daily update on 20230418 by nitload youmu.
rewrite of geometry is completed. ready for release of ver0.1.0
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@@ -0,0 +1,55 @@
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace StgSharp.Geometries
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{
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public unsafe class Plain
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{
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internal vec3d origin;
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internal vec3d vec1;
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internal vec3d vec2;
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internal vec3d plainParameter;
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internal readonly float d = -1;
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public Plain(vec3d o, vec3d v1, vec3d v2)
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{
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this.origin = o;
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this.vec1 = v1 - v2 * (v1.Y / v2.Y); //计算平面在xz平面上的方向投影
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this.vec2 = v2 - vec1 * (v2.X / v1.X); //计算平面在yz平面上的方向投影
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//|origin|-k1*|vec1|-k2*|vec2|计算plainParameter.Z;
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plainParameter.Z = origin.Z - vec1.Z * (origin.X / vec1.X) - vec2.Z * (origin.Y / vec2.Y);
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//根据plainParameter.Z和对应的方向矢量计算plainParameter.X和plainParameter.Y
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plainParameter.X = vec1.X * (vec1.Z / plainParameter.Z);
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plainParameter.Y = vec2.Y * (vec2.Z / plainParameter.Z);
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plainParameter.X = 1 / plainParameter.X;
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plainParameter.Y = 1 / plainParameter.Y;
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plainParameter.Z = 1 / plainParameter.Z;
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}
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public Plain(Point p1, Point p2, Point p3)
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{
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vec3d origin = p1._position;
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vec3d v1 = p2._position - origin;
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vec3d v2 = p3._position - origin;
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vec1 = v1 - v2 * (v1.Y / v2.Y); //计算平面在xz平面上的方向投影
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vec2 = v2 - vec1 * (v2.X / v1.X); //计算平面在yz平面上的方向投影
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//|origin|-k1*|vec1|-k2*|vec2|计算plainParameter.Z;
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plainParameter.Z = origin.Z - vec1.Z * (origin.X / vec1.X) - vec2.Z * (origin.Y / vec2.Y);
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//根据plainParameter.Z和对应的方向矢量计算plainParameter.X和plainParameter.Y
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plainParameter.X = vec1.X * (vec1.Z / plainParameter.Z);
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plainParameter.Y = vec2.Y * (vec2.Z / plainParameter.Z);
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plainParameter.X = 1 / plainParameter.X;
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plainParameter.Y = 1 / plainParameter.Y;
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plainParameter.Z = 1 / plainParameter.Z;
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}
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}}
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