DirectXMath Library Matrix Functions
Lists the matrix functions provided by DirectXMath.
In this section
| Topic | Description |
|---|---|
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Builds an affine transformation matrix. | |
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Builds a 2D affine transformation matrix in the xy plane. | |
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Breaks down a general 3D transformation matrix into its scalar, rotational, and translational components. | |
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Computes the determinant of a matrix. | |
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Builds the identity matrix. | |
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Computes the inverse of a matrix. | |
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Tests whether a matrix is the identity matrix. | |
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Tests whether any of the elements of a matrix are positive or negative infinity. | |
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Tests whether any of the elements of a matrix are NaN. | |
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Builds a view matrix for a left-handed coordinate system using a camera position, an up direction, and a focal point. | |
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Builds a view matrix for a right-handed coordinate system using a camera position, an up direction, and a focal point. | |
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Builds a view matrix for a left-handed coordinate system using a camera position, an up direction, and a camera direction. | |
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Builds a view matrix for a right-handed coordinate system using a camera position, an up direction, and a camera direction. | |
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Computes the product of two matrices. | |
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Computes the transpose of the product of two matrices. | |
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Builds an orthogonal projection matrix for a left-handed coordinate system. | |
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Builds a custom orthogonal projection matrix for a left-handed coordinate system. | |
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Builds a custom orthogonal projection matrix for a right-handed coordinate system. | |
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Builds an orthogonal projection matrix for a right-handed coordinate system. | |
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Builds a left-handed perspective projection matrix based on a field of view. | |
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Builds a right-handed perspective projection matrix based on a field of view. | |
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Builds a left-handed perspective projection matrix. | |
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Builds a custom version of a left-handed perspective projection matrix. | |
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Builds a custom version of a right-handed perspective projection matrix. | |
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Builds a right-handed perspective projection matrix. | |
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Builds a transformation matrix designed to reflect vectors through a given plane. | |
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Builds a matrix that rotates around an arbitrary axis. | |
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Builds a matrix that rotates around an arbitrary normal vector. | |
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Builds a rotation matrix from a quaternion. | |
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Builds a rotation matrix based on a given pitch, yaw, and roll (Euler angles). | |
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Builds a rotation matrix based on a vector containing the Euler angles (pitch, yaw, and roll). | |
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Builds a matrix that rotates around the x-axis. | |
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Builds a matrix that rotates around the y-axis. | |
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Builds a matrix that rotates around the z-axis. | |
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Builds a matrix that scales along the x-axis, y-axis, and z-axis. | |
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Builds a scaling matrix from a 3D vector. | |
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Creates a matrix with float values. | |
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Builds a transformation matrix that flattens geometry into a plane. | |
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Builds a transformation matrix. | |
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Builds a 2D transformation matrix in the xy plane. | |
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Builds a translation matrix from the specified offsets. | |
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Builds a translation matrix from a vector. | |
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Computes the transpose of a matrix. |
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