daily update on 20230416 by nitload youmu

This commit is contained in:
Nitload
2023-04-16 03:28:59 +08:00
parent 9756504e9d
commit 7891a26550
26 changed files with 215 additions and 94 deletions
+22 -22
View File
@@ -8,28 +8,28 @@ namespace StgSharp.Linear
{
public unsafe class Plain
{
internal vec3d origin;
internal vec3d vec1;
internal vec3d vec2;
internal float a;
internal float b;
internal float c;
internal vec3d plainParameter;
internal readonly float d = -1 ;
public Plain(vec3d origin, vec3d v1, vec3d v2)
public Plain(vec3d o, vec3d v1, vec3d v2)
{
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
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
//|origin|-k1*|vec1|-k2*|vec2|计算c;
c = origin.Z - vec1.Z * (origin.X / vec1.X) - vec2.Z * (origin.Y / vec2.Y);
//根据c和对应的方向矢量计算a和b
a = vec1.X * (vec1.Z / c);
b = vec2.Y * (vec2.Z / c);
//|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);
//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);
a = 1 / a;
b = 1 / b;
c = 1 / c;
plainParameter.X = 1 / plainParameter.X;
plainParameter.Y = 1 / plainParameter.Y;
plainParameter.Z = 1 / plainParameter.Z;
}
public Plain(Point p1, Point p2, Point p3)
@@ -42,15 +42,15 @@ namespace StgSharp.Linear
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c;
c = origin.Z - vec1.Z * (origin.X / vec1.X) - vec2.Z * (origin.Y / vec2.Y);
//根据c和对应的方向矢量计算a和b
a = vec1.X * (vec1.Z / c);
b = vec2.Y * (vec2.Z / c);
//|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);
//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);
a = 1 / a;
b = 1 / b;
c = 1 / c;
plainParameter.X = 1 / plainParameter.X;
plainParameter.Y = 1 / plainParameter.Y;
plainParameter.Z = 1 / plainParameter.Z;
}
}