Filled in the page for the cross product node. (I will fix the "see also" links later) |
Added a suggestion note. |
||
(One intermediate revision by the same user not shown) | |||
Line 2: | Line 2: | ||
{{#Invoke:ProtoFlux|GenerateUI | {{#Invoke:ProtoFlux|GenerateUI | ||
|Name=×<br><p style="font-size:25%;">(cross product) | |Name=×<br><p style="font-size:25%;">(cross product) | ||
|Category= | |Category=Vectors | ||
|Inputs= | |Inputs= | ||
[ | [ | ||
Line 26: | Line 26: | ||
* Texture Mapping, especially for bump mapping or other effects that rely on surface orientation. | * Texture Mapping, especially for bump mapping or other effects that rely on surface orientation. | ||
* Animation and Rigging, which includes calculating bone transformations and constraints. | * Animation and Rigging, which includes calculating bone transformations and constraints. | ||
{{Note|This product is linear, which returns a vector. If you want something that returns a scaler, use the [[ProtoFlux:Dot|Dot]] node instead.|suggestion}} | |||
== Inputs == | == Inputs == | ||
Line 55: | Line 57: | ||
== See Also == | == See Also == | ||
* Wikipedia's definition of [https://en.wikipedia.org/wiki/Cross_product cross product] & [https://en.wikipedia.org/wiki/Triple_product triple product]. | * Wikipedia's definition of [https://en.wikipedia.org/wiki/Cross_product cross product] & [https://en.wikipedia.org/wiki/Triple_product triple product]. | ||
[[Category:ProtoFlux:Operators:Vectors]] | [[Category:ProtoFlux:Operators:Vectors]] |
Latest revision as of 20:10, 28 June 2024
×
(cross product)
Vectors
The Cross node (also called a Cross Product) takes in 2 vector values and returns the cross product of the 3rd vector.
A cross product is basically the direction of the 3rd vector by using the other 2 vectors. The math behind it is somewhat complex but it can be used to get a direction of the other needed vector. See Also has more information for specifics and mathematical concepts.
Some applications that this node can be used for:
- Calculating Normals on a surface.
- Collision Detection on a surface.
- Physics Simulations, including Orientation and Rotation.
- Texture Mapping, especially for bump mapping or other effects that rely on surface orientation.
- Animation and Rigging, which includes calculating bone transformations and constraints.
Inputs
A (Pseudo-Generic)
The first vector value.
B (Pseudo-Generic)
The second vector value.
Outputs
* (Pseudo-Generic)
The returning and resulting vector direction (dependent on handedness).
Further Reading
Videos
See Also
- Wikipedia's definition of cross product & triple product.