Function directx_math::XMVector4Cross[][src]

pub fn XMVector4Cross(V1: FXMVECTOR, V2: FXMVECTOR, V3: FXMVECTOR) -> FXMVECTOR

Computes the cross product between 4D vectors.

Parameters

V1 4D vector.

V2 4D vector.

V3 4D vector.

Return value

Returns the 4D cross product of V1, V2, and V3.

Remarks

A 4D cross-product is not well-defined. This function computes a geometric analog to the 3D cross product. XMVector4Orthogonal is another generalized ‘cross-product’ for 4D vectors.

The following pseudocode demonstrates the operation of the function:

XMVECTOR Result;

Result.x = V1.y * (V2.z * V3.w - V3.z * V2.w)
           -  V1.z * (V2.y * V3.w - V3.y * V2.w )
           +  V1.w * (V2.y * V3.z - V3.y * V2.z);

Result.y = V1.x * (V3.z * V2.w - V2.z * V3.w)
           - V1.z * (V3.x * V2.w - V2.x * V3.w)
           + V1.w * (V3.x * V2.z - V2.x * V3.z);

Result.z = V1.x * (V2.y * V3.w - V3.y * V2.w)
           - V1.y * (V2.x * V3.w - V3.x * V2.w)
           + V1.w * (V2.x * V3.y - V3.x * V2.y);

Result.w = V1.x * (V3.y * V2.z - V2.y * V3.z)
           - V1.y * (V3.x * V2.z - V2.x * V3.z)
           + V1.z * (V3.x * V2.y - V2.x * V3.y);

return Result;

Reference

https://docs.microsoft.com/en-us/windows/win32/api/directxmath/nf-directxmath-XMVector4Cross