Beispiel #1
0
        public static void Test_GetPolylinePointsWithWestAndNorth_02()
        {
            const double maxDev = 1E-6;
            var          rnd    = new System.Random();

            var testPoints = new PointD3D[1024];

            testPoints[0] = PointD3D.Empty;
            testPoints[1] = new PointD3D(0, 0.1, 0); // first line segment always in y direction, so that north is in z direction and west in -x direction
            for (int i = 2; i < testPoints.Length; ++i)
            {
                testPoints[i] = new PointD3D(rnd.NextDouble(), rnd.NextDouble(), rnd.NextDouble());
            }

            var result = PolylineMath3D.GetPolylinePointsWithWestAndNorth(testPoints).ToArray();

            for (int i = 1; i < result.Length; ++i)
            {
                var forwardRaw = result[i].Position - result[i - 1].Position;
                var west       = result[i].WestVector;
                var north      = result[i].NorthVector;

                Assert.AreNotEqual(forwardRaw.Length, 0); // GetPolylinePointsWithWestAndNorth should only deliver non-empty segments
                var forward = forwardRaw.Normalized;

                Assert.AreEqual(west.Length, 1, maxDev);                          // is west normalized
                Assert.AreEqual(north.Length, 1, maxDev);                         // is north normalized
                Assert.AreEqual(VectorD3D.DotProduct(west, forward), 0, maxDev);  // is west perpendicular to forward
                Assert.AreEqual(VectorD3D.DotProduct(north, forward), 0, maxDev); // is north perpendicular to forward
                Assert.AreEqual(VectorD3D.DotProduct(west, north), 0, maxDev);    // is west perpendicular to north
                var matrix = Altaxo.Geometry.Matrix4x3.NewFromBasisVectorsAndLocation(west, north, forward, PointD3D.Empty);
                Assert.AreEqual(matrix.Determinant, 1, maxDev);                   // west-north-forward are a right handed coordinate system
            }
        }
Beispiel #2
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 public PolylinePointD3DAsClass(VectorD3D forwardVector, VectorD3D westVector, VectorD3D northVector, PointD3D position)
 {
     Position      = position;
     WestVector    = westVector;
     NorthVector   = northVector;
     ForwardVector = forwardVector;
 }
Beispiel #3
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        /// <summary>
        /// Makes a given vector n orthogonal to another vector v. This is done by adding a fraction of v to n, so that the new vector is orthogonal to v.
        /// After this, the vector is normalized.
        /// </summary>
        /// <param name="n">Given vector.</param>
        /// <param name="v">A vector, to which the returned vector should be perpendicular.</param>
        /// <returns>A new vector n+t*v, so that this vector is orthogonal to v and normalized.</returns>
        public static VectorD3D GetNormalizedVectorOrthogonalToVector(VectorD3D n, VectorD3D v)
        {
            double nv_vv  = VectorD3D.DotProduct(n, v) / VectorD3D.DotProduct(v, v);
            var    result = VectorD3D.CreateNormalized(n.X - v.X * nv_vv, n.Y - v.Y * nv_vv, n.Z - v.Z * nv_vv);

            return(result);
        }
Beispiel #4
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        public static void Test_GetWestNorthVectors_02()
        {
            const double maxDev = 1E-6;

            for (int i = -1; i <= 1; i += 2)
            {
                var v         = new VectorD3D(0, 0, i);
                var westNorth = PolylineMath3D.GetWestNorthVectors(new LineD3D(PointD3D.Empty, (PointD3D)v));
                var west      = westNorth.Item1;
                var north     = westNorth.Item2;

                Assert.AreEqual(west.Length, 1, maxDev);                       // is west normalized
                Assert.AreEqual(north.Length, 1, maxDev);                      // is north normalized
                Assert.AreEqual(VectorD3D.DotProduct(west, v), 0, maxDev);     // is west perpendicular to forward
                Assert.AreEqual(VectorD3D.DotProduct(north, v), 0, maxDev);    // is north perpendicular to forward
                Assert.AreEqual(VectorD3D.DotProduct(west, north), 0, maxDev); // is west perpendicular to north
                var matrix = Altaxo.Geometry.Matrix4x3.NewFromBasisVectorsAndLocation(west, north, v, PointD3D.Empty);
                Assert.AreEqual(matrix.Determinant, 1, maxDev);

                var westExpected  = new VectorD3D(-1, 0, 0);
                var northExpected = new VectorD3D(0, -i, 0);

                Assert.AreEqual(westExpected.X, west.X, maxDev);
                Assert.AreEqual(westExpected.Y, west.Y, maxDev);
                Assert.AreEqual(westExpected.Z, west.Z, maxDev);

                Assert.AreEqual(northExpected.X, north.X, maxDev);
                Assert.AreEqual(northExpected.Y, north.Y, maxDev);
                Assert.AreEqual(northExpected.Z, north.Z, maxDev);
            }
        }
Beispiel #5
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        /// <summary>
        /// Creates the rotation matrix from axis and angle radian.
        /// </summary>
        /// <param name="u">The axis about which the rotation takes place.</param>
        /// <param name="angleRadian">The rotation angle in radian.</param>
        /// <param name="center">The center of rotation.</param>
        /// <returns>Matrix that describes the drotation.</returns>
        public static Matrix4x3 NewRotationFromAxisAndAngleRadian(VectorD3D u, double angleRadian, PointD3D center)
        {
            double cosTheta   = Math.Cos(angleRadian);
            double oMCosTheta = 1 - cosTheta;
            double sinTheta   = Math.Sin(angleRadian);

            double m11 = cosTheta + u.X * u.X * oMCosTheta;
            double m12 = u.X * u.Y * oMCosTheta + u.Z * sinTheta;
            double m13 = u.Z * u.X * oMCosTheta - u.Y * sinTheta;

            double m21 = u.X * u.Y * oMCosTheta - u.Z * sinTheta;
            double m22 = cosTheta + u.Y * u.Y * oMCosTheta;
            double m23 = u.Z * u.Y * oMCosTheta + u.X * sinTheta;

            double m31 = u.X * u.Z * oMCosTheta + u.Y * sinTheta;
            double m32 = u.Y * u.Z * oMCosTheta - u.X * sinTheta;
            double m33 = cosTheta + u.Z * u.Z * oMCosTheta;

            double offsetX = 0, offsetY = 0, offsetZ = 0;

            if (center.X != 0.0 || center.Y != 0.0 || center.Z != 0.0)
            {
                offsetX = -center.X * m11 - center.Y * m21 - center.Z * m31 + center.X;
                offsetY = -center.X * m12 - center.Y * m22 - center.Z * m32 + center.Y;
                offsetZ = -center.X * m13 - center.Y * m23 - center.Z * m33 + center.Z;
            }

            return(new Matrix4x3(m11, m12, m13, m21, m22, m23, m31, m32, m33, offsetX, offsetY, offsetZ));
        }
Beispiel #6
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 /// <summary>
 /// Creates a transformation matrix that uses three basis vectors to construct the matrix that transform points expressed in the three basis vectors to points in
 /// the coordinate system.
 /// </summary>
 /// <param name="xBasis">Basis vector for the x-direction.</param>
 /// <param name="yBasis">Basis vector for the y-direction.</param>
 /// <param name="zBasis">Basis vector for the z-direction.</param>
 /// <returns>A transformation matrix that uses the three basis vectors, and a location</returns>
 public static Matrix3x3 NewFromBasisVectors(VectorD3D xBasis, VectorD3D yBasis, VectorD3D zBasis)
 {
     return(new Matrix3x3(
                xBasis.X, xBasis.Y, xBasis.Z,
                yBasis.X, yBasis.Y, yBasis.Z,
                zBasis.X, zBasis.Y, zBasis.Z));
 }
Beispiel #7
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 /// <summary>
 /// Creates a transformation matrix that uses three basis vectors, and a location to construct the matrix that transform points expressed in the three basis vectors to points in
 /// the coordinate system.
 /// </summary>
 /// <param name="xBasis">Basis vector for the x-direction.</param>
 /// <param name="yBasis">Basis vector for the y-direction.</param>
 /// <param name="zBasis">Basis vector for the z-direction.</param>
 /// <param name="origin">The origin of the coordinate system.</param>
 /// <returns>A transformation matrix that uses the three basis vectors, and a location</returns>
 public static Matrix4x3 NewFromBasisVectorsAndLocation(VectorD3D xBasis, VectorD3D yBasis, VectorD3D zBasis, PointD3D origin)
 {
     return(new Matrix4x3(
                xBasis.X, xBasis.Y, xBasis.Z,
                yBasis.X, yBasis.Y, yBasis.Z,
                zBasis.X, zBasis.Y, zBasis.Z,
                origin.X, origin.Y, origin.Z));
 }
Beispiel #8
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 /// <summary>
 /// Creates a transformation matrix that projects 2D points (in fact: 3D-points with ignored z-coordinate) to a plane that is defined by 2 vectors (<paramref name="e"/> and <paramref name="n"/>) and a point
 /// on that plane <paramref name="p"/>. The x-coordinates of the original point is projected in the <paramref name="e"/> direction, the y-coordinate in the <paramref name="n"/> direction.
 /// </summary>
 /// <param name="e">East vector: direction, in which the x-coordinate of the original points is projected.</param>
 /// <param name="n">North vector: direction, in which the y-coordinate of the original points is projected.</param>
 /// <param name="p">The 3D point, which is the origin of the spanned plane (the original point with the coordinates (0,0) is projected to this point.</param>
 /// <returns>A transformation matrix that projects 2D points (in fact: 3D-points with ignored z-coordinate) to a plane in 3D space.</returns>
 public static Matrix4x3 Get2DProjectionToPlane(VectorD3D e, VectorD3D n, PointD3D p)
 {
     return(new Matrix4x3(
                e.X, e.Y, e.Z,
                n.X, n.Y, n.Z,
                0, 0, 0,
                p.X, p.Y, p.Z));
 }
Beispiel #9
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 public RectangleD3D(PointD3D position, VectorD3D size)
 {
     _x     = position.X;
     _y     = position.Y;
     _z     = position.Z;
     _sizeX = size.X;
     _sizeY = size.Y;
     _sizeZ = size.Z;
 }
Beispiel #10
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 public static Matrix4x3 NewTranslation(VectorD3D d)
 {
     return(new Matrix4x3(
                1, 0, 0,
                0, 1, 0,
                0, 0, 1,
                d.X, d.Y, d.Z,
                1
                ));
 }
Beispiel #11
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        /// <summary>
        /// Inverse transform a vector p in such a way that the result will fullfill the relation p = result * matrix ( the * operator being the prepend transformation for vectors).
        /// </summary>
        /// <param name="p">The point p to inverse transform.</param>
        /// <returns>The inverse transformation of point <paramref name="p"/>.</returns>
        public VectorD3D InverseTransform(VectorD3D p)
        {
            return(new VectorD3D(
                       (-(M23 * M32 * p.X) + M22 * M33 * p.X + M23 * M31 * p.Y - M21 * M33 * p.Y - M22 * M31 * p.Z + M21 * M32 * p.Z) / Determinant,

                       (M13 * M32 * p.X - M12 * M33 * p.X - M13 * M31 * p.Y + M11 * M33 * p.Y + M12 * M31 * p.Z - M11 * M32 * p.Z) / Determinant,

                       (-(M13 * M22 * p.X) + M12 * M23 * p.X + M13 * M21 * p.Y - M11 * M23 * p.Y - M12 * M21 * p.Z + M11 * M22 * p.Z) / Determinant

                       ));
        }
Beispiel #12
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        /// <summary>
        /// Gets a projection matrix that projects a point in the direction given by <paramref name="v"/> onto a plane with is given by an arbitrary point on the plane <paramref name="p"/> and the plane's normal <paramref name="q"/>.
        /// </summary>
        /// <param name="v">The projection direction. Not required to be normalized.</param>
        /// <param name="p">An arbitrary point onto the projection plane.</param>
        /// <param name="q">The projection plane's normal. Not required to be normalized.</param>
        /// <returns>The projection matrix that projects a point in the direction given by <paramref name="v"/> onto a plane with is given by an arbitrary point on the plane <paramref name="p"/> and the plane's normal <paramref name="q"/>.</returns>
        public static Matrix4x3 GetProjectionToPlane(VectorD3D v, PointD3D p, VectorD3D q)
        {
            double OneByQV = 1 / VectorD3D.DotProduct(q, v);
            double DotPQ   = p.X * q.X + p.Y * q.Y + p.Z * q.Z;

            return(new Matrix4x3(
                       1 - q.X * v.X * OneByQV, -q.X * v.Y * OneByQV, -q.X * v.Z * OneByQV,
                       -q.Y * v.X * OneByQV, 1 - q.Y * v.Y * OneByQV, -q.Y * v.Z * OneByQV,
                       -q.Z * v.X * OneByQV, -q.Z * v.Y * OneByQV, 1 - q.Z * v.Z * OneByQV,
                       DotPQ * v.X * OneByQV, DotPQ * v.Y * OneByQV, DotPQ * v.Z * OneByQV
                       ));
        }
Beispiel #13
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        /// <summary>
        /// Transforms the specified vector <paramref name="v"/>. For a vector transform, the offset elements M41..M43 are ignored.
        /// The transformation is carried out as a prepend transformation, i.e. result = v * matrix (v considered as horizontal vector).
        /// </summary>
        /// <param name="v">The vector to transform.</param>
        /// <returns>The transformed vector.</returns>
        public VectorD3D Transform(VectorD3D v)
        {
            double x = v.X;
            double y = v.Y;
            double z = v.Z;

            return(new VectorD3D(
                       x * M11 + y * M21 + z * M31,
                       x * M12 + y * M22 + z * M32,
                       x * M13 + y * M23 + z * M33
                       ));
        }
Beispiel #14
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        /// <summary>
        /// Gets the fractional index of the point on a line that has a certain distance to another point <paramref name="ps"/>.
        /// </summary>
        /// <param name="p0">The start point of the line.</param>
        /// <param name="p1">The end point of the line.</param>
        /// <param name="ps">The other point.</param>
        /// <param name="distance">The given distance.</param>
        /// <returns>A relative index on the line [0..1] for the point on the line that has the provided distance to the point <paramref name="ps"/>. If the point <paramref name="ps"/> is too far away, the result will be double.NaN.
        /// If the point <paramref name="ps"/> is too close, the result can be outside the interval [0,1].</returns>
        public static double GetFractionalIndexOfPointOnLineInGivenDistanceToAnotherPoint(PointD3D p0, PointD3D p1, PointD3D ps, double distance)
        {
            VectorD3D p0s      = p0 - ps;
            VectorD3D seg      = p1 - ps;
            double    dotps    = VectorD3D.DotProduct(p0s, seg);
            double    slen_p0s = p0s.SquareOfLength;
            double    slen_seg = seg.SquareOfLength;

            double sqrt = Math.Sqrt(dotps * dotps + (distance * distance - slen_p0s) * slen_seg);

            double t1 = (-dotps - sqrt) / slen_seg;
            double t2 = (-dotps + sqrt) / slen_seg;

            return(t1 >= 0 ? t1 : t2);
        }
Beispiel #15
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        /// <summary>
        /// Creates a transformation matrix that does the following: First, it converts a 2D point into a 3D coordinate system with the origin given by <paramref name="p"/>, and the unit vectors <paramref name="e"/> and <paramref name="n"/>.
        /// Then the thus created 3D point is projected in the direction of <paramref name="v"/> onto a plane that is defined by the same point <paramref name="p"/> on the plane and the plane's normal <paramref name="q"/>.
        /// </summary>
        /// <param name="e">East vector: Spans one dimension of the projection of the 2D points to a 3D plane.</param>
        /// <param name="n">North vector: Spans the other dimension of the projection of the 2D input points to a 3D plane.</param>
        /// <param name="v">Direction of the projection of the 3D points to a plane.</param>
        /// <param name="p">Origin of the coordinate system, and point on the projection plane, too.</param>
        /// <param name="q">Normal of the projection plane.</param>
        /// <returns>Matrix that transforms 2D points to a plane. (The 2D points are in fact 3D points with a z-coordinate that is ignored.</returns>
        public static Matrix4x3 Get2DProjectionToPlaneToPlane(VectorD3D e, VectorD3D n, VectorD3D v, PointD3D p, VectorD3D q)
        {
            double qn = VectorD3D.DotProduct(q, e);
            double qw = VectorD3D.DotProduct(q, n);
            double qv = VectorD3D.DotProduct(q, v);

            double qn_qv = qn / qv;
            double qw_qv = qw / qv;

            return(new Matrix4x3(
                       e.X - v.X * qn_qv, e.Y - v.Y * qn_qv, e.Z - v.Z * qn_qv,
                       n.X - v.X * qw_qv, n.Y - v.Y * qw_qv, n.Z - v.Z * qw_qv,
                       0, 0, 0,
                       p.X, p.Y, p.Z));
        }
Beispiel #16
0
        public static void Test_GetWestNorthVectors_01()
        {
            const double maxDev = 1E-6;

            for (int iTheta = -89; iTheta < 90; ++iTheta)
            {
                double theta = Math.PI * iTheta / 180.0;
                for (int iPhi = 0; iPhi < 360; ++iPhi)
                {
                    double phi = Math.PI * iPhi / 180.0;
                    var    v   = new VectorD3D(Math.Cos(phi) * Math.Cos(theta), Math.Sin(phi) * Math.Cos(theta), Math.Sin(theta));
                    Assert.AreEqual(v.Length, 1, maxDev); // is forward normalized

                    var rawNorth = PolylineMath3D.GetRawNorthVectorAtStart(v);
                    Assert.AreEqual(rawNorth.X, 0);
                    Assert.AreEqual(rawNorth.Y, 0);
                    Assert.AreEqual(rawNorth.Z, 1);

                    var westNorth = PolylineMath3D.GetWestNorthVectors(new LineD3D(PointD3D.Empty, (PointD3D)v));

                    var west  = westNorth.Item1;
                    var north = westNorth.Item2;

                    Assert.AreEqual(west.Length, 1, maxDev);                       // is west normalized
                    Assert.AreEqual(north.Length, 1, maxDev);                      // is north normalized
                    Assert.AreEqual(VectorD3D.DotProduct(west, v), 0, maxDev);     // is west perpendicular to forward
                    Assert.AreEqual(VectorD3D.DotProduct(north, v), 0, maxDev);    // is north perpendicular to forward
                    Assert.AreEqual(VectorD3D.DotProduct(west, north), 0, maxDev); // is west perpendicular to north
                    var matrix = Altaxo.Geometry.Matrix4x3.NewFromBasisVectorsAndLocation(west, north, v, PointD3D.Empty);
                    Assert.AreEqual(matrix.Determinant, 1, maxDev);

                    var westExpected  = new VectorD3D(-Math.Sin(phi), Math.Cos(phi), 0);
                    var northExpected = new VectorD3D(-Math.Cos(phi) * Math.Sin(theta), -Math.Sin(phi) * Math.Sin(theta), Math.Cos(theta));

                    Assert.AreEqual(westExpected.X, west.X, maxDev);
                    Assert.AreEqual(westExpected.Y, west.Y, maxDev);
                    Assert.AreEqual(westExpected.Z, west.Z, maxDev);

                    Assert.AreEqual(northExpected.X, north.X, maxDev);
                    Assert.AreEqual(northExpected.Y, north.Y, maxDev);
                    Assert.AreEqual(northExpected.Z, north.Z, maxDev);
                }
            }
        }
Beispiel #17
0
        /// <summary>
        /// Creates the rotation matrix from axis and angle radian.
        /// </summary>
        /// <param name="u">The axis about which the rotation takes place.</param>
        /// <param name="angleRadian">The rotation angle in radian.</param>
        /// <returns>Matrix that describes the drotation.</returns>
        public static Matrix3x3 CreateRotationMatrixFromAxisAndAngleRadian(VectorD3D u, double angleRadian)
        {
            double cosTheta   = Math.Cos(angleRadian);
            double oMCosTheta = 1 - cosTheta;
            double sinTheta   = Math.Sin(angleRadian);

            double m11 = cosTheta + u.X * u.X * oMCosTheta;
            double m12 = u.X * u.Y * oMCosTheta + u.Z * sinTheta;
            double m13 = u.Z * u.X * oMCosTheta - u.Y * sinTheta;

            double m21 = u.X * u.Y * oMCosTheta - u.Z * sinTheta;
            double m22 = cosTheta + u.Y * u.Y * oMCosTheta;
            double m23 = u.Z * u.Y * oMCosTheta + u.X * sinTheta;

            double m31 = u.X * u.Z * oMCosTheta + u.Y * sinTheta;
            double m32 = u.Y * u.Z * oMCosTheta - u.X * sinTheta;
            double m33 = cosTheta + u.Z * u.Z * oMCosTheta;

            return(new Matrix3x3(m11, m12, m13, m21, m22, m23, m31, m32, m33));
        }
Beispiel #18
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 /// <summary>
 /// Inverse transform a vector p in such a way that the result will fullfill the relation p = result * matrix ( the * operator being the prepend transformation for vectors).
 /// </summary>
 /// <param name="p">The vector p to inverse transform.</param>
 /// <returns>The inverse transformation of point <paramref name="p"/>.</returns>
 public VectorD2D InverseTransform(VectorD3D p)
 {
     return(new VectorD2D((M22 * p.X - M21 * p.Y) / Determinant, (M11 * p.Y - M12 * p.X) / Determinant));
 }
Beispiel #19
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 /// <summary>
 /// Initializes a new instance of the <see cref="Ray3D"/> class.
 /// </summary>
 /// <param name="origin">The origin of the line (one arbitrary point at the line).</param>
 /// <param name="direction">The direction of the line.</param>
 public Ray3D(PointD3D origin, VectorD3D direction)
 {
     _origin    = origin;
     _direction = direction;
 }
Beispiel #20
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 public RectangleD3D WithSize(VectorD3D newSize)
 {
     return(new RectangleD3D(X, Y, Z, newSize.X, newSize.Y, newSize.Z));
 }
Beispiel #21
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        /// <summary>
        /// Makes a given vector n orthogonal to another vector v. This is done by adding a fraction of v to n, so that the new vector is orthogonal to v.
        /// </summary>
        /// <param name="n">Given vector.</param>
        /// <param name="v">A vector, to which the returned vector should be perpendicular.</param>
        /// <returns>A new vector n+t*v, so that this vector is orthogonal to v (but not neccessarily normalized).</returns>
        public static VectorD3D GetVectorOrthogonalToVector(VectorD3D n, VectorD3D v)
        {
            double nv_vv = VectorD3D.DotProduct(n, v) / VectorD3D.DotProduct(v, v);

            return(new VectorD3D(n.X - v.X * nv_vv, n.Y - v.Y * nv_vv, n.Z - v.Z * nv_vv));
        }
Beispiel #22
0
        /// <summary>
        /// Calculates a vector which is symmectrical to the provided vector <paramref name="n"/> with respected to the symmetry plane given by the normal normal <paramref name="q"/>.
        /// The result is the same as if a ray is reflected on a miiror described by the plane, thus
        /// an incident vector is resulting in an outcoming vector, and an outcoming vector is resulting in an incident vector.
        /// </summary>
        /// <param name="n">The vector for which to find the symmectrical counterpart. Not required to be normalized.</param>
        /// <param name="q">Normal of a plane where the vector n is mirrored. Not required to be normalized.</param>
        /// <returns>A vector which is symmectrical to the provided vector <paramref name="n"/> with respected to the symmetry plane given by the normal normal <paramref name="q"/>.</returns>
        public static VectorD3D GetVectorSymmetricalToPlane(VectorD3D n, VectorD3D q)
        {
            double two_nq_qq = 2 * VectorD3D.DotProduct(n, q) / VectorD3D.DotProduct(q, q);

            return(new VectorD3D(n.X - q.X * two_nq_qq, n.Y - q.Y * two_nq_qq, n.Z - q.Z * two_nq_qq));
        }
Beispiel #23
0
        /// <summary>
        /// Calculates the counterpart of the provided vector <paramref name="n"/>, so that this vector <paramref name="n"/> and it's conterpart are symmetrical,
        /// with the symmetry line provided by vector <paramref name="q"/>.
        /// </summary>
        /// <param name="n">The vector for which to find the symmectrical counterpart. Not required to be normalized.</param>
        /// <param name="q">Symmetry line.</param>
        /// <returns>The counterpart of the provided vector <paramref name="n"/>, so that this vector <paramref name="n"/> and it's conterpart are symmetrical,
        /// with the symmetry line given by vector <paramref name="q"/>.</returns>
        public static VectorD3D GetVectorSymmetricalToVector(VectorD3D n, VectorD3D q)
        {
            double two_nq_qq = 2 * VectorD3D.DotProduct(n, q) / VectorD3D.DotProduct(q, q);

            return(new VectorD3D(q.X * two_nq_qq - n.X, q.Y * two_nq_qq - n.Y, q.Z * two_nq_qq - n.Z));
        }
Beispiel #24
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 public RectangleD3D WithSizePlus(VectorD3D sizeOffset)
 {
     return(new RectangleD3D(X, Y, Z, SizeX + sizeOffset.X, SizeY + sizeOffset.Y, SizeZ + sizeOffset.Z));
 }
Beispiel #25
0
 /// <summary>
 /// Gets the distance of a point <paramref name="a"/> to a plane defined by a point <paramref name="p"/> and a normal vector <paramref name="q"/>. The distance is considered to be positive
 /// if the point <paramref name="a"/> is located in the half space into which the vector <paramref name="q"/> is pointing.
 /// </summary>
 /// <param name="a">The point a.</param>
 /// <param name="p">A point on a plane.</param>
 /// <param name="q">The normal vector of that plane (can be not-normalized).</param>
 /// <returns></returns>
 public static double GetDistancePointToPlane(PointD3D a, PointD3D p, VectorD3D q)
 {
     return(((a.X - p.X) * q.X + (a.Y - p.Y) * q.Y + (a.Z - p.Z) * q.Z) / q.Length);
 }