perpendicular

Compute two arbitrary vectors perpendicular to the given normalized vector <code>(x, y, z)</code>, and store them in <code>dest1</code> and <code>dest2</code>, respectively. <p> The computed vectors will themselves be perpendicular to each another and normalized. So the tree vectors <code>(x, y, z)</code>, <code>dest1</code> and <code>dest2</code> form an orthonormal basis.

@param x the x coordinate of the normalized input vector @param y the y coordinate of the normalized input vector @param z the z coordinate of the normalized input vector @param dest1 will hold the first perpendicular vector @param dest2 will hold the second perpendicular vector

  1. void perpendicular(float x, float y, float z, Vector3d dest1, Vector3d dest2)
    static
    void
    perpendicular
    (
    float x
    ,
    float y
    ,
    float z
    ,,)
  2. void perpendicular(Vector3d v, Vector3d dest1, Vector3d dest2)

Meta