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Shift.Matrix Member List

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

Add(Matrix matrix1, Matrix matrix2)Shift.Matrixinlinestatic
Add(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)Shift.Matrixinlinestatic
BackwardShift.Matrix
CreateBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUpVector, Nullable< Vector3 > cameraForwardVector)Shift.Matrixinlinestatic
CreateBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 cameraUpVector, Vector3?cameraForwardVector, out Matrix result)Shift.Matrixinlinestatic
CreateConstrainedBillboard(Vector3 objectPosition, Vector3 cameraPosition, Vector3 rotateAxis, Nullable< Vector3 > cameraForwardVector, Nullable< Vector3 > objectForwardVector)Shift.Matrixinlinestatic
CreateConstrainedBillboard(ref Vector3 objectPosition, ref Vector3 cameraPosition, ref Vector3 rotateAxis, Vector3?cameraForwardVector, Vector3?objectForwardVector, out Matrix result)Shift.Matrixinlinestatic
CreateFromAxisAngle(Vector3 axis, float angle)Shift.Matrixinlinestatic
CreateFromAxisAngle(ref Vector3 axis, float angle, out Matrix result)Shift.Matrixinlinestatic
CreateFromQuaternion(Quaternion quaternion)Shift.Matrixinlinestatic
CreateFromQuaternion(ref Quaternion quaternion, out Matrix result)Shift.Matrixinlinestatic
CreateFromYawPitchRoll(float yaw, float pitch, float roll)Shift.Matrixinlinestatic
CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Matrix result)Shift.Matrixinlinestatic
CreateLookAt(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 cameraUpVector)Shift.Matrixinlinestatic
CreateLookAt(ref Vector3 cameraPosition, ref Vector3 cameraTarget, ref Vector3 cameraUpVector, out Matrix result)Shift.Matrixinlinestatic
CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane)Shift.Matrixinlinestatic
CreateOrthographic(float width, float height, float zNearPlane, float zFarPlane, out Matrix result)Shift.Matrixinlinestatic
CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane)Shift.Matrixinlinestatic
CreateOrthographicOffCenter(Rectangle viewingVolume, float zNearPlane, float zFarPlane)Shift.Matrixinlinestatic
CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNearPlane, float zFarPlane, out Matrix result)Shift.Matrixinlinestatic
CreatePerspective(float width, float height, float nearPlaneDistance, float farPlaneDistance)Shift.Matrixinlinestatic
CreatePerspective(float width, float height, float nearPlaneDistance, float farPlaneDistance, out Matrix result)Shift.Matrixinlinestatic
CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance)Shift.Matrixinlinestatic
CreatePerspectiveFieldOfView(float fieldOfView, float aspectRatio, float nearPlaneDistance, float farPlaneDistance, out Matrix result)Shift.Matrixinlinestatic
CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance)Shift.Matrixinlinestatic
CreatePerspectiveOffCenter(Rectangle viewingVolume, float nearPlaneDistance, float farPlaneDistance)Shift.Matrixinlinestatic
CreatePerspectiveOffCenter(float left, float right, float bottom, float top, float nearPlaneDistance, float farPlaneDistance, out Matrix result)Shift.Matrixinlinestatic
CreateReflection(Plane value)Shift.Matrixinlinestatic
CreateReflection(ref Plane value, out Matrix result)Shift.Matrixinlinestatic
CreateRotationX(float radians)Shift.Matrixinlinestatic
CreateRotationX(float radians, out Matrix result)Shift.Matrixinlinestatic
CreateRotationY(float radians)Shift.Matrixinlinestatic
CreateRotationY(float radians, out Matrix result)Shift.Matrixinlinestatic
CreateRotationZ(float radians)Shift.Matrixinlinestatic
CreateRotationZ(float radians, out Matrix result)Shift.Matrixinlinestatic
CreateScale(float scale)Shift.Matrixinlinestatic
CreateScale(float scale, out Matrix result)Shift.Matrixinlinestatic
CreateScale(float xScale, float yScale, float zScale)Shift.Matrixinlinestatic
CreateScale(float xScale, float yScale, float zScale, out Matrix result)Shift.Matrixinlinestatic
CreateScale(Vector3 scales)Shift.Matrixinlinestatic
CreateScale(ref Vector3 scales, out Matrix result)Shift.Matrixinlinestatic
CreateShadow(Vector3 lightDirection, Plane plane)Shift.Matrixinlinestatic
CreateShadow(ref Vector3 lightDirection, ref Plane plane, out Matrix result)Shift.Matrixinlinestatic
CreateTranslation(float xPosition, float yPosition, float zPosition)Shift.Matrixinlinestatic
CreateTranslation(ref Vector3 position, out Matrix result)Shift.Matrixinlinestatic
CreateTranslation(Vector3 position)Shift.Matrixinlinestatic
CreateTranslation(float xPosition, float yPosition, float zPosition, out Matrix result)Shift.Matrixinlinestatic
CreateWorld(Vector3 position, Vector3 forward, Vector3 up)Shift.Matrixinlinestatic
CreateWorld(ref Vector3 position, ref Vector3 forward, ref Vector3 up, out Matrix result)Shift.Matrixinlinestatic
Decompose(out Vector3 scale, out Quaternion rotation, out Vector3 translation)Shift.Matrixinline
Determinant()Shift.Matrixinline
Divide(Matrix matrix1, Matrix matrix2)Shift.Matrixinlinestatic
Divide(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)Shift.Matrixinlinestatic
Divide(Matrix matrix1, float divider)Shift.Matrixinlinestatic
Divide(ref Matrix matrix1, float divider, out Matrix result)Shift.Matrixinlinestatic
DownShift.Matrix
Equals(Matrix other)Shift.Matrixinline
Equals(object obj)Shift.Matrixinline
ForwardShift.Matrix
GetHashCode()Shift.Matrixinline
IdentityShift.Matrixstatic
Invert(Matrix matrix)Shift.Matrixinlinestatic
Invert(ref Matrix matrix, out Matrix result)Shift.Matrixinlinestatic
LeftShift.Matrix
Lerp(Matrix matrix1, Matrix matrix2, float amount)Shift.Matrixinlinestatic
Lerp(ref Matrix matrix1, ref Matrix matrix2, float amount, out Matrix result)Shift.Matrixinlinestatic
M11Shift.Matrix
M12Shift.Matrix
M13Shift.Matrix
M14Shift.Matrix
M21Shift.Matrix
M22Shift.Matrix
M23Shift.Matrix
M24Shift.Matrix
M31Shift.Matrix
M32Shift.Matrix
M33Shift.Matrix
M34Shift.Matrix
M41Shift.Matrix
M42Shift.Matrix
M43Shift.Matrix
M44Shift.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)Shift.Matrixinline
Matrix(Vector4 row1, Vector4 row2, Vector4 row3, Vector4 row4)Shift.Matrixinline
Multiply(Matrix matrix1, Matrix matrix2)Shift.Matrixinlinestatic
Multiply(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)Shift.Matrixinlinestatic
Multiply(Matrix matrix1, float scaleFactor)Shift.Matrixinlinestatic
Multiply(ref Matrix matrix1, float scaleFactor, out Matrix result)Shift.Matrixinlinestatic
Negate(Matrix matrix)Shift.Matrixinlinestatic
Negate(ref Matrix matrix, out Matrix result)Shift.Matrixinlinestatic
operator!=(Matrix matrix1, Matrix matrix2)Shift.Matrixinlinestatic
operator*(Matrix matrix1, Matrix matrix2)Shift.Matrixinlinestatic
operator*(Matrix matrix, float scaleFactor)Shift.Matrixinlinestatic
operator+(Matrix matrix1, Matrix matrix2)Shift.Matrixinlinestatic
operator-(Matrix matrix1, Matrix matrix2)Shift.Matrixinlinestatic
operator-(Matrix matrix)Shift.Matrixinlinestatic
operator/(Matrix matrix1, Matrix matrix2)Shift.Matrixinlinestatic
operator/(Matrix matrix, float divider)Shift.Matrixinlinestatic
operator==(Matrix matrix1, Matrix matrix2)Shift.Matrixinlinestatic
RightShift.Matrix
RotationShift.Matrix
ScaleShift.Matrix
SizeInBytesShift.Matrixstatic
Subtract(Matrix matrix1, Matrix matrix2)Shift.Matrixinlinestatic
Subtract(ref Matrix matrix1, ref Matrix matrix2, out Matrix result)Shift.Matrixinlinestatic
this[int index]Shift.Matrix
this[int row, int column]Shift.Matrix
ToFloatArray(Matrix matrix)Shift.Matrixinlinestatic
ToString()Shift.Matrixinline
TranslationShift.Matrix
Transpose(Matrix matrix)Shift.Matrixinlinestatic
Transpose(ref Matrix matrix, out Matrix result)Shift.Matrixinlinestatic
UpShift.Matrix