using StgSharp.Math; using System.Numerics; namespace StgSharp.Geometries { public unsafe class Plain { internal vec3d origin; internal vec3d vec1; internal vec3d vec2; internal vec3d plainParameter; internal readonly float d = -1; internal Plain(Vector4 origin, Vector4 p1, Vector4 p2) { this.origin = new vec3d(origin); vec1 = new vec3d(p1 - origin); vec2 = new vec3d(p2 - origin); } public Plain(vec3d o, vec3d v1, vec3d 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 //|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); plainParameter.X = 1 / plainParameter.X; plainParameter.Y = 1 / plainParameter.Y; plainParameter.Z = 1 / plainParameter.Z; } 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); plainParameter.X = 1 / plainParameter.X; plainParameter.Y = 1 / plainParameter.Y; plainParameter.Z = 1 / plainParameter.Z; } } }