42 {
43 float num = point2.X - point1.X;
44 float num2 = point2.Y - point1.Y;
45 float num3 = point2.Z - point1.Z;
46 float num4 = point3.X - point1.X;
47 float num5 = point3.Y - point1.Y;
48 float num6 = point3.Z - point1.Z;
49 float num7 = num2 * num6 - num3 * num5;
50 float num8 = num3 * num4 - num * num6;
51 float num9 = num * num5 - num2 * num4;
52 float num10 = num7 * num7 + num8 * num8 + num9 * num9;
53 float num11 = 1f / (float)
Math.
Sqrt(num10);
54 Normal.X = num7 * num11;
55 Normal.Y = num8 * num11;
56 Normal.Z = num9 * num11;
57 D = 0f - (Normal.X * point1.X + Normal.Y * point1.Y + Normal.Z * point1.Z);
58 }
static double Sqrt(double d)