AxisAngleMatrix(Vector3 point1, Vector3 point2) | BrawlLib.Internal.Matrix | inlinestatic |
Col0 | BrawlLib.Internal.Matrix | |
Col1 | BrawlLib.Internal.Matrix | |
Col2 | BrawlLib.Internal.Matrix | |
Col3 | BrawlLib.Internal.Matrix | |
Copy() | BrawlLib.Internal.Matrix | inline |
Data | BrawlLib.Internal.Matrix | |
Derive() | BrawlLib.Internal.Matrix | inline |
Equals(object obj) | BrawlLib.Internal.Matrix | inline |
GetAngles() | BrawlLib.Internal.Matrix | inline |
GetHashCode() | BrawlLib.Internal.Matrix | inline |
GetObjectData(SerializationInfo info, StreamingContext context) | BrawlLib.Internal.Matrix | inline |
GetPoint() | BrawlLib.Internal.Matrix | inline |
GetQuaternion1() | BrawlLib.Internal.Matrix | inline |
GetQuaternion2() | BrawlLib.Internal.Matrix | inline |
GetQuaternion3() | BrawlLib.Internal.Matrix | inline |
GetRotationMatrix() | BrawlLib.Internal.Matrix | inline |
GetScale() | BrawlLib.Internal.Matrix | inline |
Identity | BrawlLib.Internal.Matrix | static |
InfluenceMatrix(List< BoneWeight > weights) | BrawlLib.Internal.Matrix | inlinestatic |
Invert() | BrawlLib.Internal.Matrix | inline |
Invert(Matrix mat) | BrawlLib.Internal.Matrix | inlinestatic |
Lookat(Vector3 eye, Vector3 target, float roll) | BrawlLib.Internal.Matrix | inlinestatic |
M11 | BrawlLib.Internal.Matrix | |
M12 | BrawlLib.Internal.Matrix | |
M13 | BrawlLib.Internal.Matrix | |
M14 | BrawlLib.Internal.Matrix | |
M21 | BrawlLib.Internal.Matrix | |
M22 | BrawlLib.Internal.Matrix | |
M23 | BrawlLib.Internal.Matrix | |
M24 | BrawlLib.Internal.Matrix | |
M31 | BrawlLib.Internal.Matrix | |
M32 | BrawlLib.Internal.Matrix | |
M33 | BrawlLib.Internal.Matrix | |
M34 | BrawlLib.Internal.Matrix | |
M41 | BrawlLib.Internal.Matrix | |
M42 | BrawlLib.Internal.Matrix | |
M43 | BrawlLib.Internal.Matrix | |
M44 | BrawlLib.Internal.Matrix | |
Matrix(SerializationInfo info, StreamingContext ctxt) | BrawlLib.Internal.Matrix | inline |
Matrix(float *values) | BrawlLib.Internal.Matrix | inline |
Matrix(params float[] values) | BrawlLib.Internal.Matrix | inline |
Multiply(Vector3 v) | BrawlLib.Internal.Matrix | inline |
MultiplyInverse(Vector3 v) | BrawlLib.Internal.Matrix | inline |
operator Matrix(Matrix34 m) | BrawlLib.Internal.Matrix | inlineexplicitstatic |
operator Matrix34(Matrix m) | BrawlLib.Internal.Matrix | inlineexplicitstatic |
operator!=(Matrix m1, Matrix m2) | BrawlLib.Internal.Matrix | inlinestatic |
operator*(Matrix m, Vector2 v) | BrawlLib.Internal.Matrix | inlinestatic |
operator*(Vector3 v, Matrix m) | BrawlLib.Internal.Matrix | inlinestatic |
operator*(Matrix m, Vector3 v) | BrawlLib.Internal.Matrix | inlinestatic |
operator*(Matrix m, Vector4 v) | BrawlLib.Internal.Matrix | inlinestatic |
operator*(Matrix m1, Matrix m2) | BrawlLib.Internal.Matrix | inlinestatic |
operator*(Matrix m, float f) | BrawlLib.Internal.Matrix | inlinestatic |
operator+(Matrix m1, Matrix m2) | BrawlLib.Internal.Matrix | inlinestatic |
operator-(Matrix m1, Matrix m2) | BrawlLib.Internal.Matrix | inlinestatic |
operator-(Matrix m) | BrawlLib.Internal.Matrix | inlinestatic |
operator/(Matrix m, float f) | BrawlLib.Internal.Matrix | inlinestatic |
operator==(Matrix m1, Matrix m2) | BrawlLib.Internal.Matrix | inlinestatic |
OrthographicMatrix(Vector4 dimensions, Vector2 depth) | BrawlLib.Internal.Matrix | inlinestatic |
OrthographicMatrix(Vector4 dimensions, float nearZ, float farZ) | BrawlLib.Internal.Matrix | inlinestatic |
OrthographicMatrix(float w, float h, float nearZ, float farZ) | BrawlLib.Internal.Matrix | inlinestatic |
OrthographicMatrix(float left, float right, float top, float bottom, float nearZ, float farZ) | BrawlLib.Internal.Matrix | inlinestatic |
PerspectiveMatrix(float fovY, float aspect, float nearZ, float farZ) | BrawlLib.Internal.Matrix | inlinestatic |
QuaternionTransformMatrix(Vector3 scale, Vector4 rotate, Vector3 translate) | BrawlLib.Internal.Matrix | inlinestatic |
Reverse() | BrawlLib.Internal.Matrix | inline |
ReverseInfluenceMatrix(List< BoneWeight > weights) | BrawlLib.Internal.Matrix | inlinestatic |
ReverseLookat(Vector3 eye, Vector3 target, float roll) | BrawlLib.Internal.Matrix | inlinestatic |
ReverseOrthographicMatrix(Vector4 dimensions, Vector2 depth) | BrawlLib.Internal.Matrix | inlinestatic |
ReverseOrthographicMatrix(Vector4 dimensions, float nearZ, float farZ) | BrawlLib.Internal.Matrix | inlinestatic |
ReverseOrthographicMatrix(float w, float h, float nearZ, float farZ) | BrawlLib.Internal.Matrix | inlinestatic |
ReverseOrthographicMatrix(float left, float right, float top, float bottom, float nearZ, float farZ) | BrawlLib.Internal.Matrix | inlinestatic |
ReversePerspectiveMatrix(float fovY, float aspect, float nearZ, float farZ) | BrawlLib.Internal.Matrix | inlinestatic |
ReverseQuaternionTransformMatrix(Vector3 scale, Vector4 rotate, Vector3 translate) | BrawlLib.Internal.Matrix | inlinestatic |
ReverseRotationMatrix(Vector3 angles) | BrawlLib.Internal.Matrix | inlinestatic |
ReverseRotationMatrix(float x, float y, float z) | BrawlLib.Internal.Matrix | inlinestatic |
ReverseTransformMatrix(Vector3 scale, Vector3 rotation, Vector3 translation) | BrawlLib.Internal.Matrix | inlinestatic |
ReverseTranslationMatrix(Vector3 v) | BrawlLib.Internal.Matrix | inlinestatic |
ReverseTranslationMatrix(float x, float y, float z) | BrawlLib.Internal.Matrix | inlinestatic |
RotateX(float x) | BrawlLib.Internal.Matrix | inline |
RotateY(float y) | BrawlLib.Internal.Matrix | inline |
RotateZ(float z) | BrawlLib.Internal.Matrix | inline |
RotationAboutX(float angle) | BrawlLib.Internal.Matrix | inlinestatic |
RotationAboutY(float angle) | BrawlLib.Internal.Matrix | inlinestatic |
RotationAboutZ(float angle) | BrawlLib.Internal.Matrix | inlinestatic |
RotationMatrix(Vector3 angles) | BrawlLib.Internal.Matrix | inlinestatic |
RotationMatrix(float x, float y, float z) | BrawlLib.Internal.Matrix | inlinestatic |
Row0 | BrawlLib.Internal.Matrix | |
Row1 | BrawlLib.Internal.Matrix | |
Row2 | BrawlLib.Internal.Matrix | |
Row3 | BrawlLib.Internal.Matrix | |
ScaleMatrix(Vector3 scale) | BrawlLib.Internal.Matrix | inlinestatic |
ScaleMatrix(float x, float y, float z) | BrawlLib.Internal.Matrix | inlinestatic |
this[int index] | BrawlLib.Internal.Matrix | |
this[int x, int y] | BrawlLib.Internal.Matrix | |
ToString() | BrawlLib.Internal.Matrix | inline |
TransformMatrix(Vector3 scale, Vector3 rotate, Vector3 translate) | BrawlLib.Internal.Matrix | inlinestatic |
Translate(Vector3 v) | BrawlLib.Internal.Matrix | inline |
Translate(float x, float y, float z) | BrawlLib.Internal.Matrix | inline |
TranslationMatrix(Vector3 v) | BrawlLib.Internal.Matrix | inlinestatic |
TranslationMatrix(float x, float y, float z) | BrawlLib.Internal.Matrix | inlinestatic |