PoseD Methods |
The PoseD type exposes the following members.
Name | Description | |
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AreNumericallyEqual(PoseD, PoseD) |
Determines whether two poses are equal (regarding the tolerance
EpsilonD).
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AreNumericallyEqual(PoseD, PoseD, Double) |
Determines whether two poses are equal (regarding a specific tolerance).
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Equals(Object) |
Indicates whether this instance and a specified object are equal.
(Overrides ValueTypeEquals(Object).) | |
Equals(PoseD) |
Indicates whether the current object is equal to another object of the same type.
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FromMatrix(Matrix) | ||
FromMatrix(Matrix44D) |
Creates a PoseD from a matrix that contains a translation and a rotation.
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GetHashCode |
Returns the hash code for this instance.
(Overrides ValueTypeGetHashCode.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
Interpolate |
Interpolates two poses.
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Invert |
Inverts the pose.
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IsValid |
Determines whether the specified matrix is a valid pose matrix.
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Multiply(PoseD, PoseD) |
Multiplies two poses.
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Multiply(PoseD, Vector4D) |
Multiplies the pose with a vector.
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ToLocalDirection |
Converts a direction vector from world space (or the parent space for nested coordinate
spaces) to local space.
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ToLocalPosition |
Converts a direction vector from world space (or the parent space for nested coordinate
spaces) to local space.
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ToMatrix44D |
Converts this pose to a 4x4 transformation matrix.
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ToPose |
Converts this double-precision pose to a single-precision pose.
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ToString |
Returns the string representation of this pose.
(Overrides ValueTypeToString.) | |
ToString(IFormatProvider) |
Returns the string representation of this pose using the specified culture-specific format
information.
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ToWorldDirection |
Converts a direction vector from local space to world space (or the parent space for nested
coordinate spaces).
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ToWorldPosition |
Converts a position vector from local space to world space (or the parent space for nested
coordinate spaces).
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ToXna |
Converts a pose to a 4x4 transformation matrix (XNA Framework). (Only available in the
XNA-compatible build.)
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