Terraria v1.4.4.9
Terraria source code documentation
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◆ ComputeIntersectionLine()

static Ray Microsoft.Xna.Framework.BoundingFrustum.ComputeIntersectionLine ( ref Plane p1,
ref Plane p2 )
inlinestaticprivate

Definition at line 172 of file BoundingFrustum.cs.

173 {
174 Ray result = default(Ray);
175 result.Direction = Vector3.Cross(p1.Normal, p2.Normal);
176 float num = result.Direction.LengthSquared();
177 result.Position = Vector3.Cross((0f - p1.D) * p2.Normal + p2.D * p1.Normal, result.Direction) / num;
178 return result;
179 }

References Microsoft.Xna.Framework.Vector3.Cross(), Microsoft.Xna.Framework.Ray.Direction, and Microsoft.Xna.Framework.Vector3.LengthSquared().

Referenced by Microsoft.Xna.Framework.BoundingFrustum.SetMatrix().