees(Double, Double, Double, Vector3) |
Form a rotation Matrix from Yaw (Y-Axis rotation), Pitch (X-Axis rotation) and Roll (Z-Axis rotation), offset from the origin
| |
| RotationYDegrees(Double) |
Form a rotation Matrix rotating about the Y-Axis
| |
| RotationYDegrees(Double, Vector3) |
Form a rotation Matrix rotating about the Y-Axis, offset from the origin
| |
| RotationZ(Double) |
Form a rotation Matrix rotating about the Z-Axis
| |
| RotationZ(Single) |
Form a rotation Matrix rotating about the Z-Axis
| |
| RotationZ(Double, Vector3) |
Form a rotation Matrix rotating about the Z-Axis, offset from the origin
| |
| RotationZDegrees(Double) |
Form a rotation Matrix rotating about the Z-Axis
| |
| RotationZDegrees(Double, Vector3) |
Form a rotation Matrix rotating about the Z-Axis, offset from the origin
| |
| Scaling(Double) |
Form a scaling Matrix | |
| Scaling(Vector3) |
Form a scaling Matrix | |
| Scaling(Double, Double, Double) |
Form a scaling Matrix | |
| Scaling(Single, Single, Single) |
Form a scaling Matrix | |
| Subtract | Matrix subtraction
| |
| ToString |
Returns a string that represents the current Matrix.
(Overrides ValueTypeToString.) | |
| Transform(Plane) |
Transform Plane by this Matrix | |
| Transform(Vector2) |
Transforms a Vector2 by this Matrix | |
| Transform(Vector3) |
Transforms a Vector3 by this Matrix | |
| Transform(Vector4) |
Transforms a Vector4 by this Matrix | |
| TransformCoordinate(Vector2) |
Transform Vector2 coordinate by this Matrix | |
| TransformCoordinate(Vector3) |
Transform Vector3 coordinate by this Matrix | |
| TransformNormal(Vector2) |
Transform Vector2 normal by this Matrix | |
| TransformNormal(Vector3) |
Transform Vector3 normal by this Matrix | |
| Translation(Vector3) |
Form a translation Matrix | |
| Translation(Double, Double, Double) |
Form a translation Matrix | |
| Translation(Single, Single, Single) |
Form a translation Matrix | |
| Transpose |
Transpose this Matrix | |
| Transpose(Matrix) |
Transpose given Matrix | |
| TransposeMatrix |
Transpose given Matrix |
| Name | Description | |
|---|---|---|
| Addition | Matrix addition
| |
| Equality | Matrix exact equality - see EQ(Matrix, Matrix) for alternative
| |
| Inequality | Matrix exact inequality - see EQ(Matrix, Matrix) for alternative
| |
| Multiply | Matrix multiplication
| |
| Subtraction | Matrix subtraction
|
| Name | Description | |
|---|---|---|
| Identity |
A Matrix representing the "Identity" matrix
| |
| RotationX0 |
Equivalent to Identity | |
| RotationX180 |
Precomputed rotation Matrix of 180 degrees (or -180 degrees) about the X-Axis
| |
| RotationX270 |
Precomputed rotation Matrix of 270 degrees (or -90 degrees) about the X-Axis
| |
| RotationX360 |
Equivalent to Identity | |
| RotationX90 |
Precomputed rotation Matrix of 90 degrees (or -270 degrees) about the X-Axis
| |
| RotationY0 |
Equivalent to Identity | |
| RotationY180 |
Precomputed rotation Matrix of 180 degrees (or -180 degrees) about the Y-Axis
| |
| RotationY270 |
Precomputed rotation Matrix of 270 degrees (or -90 degrees) about the Y-Axis
| |
| RotationY360 |
Equivalent to Identity | |
| RotationY90 |
Precomputed rotation Matrix of 90 degrees (or -270 degrees) about the Y-Axis
| |
| RotationZ0 |
Equivalent to Identity | |
| RotationZ180 |
Precomputed rotation Matrix of 180 degrees (or -180 degrees) about the Y-Axis
| |
| RotationZ270 |
Precomputed rotation Matrix of 270 degrees (or -90 degrees) about the Z-Axis
| |
| RotationZ360 |
Equivalent to Identity | |
| RotationZ90 |
Precomputed rotation Matrix of 90 degrees (or -270 degrees) about the Z-Axis
| |
| Zero |
A Matrix with all of its components set to zero.
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