public System.Windows.Point TransformToWindowsPoint(Vector4D vector) { double num = 1.0 / (this.M30 * vector.X + this.M31 * vector.Y + this.M32 * vector.Z + this.M33 * vector.W); return(new System.Windows.Point((this.M00 * vector.X + this.M01 * vector.Y + this.M02 * vector.Z + this.M03 * vector.W) * num, (this.M10 * vector.X + this.M11 * vector.Y + this.M12 * vector.Z + this.M13 * vector.W) * num)); }
public Point3D TransformTo3D(Vector4D point) { double num = 1.0 / (this.M30 * point.X + this.M31 * point.Y + this.M32 * point.Z + this.M33 * point.W); return(new Point3D((this.M00 * point.X + this.M01 * point.Y + this.M02 * point.Z + this.M03 * point.W) * num, (this.M10 * point.X + this.M11 * point.Y + this.M12 * point.Z + this.M13 * point.W) * num, (this.M20 * point.X + this.M21 * point.Y + this.M22 * point.Z + this.M23 * point.W) * num)); }
public PointF TransformToPointF(Vector4D vector) { double num = 1.0 / (this.M30 * vector.X + this.M31 * vector.Y + this.M32 * vector.Z + this.M33 * vector.W); return(new PointF((float)((this.M00 * vector.X + this.M01 * vector.Y + this.M02 * vector.Z + this.M03 * vector.W) * num), (float)((this.M10 * vector.X + this.M11 * vector.Y + this.M12 * vector.Z + this.M13 * vector.W) * num))); }
public Point3D TransformToPoint3D(Vector4D vector) { double num = 1.0 / (this.M30 * vector.X + this.M31 * vector.Y + this.M32 * vector.Z + this.M33 * vector.W); return(new Point3D((this.M00 * vector.X + this.M01 * vector.Y + this.M02 * vector.Z + this.M03 * vector.W) * num, (this.M10 * vector.X + this.M11 * vector.Y + this.M12 * vector.Z + this.M13 * vector.W) * num, (this.M20 * vector.X + this.M21 * vector.Y + this.M22 * vector.Z + this.M23 * vector.W) * num)); }
public Vector4D Transform(Vector4D vector) { return(new Vector4D(this.M00 * vector.X + this.M01 * vector.Y + this.M02 * vector.Z + this.M03 * vector.W, this.M10 * vector.X + this.M11 * vector.Y + this.M12 * vector.Z + this.M13 * vector.W, this.M20 * vector.X + this.M21 * vector.Y + this.M22 * vector.Z + this.M23 * vector.W, this.M30 * vector.X + this.M31 * vector.Y + this.M32 * vector.Z + this.M33 * vector.W)); }
public bool IsInside(Vector4D p) { return(this.IsInside((Point3D)p)); }
public void Update(Vector4D p) { this.Update(p.ToPoint3D()); }