public float4 DistanceFromPointSquared(ref Math.FourTransposedPoints tranposedPoint, float3 scale) { float4 px = math.max(tranposedPoint.X, Lx); px = (math.min(px, Hx) - tranposedPoint.X) * scale.x; float4 py = math.max(tranposedPoint.Y, Ly); py = (math.min(py, Hy) - tranposedPoint.Y) * scale.y; float4 pz = math.max(tranposedPoint.Z, Lz); pz = (math.min(pz, Hz) - tranposedPoint.Z) * scale.z; return(px * px + py * py + pz * pz); }
public float4 DistanceFromPointSquared(ref Math.FourTransposedPoints tranposedPoint) { float4 px = math.max(tranposedPoint.X, Lx); px = math.min(px, Hx) - tranposedPoint.X; float4 py = math.max(tranposedPoint.Y, Ly); py = math.min(py, Hy) - tranposedPoint.Y; float4 pz = math.max(tranposedPoint.Z, Lz); pz = math.min(pz, Hz) - tranposedPoint.Z; return(px * px + py * py + pz * pz); }