IMat4Ops
Public / Methods
MulW
2 overloads
Multiplies this matrix (left-side) with the given homogeneous 3D vector (right-side): result = this * v
.
- See also
Multiplies this matrix (left-side) with the given homogeneous 3D vector (right-side): result = this * v
.
- See also
MulW0
2 overloads
Multiplies this matrix (left-side) with the given 3D vector (right-side): result = this * (v.X, v.Y, v.Z, 0)
.
- See also
Multiplies this matrix (left-side) with the given 3D vector (right-side): result = this * (x, y, z, 0)
.
- See also
MulW1
2 overloads
Multiplies this matrix (left-side) with the given 3D point (right-side): result = this * (v.X, v.Y, v.Z, 1)
.
- See also
Multiplies this matrix (left-side) with the given 3D point (right-side): result = this * (x, y, z, 1)
.
- See also
PerspectiveRay
Computes a ray for a screen-pixel.
This matrix must be the inverse of a combined world-view-projection matrix (for example, Mat4D.PerspectiveFov). The pixel coordinates (0,0)
refer to the top-left corner of the top-left screen pixel. The pixel coordinates (w,h)
refer to the bottom-right corner of the bottom-right screen pixel (where w
and h
are the screen width resp. height). If you want to cast rays for pixel centers, you have to add an offset of 0.5
to the pixel coordinates.