```cs public struct Matrix4F { // Returns true if <paramref name="a"/> does not equal <paramref name="b"/> public static bool operator !=(Matrix4F a, Matrix4F b); // Create a rotation matrix from a Quaternion public static Matrix4F CreateFromQuaternion(System.Numerics.Quaternion q); // Create a transposed rotation matrix from a Quaternion public static Matrix4F CreateFromQuaternionTransposed(System.Numerics.Quaternion q); // Create a rotation matrix around the X axis Angle in radians public static Matrix4F CreateRotationX(float rads); // Create a rotation matrix around the Y axis Angle in radians public static Matrix4F CreateRotationY(float rads); // Create a rotation matrix around the Z axis Angle in radians public static Matrix4F CreateRotationZ(float rads); // Create a scale matrix. Note scale matrices can only be set on MeshPrimitive and not any other primitive public static Matrix4F CreateScale(float scaleFactor); // Create a scale matrix. Note scale matrices can only be set on MeshPrimitive and not any other primitive public static 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 primitive public static Matrix4F CreateScale(Vector3F v); // Create a translation matrix public static Matrix4F CreateTranslation(System.Numerics.Vector3 vec); // Create a translation matrix public static Matrix4F CreateTranslation(Vector3F vec); // Create a translation matrix public static Matrix4F CreateTranslation(float x, float y, float z); public override bool Equals(object obj); public override int GetHashCode(); // The identity matrix public static Matrix4F Identity = new(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); // Returns the inverse of this matrix public Matrix4F Inverse(); // Returns true if all elements are exactly equal to those in <paramref name="other"/> public bool IsEqual(Matrix4F other); public float M11; public float M12; public float M13; public float M14; public float M21; public float M22; public float M23; public float M24; public float M31; public float M32; public float M33; public float M34; public float M41; public float M42; public float M43; public float M44; // Multiply two matrices together public static Matrix4F operator *(Matrix4F a, Matrix4F b); // Returns true if <paramref name="a"/> equals <paramref name="b"/> public static bool operator ==(Matrix4F a, Matrix4F b); // Converts this matrix to a Matrix4x4 public System.Numerics.Matrix4x4 ToNumerics(); } ```