Beispiel #1
0
        public void FaceIjkToH3ExtremeCoordinates()
        {
            var fijk0I = new FaceIjk(0, new CoordIjk(3, 0, 0));

            Assert.AreEqual(0, fijk0I.ToH3(0).Value);
            var fijk0J = new FaceIjk(1, new CoordIjk(0, 4, 0));

            Assert.AreEqual(0, fijk0J.ToH3(0).Value);
            var fijk0K = new FaceIjk(2, new CoordIjk(2, 0, 5));

            Assert.AreEqual(0, fijk0K.ToH3(0).Value);

            var fijk1I = new FaceIjk(3, new CoordIjk(6, 0, 0));

            Assert.AreEqual(0, fijk1I.ToH3(0).Value);
            var fijk1J = new FaceIjk(4, new CoordIjk(0, 7, 1));

            Assert.AreEqual(0, fijk1J.ToH3(0).Value);
            var fijk1K = new FaceIjk(5, new CoordIjk(2, 0, 8));

            Assert.AreEqual(0, fijk1K.ToH3(0).Value);

            var fijk2I = new FaceIjk(3, new CoordIjk(18, 0, 0));

            Assert.AreEqual(0, fijk2I.ToH3(0).Value);
            var fijk2J = new FaceIjk(4, new CoordIjk(0, 19, 1));

            Assert.AreEqual(0, fijk2J.ToH3(0).Value);
            var fijk2K = new FaceIjk(5, new CoordIjk(2, 0, 20));

            Assert.AreEqual(0, fijk2K.ToH3(0).Value);
        }
Beispiel #2
0
 /// <summary>
 /// Determines the center point in spherical coordinates of a cell given by
 /// a FaceIJK address at a specified resolution.
 /// </summary>
 /// <param name="h">The FaceIJK address of the cell.</param>
 /// <param name="res">The H3 resolution of the cell.</param>
 /// <!--
 /// faceijk.c
 /// void _faceIjkToGeo
 /// -->
 public static GeoCoord ToGeoCoord(this FaceIjk h, int res)
 {
     //var v = new Vec2d();
     return(h.Coord
            .ToHex2d()
            .ToGeoCoord(h.Face, res, 0));
 }
Beispiel #3
0
        /// <summary>
        /// Get the vertices of a cell as substrate FaceIJK addresses
        /// </summary>
        /// <param name="fijk">The FaceIJK address of the cell.</param>
        /// <param name="res">
        /// The H3 resolution of the cell. This may be adjusted if
        /// necessary for the substrate grid resolution.
        /// </param>
        /// <param name="fijkVerts">array for the vertices</param>
        /// <returns>
        /// Tuple
        /// Item1 Possibly modified fijk
        /// Item2 Possibly modified res
        /// Item3 Array for vertices
        /// </returns>
        /// <!--
        /// faceijk.c
        /// void _faceIjkToVerts
        /// -->
        public static (FaceIjk, int, IList <FaceIjk>) ToVerts(this FaceIjk fijk, int res, IList <FaceIjk> fijkVerts)
        {
            // the vertexes of an origin-centered cell in a Class II resolution on a
            // substrate grid with aperture sequence 33r. The aperture 3 gets us the
            // vertices, and the 3r gets us back to Class II.
            // vertices listed ccw from the i-axes
            CoordIjk[] vertsCii =
            {
                new CoordIjk(2, 1, 0), // 0
                new CoordIjk(1, 2, 0), // 1
                new CoordIjk(0, 2, 1), // 2
                new CoordIjk(0, 1, 2), // 3
                new CoordIjk(1, 0, 2), // 4
                new CoordIjk(2, 0, 1)  // 5
            };

            // the vertexes of an origin-centered cell in a Class III resolution on a
            // substrate grid with aperture sequence 33r7r. The aperture 3 gets us the
            // vertices, and the 3r7r gets us to Class II.
            // vertices listed ccw from the i-axes
            CoordIjk[] vertsCiii =
            {
                new CoordIjk(5, 4, 0), // 0
                new CoordIjk(1, 5, 0), // 1
                new CoordIjk(0, 5, 4), // 2
                new CoordIjk(0, 1, 5), // 3
                new CoordIjk(4, 0, 5), // 4
                new CoordIjk(5, 0, 1)  // 5
            };

            // get the correct set of substrate vertices for this resolution
            var verts = res.IsResClassIii()
                            ? vertsCiii
                            : vertsCii;

            // adjust the center point to be in an aperture 33r substrate grid
            // these should be composed for speed
            fijk = fijk.ReplaceCoord(fijk.Coord.DownAp3().DownAp3R());

            // if res is Class III we need to add a cw aperture 7 to get to
            // icosahedral Class II
            if (res.IsResClassIii())
            {
                fijk = fijk.ReplaceCoord(fijk.Coord.DownAp7R());
                res++;
            }

            // The center point is now in the same substrate grid as the origin
            // cell vertices. Add the center point substrate coordinates
            // to each vertex to translate the vertices to that cell.
            for (int v = 0; v < Constants.H3.NUM_HEX_VERTS; v++)
            {
                fijkVerts[v] = fijkVerts[v]
                               .ReplaceFace(fijk.Face)
                               .ReplaceCoord((fijk.Coord + verts[v]).Normalized());
            }

            return(fijk, res, fijkVerts);
        }
Beispiel #4
0
        /// <summary>
        /// Adjusts a FaceIJK address for a pentagon vertex in a substrate grid in
        /// place so that the resulting cell address is relative to the correct
        /// icosahedral face.
        /// </summary>
        /// <param name="fijk">The FaceIJK address of the cell.</param>
        /// <param name="res">The H3 resolution of the cell.</param>
        /// <!--
        /// faceIjk.c
        /// Overage _adjustPentVertOverage
        /// -->
        public static (Overage, FaceIjk) AdjustPentOverage(this FaceIjk fijk, int res)
        {
            const int pentLeading4 = 0;
            Overage   overage;

            do
            {
                (overage, fijk) = fijk.AdjustOverageClassIi(res, pentLeading4, 1);
            } while (overage == Overage.NEW_FACE);

            return(overage, fijk);
        }
Beispiel #5
0
        /// <summary>
        /// Generates the cell boundary in spherical coordinates for a pentagonal cell
        /// given by a FaceIJK address at a specified resolution.
        /// </summary>
        /// <param name="h">The FaceIJK address of the pentagonal cell.</param>
        /// <param name="res">The H3 resolution of the cell.</param>
        /// <param name="start">The first topological vertex to return.</param>
        /// <param name="length">The number of topological vertexes to return.</param>
        /// <returns>The spherical coordinates of the cell boundary.</returns>
        /// <!--
        /// faceijk.c
        /// void _faceIjkPentToGeoBoundary
        /// -->
        public static GeoBoundary PentToGeoBoundary(this FaceIjk h, int res, int start, int length)
        {
            var gb        = new GeoBoundary();
            int adjRes    = res;
            var centerIjk = h;

            IList <FaceIjk> fijkVerts = new FaceIjk[Constants.H3.NUM_PENT_VERTS];

            (_, adjRes, fijkVerts) = centerIjk.PentToVerts(adjRes, fijkVerts);

            // If we're returning the entire loop, we need one more iteration in case
            // of a distortion vertex on the last edge
            int additionalIteration = length == Constants.H3.NUM_PENT_VERTS
                                          ? 1
                                          : 0;

            // convert each vertex to lat/lon
            // adjust the face of each vertex as appropriate and introduce
            // edge-crossing vertices as needed
            gb.NumVerts = 0;
            var lastFijk = new FaceIjk();

            for (int vert = start; vert < start + length + additionalIteration; vert++)
            {
                int v    = vert % Constants.H3.NUM_PENT_VERTS;
                var fijk = fijkVerts[v];
                (_, fijk) = fijk.AdjustPentOverage(adjRes);

                // all Class III pentagon edges cross icosahedron edges
                // note that Class II pentagons have vertices on the edge,
                // not edge intersections
                if (res.IsResClassIii() && vert > start)
                {
                    // find hex2d of the two vertexes on the last face
                    var tmpFijk = fijk;
                    var orig2d0 = lastFijk.Coord.ToHex2d();

                    int currentToLastDir = Constants.FaceIjk.AdjacentFaceDir[tmpFijk.Face, lastFijk.Face];

                    var fijkOrient = Constants.FaceIjk.FaceNeighbors[tmpFijk.Face, currentToLastDir];

                    tmpFijk = tmpFijk.ReplaceFace(fijkOrient.Face);
                    //  Borrow ijk
                    var ijk = tmpFijk.Coord;

                    // rotate and translate for adjacent face
                    for (var i = 0; i < fijkOrient.Ccw60Rotations; i++)
                    {
                        ijk = ijk.Rotate60CounterClockwise();
                    }

                    var transVec = fijkOrient.Translate;
                    var scaleRes = Constants.FaceIjk.UnitScaleByCiiRes[adjRes] * 3;
                    transVec *= scaleRes;
                    ijk      += transVec;
                    ijk       = ijk.Normalized();

                    var orig2d1 = ijk.ToHex2d();

                    // find the appropriate icosahedron face edge vertexes
                    int maxDim = Constants.FaceIjk.MaxDimByCiiRes[adjRes];
                    var v0     = new Vec2d(3.0m * maxDim, 0.0m);
                    var v1     = new Vec2d(-1.5m * maxDim, 3.0m * Constants.H3.M_SQRT3_2 * maxDim);
                    var v2     = new Vec2d(-1.5m * maxDim, -3.0m * Constants.H3.M_SQRT3_2 * maxDim);

                    Vec2d edge0;
                    Vec2d edge1;

                    switch (Constants.FaceIjk.AdjacentFaceDir[tmpFijk.Face, fijk.Face])
                    {
                    case Constants.FaceIjk.IJ:
                        edge0 = v0;    // new Vec2d(v0.X, v0.Y);
                        edge1 = v1;    //new Vec2d(v1.X, v1.Y);
                        break;

                    case Constants.FaceIjk.JK:
                        edge0 = v1;    //new Vec2d(v1.X, v1.Y);
                        edge1 = v2;    //new Vec2d(v2.X, v2.Y);
                        break;

                    default:
                        if (Constants.FaceIjk.AdjacentFaceDir[tmpFijk.Face, fijk.Face] != Constants.FaceIjk.KI)
                        {
                            throw new Exception("assert(adjacentFaceDir[tmpFijk.face][fijk.face] == KI);");
                        }

                        edge0 = v2;    //new Vec2d(v2.X, v2.Y);
                        edge1 = v0;    //new Vec2d(v0.X, v0.Y);
                        break;
                    }

                    // find the intersection and add the lat/lon point to the result
                    var inter = Vec2d.FindIntersection(orig2d0, orig2d1, edge0, edge1);
                    gb.Verts[gb.NumVerts] = inter.ToGeoCoord(tmpFijk.Face, adjRes, 1);
                    gb.NumVerts++;
                }

                // convert vertex to lat/lon and add to the result
                // vert == start + NUM_PENT_VERTS is only used to test for possible
                // intersection on last edge
                if (vert < start + Constants.H3.NUM_PENT_VERTS)
                {
                    gb.Verts[gb.NumVerts] = fijk.Coord
                                            .ToHex2d()
                                            .ToGeoCoord(fijk.Face, adjRes, 1);
                    gb.NumVerts++;
                }

                lastFijk = new FaceIjk(fijk);
            }

            return(gb);
        }
Beispiel #6
0
        /// <summary>
        /// Generates the cell boundary in spherical coordinates for a cell given by a
        /// FaceIJK address at a specified resolution.
        /// </summary>
        /// <param name="h">The FaceIJK address of the cell</param>
        /// <param name="res">The H3 resolution of the cell</param>
        /// <param name="start">The first topological vertex to return</param>
        /// <param name="length">The number of topological vertexes to return</param>
        /// <returns>The spherical coordinates of the cell boundary</returns>
        /// <!--
        /// faceijk.c
        /// void _faceIjkToGeoBoundary
        /// -->
        public static GeoBoundary ToGeoBoundary(this FaceIjk h, int res, int start, int length)
        {
            int             adjRes    = res;
            var             centerIjk = h;
            IList <FaceIjk> fijkVerts = new FaceIjk[Constants.H3.NUM_HEX_VERTS];

            (centerIjk, adjRes, fijkVerts) = centerIjk.ToVerts(adjRes, fijkVerts);

            // If we're returning the entire loop, we need one more iteration in case
            // of a distortion vertex on the last edge
            int additionalIteration = length == Constants.H3.NUM_HEX_VERTS
                                          ? 1
                                          : 0;

            var g = new GeoBoundary {
                NumVerts = 0
            };
            // convert each vertex to lat/lon
            // adjust the face of each vertex as appropriate and introduce
            // edge-crossing vertices as needed
            int lastFace    = -1;
            var lastOverage = Overage.NO_OVERAGE;

            for (int vert = start; vert < start + length + additionalIteration; vert++)
            {
                int       v            = vert % Constants.H3.NUM_HEX_VERTS;
                var       fijk         = fijkVerts[v];
                const int pentLeading4 = 0;

                Overage overage;
                (overage, fijk) = fijk.AdjustOverageClassIi(adjRes, pentLeading4, 1);

                /*
                 * Check for edge-crossing. Each face of the underlying icosahedron is a
                 * different projection plane. So if an edge of the hexagon crosses an
                 * icosahedron edge, an additional vertex must be introduced at that
                 * intersection point. Then each half of the cell edge can be projected
                 * to geographic coordinates using the appropriate icosahedron face
                 * projection. Note that Class II cell edges have vertices on the face
                 * edge, with no edge line intersections.
                 */

                if (res.IsResClassIii() && vert > start && fijk.Face != lastFace && lastOverage != Overage.FACE_EDGE)
                {
                    // find hex2d of the two vertexes on original face
                    int lastV   = (v + 5) % Constants.H3.NUM_HEX_VERTS;
                    var orig2d0 = fijkVerts[lastV].Coord.ToHex2d();
                    var orig2d1 = fijkVerts[v].Coord.ToHex2d();

                    // find the appropriate icosahedron face edge vertexes
                    int maxDim = Constants.FaceIjk.MaxDimByCiiRes[adjRes];
                    var v0     = new Vec2d(3.0m * maxDim, 0.0m);
                    var v1     = new Vec2d(-1.5m * maxDim, 3.0m * Constants.H3.M_SQRT3_2 * maxDim);
                    var v2     = new Vec2d(-1.5m * maxDim, -3.0m * Constants.H3.M_SQRT3_2 * maxDim);

                    int face2 = lastFace == centerIjk.Face
                                    ? fijk.Face
                                    : lastFace;
                    Vec2d edge0;
                    Vec2d edge1;
                    switch (Constants.FaceIjk.AdjacentFaceDir[centerIjk.Face, face2])
                    {
                    case Constants.FaceIjk.IJ:
                        edge0 = v0;
                        edge1 = v1;
                        break;

                    case Constants.FaceIjk.JK:
                        edge0 = v1;
                        edge1 = v2;
                        break;

                    case Constants.FaceIjk.KI:
                        edge0 = v2;
                        edge1 = v0;
                        break;

                    default:
                        throw new Exception
                              (
                                  $"(adjacentFaceDir[centerIJK.face][face2] == KI) idx0: {centerIjk.Face} idx1: {face2}"
                              );
                    }

                    // find the intersection and add the lat/lon point to the result
                    var inter = Vec2d.FindIntersection(orig2d0, orig2d1, edge0, edge1);

                    /*
                     * If a point of intersection occurs at a hexagon vertex, then each
                     * adjacent hexagon edge will lie completely on a single icosahedron
                     * face, and no additional vertex is required.
                     */
                    bool isIntersectionAtVertex = orig2d0 == inter || orig2d1 == inter;
                    if (!isIntersectionAtVertex)
                    {
                        g.Verts[g.NumVerts] = inter.ToGeoCoord(centerIjk.Face, adjRes, 1);
                        g.NumVerts++;
                    }
                }

                // convert vertex to lat/lon and add to the result
                // vert == start + NUM_HEX_VERTS is only used to test for possible
                // intersection on last edge
                if (vert < start + Constants.H3.NUM_HEX_VERTS)
                {
                    var vec = fijk.Coord.ToHex2d();
                    g.Verts[g.NumVerts] = vec.ToGeoCoord(fijk.Face, adjRes, 1);
                    g.NumVerts++;
                }

                lastFace    = fijk.Face;
                lastOverage = overage;
            }

            return(g);
        }
Beispiel #7
0
        /// <summary>
        /// Adjusts a FaceIJK address in place so that the resulting cell address is
        /// relative to the correct icosahedral face.
        /// </summary>
        /// <param name="fijk">The FaceIJK address of the cell.</param>
        /// <param name="res">The H3 resolution of the cell.</param>
        /// <param name="pentLeading4">Whether or not the cell is a pentagon with a leading figit 4</param>
        /// <param name="substrate">Whether or not the cell is in a substrate grid.</param>
        /// <returns>
        /// Tuple
        /// Item1: <see cref="Overage"/>
        /// Item2: Adjusted <see cref="FaceIjk"/>
        /// </returns>
        /// <!--
        /// faceijk.c
        /// Overage _adjustOverageClassII
        /// -->
        public static (Overage, FaceIjk) AdjustOverageClassIi(
            this FaceIjk fijk, int res, int pentLeading4, int substrate
            )
        {
            Overage overage = Overage.NO_OVERAGE;

            var ijk = fijk.Coord;

            // get the maximum dimension value; scale if a substrate grid
            int maxDim = Constants.FaceIjk.MaxDimByCiiRes[res];

            if (substrate != 0)
            {
                maxDim *= 3;
            }

            // check for overage
            if (substrate != 0 && ijk.Sum() == maxDim) // on edge
            {
                overage = Overage.FACE_EDGE;
            }
            else if (ijk.Sum() > maxDim)  // overage
            {
                overage = Overage.NEW_FACE;

                FaceOrientIjk fijkOrient;
                if (ijk.K > 0)
                {
                    if (ijk.J > 0) // jk "quadrant"
                    {
                        fijkOrient = Constants.FaceIjk.FaceNeighbors[fijk.Face, Constants.FaceIjk.JK];
                    }
                    else // ik "quadrant"
                    {
                        fijkOrient = Constants.FaceIjk.FaceNeighbors[fijk.Face, Constants.FaceIjk.KI];
                        // adjust for the pentagonal missing sequence
                        if (pentLeading4 != 0)
                        {
                            // translate origin to center of pentagon
                            var origin = new CoordIjk(maxDim, 0, 0);
                            var tmp    = ijk - origin;
                            // rotate to adjust for the missing sequence
                            tmp = tmp.Rotate60Clockwise();
                            // translate the origin back to the center of the triangle
                            ijk = tmp + origin;
                        }
                    }
                }
                else // ij "quadrant"
                {
                    fijkOrient = Constants.FaceIjk.FaceNeighbors[fijk.Face, Constants.FaceIjk.IJ];
                }

                fijk = fijk.ReplaceFace(fijkOrient.Face);

                // rotate and translate for adjacent face
                for (int i = 0; i < fijkOrient.Ccw60Rotations; i++)
                {
                    ijk = ijk.Rotate60CounterClockwise();
                }

                var transVec  = fijkOrient.Translate;
                int unitScale = Constants.FaceIjk.UnitScaleByCiiRes[res];
                if (substrate != 0)
                {
                    unitScale *= 3;
                }

                transVec *= unitScale;
                ijk      += transVec;
                ijk       = ijk.Normalized();

                // overage points on pentagon boundaries can end up on edges
                if (substrate != 0 && ijk.Sum() == maxDim) // on edge
                {
                    overage = Overage.FACE_EDGE;
                }
            }

            fijk = fijk.ReplaceCoord(ijk);
            return(overage, fijk);
        }
Beispiel #8
0
 /// <summary>
 /// Find base cell given FaceIJK.
 ///
 /// Given the face number and a resolution 0 ijk+ coordinate in that face's
 /// face-centered ijk coordinate system, return the number of 60' ccw rotations
 /// to rotate into the coordinate system of the base cell at that coordinates.
 ///
 /// Valid ijk+ lookup coordinates are from (0, 0, 0) to (2, 2, 2).
 /// </summary>
 /// <!--
 /// baseCells.c
 /// int _faceIjkToBaseCellCCWrot60
 /// -->
 private static int ToBaseCellCounterClockwiseRotate60(this FaceIjk h)
 {
     return(Constants.BaseCells
            .FaceIjkBaseCells[h.Face, h.Coord.I, h.Coord.J, h.Coord.K]
            .CounterClockwiseRotate60);
 }
Beispiel #9
0
 /// <summary>
 /// Find base cell given FaceIJK.
 ///
 /// Given the face number and a resolution 0 ijk+ coordinate in that face's
 /// face-centered ijk coordinate system, return the base cell located at that
 /// coordinate.
 ///
 /// Valid ijk+ lookup coordinates are from (0, 0, 0) to (2, 2, 2).
 /// </summary>
 /// <!--
 /// baseCells.c
 /// int _faceIjkToBaseCell
 /// -->
 private static int ToBaseCell(this FaceIjk h)
 {
     return(Constants.BaseCells
            .FaceIjkBaseCells[h.Face, h.Coord.I, h.Coord.J, h.Coord.K]
            .BaseCell);
 }
Beispiel #10
0
        /// <summary>
        /// Convert an FaceIJK address to the corresponding H3Index.
        /// </summary>
        /// <param name="fijk">The FaceIJK address.</param>
        /// <param name="res">The cell resolution.</param>
        /// <returns>The encoded H3Index (or H3_NULL on failure).</returns>
        /// <!--
        /// h3index.c
        /// H3Index _faceIjkToH3
        /// -->
        public static H3Index ToH3(this FaceIjk fijk, int res)
        {
            // initialize the index
            H3Index h = Constants.H3Index.H3_INIT;

            h = h.SetMode(H3Mode.Hexagon).SetResolution(res);

            // check for res 0/base cell
            if (res == 0)
            {
                if (fijk.Coord.I > Constants.BaseCells.MaxFaceCoord ||
                    fijk.Coord.J > Constants.BaseCells.MaxFaceCoord ||
                    fijk.Coord.K > Constants.BaseCells.MaxFaceCoord)
                {
                    // out of range input
                    return(Constants.H3Index.H3_INVALID_INDEX);
                }

                return(h.SetBaseCell(fijk.ToBaseCell()));
            }

            // we need to find the correct base cell FaceIJK for this H3 index;
            // start with the passed in face and resolution res ijk coordinates
            // in that face's coordinate system
            var fijkBc = new FaceIjk(fijk);

            // build the H3Index from finest res up
            // adjust r for the fact that the res 0 base cell offsets the indexing
            // digits
            var ijk = new CoordIjk(fijkBc.Coord);

            for (int r = res - 1; r >= 0; r--)
            {
                var      lastIjk = new CoordIjk(ijk);
                CoordIjk lastCenter;
                if ((r + 1).IsResClassIii())
                {
                    // rotate ccw
                    ijk        = ijk.UpAp7();
                    lastCenter = new CoordIjk(ijk).DownAp7();
                }
                else
                {
                    // rotate cw
                    ijk        = ijk.UpAp7R();
                    lastCenter = new CoordIjk(ijk).DownAp7R();
                }

                var diff = (lastIjk - lastCenter).Normalized();
                h = h.SetIndexDigit(r + 1, (ulong)diff.ToDirection());
            }

            fijkBc = fijkBc.ReplaceCoord(ijk);

            // fijkBC should now hold the IJK of the base cell in the
            // coordinate system of the current face
            if (fijkBc.Coord.I > Constants.BaseCells.MaxFaceCoord ||
                fijkBc.Coord.J > Constants.BaseCells.MaxFaceCoord ||
                fijkBc.Coord.K > Constants.BaseCells.MaxFaceCoord)
            {
                // out of range input
                return(Constants.H3Index.H3_INVALID_INDEX);
            }

            // lookup the correct base cell
            int baseCell = fijkBc.ToBaseCell();

            h = h.SetBaseCell(baseCell);

            // rotate if necessary to get canonical base cell orientation
            // for this base cell
            int numRots = fijkBc.ToBaseCellCounterClockwiseRotate60();

            if (baseCell.IsBaseCellPentagon())
            {
                // force rotation out of missing k-axes sub-sequence
                if (h.LeadingNonZeroDigit == Direction.K_AXES_DIGIT)
                {
                    // check for a cw/ccw offset face; default is ccw
                    h = baseCell.IsClockwiseOffset(fijkBc.Face)
                            ? h.Rotate60Clockwise()
                            : h.Rotate60CounterClockwise();
                }

                for (var i = 0; i < numRots; i++)
                {
                    h = h.RotatePent60CounterClockwise();
                }
            }
            else
            {
                for (int i = 0; i < numRots; i++)
                {
                    h = h.Rotate60CounterClockwise();
                }
            }

            return(h);
        }
Beispiel #11
0
 /// <summary>
 /// Quick replacement of Coord value
 /// </summary>
 /// <param name="fijk">FaceIjk to replace Coord value of</param>
 /// <param name="coord">New CoordIjk to slot in</param>
 /// <returns>A new instance with the correct values</returns>
 public static FaceIjk ReplaceCoord(this FaceIjk fijk, CoordIjk coord)
 {
     return(new FaceIjk(fijk.Face, coord));
 }
Beispiel #12
0
 /// <summary>
 /// Quick replacement of Face value
 /// </summary>
 /// <param name="fijk">FaceIjk to replace Face value of</param>
 /// <param name="face">new Face value to slot in</param>
 /// <returns>A new instance with the correct values</returns>
 private static FaceIjk ReplaceFace(this FaceIjk fijk, int face)
 {
     return(new FaceIjk(face, fijk.Coord));
 }