public override float Distance(Vec3 p) { float xx = p.X * cycz + p.Y * czsxszmcxsz + p.Z * cxczsypsxsz; float yy = p.X * cysz + p.Y * cxczpsxsysz + p.Z * cxsyszmczsx; float zz = p.X * msy + p.Y * cysx + p.Z * cxcy; return(_original.Distance(new Vec3(xx, yy, zz))); }
public override float Distance(Vec3 p) { return(Math.Max(_fst.Distance(p), _snd.Distance(p))); }
public override float Distance(Vec3 p) { return(_original.Distance(p - _tranform)); }
public override float Distance(Vec3 p) { return(_original.Distance(p / scale) * scale); }
public override float Distance(Vec3 p) { return(_original.Distance(p) + _displacement(p)); }