//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="Plain.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. All rights reserved. // // Permission is hereby granted, free of charge, to any person // obtaining a copy of this software and associated documentation // files (the “Software”), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of the Software, // and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and // this permission notice shall be included in all copies // or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED “AS IS”, // WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH // THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // //----------------------------------------------------------------------- //----------------------------------------------------------------------- using StgSharp.Math; using System.Numerics; namespace StgSharp.Geometries { public unsafe class Plain { internal readonly float d = -1; internal Vec3 origin; internal Vec3 plainParameter; internal Vec3 vec1; internal Vec3 vec2; internal Plain( Vector4 origin, Vector4 p1, Vector4 p2 ) { this.origin = new Vec3( origin ); vec1 = new Vec3( p1 - origin ); vec2 = new Vec3( p2 - origin ); } public Plain( Vec3 o, Vec3 v1, Vec3 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 ) { Vec3 origin = p1.Coord; Vec3 v1 = p2.Coord - origin; Vec3 v2 = p3.Coord - 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; } } }