/// <summary> /// Gets the ray value. /// </summary> public Point3D GetRayValue(Point3D ptNear, Point3D ptFar, double zValue) { LinearTransform t = new LinearTransform(); t.Init(ptNear.Z, ptFar.Z, 0, 1); double f = t.Transform(zValue); t.Init(0, 1, ptNear.X, ptFar.X); double x = t.Transform(f); t.Init(0, 1, ptNear.Y, ptFar.Y); double y = t.Transform(f); return(new Point3D(x, y, zValue)); }
public TextureTransform(double from1, double from2, double tx1, double tx2, double ty1, double ty2) { tx.Init(from1, from2, tx1, tx2); ty.Init(from1, from2, ty1, ty2); }
/// <summary> /// Gets the ray value. /// </summary> public Point3D GetRayValue(Point3D ptNear, Point3D ptFar, double zValue) { LinearTransform t = new LinearTransform(); t.Init(ptNear.Z, ptFar.Z, 0, 1); double f = t.Transform(zValue); t.Init(0, 1, ptNear.X, ptFar.X); double x = t.Transform(f); t.Init(0, 1, ptNear.Y, ptFar.Y); double y = t.Transform(f); return new Point3D(x, y, zValue); }