Example #1
0
        public void ToDenseVector()
        {
            var l = Math.Sqrt(1 * 1 + 2 * 2 + 3 * 3);

            var uv          = new UnitVector3D(1 / l, 2 / l, 3 / l);
            var denseVector = uv.ToVector();

            Assert.AreEqual(3, denseVector.Count);
            Assert.AreEqual(1 / l, denseVector[0], 1e-6);
            Assert.AreEqual(2 / l, denseVector[1], 1e-6);
            Assert.AreEqual(3 / l, denseVector[2], 1e-6);
        }
Example #2
0
        /// <summary>
        /// Gets a rotation matrix corresponding to a forward vector.
        /// </summary>
        /// <param name="forward">The specified forward vector.</param>
        /// <returns>The corresponding rotation matrix.</returns>
        /// <remarks>The X axis of the matrix will correspond to the specified forward vector.</remarks>
        public static Matrix <double> ToRotationMatrix(this UnitVector3D forward)
        {
            // Compute left and up directions from the given forward direction.
            var left = UnitVector3D.ZAxis.CrossProduct(forward);
            var up   = forward.CrossProduct(left);

            // Create a corresponding 3x3 matrix from the 3 directions.
            var rotationMatrix = Matrix <double> .Build.Dense(3, 3);

            rotationMatrix.SetColumn(0, forward.ToVector());
            rotationMatrix.SetColumn(1, left.ToVector());
            rotationMatrix.SetColumn(2, up.ToVector());
            return(rotationMatrix);
        }
Example #3
0
        public static Vector <double> solve(
            List <double[]> Vertices,
            List <int[]> TrianglesVertices,
            List <double[]> FacetNormals,
            Vector <double> X, Point3D oRoot,
            UnitVector3D vDir1,
            UnitVector3D vDir2)
        {
            UnitVector3D dx, dy, dz;

            dx = new UnitVector3D(new double[] { 1, 0, 0 });
            dy = new UnitVector3D(new double[] { 0, 1, 0 });
            dz = new UnitVector3D(new double[] { 0, 0, 1 });


            UnitVector3D PlaneNormal = vDir1.CrossProduct(vDir2);

            double E = 200 * 10 ^ 6;
            double v = 0.3;
            double h = 1;

            double[,] MatrixK = new double[Vertices.Count * 3, Vertices.Count * 3];
            double[] Vectorq = new double[Vertices.Count * 3];

            double[,] MatrixD = new double[3, 3];
            MatrixD[0, 0]     = (E / ((1 + v) * (1 - 2 * v))) * (1 - v);
            MatrixD[0, 1]     = (E / ((1 + v) * (1 - 2 * v))) * (v);
            MatrixD[1, 1]     = (E / ((1 + v) * (1 - 2 * v))) * (1 - v);
            MatrixD[1, 0]     = (E / ((1 + v) * (1 - 2 * v))) * (v);
            MatrixD[2, 2]     = (E / ((1 + v) * (1 - 2 * v))) * (1 - v / 2);
            Matrix <double> D = Matrix <double> .Build.DenseOfArray(MatrixD);

            for (int j = 0; j < TrianglesVertices.Count; j++)
            {
                int[] tri = TrianglesVertices[j];

                UnitVector3D dx0, dy0, dz0;
                UnitVector3D dxn, dyn, dzn;

                Point3D p1, p2, p3;
                Point3D p10, p20, p30;
                Point3D p1n, p2n, p3n;
                Point3D p11, p21, p31;

                p1 = new Point3D(Vertices[tri[0]]);
                p2 = new Point3D(Vertices[tri[1]]);
                p3 = new Point3D(Vertices[tri[2]]);

                p1n = new Point3D(new double[] { X[tri[0] * 2], X[tri[0] * 2 + 1], 0 });
                p2n = new Point3D(new double[] { X[tri[1] * 2], X[tri[1] * 2 + 1], 0 });
                p3n = new Point3D(new double[] { X[tri[2] * 2], X[tri[2] * 2 + 1], 0 });

                dx0 = new UnitVector3D(p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z);
                dz0 = new UnitVector3D(FacetNormals[j]);
                dy0 = dz0.CrossProduct(dx0);

                dxn = new UnitVector3D(p2n.X - p1n.X, p2n.Y - p1n.Y, p2n.Z - p1n.Z);
                dzn = PlaneNormal;
                dyn = dxn.CrossProduct(dzn);

                p10 = new Point3D(new double[] { 0, 0, 0 });
                p20 = new Point3D(new double[] { p2.ToVector().DotProduct(dx0.ToVector()) - p1.ToVector().DotProduct(dx0.ToVector()), 0, 0 });
                p30 = new Point3D(new double[] { p3.ToVector().DotProduct(dx0.ToVector()) - p1.ToVector().DotProduct(dx0.ToVector()), p3.ToVector().DotProduct(dy0.ToVector()) - p1.ToVector().DotProduct(dy0.ToVector()), 0 });

                p11 = new Point3D(new double[] { 0, 0, 0 });
                p21 = new Point3D(new double[] { p2n.ToVector().DotProduct(dxn.ToVector()) - p1n.ToVector().DotProduct(dxn.ToVector()), 0, 0 });
                p31 = new Point3D(new double[] { p3n.ToVector().DotProduct(dxn.ToVector()) - p1n.ToVector().DotProduct(dxn.ToVector()), p3n.ToVector().DotProduct(dyn.ToVector()) - p1n.ToVector().DotProduct(dyn.ToVector()), 0 });

                double[,] Transform = new double[3 * 3, 3 * 3];
                for (int i = 0; i < 3; i++)
                {
                    Transform[i * 3 + 0, i * 3 + 0] = Math.Cos(dx0.AngleTo(dx).Radians);
                    Transform[i * 3 + 0, i * 3 + 1] = Math.Cos(dx0.AngleTo(dy).Radians);
                    Transform[i * 3 + 0, i * 3 + 2] = Math.Cos(dx0.AngleTo(dz).Radians);

                    Transform[i * 3 + 1, i * 3 + 0] = Math.Cos(dy0.AngleTo(dx).Radians);
                    Transform[i * 3 + 1, i * 3 + 1] = Math.Cos(dy0.AngleTo(dy).Radians);
                    Transform[i * 3 + 1, i * 3 + 2] = Math.Cos(dy0.AngleTo(dz).Radians);

                    Transform[i * 3 + 2, i * 3 + 0] = Math.Cos(dyn.AngleTo(dx).Radians);
                    Transform[i * 3 + 2, i * 3 + 1] = Math.Cos(dyn.AngleTo(dy).Radians);
                    Transform[i * 3 + 2, i * 3 + 2] = Math.Cos(dyn.AngleTo(dz).Radians);
                }

                double A = (p10.X * (p20.Y - p30.Y) + p20.X * (p30.Y - p10.Y) + p30.X * (p10.Y - p20.Y)) / 2;

                double[,] MatrixB = new double[3, 3 * 3];
                MatrixB[0, 0]     = (1 / (2 * A)) * (p20.Y - p30.Y);
                MatrixB[1, 1]     = (1 / (2 * A)) * (p30.X - p20.X);
                MatrixB[2, 0]     = (1 / (2 * A)) * (p30.X - p20.X);
                MatrixB[2, 1]     = (1 / (2 * A)) * (p20.Y - p30.Y);

                MatrixB[0, 3] = (1 / (2 * A)) * (p30.Y - p10.Y);
                MatrixB[1, 4] = (1 / (2 * A)) * (p10.X - p30.X);
                MatrixB[2, 3] = (1 / (2 * A)) * (p10.X - p30.X);
                MatrixB[2, 4] = (1 / (2 * A)) * (p30.Y - p10.Y);

                MatrixB[0, 6] = (1 / (2 * A)) * (p10.Y - p20.Y);
                MatrixB[1, 7] = (1 / (2 * A)) * (p20.X - p10.X);
                MatrixB[2, 6] = (1 / (2 * A)) * (p20.X - p10.X);
                MatrixB[2, 7] = (1 / (2 * A)) * (p10.Y - p20.Y);

                Matrix <double> T = Matrix <double> .Build.DenseOfArray(Transform);

                Console.WriteLine(T);
                Matrix <double> B = Matrix <double> .Build.DenseOfArray(MatrixB);

                Console.WriteLine(B);
                Matrix <double> Ke = B.Transpose() * D * B * h * A;
                Console.WriteLine(Ke);
                Ke = T.Transpose() * Ke * T;
                Console.WriteLine(Ke);

                for (int i1 = 0; i1 < 3; i1++)
                {
                    for (int i2 = 0; i2 < 3; i2++)
                    {
                        for (int l = 0; l < 3; l++)
                        {
                            for (int c = 0; c < 3; c++)
                            {
                                MatrixK[tri[i1] * 3 + l, tri[i2] * 3 + c] += Ke[i1 * 3 + l, i2 * 3 + c];
                            }
                        }
                    }
                }
                Matrix <double> Temp = Matrix <double> .Build.DenseOfArray(MatrixK);

                Console.WriteLine(Temp);
                double[] vectorqt = new double[3 * 3];
                vectorqt[0 * 3]     += p11.X - p10.X;
                vectorqt[0 * 3 + 1] += p11.Y - p10.Y;

                vectorqt[1 * 3]     += p21.X - p20.X;
                vectorqt[1 * 3 + 1] += p21.Y - p20.Y;

                vectorqt[2 * 3]     += p31.X - p30.X;
                vectorqt[2 * 3 + 1] += p31.Y - p30.Y;

                Vector <double> qt = Vector <double> .Build.DenseOfArray(vectorqt);

                Console.WriteLine(qt);
                qt = T.Transpose() * qt * T;
                Console.WriteLine(qt);
                for (int i1 = 0; i1 < 3; i1++)
                {
                    for (int l = 0; l < 3; l++)
                    {
                        Vectorq[tri[i1] * 3 + l] -= qt[i1 * 3 + l];
                    }
                }
                Vector <double> VTemp = Vector <double> .Build.DenseOfArray(Vectorq);

                Console.WriteLine(VTemp);
            }
            Matrix <double> K = Matrix <double> .Build.DenseOfArray(MatrixK);

            Console.WriteLine(K);
            Vector <double> q = Vector <double> .Build.DenseOfArray(Vectorq);

            Console.WriteLine(q);
            Vector <double> Fi = K * q;

            Console.WriteLine(Fi);


            double          w  = 0.5;
            Vector <double> qi = Vector <double> .Build.DenseOfArray(q.ToArray());

            Vector <double> dqi = Vector <double> .Build.Dense(Vertices.Count);

            for (int i = 0; i < 100; i++)
            {
                // Console.WriteLine(dqi);
                dqi = K.Solve(Fi);
                Console.WriteLine(dqi);
                // Console.WriteLine(qi);
                qi = qi + w * dqi;
                // Console.WriteLine(qi);
                //  Console.WriteLine(Fi);
                Fi = K * qi;
                // Console.WriteLine(Fi);
            }
            return(qi);
        }
        public void ToDenseVector()
        {
            var l = Math.Sqrt(1 * 1 + 2 * 2 + 3 * 3);

            var uv = new UnitVector3D(1 / l, 2 / l, 3 / l);
            var denseVector = uv.ToVector();
            Assert.AreEqual(3, denseVector.Count);
            Assert.AreEqual(1 / l, denseVector[0], 1e-6);
            Assert.AreEqual(2 / l, denseVector[1], 1e-6);
            Assert.AreEqual(3 / l, denseVector[2], 1e-6);
        }
 public Vector <double> ToVector()
 {
     return(UnitVector3D1.ToVector());
 }
        public static Vector<double> solve(
            List<double[]> Vertices, 
            List<int[]> TrianglesVertices, 
            List<double[]> FacetNormals, 
            Vector<double> X, Point3D oRoot, 
            UnitVector3D vDir1, 
            UnitVector3D vDir2)
        {
            UnitVector3D dx, dy, dz;
            dx = new UnitVector3D(new double[] { 1, 0, 0 });
            dy = new UnitVector3D(new double[] { 0, 1, 0 });
            dz = new UnitVector3D(new double[] { 0, 0, 1 });

            UnitVector3D PlaneNormal = vDir1.CrossProduct(vDir2);

            double E = 200 * 10 ^ 6;
            double v = 0.3;
            double h = 1;

            double[,] MatrixK = new double[Vertices.Count * 3, Vertices.Count * 3];
            double[] Vectorq = new double[Vertices.Count * 3];

            double[,] MatrixD = new double[3, 3];
            MatrixD[0, 0] = (E / ((1 + v) * (1 - 2 * v))) * (1 - v);
            MatrixD[0, 1] = (E / ((1 + v) * (1 - 2 * v))) * (v);
            MatrixD[1, 1] = (E / ((1 + v) * (1 - 2 * v))) * (1 - v);
            MatrixD[1, 0] = (E / ((1 + v) * (1 - 2 * v))) * (v);
            MatrixD[2, 2] = (E / ((1 + v) * (1 - 2 * v))) * (1 - v / 2);
            Matrix<double> D = Matrix<double>.Build.DenseOfArray(MatrixD);

            for (int j = 0; j < TrianglesVertices.Count; j++) {
                int[] tri = TrianglesVertices[j];

                UnitVector3D dx0, dy0, dz0;
                UnitVector3D dxn, dyn, dzn;

                Point3D p1, p2, p3;
                Point3D p10, p20, p30;
                Point3D p1n, p2n, p3n;
                Point3D p11, p21, p31;

                p1 = new Point3D(Vertices[tri[0]]);
                p2 = new Point3D(Vertices[tri[1]]);
                p3 = new Point3D(Vertices[tri[2]]);

                p1n = new Point3D(new double[] { X[tri[0] * 2], X[tri[0] * 2 + 1], 0 });
                p2n = new Point3D(new double[] { X[tri[1] * 2], X[tri[1] * 2 + 1], 0 });
                p3n = new Point3D(new double[] { X[tri[2] * 2], X[tri[2] * 2 + 1], 0 });

                dx0 = new UnitVector3D(p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z);
                dz0 = new UnitVector3D(FacetNormals[j]);
                dy0 = dz0.CrossProduct(dx0);

                dxn = new UnitVector3D(p2n.X - p1n.X, p2n.Y - p1n.Y, p2n.Z - p1n.Z);
                dzn = PlaneNormal;
                dyn = dxn.CrossProduct(dzn);

                p10 = new Point3D(new double[] { 0, 0, 0 });
                p20 = new Point3D(new double[] { p2.ToVector().DotProduct(dx0.ToVector()) - p1.ToVector().DotProduct(dx0.ToVector()), 0, 0 });
                p30 = new Point3D(new double[] { p3.ToVector().DotProduct(dx0.ToVector()) - p1.ToVector().DotProduct(dx0.ToVector()), p3.ToVector().DotProduct(dy0.ToVector()) - p1.ToVector().DotProduct(dy0.ToVector()), 0 });

                p11 = new Point3D(new double[] { 0, 0, 0 });
                p21 = new Point3D(new double[] { p2n.ToVector().DotProduct(dxn.ToVector()) - p1n.ToVector().DotProduct(dxn.ToVector()), 0, 0 });
                p31 = new Point3D(new double[] { p3n.ToVector().DotProduct(dxn.ToVector()) - p1n.ToVector().DotProduct(dxn.ToVector()), p3n.ToVector().DotProduct(dyn.ToVector()) - p1n.ToVector().DotProduct(dyn.ToVector()), 0 });

                double[,] Transform = new double[3 * 3, 3 * 3];
                for (int i = 0; i < 3; i++) {
                    Transform[i * 3 + 0, i * 3 + 0] = Math.Cos(dx0.AngleTo(dx).Radians);
                    Transform[i * 3 + 0, i * 3 + 1] = Math.Cos(dx0.AngleTo(dy).Radians);
                    Transform[i * 3 + 0, i * 3 + 2] = Math.Cos(dx0.AngleTo(dz).Radians);

                    Transform[i * 3 + 1, i * 3 + 0] = Math.Cos(dy0.AngleTo(dx).Radians);
                    Transform[i * 3 + 1, i * 3 + 1] = Math.Cos(dy0.AngleTo(dy).Radians);
                    Transform[i * 3 + 1, i * 3 + 2] = Math.Cos(dy0.AngleTo(dz).Radians);

                    Transform[i * 3 + 2, i * 3 + 0] = Math.Cos(dyn.AngleTo(dx).Radians);
                    Transform[i * 3 + 2, i * 3 + 1] = Math.Cos(dyn.AngleTo(dy).Radians);
                    Transform[i * 3 + 2, i * 3 + 2] = Math.Cos(dyn.AngleTo(dz).Radians);
                }

                double A = (p10.X * (p20.Y - p30.Y) + p20.X * (p30.Y - p10.Y) + p30.X * (p10.Y - p20.Y)) / 2;

                double[,] MatrixB = new double[3, 3 * 3];
                MatrixB[0, 0] = (1 / (2 * A)) * (p20.Y - p30.Y);
                MatrixB[1, 1] = (1 / (2 * A)) * (p30.X - p20.X);
                MatrixB[2, 0] = (1 / (2 * A)) * (p30.X - p20.X);
                MatrixB[2, 1] = (1 / (2 * A)) * (p20.Y - p30.Y);

                MatrixB[0, 3] = (1 / (2 * A)) * (p30.Y - p10.Y);
                MatrixB[1, 4] = (1 / (2 * A)) * (p10.X - p30.X);
                MatrixB[2, 3] = (1 / (2 * A)) * (p10.X - p30.X);
                MatrixB[2, 4] = (1 / (2 * A)) * (p30.Y - p10.Y);

                MatrixB[0, 6] = (1 / (2 * A)) * (p10.Y - p20.Y);
                MatrixB[1, 7] = (1 / (2 * A)) * (p20.X - p10.X);
                MatrixB[2, 6] = (1 / (2 * A)) * (p20.X - p10.X);
                MatrixB[2, 7] = (1 / (2 * A)) * (p10.Y - p20.Y);

                Matrix<double> T = Matrix<double>.Build.DenseOfArray(Transform);
                Console.WriteLine(T);
                Matrix<double> B = Matrix<double>.Build.DenseOfArray(MatrixB);
                Console.WriteLine(B);
                Matrix<double> Ke = B.Transpose() * D * B * h * A;
                Console.WriteLine(Ke);
                Ke = T.Transpose() * Ke * T;
                Console.WriteLine(Ke);

                for (int i1 = 0; i1 < 3; i1++) {
                    for (int i2 = 0; i2 < 3; i2++) {
                        for (int l = 0; l < 3; l++) {
                            for (int c = 0; c < 3; c++) {
                                MatrixK[tri[i1] * 3 + l, tri[i2] * 3 + c] += Ke[i1 * 3 + l, i2 * 3 + c];
                            }
                        }
                    }

                }
                Matrix<double> Temp = Matrix<double>.Build.DenseOfArray(MatrixK);
                Console.WriteLine(Temp);
                double[] vectorqt = new double[3 * 3];
                vectorqt[0 * 3] += p11.X - p10.X;
                vectorqt[0 * 3 + 1] += p11.Y - p10.Y;

                vectorqt[1 * 3] += p21.X - p20.X;
                vectorqt[1 * 3 + 1] += p21.Y - p20.Y;

                vectorqt[2 * 3] += p31.X - p30.X;
                vectorqt[2 * 3 + 1] += p31.Y - p30.Y;

                Vector<double> qt = Vector<double>.Build.DenseOfArray(vectorqt);
                Console.WriteLine(qt);
                qt = T.Transpose() * qt * T;
                Console.WriteLine(qt);
                for (int i1 = 0; i1 < 3; i1++) {
                    for (int l = 0; l < 3; l++) {
                        Vectorq[tri[i1] * 3 + l] -= qt[i1 * 3 + l];
                    }
                }
                Vector<double> VTemp = Vector<double>.Build.DenseOfArray(Vectorq);
                Console.WriteLine(VTemp);
            }
            Matrix<double> K = Matrix<double>.Build.DenseOfArray(MatrixK);
            Console.WriteLine(K);
            Vector<double> q = Vector<double>.Build.DenseOfArray(Vectorq);
            Console.WriteLine(q);
            Vector<double> Fi = K * q;
            Console.WriteLine(Fi);

            double w = 0.5;
            Vector<double> qi = Vector<double>.Build.DenseOfArray(q.ToArray());
            Vector<double> dqi = Vector<double>.Build.Dense(Vertices.Count);

            for (int i = 0; i < 100; i++) {
                // Console.WriteLine(dqi);
                dqi = K.Solve(Fi);
                Console.WriteLine(dqi);
                // Console.WriteLine(qi);
                qi = qi + w * dqi;
                // Console.WriteLine(qi);
                //  Console.WriteLine(Fi);
                Fi = K * qi;
                // Console.WriteLine(Fi);
            }
            return qi;
        }