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; } } }