publicstructMatrix4F
{
// Returns true if <paramref name="a"/> does not equal <paramref name="b"/>publicstaticbooloperator !=(Matrix4F a, Matrix4F b);
// Create a rotation matrix from a Quaternionpublicstatic Matrix4F CreateFromQuaternion(System.Numerics.Quaternion q);
// Create a transposed rotation matrix from a Quaternionpublicstatic Matrix4F CreateFromQuaternionTransposed(System.Numerics.Quaternion q);
// Create a rotation matrix around the X axis Angle in radianspublicstatic Matrix4F CreateRotationX(float rads);
// Create a rotation matrix around the Y axis Angle in radianspublicstatic Matrix4F CreateRotationY(float rads);
// Create a rotation matrix around the Z axis Angle in radianspublicstatic Matrix4F CreateRotationZ(float rads);
// Create a scale matrix. Note scale matrices can only be set on MeshPrimitive and not any other primitivepublicstatic Matrix4F CreateScale(float scaleFactor);
// Create a scale matrix. Note scale matrices can only be set on MeshPrimitive and not any other primitivepublicstatic Matrix4F CreateScale(float scaleX, float scaleY, float scaleZ);
// Create a scale matrix. Note scale matrices can only be set on MeshPrimitive and not any other primitivepublicstatic Matrix4F CreateScale(Vector3F v);
// Create a translation matrixpublicstatic Matrix4F CreateTranslation(System.Numerics.Vector3 vec);
// Create a translation matrixpublicstatic Matrix4F CreateTranslation(Vector3F vec);
// Create a translation matrixpublicstatic Matrix4F CreateTranslation(float x, float y, float z);
publicoverrideboolEquals(object obj);
publicoverrideintGetHashCode();
// The identity matrixpublicstaticMatrix4F Identity = new(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
// Returns the inverse of this matrixpublic Matrix4F Inverse();
// Returns true if all elements are exactly equal to those in <paramref name="other"/>publicboolIsEqual(Matrix4F other);
publicfloatM11;
publicfloatM12;
publicfloatM13;
publicfloatM14;
publicfloatM21;
publicfloatM22;
publicfloatM23;
publicfloatM24;
publicfloatM31;
publicfloatM32;
publicfloatM33;
publicfloatM34;
publicfloatM41;
publicfloatM42;
publicfloatM43;
publicfloatM44;
// Multiply two matrices togetherpublicstaticMatrix4Foperator *(Matrix4F a, Matrix4F b);
// Returns true if <paramref name="a"/> equals <paramref name="b"/>publicstaticbooloperator ==(Matrix4F a, Matrix4F b);
// Converts this matrix to a Matrix4x4publicSystem.Numerics.Matrix4x4 ToNumerics();
}