public void Sub(IPoint3 p1, IPoint3 p2) { ITuple3_Double _p1 = p1.AsTupleDouble(); ITuple3_Double _p2 = p2.AsTupleDouble(); this.Set(_p1.X - _p2.X, _p1.Y - _p2.Y, _p1.Z - _p2.Z); }
public void Add(IPoint3 p, IVector3 v) { ITuple3_Double _p = p.AsTupleDouble(); ITuple3_Double _v = v.AsTupleDouble(); this.Set(_p.X + _v.X, _p.Y + _v.Y, _p.Z + _v.Z); }
public void SimpleMul(IVector3 v1, IVector3 v2) { ITuple3_Double _v1 = v1.AsTupleDouble(); ITuple3_Double _v2 = v2.AsTupleDouble(); this.Set(_v1.X * _v2.X, _v1.Y * _v2.Y, _v1.Z * _v2.Z); }
public void Add(IVector3 v1, IVector3 v2) { ITuple3_Double _v1 = v1.AsTupleDouble(); ITuple3_Double _v2 = v2.AsTupleDouble(); this.Set(_v1.X + _v2.X, _v1.Y + _v2.Y, _v1.Z + _v2.Z); }
public void Sub(IVector3 v1, IVector3 v2) { ITuple3_Double _v1 = v1.AsTupleDouble(); ITuple3_Double _v2 = v2.AsTupleDouble(); this.Set(_v1.X - _v2.X, _v1.Y - _v2.Y, _v1.Z - _v2.Z); }
public override void Transform(IPoint3 p, IOpPoint3 pout) { ITuple3_Double _v = p.AsTupleDouble(); IOpTuple3_Double _vout = pout.AsOpTupleDouble(); _vout.Set(_v.X, _v.Y, _v.Y); }
public override void Transform(IVector3 v, IOpVector3 vout) { ITuple3_Double _v = v.AsTupleDouble(); IOpTuple3_Double _vout = vout.AsOpTupleDouble(); _vout.Set(_v.X, _v.Y, _v.Z); }
public void Sub(IPoint3 p, IVector3 v) { ITuple3_Double _p = p.AsTupleDouble(); ITuple3_Double _v = v.AsTupleDouble(); this.Set(_p.X - _v.X, _p.Y - _v.Y, _p.Z - _v.Z); }
public void Lineal(IPoint3 p2, double alpha, double beta) { ITuple3_Double _p2 = p2.AsTupleDouble(); this.Set(alpha * this.x + beta * _p2.X, alpha * this.y + beta * _p2.Y, alpha * this.z + beta * _p2.Z); }
public void Lineal(IVector3 v2, double alpha, double beta) { ITuple3_Double _v2 = v2.AsTupleDouble(); this.Set(alpha * this.x + beta * _v2.X, alpha * this.y + beta * _v2.Y, alpha * this.z + beta * _v2.Z); }
public BuffVector3d(IVector3 other) { ITuple3_Double _other = other.AsTupleDouble(); this.x = _other.X; this.y = _other.Y; this.z = _other.Z; }
public void ProjectTo(IPoint3 p1, IVector3 where) { ITuple3_Double _p1 = p1.AsTupleDouble(); BuffVector3d aux = new BuffVector3d(where); aux.ProjV(new Vector3d(_p1.X, _p1.Y, _p1.Z)); this.Set(aux.X, aux.Y, aux.Z); }
public void Cross(IVector3 v2) { ITuple3_Double _v2 = v2.AsTupleDouble(); this.Set((this.y * _v2.Z) - (this.z * _v2.Y), (this.z * _v2.X) - (this.x * _v2.Z), (this.x * _v2.Y) - (this.y * _v2.X)); }
public IVector3 Mul(IVector3 v) { ITuple3_Double _v = v.AsTupleDouble(); return(new Vector3d(this.M00 * _v.X + this.M01 * _v.Y + this.M02 * _v.Z, this.M10 * _v.X + this.M11 * _v.Y + this.M12 * _v.Z, _v.Z)); }
public Point3d(IPoint3 p) { ITuple3_Double _p = p.AsTupleDouble(); this.X = _p.X; this.Y = _p.Y; this.Z = _p.Z; }
public IPoint3 Mul(IPoint3 p) { ITuple3_Double _p = p.AsTupleDouble(); return(new Point3d(this.M00 * _p.X + this.M01 * _p.Y + this.M02 * _p.Z, this.M10 * _p.X + this.M11 * _p.Y + this.M12 * _p.Z, _p.Z)); }
public Vector3d(IVector3 v) { ITuple3_Double _v = v.AsTupleDouble(); this.X = _v.X; this.Y = _v.Y; this.Z = _v.Z; }
public BuffPoint3d(IPoint3 other) { ITuple3_Double _other = other.AsTupleDouble(); this.x = _other.X; this.y = _other.Y; this.z = _other.Z; }
public void Cross(IVector3 v1, IVector3 v2) { ITuple3_Double _v1 = v1.AsTupleDouble(); ITuple3_Double _v2 = v2.AsTupleDouble(); this.Set((_v1.Y * _v2.Z) - (_v1.Z * _v2.Y), (_v1.Z * _v2.X) - (_v1.X * _v2.Z), (_v1.X * _v2.Y) - (_v1.Y * _v2.X)); }
public void Lineal(IVector3 v1, IVector3 v2, double alpha, double beta) { ITuple3_Double _v1 = v1.AsTupleDouble(); ITuple3_Double _v2 = v2.AsTupleDouble(); this.Set(alpha * _v1.X + beta * _v2.X, alpha * _v1.Y + beta * _v2.Y, alpha * _v1.Z + beta * _v2.Z); }
public void Mul(IVector3 v, IOpVector3 vout) { ITuple3_Double _v = v.AsTupleDouble(); IOpTuple3_Double _vout = vout.AsOpTupleDouble(); _vout.Set(this.M00 * _v.X + this.M01 * _v.Y + this.M02 * _v.Z, this.M10 * _v.X + this.M11 * _v.Y + this.M12 * _v.Z, _v.Z); }
public IVector3 Mul(IVector3 v) { ITuple3_Double _v = v.AsTupleDouble(); Contract.Requires((this.M30 * _v.X + this.M31 * _v.Y + this.M32 * _v.Z).EpsilonEquals(0)); return(new Vector3d(this.M00 * _v.X + this.M01 * _v.Y + this.M02 * _v.Z, this.M10 * _v.X + this.M11 * _v.Y + this.M12 * _v.Z, this.M20 * _v.X + this.M21 * _v.Y + this.M22 * _v.Z)); }
public void Lineal(IPoint3 p1, IPoint3 p2, double alpha, double beta) { ITuple3_Double _p1 = p1.AsTupleDouble(); ITuple3_Double _p2 = p2.AsTupleDouble(); this.Set(alpha * _p1.X + beta * _p2.X, alpha * _p1.Y + beta * _p2.Y, alpha * _p1.Z + beta * _p2.Z); }
public void Mul(IPoint3 p, IOpPoint3 pout) { ITuple3_Double _p = p.AsTupleDouble(); IOpTuple3_Double _vout = pout.AsOpTupleDouble(); _vout.Set(this.M00 * _p.X + this.M01 * _p.Y + this.M02 * _p.Z, this.M10 * _p.X + this.M11 * _p.Y + this.M12 * _p.Z, _p.Z); }
public void Mul(IVector3 v, IOpVector3 vout) { ITuple3_Double _v = v.AsTupleDouble(); IOpTuple3_Double _vout = vout.AsOpTupleDouble(); Contract.Requires((this.M30 * _v.X + this.M31 * _v.Y + this.M32 * _v.Z).EpsilonEquals(0)); _vout.Set(this.M00 * _v.X + this.M01 * _v.Y + this.M02 * _v.Z, this.M10 * _v.X + this.M11 * _v.Y + this.M12 * _v.Z, this.M20 * _v.X + this.M21 * _v.Y + this.M22 * _v.Z); }
public IPoint3 Mul(IPoint3 p) { ITuple3_Double _p = p.AsTupleDouble(); double d = this.M30 * _p.X + this.M31 * _p.Y + this.M32 * _p.Z + this.M33; return(new Point3d((this.M00 * _p.X + this.M01 * _p.Y + this.M02 * _p.Z + this.M03) / d, (this.M10 * _p.X + this.M11 * _p.Y + this.M12 * _p.Z + this.M13) / d, (this.M20 * _p.X + this.M21 * _p.Y + this.M22 * _p.Z + this.M23) / d)); }
public static ITuple3_Double AsTupleDouble(this ITuple3 v) { ITuple3_Double ret = v as ITuple3_Double; if (ret != null) { return(ret); } return(VectorUtils.Convert <ITuple3_Double>(v)); }
public void Mul(IPoint3 p, IOpPoint3 pout) { ITuple3_Double _p = p.AsTupleDouble(); IOpTuple3_Double _vout = pout.AsOpTupleDouble(); double d = this.M30 * _p.X + this.M31 * _p.Y + this.M32 * _p.Z + this.M33; _vout.Set((this.M00 * _p.X + this.M01 * _p.Y + this.M02 * _p.Z + this.M03) / d, (this.M10 * _p.X + this.M11 * _p.Y + this.M12 * _p.Z + this.M13) / d, (this.M20 * _p.X + this.M21 * _p.Y + this.M22 * _p.Z + this.M23) / d); }
public void Add(IVector3 v) { ITuple3_Double _v = v.AsTupleDouble(); this.Set(this.x + _v.X, this.y + _v.Y, this.z + _v.Z); }
public void Sub(IVector3 v) { ITuple3_Double _v = v.AsTupleDouble(); this.Set(this.x - _v.X, this.y - _v.Y, this.z - _v.Z); }