2nd update on 20230415 by nitload youmu
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using StgSharp.Geometries;
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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.Linear
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{
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public unsafe class Plain
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{
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internal vec3d vec1;
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internal vec3d vec2;
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internal float a;
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internal float b;
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internal float c;
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internal readonly float d = -1 ;
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public Plain(vec3d origin, vec3d v1, vec3d v2)
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{
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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c;
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c = origin.Z - vec1.Z * (origin.X / vec1.X) - vec2.Z * (origin.Y / vec2.Y);
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//根据c和对应的方向矢量计算a和b
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a = vec1.X * (vec1.Z / c);
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b = vec2.Y * (vec2.Z / c);
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a = 1 / a;
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b = 1 / b;
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c = 1 / c;
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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c;
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c = origin.Z - vec1.Z * (origin.X / vec1.X) - vec2.Z * (origin.Y / vec2.Y);
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//根据c和对应的方向矢量计算a和b
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a = vec1.X * (vec1.Z / c);
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b = vec2.Y * (vec2.Z / c);
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a = 1 / a;
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b = 1 / b;
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c = 1 / c;
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}
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}
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}
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