コード例 #1
0
ファイル: Point3f.cs プロジェクト: JamesTryand/NVecMath
 /// <summary>Computes the distance between this point and point p1.</summary>
 /// <remarks>Computes the distance between this point and point p1.</remarks>
 /// <param name="p1">the other point</param>
 /// <returns>the distance</returns>
 public float Distance(Point3f p1)
 {
     float dx;
     float dy;
     float dz;
     dx = this.x - p1.x;
     dy = this.y - p1.y;
     dz = this.z - p1.z;
     return (float)Math.Sqrt(dx * dx + dy * dy + dz * dz);
 }
コード例 #2
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ファイル: Matrix4f.cs プロジェクト: JamesTryand/NVecMath
 /// <summary>
 /// Transforms the point parameter with this Matrix4f and
 /// places the result back into point.
 /// </summary>
 /// <remarks>
 /// Transforms the point parameter with this Matrix4f and
 /// places the result back into point.  The fourth element of the
 /// point input paramter is assumed to be one.
 /// </remarks>
 /// <param name="point">the input point to be transformed.</param>
 public void Transform(Point3f point)
 {
     float x;
     float y;
     x = m00 * point.x + m01 * point.y + m02 * point.z + m03;
     y = m10 * point.x + m11 * point.y + m12 * point.z + m13;
     point.z = m20 * point.x + m21 * point.y + m22 * point.z + m23;
     point.x = x;
     point.y = y;
 }
コード例 #3
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ファイル: Point3f.cs プロジェクト: JamesTryand/NVecMath
 /// <summary>Constructs and initializes a Point3f from the specified Point3f.</summary>
 /// <remarks>Constructs and initializes a Point3f from the specified Point3f.</remarks>
 /// <param name="p1">the Point3f containing the initialization x y z data</param>
 public Point3f(Point3f p1)
     : base(p1)
 {
 }
コード例 #4
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ファイル: Point3f.cs プロジェクト: JamesTryand/NVecMath
 // Compatible with 1.1
 /// <summary>
 /// Computes the square of the distance between this point and
 /// point p1.
 /// </summary>
 /// <remarks>
 /// Computes the square of the distance between this point and
 /// point p1.
 /// </remarks>
 /// <param name="p1">the other point</param>
 /// <returns>the square of the distance</returns>
 public float DistanceSquared(Point3f p1)
 {
     float dx;
     float dy;
     float dz;
     dx = this.x - p1.x;
     dy = this.y - p1.y;
     dz = this.z - p1.z;
     return dx * dx + dy * dy + dz * dz;
 }
コード例 #5
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ファイル: Point3f.cs プロジェクト: JamesTryand/NVecMath
 /// <summary>
 /// Computes the L-infinite distance between this point and
 /// point p1.
 /// </summary>
 /// <remarks>
 /// Computes the L-infinite distance between this point and
 /// point p1.  The L-infinite distance is equal to
 /// MAX[abs(x1-x2), abs(y1-y2), abs(z1-z2)].
 /// </remarks>
 /// <param name="p1">the other point</param>
 /// <returns>the L-infinite distance</returns>
 public float DistanceLinf(Point3f p1)
 {
     float tmp;
     tmp = Math.Max(Math.Abs(this.x - p1.x), Math.Abs(this.y - p1.y));
     return (Math.Max(tmp, Math.Abs(this.z - p1.z)));
 }
コード例 #6
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ファイル: Point3f.cs プロジェクト: JamesTryand/NVecMath
 /// <summary>
 /// Computes the L-1 (Manhattan) distance between this point and
 /// point p1.
 /// </summary>
 /// <remarks>
 /// Computes the L-1 (Manhattan) distance between this point and
 /// point p1.  The L-1 distance is equal to:
 /// abs(x1-x2) + abs(y1-y2) + abs(z1-z2).
 /// </remarks>
 /// <param name="p1">the other point</param>
 /// <returns>the L-1 distance</returns>
 public float DistanceL1(Point3f p1)
 {
     return (Math.Abs(this.x - p1.x) + Math.Abs(this.y - p1.y) + Math.Abs(this.z - p1.
         z));
 }
コード例 #7
0
ファイル: Matrix4d.cs プロジェクト: JamesTryand/NVecMath
 /// <summary>
 /// Transforms the point parameter with this Matrix4d and
 /// places the result back into point.
 /// </summary>
 /// <remarks>
 /// Transforms the point parameter with this Matrix4d and
 /// places the result back into point.  The fourth element of the
 /// point input parameter is assumed to be one.
 /// </remarks>
 /// <param name="point">the input point to be transformed.</param>
 public void Transform(Point3f point)
 {
     float x;
     float y;
     x = (float)(m00 * point.x + m01 * point.y + m02 * point.z + m03);
     y = (float)(m10 * point.x + m11 * point.y + m12 * point.z + m13);
     point.z = (float)(m20 * point.x + m21 * point.y + m22 * point.z + m23);
     point.x = x;
     point.y = y;
 }