/// <summary> /// /// </summary> /// <param name="p1"></param> /// <param name="p2"></param> /// <returns></returns> public static float vectorDot(Point3I p1, Point3I p2) { return (p1.x*p2.x + p1.y*p2.y + p1.z*p2.z); }
/// <summary> /// /// </summary> /// <param name="_test"></param> public void SetMax(Point3I _test) { x = (_test.x > x) ? _test.x : x; y = (_test.y > y) ? _test.y : y; z = (_test.z > z) ? _test.z : z; }
/// <summary> /// /// </summary> /// <param name="point"></param> /// <param name="scalar"></param> /// <returns></returns> public static Point3I vectorScale(Point3I point, int scalar) { return point*scalar; }
/// <summary> /// /// </summary> /// <param name="p"></param> public Point3I(Point3I p) { x = p.x; y = p.y; z = p.z; }
/// <summary> /// /// </summary> /// <param name="_test"></param> public void SetMin(Point3I _test) { x = (_test.x < x) ? _test.x : x; y = (_test.y < y) ? _test.y : y; z = (_test.z < z) ? _test.z : z; }
/// <summary> /// /// </summary> /// <param name="p1"></param> /// <param name="p2"></param> /// <returns></returns> public static float vectorDot(Point3I p1, Point3I p2) { return(p1.x * p2.x + p1.y * p2.y + p1.z * p2.z); }
/// <summary> /// /// </summary> /// <param name="point"></param> /// <param name="scalar"></param> /// <returns></returns> public static Point3I vectorScale(Point3I point, int scalar) { return(point * scalar); }
/// <summary> /// /// </summary> /// <param name="_test"></param> public void SetMax(Point3I _test) { x = (_test.x > x) ? _test.x : x; y = (_test.y > y) ? _test.y : y; z = (_test.z > z) ? _test.z : z; }
/// <summary> /// /// </summary> /// <param name="_test"></param> public void SetMin(Point3I _test) { x = (_test.x < x) ? _test.x : x; y = (_test.y < y) ? _test.y : y; z = (_test.z < z) ? _test.z : z; }
/// <summary> /// /// </summary> /// <param name="p"></param> public Point3I(Point3I p) { x = p.x; y = p.y; z = p.z; }