LPoint3d
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class LPoint3d
Bases:
LVecBase3d
This is a three-component point in space (as opposed to a three-component vector, which represents a direction and a distance). Some of the methods are slightly different between
LPoint3
andLVector3
; in particular, subtraction of two points yields a vector, while addition of a vector and a point yields a point.Inheritance diagram
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LPoint3d(void) = default
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LPoint3d(LVecBase3d const ©)
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LPoint3d(double fill_value)
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LPoint3d(double x, double y, double z)
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LPoint3d(LVecBase2d const ©, double z)
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LPoint3d cross(LVecBase3d const &other) const
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static TypeHandle get_class_type(void)
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LPoint2d get_xy(void) const
Returns a 2-component vector that shares just the first two components of this vector.
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LPoint2d get_xz(void) const
Returns a 2-component vector that shares just the first and last components of this vector.
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LPoint2d get_yz(void) const
Returns a 2-component vector that shares just the last two components of this vector.
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LPoint3d normalized(void) const
Normalizes the vector and returns the normalized vector as a copy. If the vector was a zero-length vector, a zero length vector will be returned.
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LPoint3d const &origin(CoordinateSystem cs = ::CS_default)
Returns the origin of the indicated coordinate system. This is always 0, 0, 0 with all of our existing coordinate systems; it’s hard to imagine it ever being different.
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LPoint3d project(LVecBase3d const &onto) const
Returns a new vector representing the projection of this vector onto another one. The resulting vector will be a scalar multiple of onto.
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LPoint3d(void) = default