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<TD><CODE><B>Point3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Point3D.html#rRatio(quicktime.qd3d.math.Point3D, float, float)">rRatio</A></B>(<A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A> p2, float r1, float r2)</CODE><BR> Returns the three-dimensional point that lies on the line segment between the points p1 and p2 and that is at a distance from the first point determined by the ratio r1/(r1 + r2).</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> <A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A></CODE></FONT></TD><TD><CODE><B>Point3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Point3D.html#add(quicktime.qd3d.math.Vector3D)">add</A></B>(<A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> vector3D)</CODE><BR> Returns the three-dimensional point that is the result of adding the vector vector3D to this.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> <A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A></CODE></FONT></TD><TD><CODE><B>Point3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Point3D.html#subtract(quicktime.qd3d.math.Vector3D)">subtract</A></B>(<A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> vector3D)</CODE><BR> Returns the three-dimensional point that is the result of subtracting the vector vector3D from this.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> <A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A></CODE></FONT></TD><TD><CODE><B>Point3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Point3D.html#transformQuaternion(quicktime.qd3d.math.Quaternion)">transformQuaternion</A></B>(<A HREF="../../../../quicktime/qd3d/math/Quaternion.html">Quaternion</A> quaternion)</CODE><BR> Return a three-dimensional point that is the result of transforming the vector specified by the vector parameter using the quaternion specified by the quaternion parameter.</TD></TR></TABLE> <P><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableSubHeadingColor"><TD COLSPAN=2>Methods in <A HREF="../../../../quicktime/qd3d/math/package-summary.html">quicktime.qd3d.math</A> with parameters of type <A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A></FONT></TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B>Matrix4x4.</B><B><A HREF="../../../../quicktime/qd3d/math/Matrix4x4.html#setRotateAboutPoint(quicktime.qd3d.math.Point3D, float, float, float)">setRotateAboutPoint</A></B>(<A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A> origin, float xAngle, float yAngle, float zAngle)</CODE><BR> Rotates a matrix by the specified angle around the point origin.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> void</CODE></FONT></TD><TD><CODE><B>Matrix4x4.</B><B><A HREF="../../../../quicktime/qd3d/math/Matrix4x4.html#setRotateAboutAxis(quicktime.qd3d.math.Point3D, quicktime.qd3d.math.Vector3D, float)">setRotateAboutAxis</A></B>(<A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A> origin, <A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> orientation, float angle)</CODE><BR> Sets a rotate-about-axis matrix that rotates an object by the specified angle around the axis determined by the point origin and the specified orientation.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> <A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A></CODE></FONT></TD><TD><CODE><B>Point3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Point3D.html#subtract(quicktime.qd3d.math.Point3D)">subtract</A></B>(<A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A> p2)</CODE><BR> Returns a three-dimensional vector that is the result of subtracting the point p2 from p1.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> float</CODE></FONT></TD><TD><CODE><B>Point3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Point3D.html#distance(quicktime.qd3d.math.Point3D)">distance</A></B>(<A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A> p2)</CODE><BR> Returns the absolute value of the distance between points this and p2.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> float</CODE></FONT></TD><TD><CODE><B>Point3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Point3D.html#distanceSquared(quicktime.qd3d.math.Point3D)">distanceSquared</A></B>(<A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A> p2)</CODE><BR> Returns the squared value of the distance between points this and p2.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> <A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A></CODE></FONT></TD><TD><CODE><B>Point3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Point3D.html#rRatio(quicktime.qd3d.math.Point3D, float, float)">rRatio</A></B>(<A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A> p2, float r1, float r2)</CODE><BR> Returns the three-dimensional point that lies on the line segment between the points p1 and p2 and that is at a distance from the first point determined by the ratio r1/(r1 + r2).</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE> <A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A></CODE></FONT></TD><TD><CODE><B>Point3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Point3D.html#cross(quicktime.qd3d.math.Point3D, quicktime.qd3d.math.Point3D)">cross</A></B>(<A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A> point2, <A HREF="../../../../quicktime/qd3d/math/Point3D.html">Point3D</A> point3)</CODE><BR> Returns the cross product of the two vectors determined by subtracting point2 from this and point3 from this <BR><BR><b> <a href="http://developer.apple.com/techpubs/quicktime/qtdevdocs/QD3D/qd3dmathfunc.12.htm#pgfId=3617">QuickDraw3D::Q3Point3D_CrossProductTri</a> </b><BR><BR></TR></TABLE> <P><HR><!-- ========== START OF NAVBAR ========== --><A NAME="navbar_bottom"><!-- --></A><TABLE BORDER="0" WIDTH="100%" CELLPADDING="1" CELLSPACING="0"><TR><TD COLSPAN=2 BGCOLOR="#EEEEFF" CLASS="NavBarCell1"><A NAME="navbar_bottom_firstrow"><!-- --></A><TABLE 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