Example #1
0
        public static bool CreateCircumscribed(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, out Sphere3 sphere)
        {
            Vector3 vector  = v1 - v0;
            Vector3 vector2 = v2 - v0;
            Vector3 vector3 = v3 - v0;

            float[,] array = new float[3, 3];
            array[0, 0]    = vector.x;
            array[0, 1]    = vector.y;
            array[0, 2]    = vector.z;
            array[1, 0]    = vector2.x;
            array[1, 1]    = vector2.y;
            array[1, 2]    = vector2.z;
            array[2, 0]    = vector3.x;
            array[2, 1]    = vector3.y;
            array[2, 2]    = vector3.z;
            float[,] a     = array;
            float[] b = new float[]
            {
                0.5f * vector.sqrMagnitude,
                0.5f * vector2.sqrMagnitude,
                0.5f * vector3.sqrMagnitude
            };
            Vector3 b2;

            if (LinearSystem.Solve3(a, b, out b2, 1E-05f))
            {
                sphere.Center = v0 + b2;
                sphere.Radius = b2.magnitude;
                return(true);
            }
            sphere = default(Sphere3);
            return(false);
        }
Example #2
0
        public static bool CreateInscribed(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, out Sphere3 sphere)
        {
            Vector3 vector  = v1 - v0;
            Vector3 vector2 = v2 - v0;
            Vector3 vector3 = v3 - v0;
            Vector3 value   = v2 - v1;
            Vector3 vector4 = v3 - v1;
            Vector3 vector5 = vector4.Cross(value);
            Vector3 vector6 = vector2.Cross(vector3);
            Vector3 vector7 = vector3.Cross(vector);
            Vector3 vector8 = vector.Cross(vector2);

            if (Mathf.Abs(Vector3ex.Normalize(ref vector5, 1E-05f)) < 1E-05f)
            {
                sphere = default(Sphere3);
                return(false);
            }
            if (Mathf.Abs(Vector3ex.Normalize(ref vector6, 1E-05f)) < 1E-05f)
            {
                sphere = default(Sphere3);
                return(false);
            }
            if (Mathf.Abs(Vector3ex.Normalize(ref vector7, 1E-05f)) < 1E-05f)
            {
                sphere = default(Sphere3);
                return(false);
            }
            if (Mathf.Abs(Vector3ex.Normalize(ref vector8, 1E-05f)) < 1E-05f)
            {
                sphere = default(Sphere3);
                return(false);
            }
            float[,] array = new float[3, 3];
            array[0, 0]    = vector6.x - vector5.x;
            array[0, 1]    = vector6.y - vector5.y;
            array[0, 2]    = vector6.z - vector5.z;
            array[1, 0]    = vector7.x - vector5.x;
            array[1, 1]    = vector7.y - vector5.y;
            array[1, 2]    = vector7.z - vector5.z;
            array[2, 0]    = vector8.x - vector5.x;
            array[2, 1]    = vector8.y - vector5.y;
            array[2, 2]    = vector8.z - vector5.z;
            float[,] a     = array;
            float[] b = new float[]
            {
                0f,
                0f,
                -vector8.Dot(vector3)
            };
            Vector3 vector9;

            if (LinearSystem.Solve3(a, b, out vector9, 1E-05f))
            {
                sphere.Center = v3 + vector9;
                sphere.Radius = Mathf.Abs(vector5.Dot(vector9));
                return(true);
            }
            sphere = default(Sphere3);
            return(false);
        }
Example #3
0
        internal static bool HeightPlaneFit3(IList <Vector3> points, out float a, out float b, out float c)
        {
            float num   = 0f;
            float num2  = 0f;
            float num3  = 0f;
            float num4  = 0f;
            float num5  = 0f;
            float num6  = 0f;
            float num7  = 0f;
            float num8  = 0f;
            int   count = points.Count;

            for (int i = 0; i < count; i++)
            {
                num  += points[i].x;
                num2 += points[i].y;
                num3 += points[i].z;
                num4 += points[i].x * points[i].x;
                num5 += points[i].x * points[i].y;
                num6 += points[i].x * points[i].z;
                num7 += points[i].y * points[i].y;
                num8 += points[i].y * points[i].z;
            }
            float[,] array = new float[3, 3];
            array[0, 0]    = num4;
            array[0, 1]    = num5;
            array[0, 2]    = num;
            array[1, 0]    = num5;
            array[1, 1]    = num7;
            array[1, 2]    = num2;
            array[2, 0]    = num;
            array[2, 1]    = num2;
            array[2, 2]    = (float)count;
            float[,] a2    = array;
            float[] b2 = new float[]
            {
                num6,
                num8,
                num3
            };
            float[] array2;
            bool    flag = LinearSystem.Solve3(a2, b2, out array2, 1E-05f);

            if (flag)
            {
                a = array2[0];
                b = array2[1];
                c = array2[2];
            }
            else
            {
                a = 3.40282347E+38f;
                b = 3.40282347E+38f;
                c = 3.40282347E+38f;
            }
            return(flag);
        }
Example #4
0
        public static bool Solve3(float[,] A, float[] B, out Vector3 X, float zeroTolerance = 1E-05f)
        {
            float[] array;
            bool    flag = LinearSystem.Solve3(A, B, out array, zeroTolerance);

            if (flag)
            {
                X.x = array[0];
                X.y = array[1];
                X.z = array[2];
            }
            else
            {
                X = Vector3ex.Zero;
            }
            return(flag);
        }