2nd update on 20230415 by nitload youmu

This commit is contained in:
Nitload
2023-04-15 18:27:59 +08:00
parent a305aab094
commit 9756504e9d
29 changed files with 257 additions and 102 deletions
+57
View File
@@ -0,0 +1,57 @@
using StgSharp.Geometries;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Text;
namespace StgSharp.Linear
{
public unsafe class Plain
{
internal vec3d vec1;
internal vec3d vec2;
internal float a;
internal float b;
internal float c;
internal readonly float d = -1 ;
public Plain(vec3d origin, 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
//|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);
a = 1 / a;
b = 1 / b;
c = 1 / c;
}
public Plain(Point p1, Point p2, Point p3)
{
vec3d origin = p1._position;
vec3d v1 = p2._position - origin;
vec3d v2 = p3._position - 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
//|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);
a = 1 / a;
b = 1 / b;
c = 1 / c;
}
}
}