public float dot_product(Vector3d vct2) { // v1->.v2-> = x1*x2 + y1*y2 + z1*z2 // How to call : // Vector3d v1 = new Vector3d(1,0,0); // Vector3d v2 = new Vector3d(0,1,0); // v1.dot_product(v2) return float 0 return this.get_x()*vct2.get_x() + this.get_y()*vct2.get_y() + this.get_z()*vct2.get_z(); }
public Vector3d cross_product(Vector3d vct2) { // How to call : // Vector3d v1 = new Vector3d(1,0,0); // Vector3d v2 = new Vector3d(0,1,0); // v1.cross_product(v2) return Vector3d (0 0 1) Vector3d vct = new Vector3d(0,0,0); // v1->^v2-> = v-> // vx = y1 z2 - y2 z1 vct.set_x( this.get_y() * vct2.get_z() - vct2.get_y() * this.get_z() ); // vy = z1 x2 - x1 z2 vct.set_y( this.get_z() * vct2.get_x() - this.get_x() * vct2.get_z() ); // vz = x1 y2 - y1 x2 vct.set_z( this.get_x() * vct2.get_y() - this.get_y() * vct2.get_x() ); return vct; }