示例#1
0
        public Vector3 GetNormalizedUpAxisNoScaleSign()
        {
            Vector3 upAxis = ToMatrix4x4x.GetNormalizedUpAxis();

            if (_scale.y < 0.0f)
            {
                upAxis *= -1.0f;
            }

            return(upAxis);
        }
示例#2
0
        public Vector3 GetNormalizedLookAxisNoScaleSign()
        {
            Vector3 lookAxis = ToMatrix4x4x.GetNormalizedLookAxis();

            if (_scale.z < 0.0f)
            {
                lookAxis *= -1.0f;
            }

            return(lookAxis);
        }
示例#3
0
        public Vector3 GetNormalizedRightAxisNoScaleSign()
        {
            Vector3 rightAxis = ToMatrix4x4x.GetNormalizedRightAxis();

            if (_scale.x < 0.0f)
            {
                rightAxis *= -1.0f;
            }

            return(rightAxis);
        }
示例#4
0
 public int GetIndexOfAxisAlignedWith(Vector3 referenceAxis)
 {
     return(ToMatrix4x4x.GetIndexOfAxisAlignedWith(referenceAxis));
 }
示例#5
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 public Vector3[] GetNormalizedLocalAxes()
 {
     return(ToMatrix4x4x.GetNormalizedLocalAxes());
 }
示例#6
0
 public Vector3 GetNormalizedLookAxis()
 {
     return(ToMatrix4x4x.GetNormalizedLookAxis());
 }
示例#7
0
 public Vector3 GetNormalizedAxis(int axisIndex)
 {
     return(ToMatrix4x4x.GetNormalizedAxis(axisIndex));
 }
示例#8
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 public Vector3 MultiplyVector(Vector3 vector)
 {
     return(ToMatrix4x4x.MultiplyVector(vector));
 }
示例#9
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 public Vector3 MultiplyPoint(Vector3 point)
 {
     return(ToMatrix4x4x.MultiplyPoint(point));
 }