public ContainmentTypes Contains(Vec3 point) { throw new NotImplementedException(); }
public static void Contains(ref Frustum3 boundingFrustum, ref Vec3 point, out ContainmentTypes result) { throw new NotImplementedException(); }
public Vec3 InersectPlane(Vec3 planeNormal) { return(this - (planeNormal * this.Dot(planeNormal))); }
public Vec3 InersectPlane(Vec3 planeNormal, Vec3 planeLocation) { return(this - (planeNormal * (this - planeLocation).Dot(planeNormal))); }
public RigidTransform3(Vec3 position) { this.position = position; rotation = Quat.Identity; }
public Vec3 Min(Vec3 values) { return(new Vec3(Math.Min(x, values.x), Math.Min(y, values.y), Math.Min(z, values.z))); }
public Vec3 Reflect(Vec3 planeNormal) { return(this - (planeNormal * this.Dot(planeNormal) * 2)); }
public Bound3(Vec3 min, Vec3 max) { this.min = min; this.max = max; }
public Vec3 Cross(Vec3 vector) { return(new Vec3(((y * vector.z) - (z * vector.y)), ((z * vector.x) - (x * vector.z)), ((x * vector.y) - (y * vector.x)))); }
public bool ApproxEquals(Vec3 vector, float tolerance) { return(Distance(vector) <= tolerance); }
public float Dot(Vec3 vector) { return((x * vector.x) + (y * vector.y) + (z * vector.z)); }
public float DistanceSquared(Vec3 vector) { return((vector - this).Dot()); }
public float Distance(Vec3 vector) { return((vector - this).Length()); }
public bool Intersects(Vec3 point) { throw new NotImplementedException(); }
public Vec3 InersectNormal(Vec3 normal) { return(normal * this.Dot(normal)); }
public static void Intersects(ref Frustum3 boundingFrustum, ref Vec3 point, out bool result) { throw new NotImplementedException(); }
public Vec3 InersectRay(Vec3 rayOrigin, Vec3 rayDirection) { return((rayDirection * (this - rayOrigin).Dot(rayDirection)) + rayOrigin); }
public RigidTransform3(Quat orienation, Vec3 position) { rotation = orienation; this.position = position; }
public Vec3 InersectLine(Line3 line) { Vec3 pointOffset = (this - line.point1), vector = (line.point2 - line.point1).Normalize(); return((vector * pointOffset.Dot(vector)) + line.point1); }
public RigidTransform3(Quat orienation) { position = new Vec3(); rotation = orienation; }
public Vec3 Max(Vec3 values) { return(new Vec3(Math.Max(x, values.x), Math.Max(y, values.y), Math.Max(z, values.z))); }