| 297 | |
| 298 | template<> |
| 299 | void Float3::FindBestAxisVectors(Float3& firstAxis, Float3& secondAxis) const |
| 300 | { |
| 301 | const float absX = Math::Abs(X); |
| 302 | const float absY = Math::Abs(Y); |
| 303 | const float absZ = Math::Abs(Z); |
| 304 | if (absZ > absX && absZ > absY) |
| 305 | firstAxis = Float3(1, 0, 0); |
| 306 | else |
| 307 | firstAxis = Float3(0, 0, 1); |
| 308 | firstAxis = (firstAxis - *this * (firstAxis | *this)).GetNormalized(); |
| 309 | secondAxis = firstAxis ^ *this; |
| 310 | } |
| 311 | |
| 312 | template<> |
| 313 | float Float3::TriangleArea(const Float3& v0, const Float3& v1, const Float3& v2) |
no test coverage detected