Commit aaa47929 by Will Schroeder

### ERR: Fixed bug in cross product.

parent 5c03e72e
 ... ... @@ -60,16 +60,7 @@ protected: // Dot product of two 3-vectors. inline float vlMath::Dot(float x[3], float y[3]) { return x[0]*y[0] + x[1]*y[1] + x[2]*y[2]; } // Description: // Cross product of two 3-vectors. Result vector in z[3]. inline void vlMath::Cross(float x[3], float y[3], float z[3]) { z[0] = x[1]*y[2] - x[2]*y[1]; z[1] = x[2]*y[0] - x[0]*y[2]; z[2] = x[0]*y[1] - x[1]*y[0]; return (x[0]*y[0] + x[1]*y[1] + x[2]*y[2]); } // Description: ... ... @@ -91,7 +82,7 @@ inline void vlMath::Normalize(float x[3]) // Compute determinate of 2x2 matrix. Two columns of matrix are input. inline float vlMath::Determinate2x2(float *c1, float *c2) { return c1[0]*c2[1] - c2[0]*c1[1]; return (c1[0]*c2[1] - c2[0]*c1[1]); } // Description: ... ... @@ -119,24 +110,24 @@ inline double vlMath::Determinate3x3(double a1, double a2, double a3, double b1, double b2, double b3, double c1, double c2, double c3) { return a1 * this->Determinate2x2( b2, b3, c2, c3 ) - b1 * this->Determinate2x2( a2, a3, c2, c3 ) + c1 * this->Determinate2x2( a2, a3, b2, b3 ); return ( a1 * this->Determinate2x2( b2, b3, c2, c3 ) - b1 * this->Determinate2x2( a2, a3, c2, c3 ) + c1 * this->Determinate2x2( a2, a3, b2, b3 ) ); } // Description: // Compute distance squared between two points. inline float vlMath::Distance2BetweenPoints(float *x, float *y) { return (x[0]-y[0])*(x[0]-y[0]) + (x[1]-y[1])*(x[1]-y[1]) + (x[2]-y[2])*(x[2]-y[2]); return ((x[0]-y[0])*(x[0]-y[0]) + (x[1]-y[1])*(x[1]-y[1]) + (x[2]-y[2])*(x[2]-y[2])); } // Description: // Generate random number between (min,max) inline float vlMath::Random(float min, float max) { return min + this->Random()*(max-min); return (min + this->Random()*(max-min)); } #endif
 ... ... @@ -64,4 +64,14 @@ void vlMath::RandomSeed(long s) vlMath::Random(); } // Description: // Cross product of two 3-vectors. Result vector in z[3]. void vlMath::Cross(float x[3], float y[3], float z[3]) { float Zx = x[1]*y[2] - x[2]*y[1]; float Zy = x[2]*y[0] - x[0]*y[2]; float Zz = x[0]*y[1] - x[1]*y[0]; z[0] = Zx; z[1] = Zy; z[2] = Zz; }
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