SCNMatrix4 Struct

Definition

A 4x4 matrix.

[System.Serializable]
[Foundation.Advice("This is a row major matrix representation.")]
public struct SCNMatrix4 : IEquatable<SceneKit.SCNMatrix4>
type SCNMatrix4 = struct
Inheritance
SCNMatrix4
Attributes
Implements

Constructors

SCNMatrix4(CATransform3D)
SCNMatrix4(nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat)
SCNMatrix4(SCNVector4, SCNVector4, SCNVector4, SCNVector4)
SCNMatrix4(Single, Single, Single, Single, Single, Single, Single, Single, Single, Single, Single, Single, Single, Single, Single, Single)

Fields

Identity

Returns a 4x4 identity matrix.

Row0

Gets the row that is specified by the index 0.

Row1

Gets the row that is specified by the index 1.

Row2

Gets the row that is specified by the index 2.

Row3

Gets the row that is specified by the index 3.

Properties

Column0

Gets the column that is specified by the index 0.

Column1

Gets the column that is specified by the index 1.

Column2

Gets the column that is specified by the index 2.

Column3

Gets the column that is specified by the index 3.

Determinant

Gets the determinant of the matrix.

M11

Gets or sets the value at row 1, column 1.

M12

Gets or sets the value at row 1, column 2.

M13

Gets or sets the value at row 1, column 3.

M14

Gets or sets the value at row 1, column 4.

M21

Gets or sets the value at row 2, column 1.

M22

Gets or sets the value at row 2, column 2.

M23

Gets or sets the value at row 2, column 3.

M24

Gets or sets the value at row 2, column 4.

M31

Gets or sets the value at row 3, column 1.

M32

Gets or sets the value at row 3, column 2.

M33

Gets or sets the value at row 3, column 3.

M34

Gets or sets the value at row 3, column 4.

M41

Gets or sets the value at row 4, column 1.

M42

Gets or sets the value at row 4, column 2.

M43

Gets or sets the value at row 4, column 3.

M44

Gets or sets the value at row 4, column 4.

Methods

CreateFromAxisAngle(SCNVector3, nfloat)
CreateFromAxisAngle(SCNVector3, nfloat, SCNMatrix4)
CreateFromAxisAngle(SCNVector3, Single)

Creates a matrix that represents the specified rotation about the specified axis.

CreateFromAxisAngle(SCNVector3, Single, SCNMatrix4)

Creates a matrix that represents the specified rotation about the specified axis, and stores the result in result.

CreateFromAxisAngle(Vector3, Single, SCNMatrix4)
CreateFromAxisAngle(Vector3d, Double, SCNMatrix4)
CreateOrthographic(nfloat, nfloat, nfloat, nfloat)
CreateOrthographic(nfloat, nfloat, nfloat, nfloat, SCNMatrix4)
CreateOrthographic(Single, Single, Single, Single)

Creates an orthographic projection matrix.

CreateOrthographic(Single, Single, Single, Single, SCNMatrix4)

Creates an orthographic projection matrix.

CreateOrthographicOffCenter(nfloat, nfloat, nfloat, nfloat, nfloat, nfloat)
CreateOrthographicOffCenter(nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, SCNMatrix4)
CreateOrthographicOffCenter(Single, Single, Single, Single, Single, Single)

Creates a decentered orthographic projection matrix.

CreateOrthographicOffCenter(Single, Single, Single, Single, Single, Single, SCNMatrix4)

Creates a decentered orthographic projection matrix.

CreatePerspectiveFieldOfView(nfloat, nfloat, nfloat, nfloat)
CreatePerspectiveFieldOfView(nfloat, nfloat, nfloat, nfloat, SCNMatrix4)
CreatePerspectiveFieldOfView(Single, Single, Single, Single)

Creates a perspective projection matrix.

CreatePerspectiveFieldOfView(Single, Single, Single, Single, SCNMatrix4)

Creates a perspective projection matrix.

CreatePerspectiveOffCenter(nfloat, nfloat, nfloat, nfloat, nfloat, nfloat)
CreatePerspectiveOffCenter(nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, SCNMatrix4)
CreatePerspectiveOffCenter(Single, Single, Single, Single, Single, Single)

Creates a decentered perspective projection matrix.

CreatePerspectiveOffCenter(Single, Single, Single, Single, Single, Single, SCNMatrix4)

Creates a decentered perspective projection matrix.

CreateRotationX(nfloat)
CreateRotationX(nfloat, SCNMatrix4)
CreateRotationX(Single)

Creates a matrix that represents a rotation about the X axis.

CreateRotationX(Single, SCNMatrix4)

Creates a matrix that represents a rotation about the X axis, and stores it in result.

CreateRotationY(nfloat)
CreateRotationY(nfloat, SCNMatrix4)
CreateRotationY(Single)

Creates a matrix that represents a rotation about the Y axis.

CreateRotationY(Single, SCNMatrix4)

Creates a matrix that represents a rotation about the Y axis, and stores it in result.

CreateRotationZ(nfloat)
CreateRotationZ(nfloat, SCNMatrix4)
CreateRotationZ(Single)

Creates a matrix that represents a rotation about the Z axis.

CreateRotationZ(Single, SCNMatrix4)

Creates a matrix that represents a rotation about the Z axis, and stores it in result.

CreateTranslation(nfloat, nfloat, nfloat)
CreateTranslation(nfloat, nfloat, nfloat, SCNMatrix4)
CreateTranslation(SCNVector3)

Creates a matrix that translates objects in the direction and magnitude of vector.

CreateTranslation(SCNVector3, SCNMatrix4)

Creates a matrix that translates objects in the direction and magnitude of vector and stores it in result.

CreateTranslation(Single, Single, Single)

Creates a matrix that translates objects in the direction and magnitude of the vector with the specified coordinates.

CreateTranslation(Single, Single, Single, SCNMatrix4)

Creates a matrix that translates objects in the direction and magnitude of the vector with the specified coordinates, and stores it in result.

Equals(Object)

Returns true if other is a Matrix4 and is identical to this matrix.

Equals(SCNMatrix4)

Returns true if other is identical to this matrix.

GetHashCode()

Returns the hashcode for this instance.

Invert()

Calculates the inverse of this matrix, if this matrix is invertible.

Invert(SCNMatrix4)

Calculates the inverse of mat, if it is invertible.

LookAt(nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat, nfloat)
LookAt(SCNVector3, SCNVector3, SCNVector3)

Creates a matrix that transforms world space into the camera space with the specified up direction.

LookAt(Single, Single, Single, Single, Single, Single, Single, Single, Single)

Creates a matrix that transforms world space into the camera space with the specified up direction.

Mult(SCNMatrix4, SCNMatrix4)

Left-multiplies right by left.

Mult(SCNMatrix4, SCNMatrix4, SCNMatrix4)

Left-multiplies right by left and stores the result in result.

Rotate(Quaternion)

Creates a rotation matrix that represents the transformation that is represented by q.

Rotate(Quaterniond)

Creates a rotation matrix that represents the transformation that is represented by q.

Scale(nfloat)
Scale(nfloat, nfloat, nfloat)
Scale(SCNVector3)

Creates a transformation matrix that scales along the axes by the corresponging components of scale.

Scale(Single)

Creates a transformation matrix that scales in all directions by scale.

Scale(Single, Single, Single)

Creates a transformation matrix that scales in the three axes by the specified values.

ToString()

Returns a string representation of this matrix.

Transpose()

Transposes this matrix in place.

Transpose(SCNMatrix4)

Returns the transpose of mat.

Transpose(SCNMatrix4, SCNMatrix4)

Transposes the matrix mat and stores the result in result.

Operators

Equality(SCNMatrix4, SCNMatrix4)
Inequality(SCNMatrix4, SCNMatrix4)
Multiply(SCNMatrix4, SCNMatrix4)

Applies to