bool MUST_USE_RESULT float3::AreOrthonormal(const float3 &a, const float3 &b, const float3 &c, float epsilon) { return a.IsPerpendicular(b, epsilon) && a.IsPerpendicular(c, epsilon) && b.IsPerpendicular(c, epsilon) && a.IsNormalized(epsilon*epsilon) && b.IsNormalized(epsilon*epsilon) && c.IsNormalized(epsilon*epsilon); }
bool MUST_USE_RESULT float3::AreOrthogonal(const float3 &a, const float3 &b, const float3 &c, float epsilon) { return a.IsPerpendicular(b, epsilon) && a.IsPerpendicular(c, epsilon) && b.IsPerpendicular(c, epsilon); }