@@ -259,7 +259,7 @@ public PathGradientBrushApplicator(
259259
260260 if ( this . edges . Count == 3 )
261261 {
262- if ( ! this . FindPointOnTriangle (
262+ if ( ! FindPointOnTriangle (
263263 this . edges [ 0 ] . Start ,
264264 this . edges [ 1 ] . Start ,
265265 this . edges [ 2 ] . Start ,
@@ -321,7 +321,7 @@ public PathGradientBrushApplicator(
321321 return closest ;
322322 }
323323
324- private bool FindPointOnTriangle ( PointF v1 , PointF v2 , PointF v3 , PointF point , out float u , out float v )
324+ private static bool FindPointOnTriangle ( PointF v1 , PointF v2 , PointF v3 , PointF point , out float u , out float v )
325325 {
326326 Vector2 e1 = v2 - v1 ;
327327 Vector2 e2 = v3 - v2 ;
@@ -342,13 +342,13 @@ private bool FindPointOnTriangle(PointF v1, PointF v2, PointF v3, PointF point,
342342 return false ;
343343 }
344344
345- // From Real-Time Collision Detection
345+ // From Real-Time Collision Detection
346346 // https://gamedev.stackexchange.com/questions/23743/whats-the-most-efficient-way-to-find-barycentric-coordinates
347347 float d00 = Vector2 . Dot ( e1 , e1 ) ;
348- float d01 = Vector2 . Dot ( e1 , - e3 ) ;
349- float d11 = Vector2 . Dot ( - e3 , - e3 ) ;
348+ float d01 = - Vector2 . Dot ( e1 , e3 ) ;
349+ float d11 = Vector2 . Dot ( e3 , e3 ) ;
350350 float d20 = Vector2 . Dot ( pv1 , e1 ) ;
351- float d21 = Vector2 . Dot ( pv1 , - e3 ) ;
351+ float d21 = - Vector2 . Dot ( pv1 , e3 ) ;
352352 float denominator = ( d00 * d11 ) - ( d01 * d01 ) ;
353353 u = ( ( d11 * d20 ) - ( d01 * d21 ) ) / denominator ;
354354 v = ( ( d00 * d21 ) - ( d01 * d20 ) ) / denominator ;
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