This repository has been archived by the owner on Oct 22, 2024. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 125
VRageMath.Matrix3x3
Morten Aune Lyrstad edited this page Apr 16, 2022
·
52 revisions
← Index ← Namespace Index
public struct Matrix3x3: IEquatable<Matrix3x3>
Defines a matrix.
Namespace: VRageMath
Assembly: VRage.Math.dll
Implements:
Member | Description |
---|---|
[static Matrix3x3 Identity](VRageMath.Matrix3x3.Identity) | |
[static Matrix3x3 Zero](VRageMath.Matrix3x3.Zero) | |
[float M11](VRageMath.Matrix3x3.M11) | Value at row 1 column 1 of the matrix. |
[float M12](VRageMath.Matrix3x3.M12) | Value at row 1 column 2 of the matrix. |
[float M13](VRageMath.Matrix3x3.M13) | Value at row 1 column 3 of the matrix. |
[float M21](VRageMath.Matrix3x3.M21) | Value at row 2 column 1 of the matrix. |
[float M22](VRageMath.Matrix3x3.M22) | Value at row 2 column 2 of the matrix. |
[float M23](VRageMath.Matrix3x3.M23) | Value at row 2 column 3 of the matrix. |
[float M31](VRageMath.Matrix3x3.M31) | Value at row 3 column 1 of the matrix. |
[float M32](VRageMath.Matrix3x3.M32) | Value at row 3 column 2 of the matrix. |
[float M33](VRageMath.Matrix3x3.M33) | Value at row 3 column 3 of the matrix. |
Member | Description |
---|---|
[Vector3 Backward { get; set; }](VRageMath.Matrix3x3.Backward) | Gets and sets the backward vector of the Matrix3x3. |
[Vector3 Col0 { get; }](VRageMath.Matrix3x3.Col0) | |
[Vector3 Col1 { get; }](VRageMath.Matrix3x3.Col1) | |
[Vector3 Col2 { get; }](VRageMath.Matrix3x3.Col2) | |
[Vector3 Down { get; set; }](VRageMath.Matrix3x3.Down) | Gets and sets the down vector of the Matrix3x3. |
[Vector3 Forward { get; set; }](VRageMath.Matrix3x3.Forward) | Gets and sets the forward vector of the Matrix3x3. |
[float Item { get; set; }](VRageMath.Matrix3x3.Item) | |
[Vector3 Left { get; set; }](VRageMath.Matrix3x3.Left) | Gets and sets the left vector of the Matrix3x3. |
[Vector3 Right { get; set; }](VRageMath.Matrix3x3.Right) | Gets and sets the right vector of the Matrix3x3. |
[Vector3 Scale { get; }](VRageMath.Matrix3x3.Scale) | |
[Vector3 Up { get; set; }](VRageMath.Matrix3x3.Up) | Gets and sets the up vector of the Matrix3x3. |
Member | Description |
---|---|
[Matrix3x3(float, float, float, float, float, float, float, float, float)](VRageMath.Matrix3x3..ctor) | |
[Matrix3x3(Matrix3x3)](VRageMath.Matrix3x3..ctor) | |
[Matrix3x3(MatrixD)](VRageMath.Matrix3x3..ctor) |
Member | Description |
---|---|
[static void Add(ref Matrix3x3, ref Matrix3x3, out Matrix3x3)](VRageMath.Matrix3x3.Add) | Adds a matrix to another matrix. |
[static Matrix3x3 AlignRotationToAxes(ref Matrix3x3, ref Matrix3x3)](VRageMath.Matrix3x3.AlignRotationToAxes) | |
[static Matrix3x3 CreateFromAxisAngle(Vector3, float)](VRageMath.Matrix3x3.CreateFromAxisAngle) | Creates a new Matrix3x3 that rotates around an arbitrary vector. |
[static void CreateFromAxisAngle(ref Vector3, float, out Matrix3x3)](VRageMath.Matrix3x3.CreateFromAxisAngle) | Creates a new Matrix3x3 that rotates around an arbitrary vector. |
[static Matrix3x3 CreateFromDir(Vector3)](VRageMath.Matrix3x3.CreateFromDir) | |
[static Matrix3x3 CreateFromDir(Vector3, Vector3)](VRageMath.Matrix3x3.CreateFromDir) | |
[static Matrix3x3 CreateFromQuaternion(Quaternion)](VRageMath.Matrix3x3.CreateFromQuaternion) | Creates a rotation Matrix3x3 from a Quaternion. |
[static void CreateFromQuaternion(ref Quaternion, out Matrix3x3)](VRageMath.Matrix3x3.CreateFromQuaternion) | Creates a rotation Matrix3x3 from a Quaternion. |
[static Matrix3x3 CreateFromYawPitchRoll(float, float, float)](VRageMath.Matrix3x3.CreateFromYawPitchRoll) | Creates a new rotation matrix from a specified yaw, pitch, and roll. |
[static void CreateFromYawPitchRoll(float, float, float, out Matrix3x3)](VRageMath.Matrix3x3.CreateFromYawPitchRoll) | Fills in a rotation matrix from a specified yaw, pitch, and roll. |
[static void CreateRotationFromTwoVectors(ref Vector3, ref Vector3, out Matrix3x3)](VRageMath.Matrix3x3.CreateRotationFromTwoVectors) | |
[static Matrix3x3 CreateRotationX(float)](VRageMath.Matrix3x3.CreateRotationX) | Returns a matrix that can be used to rotate a set of vertices around the x-axis. |
[static void CreateRotationX(float, out Matrix3x3)](VRageMath.Matrix3x3.CreateRotationX) | Populates data into a user-specified matrix that can be used to rotate a set of vertices around the x-axis. |
[static Matrix3x3 CreateRotationY(float)](VRageMath.Matrix3x3.CreateRotationY) | Returns a matrix that can be used to rotate a set of vertices around the y-axis. |
[static void CreateRotationY(float, out Matrix3x3)](VRageMath.Matrix3x3.CreateRotationY) | Populates data into a user-specified matrix that can be used to rotate a set of vertices around the y-axis. |
[static Matrix3x3 CreateRotationZ(float)](VRageMath.Matrix3x3.CreateRotationZ) | Returns a matrix that can be used to rotate a set of vertices around the z-axis. |
[static void CreateRotationZ(float, out Matrix3x3)](VRageMath.Matrix3x3.CreateRotationZ) | Populates data into a user-specified matrix that can be used to rotate a set of vertices around the z-axis. |
[static Matrix3x3 CreateScale(float, float, float)](VRageMath.Matrix3x3.CreateScale) | Creates a scaling Matrix3x3. |
[static void CreateScale(float, float, float, out Matrix3x3)](VRageMath.Matrix3x3.CreateScale) | Creates a scaling Matrix3x3. |
[static Matrix3x3 CreateScale(Vector3)](VRageMath.Matrix3x3.CreateScale) | Creates a scaling Matrix3x3. |
[static void CreateScale(ref Vector3, out Matrix3x3)](VRageMath.Matrix3x3.CreateScale) | Creates a scaling Matrix3x3. |
[static Matrix3x3 CreateScale(float)](VRageMath.Matrix3x3.CreateScale) | Creates a scaling Matrix3x3. |
[static void CreateScale(float, out Matrix3x3)](VRageMath.Matrix3x3.CreateScale) | Creates a scaling Matrix3x3. |
[static Matrix3x3 CreateWorld(ref Vector3, ref Vector3)](VRageMath.Matrix3x3.CreateWorld) | Creates a world matrix with the specified parameters. |
[static void Divide(ref Matrix3x3, ref Matrix3x3, out Matrix3x3)](VRageMath.Matrix3x3.Divide) | Divides the components of a matrix by the corresponding components of another matrix. |
[static void Divide(ref Matrix3x3, float, out Matrix3x3)](VRageMath.Matrix3x3.Divide) | Divides the components of a matrix by a scalar. |
[static bool GetEulerAnglesXYZ(ref Matrix3x3, out Vector3)](VRageMath.Matrix3x3.GetEulerAnglesXYZ) | |
[static void Invert(ref Matrix3x3, out Matrix3x3)](VRageMath.Matrix3x3.Invert) | Calculates the inverse of a matrix. |
[static void Lerp(ref Matrix3x3, ref Matrix3x3, float, out Matrix3x3)](VRageMath.Matrix3x3.Lerp) | Linearly interpolates between the corresponding values of two matrices. |
[static void Multiply(ref Matrix3x3, ref Matrix3x3, out Matrix3x3)](VRageMath.Matrix3x3.Multiply) | Multiplies a matrix by another matrix. |
[static void Multiply(ref Matrix3x3, float, out Matrix3x3)](VRageMath.Matrix3x3.Multiply) | Multiplies a matrix by a scalar value. |
[static void Negate(ref Matrix3x3, out Matrix3x3)](VRageMath.Matrix3x3.Negate) | Negates individual elements of a matrix. |
[static Matrix3x3 Normalize(Matrix3x3)](VRageMath.Matrix3x3.Normalize) | |
[static Matrix3x3 Orthogonalize(Matrix3x3)](VRageMath.Matrix3x3.Orthogonalize) | |
[static void Rescale(ref Matrix3x3, float)](VRageMath.Matrix3x3.Rescale) | Same result as Matrix3x3.CreateScale(scale) * matrix, but much faster |
[static void Rescale(ref Matrix3x3, ref Vector3)](VRageMath.Matrix3x3.Rescale) | Same result as Matrix3x3.CreateScale(scale) * matrix, but much faster |
[static Matrix3x3 Rescale(Matrix3x3, float)](VRageMath.Matrix3x3.Rescale) | |
[static Matrix3x3 Rescale(Matrix3x3, Vector3)](VRageMath.Matrix3x3.Rescale) | |
[static Matrix3x3 Round(ref Matrix3x3)](VRageMath.Matrix3x3.Round) | |
[static void Slerp(ref Matrix3x3, ref Matrix3x3, float, out Matrix3x3)](VRageMath.Matrix3x3.Slerp) | Performs spherical linear interpolation of position and rotation. |
[static void SlerpScale(ref Matrix3x3, ref Matrix3x3, float, out Matrix3x3)](VRageMath.Matrix3x3.SlerpScale) | Performs spherical linear interpolation of position and rotation and scale. |
[static void Subtract(ref Matrix3x3, ref Matrix3x3, out Matrix3x3)](VRageMath.Matrix3x3.Subtract) | Subtracts matrices. |
[static void Transform(ref Matrix3x3, ref Quaternion, out Matrix3x3)](VRageMath.Matrix3x3.Transform) | Transforms a Matrix3x3 by applying a Quaternion rotation. |
[static void Transpose(ref Matrix3x3, out Matrix3x3)](VRageMath.Matrix3x3.Transpose) | Transposes the rows and columns of a matrix. |
[void AssertIsValid()](VRageMath.Matrix3x3.AssertIsValid) | |
[float Determinant()](VRageMath.Matrix3x3.Determinant) | |
[bool Equals(Matrix3x3)](VRageMath.Matrix3x3.Equals) | Determines whether the specified Object is equal to the Matrix3x3. |
[bool Equals(object)](VRageMath.Matrix3x3.Equals) | Returns a value that indicates whether the current instance is equal to a specified object. |
[bool EqualsFast(ref Matrix3x3, [float])](VRageMath.Matrix3x3.EqualsFast) | Compares just position, forward and up |
[Direction GetClosestDirection(Vector3)](VRageMath.Matrix3x3.GetClosestDirection) | |
[Direction GetClosestDirection(ref Vector3)](VRageMath.Matrix3x3.GetClosestDirection) | |
[Vector3 GetDirectionVector(Direction)](VRageMath.Matrix3x3.GetDirectionVector) | |
[int GetHashCode()](VRageMath.Matrix3x3.GetHashCode) | Gets the hash code of this object. |
[Matrix3x3 GetOrientation()](VRageMath.Matrix3x3.GetOrientation) | Gets the orientation. |
[Vector3 GetRow(int)](VRageMath.Matrix3x3.GetRow) | |
[bool IsMirrored()](VRageMath.Matrix3x3.IsMirrored) | |
[bool IsNan()](VRageMath.Matrix3x3.IsNan) | |
[bool IsOrthogonal()](VRageMath.Matrix3x3.IsOrthogonal) | |
[bool IsRotation()](VRageMath.Matrix3x3.IsRotation) | |
[bool IsValid()](VRageMath.Matrix3x3.IsValid) | |
[void SetDirectionVector(Direction, Vector3)](VRageMath.Matrix3x3.SetDirectionVector) | |
[void SetRow(int, Vector3)](VRageMath.Matrix3x3.SetRow) | |
[string ToString()](VRageMath.Matrix3x3.ToString) | Retrieves a string representation of the current object. |
[void Transpose()](VRageMath.Matrix3x3.Transpose) |
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!