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<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>Vector3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Vector3D.html#cross(quicktime.qd3d.math.Vector3D)">cross</A></B>(<A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v2)</CODE><BR> Returns the cross product of this vector and vector v2.</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>Vector3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Vector3D.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 vector that is the result of transforming the vector specified by the vector parameter using the quaternion specified by the quaternion parameter.</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> <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><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/Vector3D.html">Vector3D</A></FONT></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>Vector3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Vector3D.html#add(quicktime.qd3d.math.Vector3D)">add</A></B>(<A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v2)</CODE><BR> Returns the three-dimensional vector that is the sum of the two vectors this and v2.</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>Vector3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Vector3D.html#subtract(quicktime.qd3d.math.Vector3D)">subtract</A></B>(<A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v2)</CODE><BR> Returns the three-dimensional vector that is the result of subtracting v2 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/Vector3D.html">Vector3D</A></CODE></FONT></TD><TD><CODE><B>Vector3D.</B><B><A HREF="../../../../quicktime/qd3d/math/Vector3D.html#cross(quicktime.qd3d.math.Vector3D)">cross</A></B>(<A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v2)</CODE><BR> Returns the cross product of this vector and vector v2.</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> void</CODE></FONT></TD><TD><CODE><B>Matrix4x4.</B><B><A HREF="../../../../quicktime/qd3d/math/Matrix4x4.html#setRotateVectorToVector(quicktime.qd3d.math.Vector3D, quicktime.qd3d.math.Vector3D)">setRotateVectorToVector</A></B>(<A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v1, <A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v2)</CODE><BR> Sets a rotational matrix that rotates objects around the origin in such a way that the transformed vector v1 matches the vector v2.</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>Quaternion.</B><B><A HREF="../../../../quicktime/qd3d/math/Quaternion.html#setRotateAboutAxis(quicktime.qd3d.math.Vector3D, float)">setRotateAboutAxis</A></B>(<A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> axis, float angle)</CODE><BR> Sets a a rotate-about-axis quaternion that rotates an object by the angle angle around the axis specified by the axis parameter.</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>Quaternion.</B><B><A HREF="../../../../quicktime/qd3d/math/Quaternion.html#setRotateVectorToVector(quicktime.qd3d.math.Vector3D, quicktime.qd3d.math.Vector3D)">setRotateVectorToVector</A></B>(<A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v1, <A HREF="../../../../quicktime/qd3d/math/Vector3D.html">Vector3D</A> v2)</CODE><BR> Sets a rotational quaternion that rotates objects around the origin in such a way that the transformed vector v1 matches the vector v2.</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></TABLE> <P><HR><!-- ========== START OF 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