/// <summary> Transforms the normal parameter by this Matrix4f and places the value /// into normalOut. The fourth element of the normal is assumed to be zero. /// </summary> /// <param name="normal">the input normal to be transformed. /// </param> /// <param name="normalOut">the transformed normal /// </param> public void transform(Vector3f normal, Vector3f normalOut) { normalOut.set_Renamed(m00 * normal.x + m01 * normal.y + m02 * normal.z, m10 * normal.x + m11 * normal.y + m12 * normal.z, m20 * normal.x + m21 * normal.y + m22 * normal.z); }
/// <summary> Transforms the normal parameter by this Matrix4d and places the value /// into normalOut. The fourth element of the normal is assumed to be zero. /// </summary> /// <param name="normal">the input normal to be transformed. /// </param> /// <param name="normalOut">the transformed normal /// </param> public void transform(Vector3f normal, Vector3f normalOut) { //UPGRADE_WARNING: Data types in Visual C# might be different. Verify the accuracy of narrowing conversions. "ms-help://MS.VSCC.v80/dv_commoner/local/redirect.htm?index='!DefaultContextWindowIndex'&keyword='jlca1042'" normalOut.set_Renamed((float) (m00 * normal.x + m01 * normal.y + m02 * normal.z), (float) (m10 * normal.x + m11 * normal.y + m12 * normal.z), (float) (m20 * normal.x + m21 * normal.y + m22 * normal.z)); }