private static Vect3 AssignLineValues(Vect3 pos, float i, float j, float k, float xIn, float yIn, float zIn) { float val; if (xIn != 0) { val = (xIn - pos.X) / i; yIn = j * val + pos.Y; zIn = k * val + pos.Z; } else if (yIn != 0) { val = (yIn - pos.Y) / j; xIn = i * val + pos.X; zIn = k * val + pos.Z; } else { val = (zIn - pos.Z) / k; xIn = i * val + pos.X; yIn = j * val + pos.Y; } return(new Vect3(xIn, yIn, zIn)); }
public Triangle(Vect3 _p1, Vect3 _p2, Vect3 _p3, Color _color) { Vertices = new Vect3[3]; Vertices[0] = _p1; Vertices[1] = _p2; Vertices[2] = _p3; Color = _color; }
//^^ public Line(Vect3 _p1, Vect3 _p2, Color _color) { Vertices = new Vect3[2]; Vertices[0] = _p1; Vertices[1] = _p2; Color = _color; }
//a 2d dot product public float Dot2D(Vect3 input) { return(X * input.X + Y * input.Y); }
//dot product public float Dot(Vect3 input) { return(X * input.X + Y * input.Y + Z * input.Z); }