compute Normal on javafx.geometry.Point3D - Java java.lang

Java examples for java.lang:Math Calculation

Description

compute Normal on javafx.geometry.Point3D

Demo Code

/**//  w w w . jav  a2 s .  c om
 * MathUtils.java
 *
 * Copyright (c) 2013-2015, F(X)yz
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 * * Redistributions of source code must retain the above copyright
 * notice, this list of conditions and the following disclaimer.
 * * Redistributions in binary form must reproduce the above copyright
 * notice, this list of conditions and the following disclaimer in the
 * documentation and/or other materials provided with the distribution.
 * * Neither the name of the organization nor the
 * names of its contributors may be used to endorse or promote products
 * derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
//package com.java2s;

public class Main {
    public static javafx.geometry.Point3D computeNormal(
            javafx.geometry.Point3D v1, javafx.geometry.Point3D v2,
            javafx.geometry.Point3D v3) {
        javafx.geometry.Point3D a1 = v1.subtract(v2);
        javafx.geometry.Point3D a2 = v3.subtract(v2);
        return a2.crossProduct(a1).normalize();
    }
}

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