Example #1
0
        public static TMat3x3 operator *(double k, TMat3x3 m)
        {
            var r = new TMat3x3();

            for (var i = 0; i < 3; ++i)
            {
                for (var j = 0; j < 3; ++j)
                {
                    r[i, j] = k * m[i, j];
                }
            }
            return(r);
        }
Example #2
0
        public static TMat3x3 operator *(TMat3x3 b, TMat3x3 a)
        {
            var r = new TMat3x3();

            for (var i = 0; i < 3; ++i)
            {
                for (var j = 0; j < 3; ++j)
                {
                    for (var k = 0; k < 3; ++k)
                    {
                        r[i, j] += b[i, k] * a[k, j];
                    }
                }
            }
            return(r);
        }
Example #3
0
 public void SetProjectionSpecial(double angleXY, double viewAngle)
 {
     this.m = new TRotZ(angleXY);
     this.m = new TSpecialProjection(viewAngle) * this.m;
     this.ms = ToScreenCoords * this.m;
 }
Example #4
0
 public void SetProjectionOrthogonal(double angleXY, double viewAngle)
 {
     this.m = new TRotZ(angleXY);
     this.m = new TRotX(viewAngle) * this.m;
     this.ms = ToScreenCoords * this.m;
 }
Example #5
0
 public static TMat3x3 operator *(double k, TMat3x3 m)
 {
     var r = new TMat3x3();
     for (var i = 0; i < 3; ++i)
         for (var j = 0; j < 3; ++j)
             r[i, j] = k * m[i, j];
     return r;
 }
Example #6
0
 public static TMat3x3 operator *(TMat3x3 b, TMat3x3 a)
 {
     var r = new TMat3x3();
     for (var i = 0; i < 3; ++i)
         for (var j = 0; j < 3; ++j)
             for (var k = 0; k < 3; ++k)
                 r[i, j] += b[i, k] * a[k, j];
     return r;
 }
Example #7
0
 public void SetProjectionSpecial(double angleXY, double viewAngle)
 {
     this.m  = new TRotZ(angleXY);
     this.m  = new TSpecialProjection(viewAngle) * this.m;
     this.ms = ToScreenCoords * this.m;
 }
Example #8
0
 public void SetProjectionOrthogonal(double angleXY, double viewAngle)
 {
     this.m  = new TRotZ(angleXY);
     this.m  = new TRotX(viewAngle) * this.m;
     this.ms = ToScreenCoords * this.m;
 }