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Filled in the page for the cross product node. (I will fix the "see also" links later) |
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|Inputs= | |Inputs= | ||
[ | [ | ||
{"Type":"Dummy"}, | {"Name":"A", "Type":"Dummy"}, | ||
{"Type":"Dummy"} | {"Name":"B", "Type":"Dummy"} | ||
] | ] | ||
|Outputs= | |Outputs= | ||
[ | [ | ||
{"Type":" | {"Name":"*", "Type":"Dummy"} | ||
] | ] | ||
|}} | |}} | ||
[[ | 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. [[ProtoFlux:Cross#See Also|See Also]] has more information for specifics and mathematical concepts. | |||
{{Note|Keep in mind of handedness, or the direction of the 3rd vector, as depending on your use case, it could be the opposite direction than what you might be expecting.|warning}} | |||
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 === | |||
<youtube>h0NJK4mEIJU</youtube> | |||
<youtube>eu6i7WJeinw</youtube> | |||
<youtube>gPnWm-IXoAY</youtube> | |||
== See Also == | |||
* Wikipedia's definition of [https://en.wikipedia.org/wiki/Cross_product cross product] & [https://en.wikipedia.org/wiki/Triple_product triple product]. | |||
* Microsoft's documentation on the [https://learn.microsoft.com/en-us/dotnet/api/system.windows.vector.crossproduct?view=windowsdesktop-8.0 Vector.CrossProduct(Vector, Vector) Method] & [https://learn.microsoft.com/en-us/dotnet/api/system.numerics.vector3.cross?view=net-8.0 Vector3.Cross(Vector3, Vector3) Method]. | |||
[[Category:ProtoFlux:Operators:Vectors]] | [[Category:ProtoFlux:Operators:Vectors]] |
Revision as of 14:47, 28 June 2024
×
(cross product)
Operators
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.
- Microsoft's documentation on the Vector.CrossProduct(Vector, Vector) Method & Vector3.Cross(Vector3, Vector3) Method.