```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();
}
```