public void RecalcVectors() { WhiteTVector = new Vector3D(WhiteTheoretical); WhiteTVector.Normalize(); WhiteVector.Normalize(); BlackVector = new Vector3D(BlackSpot); BlackVector.Normalize(); BlueVector = new Vector3D(BlueSpot); BlueVector.Normalize(); GreenVector = new Vector3D(GreenSpot); GreenVector.Normalize(); RedVector = new Vector3D(RedSpot); RedVector.Normalize(); YellowVector = new Vector3D(YellowSpot); YellowVector.Normalize(); }
public List <Point3D> RotateColorVectors() { Point3D white = WhiteVector.Clone(); // Find the difference between theoretical white and current white // Find sin and cos of theoretical white vector List <Point3D> sinCosT = Geometry.GetRotationAngles(WhiteTVector); // Rotate the white vector with the sin cos from theoretical white Geometry.RotateSinCos(white, sinCosT, true); // Find the difference between theoretical and real white color vector List <Point3D> sinCosW = Geometry.GetRotationAngles(white); // Rotate the base color vectors with the white's sin and cos RotateSingleVector(RedVector, sinCosW); RotateSingleVector(GreenVector, sinCosW); RotateSingleVector(BlueVector, sinCosW); RotateSingleVector(YellowVector, sinCosW); return(sinCosW); }