public Bounds3(Point3 <T> p1, Point3 <T> p2) { Min = new Point3 <T>(Math.Min((dynamic)p1.X, (dynamic)p2.X), Math.Min((dynamic)p1.Y, (dynamic)p2.Y), Math.Min((dynamic)p1.Z, (dynamic)p2.Z)); Max = new Point3 <T>(Math.Max((dynamic)p1.X, (dynamic)p2.X), Math.Max((dynamic)p1.Y, (dynamic)p2.Y), Math.Max((dynamic)p1.Z, (dynamic)p2.Z)); }
public Bounds3() { Min = new Point3 <T>((dynamic)float.PositiveInfinity); Max = new Point3 <T>((dynamic)float.NegativeInfinity); }
public Bounds3(Point3 <T> p) { Min = new Point3 <T>(p); Max = new Point3 <T>(p); }
public Vector3(Point3 <T> p) { X = p.X; Y = p.Y; Z = p.Z; }