Exemple #1
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 public static float AbsDot(Normal3D n1, Vector3D v2)
 {
     return(System.Math.Abs(Dot(n1, v2)));
 }
Exemple #2
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 public static float Dot(Normal3D n1, Vector3D v2)
 {
     return((n1.X * v2.X) + (n1.Y * v2.Y) + (n1.Z * v2.Z));
 }
Exemple #3
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 public static float AbsDot(Vector3D v1, Normal3D n2)
 {
     return(System.Math.Abs(Dot(v1, n2)));
 }
Exemple #4
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 public static Vector3D Cross(Normal3D v1, Vector3D v2)
 {
     return(new Vector3D((v1.Y * v2.Z) - (v1.Z * v2.Y),
                         (v1.Z * v2.X) - (v1.X * v2.Z),
                         (v1.X * v2.Y) - (v1.Y * v2.X)));
 }
Exemple #5
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 public static float Dot(Vector3D v1, Normal3D n2)
 {
     return((v1.X * n2.X) + (v1.Y * n2.Y) + (v1.Z * n2.Z));
 }
Exemple #6
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 public static float Dot(Vector3D v1, Normal3D n2)
 {
     return (v1.X * n2.X) + (v1.Y * n2.Y) + (v1.Z * n2.Z);
 }
Exemple #7
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 public static float Dot(Normal3D n1, Vector3D v2)
 {
     return (n1.X * v2.X) + (n1.Y * v2.Y) + (n1.Z * v2.Z);
 }
Exemple #8
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 public static float AbsDot(Normal3D n1, Vector3D v2)
 {
     return System.Math.Abs(Dot(n1, v2));
 }
Exemple #9
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 public static Vector3D Cross(Normal3D v1, Vector3D v2)
 {
     return new Vector3D((v1.Y * v2.Z) - (v1.Z * v2.Y),
         (v1.Z * v2.X) - (v1.X * v2.Z),
         (v1.X * v2.Y) - (v1.Y * v2.X));
 }
Exemple #10
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 public static Normal3D Normalize(Normal3D v)
 {
     return v / v.Length();
 }
Exemple #11
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 public static float AbsDot(Vector3D v1, Normal3D n2)
 {
     return System.Math.Abs(Dot(v1, n2));
 }
Exemple #12
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 public static float Dot(Normal3D n1, Normal3D n2)
 {
     return (n1.X * n2.X) + (n1.Y * n2.Y) + (n1.Z * n2.Z);
 }
Exemple #13
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 public static float AbsDot(Normal3D n1, Normal3D n2)
 {
     return System.Math.Abs(Dot(n1, n2));
 }
Exemple #14
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 public static Normal3D Normalize(Normal3D v)
 {
     return(v / v.Length());
 }
Exemple #15
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 public static float AbsDot(Normal3D n1, Normal3D n2)
 {
     return(System.Math.Abs(Dot(n1, n2)));
 }
Exemple #16
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 public static float Dot(Normal3D n1, Normal3D n2)
 {
     return((n1.X * n2.X) + (n1.Y * n2.Y) + (n1.Z * n2.Z));
 }