daily update on 20241002 by nitload youmu, intrinsic function rebuild, syntax style arrange

This commit is contained in:
Nitload
2024-10-03 04:03:06 +08:00
parent 0979123ac0
commit 6e2f93b053
265 changed files with 26732 additions and 19058 deletions
@@ -38,52 +38,54 @@ namespace StgSharp.Geometries
{
internal readonly float d = -1;
internal vec3d origin;
internal Vec3 origin;
internal vec3d plainParameter;
internal vec3d vec1;
internal vec3d vec2;
internal Vec3 plainParameter;
internal Vec3 vec1;
internal Vec3 vec2;
internal Plain(Vector4 origin, Vector4 p1, Vector4 p2)
internal Plain( Vector4 origin, Vector4 p1, Vector4 p2 )
{
this.origin = new vec3d(origin);
this.origin = new Vec3( origin );
vec1 = new vec3d(p1 - origin);
vec2 = new vec3d(p2 - origin);
vec1 = new Vec3( p1 - origin );
vec2 = new Vec3( p2 - origin );
}
public Plain(vec3d o, vec3d v1, vec3d v2)
public Plain( Vec3 o, Vec3 v1, Vec3 v2 )
{
this.origin = o;
this.vec1 = v1 - (v2 * (v1.Y / v2.Y)); //计算平面在xz平面上的方向投影
this.vec2 = v2 - (vec1 * (v2.X / v1.X)); //计算平面在yz平面上的方向投影
this.vec1 = v1 - ( v2 * ( v1.Y / v2.Y ) ); //计算平面在xz平面上的方向投影
this.vec2 = v2 - ( vec1 * ( v2.X / v1.X ) ); //计算平面在yz平面上的方向投影
//|origin|-k1*|vec1|-k2*|vec2|计算plainParameter.Z;
plainParameter.Z = origin.Z - (vec1.Z * (origin.X / vec1.X)) - (vec2.Z * (origin.Y / vec2.Y));
plainParameter.Z = origin.Z - ( vec1.Z * ( origin.X / vec1.X ) ) - ( vec2.Z * ( origin.Y / vec2.Y ) );
//根据plainParameter.Z和对应的方向矢量计算plainParameter.X和plainParameter.Y
plainParameter.X = vec1.X * (vec1.Z / plainParameter.Z);
plainParameter.Y = vec2.Y * (vec2.Z / plainParameter.Z);
plainParameter.X = vec1.X * ( vec1.Z / plainParameter.Z );
plainParameter.Y = vec2.Y * ( vec2.Z / plainParameter.Z );
plainParameter.X = 1 / plainParameter.X;
plainParameter.Y = 1 / plainParameter.Y;
plainParameter.Z = 1 / plainParameter.Z;
}
public Plain(Point p1, Point p2, Point p3)
public Plain( Point p1, Point p2, Point p3 )
{
vec3d origin = p1.Coord;
vec3d v1 = p2.Coord - origin;
vec3d v2 = p3.Coord - origin;
Vec3 origin = p1.Coord;
Vec3 v1 = p2.Coord - origin;
Vec3 v2 = p3.Coord - origin;
vec1 = v1 - (v2 * (v1.Y / v2.Y)); //计算平面在xz平面上的方向投影
vec2 = v2 - (vec1 * (v2.X / v1.X)); //计算平面在yz平面上的方向投影
vec1 = v1 - ( v2 * ( v1.Y / v2.Y ) ); //计算平面在xz平面上的方向投影
vec2 = v2 - ( vec1 * ( v2.X / v1.X ) ); //计算平面在yz平面上的方向投影
//|origin|-k1*|vec1|-k2*|vec2|计算plainParameter.Z;
plainParameter.Z = origin.Z - (vec1.Z * (origin.X / vec1.X)) - (vec2.Z * (origin.Y / vec2.Y));
plainParameter.Z = origin.Z - ( vec1.Z * ( origin.X / vec1.X ) ) - ( vec2.Z * ( origin.Y / vec2.Y ) );
//根据plainParameter.Z和对应的方向矢量计算plainParameter.X和plainParameter.Y
plainParameter.X = vec1.X * (vec1.Z / plainParameter.Z);
plainParameter.Y = vec2.Y * (vec2.Z / plainParameter.Z);
plainParameter.X = vec1.X * ( vec1.Z / plainParameter.Z );
plainParameter.Y = vec2.Y * ( vec2.Z / plainParameter.Z );
plainParameter.X = 1 / plainParameter.X;
plainParameter.Y = 1 / plainParameter.Y;