Exemple #1
0
        /// <summary>
        /// 曲線 位置ベクトル
        /// </summary>
        /// <param name="t">パラメータ</param>
        /// <param name="dimension">(true, false) = (normal, 一階微分)</param>
        /// <returns></returns>
        public Vector3 PosiLine(float t, bool dimension)
        {
            Bernstein bt = new Bernstein();

            if (dimension)
            {
                bt.Init(t);
            }
            else
            {
                bt.dInit(t);
            }

            Matrix4 cr_t = new Matrix4();
            Matrix4 cp   = new Matrix4();
            Matrix4 tmp  = new Matrix4();
            Vector3 Pt   = new Vector3();

            for (int i = 0; i < 4; i++)
            {
                cr_t[0, i] = bt.b[i];
            }

            // x
            for (int i = 0; i < 4; i++)
            {
                cp[i, 0] = ctrlpline[i].X;
            }
            tmp  = cr_t * cp;
            Pt.X = tmp[0, 0];
            // y
            for (int i = 0; i < 4; i++)
            {
                cp[i, 0] = ctrlpline[i].Y;
            }
            tmp  = cr_t * cp;
            Pt.Y = tmp[0, 0];
            // z
            for (int i = 0; i < 4; i++)
            {
                cp[i, 0] = ctrlpline[i].Z;
            }
            tmp  = cr_t * cp;
            Pt.Z = tmp[0, 0];

            return(Pt);
        }
Exemple #2
0
        /// <summary>
        /// 曲面 位置ベクトル
        /// </summary>
        /// <param name="u">U方向のパラメータ</param>
        /// <param name="v">V方向のパラメータ</param>
        /// <param name="mode">モード(0, 1, 2) = (null, u, v)</param>
        /// <returns></returns>
        public Vector3 PosiCurve(float u, float v, int mode)
        {
            Bernstein bu = new Bernstein();
            Bernstein bv = new Bernstein();

            if (mode == 1)
            {
                bu.dInit(u);
                bv.Init(v);
            }
            else if (mode == 2)
            {
                bu.Init(u);
                bv.dInit(v);
            }
            else
            {
                bu.Init(u);
                bv.Init(v);
            }

            Matrix4 cr_u = new Matrix4();
            Matrix4 cr_v = new Matrix4();
            Matrix4 cp   = new Matrix4();
            Matrix4 tmp  = new Matrix4();

            Vector3 Pt = new Vector3();

            for (int i = 0; i < 4; i++)
            {
                cr_u[0, i] = bu.b[i];
                cr_v[i, 0] = bv.b[i];
            }

            // x
            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    cp[i, j] = ctrlpcurve[i][j].X;
                }
            }
            tmp  = cr_u * cp;
            tmp  = tmp * cr_v;
            Pt.X = tmp[0, 0];
            // y
            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    cp[i, j] = ctrlpcurve[i][j].Y;
                }
            }
            tmp  = cr_u * cp;
            tmp  = tmp * cr_v;
            Pt.Y = tmp[0, 0];
            // z
            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    cp[i, j] = ctrlpcurve[i][j].Z;
                }
            }
            tmp  = cr_u * cp;
            tmp  = tmp * cr_v;
            Pt.Z = tmp[0, 0];


            return(Pt);
        }