コード例 #1
0
        public void It_Returns_The_Closest_Point()
        {
            // Arrange
            Ray ray        = new Ray(new Point3(0, 0, 0), new Vector3(30, 45, 0));
            var pt         = new Point3(10, 20, 0);
            var expectedPt = new Point3(12.30769230769231, 18.461538461538463, 0);

            // Act
            var closestPt = ray.ClosestPoint(pt);

            // Assert
            closestPt.Should().BeEquivalentTo(expectedPt);
        }
コード例 #2
0
        /// <summary>
        /// Creates a surface of revolution through an arbitrary angle, and axis.
        /// <em>Corresponds the algorithm A8.1 of The NURBS Book by Piegl and Tiller.</em>
        /// </summary>
        /// <param name="curveProfile">Profile curve.</param>
        /// <param name="axis">Revolution axis.</param>
        /// <param name="rotationAngle">Angle in radiance.</param>
        /// <returns>The revolution surface.</returns>
        public static NurbsSurface Revolved(NurbsBase curveProfile, Ray axis, double rotationAngle)
        {
            // if angle is less than 90.
            int        arcCount = 1;
            KnotVector knotsU   = Vector.Zero1d(6).ToKnot();

            if (rotationAngle <= Math.PI && rotationAngle > (Math.PI / 2))
            {
                arcCount  = 2;
                knotsU[3] = knotsU[4] = 0.5;
            }

            if (rotationAngle <= (3 * Math.PI / 2) && rotationAngle > Math.PI)
            {
                arcCount  = 3;
                knotsU    = Vector.Zero1d(6 + 2 * (arcCount - 1)).ToKnot();
                knotsU[3] = knotsU[4] = (double)1 / 3;
                knotsU[5] = knotsU[6] = (double)2 / 3;
            }

            if (rotationAngle <= (4 * Math.PI) && rotationAngle > (3 * Math.PI / 2))
            {
                arcCount  = 4;
                knotsU    = Vector.Zero1d(6 + 2 * (arcCount - 1)).ToKnot();
                knotsU[3] = knotsU[4] = (double)1 / 4;
                knotsU[5] = knotsU[6] = (double)1 / 2;
                knotsU[7] = knotsU[8] = (double)3 / 4;
            }

            // load start and end knots.
            int t = 3 + 2 * (arcCount - 1);

            for (int i = 0; i < 3; i++, t++)
            {
                knotsU[i] = 0.0;
                knotsU[t] = 1.0;
            }

            // some initialization.
            double divideAngle = rotationAngle / arcCount;
            int    n           = 2 * arcCount;
            double wm          = divideAngle / 2; // is the base angle.

            // initialize the sines and cosines only once.
            double angle = 0.0;

            double[] sines   = new double[arcCount + 1];
            double[] cosines = new double[arcCount + 1];
            for (int i = 1; i <= arcCount; i++)
            {
                angle     += divideAngle;
                sines[i]   = Math.Sin(angle);
                cosines[i] = Math.Cos(angle);
            }

            // loop and compute each u row of control points and weights.
            List <List <Point4> > controlPts = new List <List <Point4> >();

            for (int r = 0; r < 2 * arcCount + 1; r++)
            {
                List <Point4> temp = CollectionHelpers.RepeatData(Point4.Zero, curveProfile.ControlPoints.Count);
                controlPts.Add(temp);
            }

            for (int j = 0; j < curveProfile.ControlPointLocations.Count; j++)
            {
                Point3  ptO     = axis.ClosestPoint(curveProfile.ControlPointLocations[j]);
                Vector3 vectorX = curveProfile.ControlPointLocations[j] - ptO;
                double  radius  = vectorX.Length; // the radius at that length.
                Vector3 vectorY = Vector3.CrossProduct(axis.Direction, vectorX);

                if (radius > GSharkMath.Epsilon)
                {
                    vectorX *= (1 / radius);
                    vectorY *= (1 / radius);
                }

                // initialize the first control points and weights.
                Point3 pt0 = curveProfile.ControlPointLocations[j];
                controlPts[0][j] = new Point4(pt0, curveProfile.Weights[j]);

                Vector3 tangent0 = vectorY;
                int     index    = 0;

                for (int i = 1; i <= arcCount; i++)
                {
                    // rotated generatrix point.
                    Point3 pt2 = (Math.Abs(radius) < GSharkMath.Epsilon)
                        ? ptO
                        : ptO + (vectorX * (cosines[i] * radius) + vectorY * (sines[i] * radius));

                    controlPts[index + 2][j] = new Point4(pt2, curveProfile.Weights[j]);

                    // construct the vector tangent to the rotation.
                    Vector3 rotationTangent = vectorX * (-1 * sines[i]) + vectorY * cosines[i];

                    // construct the next control point.
                    if (Math.Abs(radius) < GSharkMath.Epsilon)
                    {
                        controlPts[index + 1][j] = ptO;
                    }
                    else
                    {
                        Line ln0 = new Line(pt0, tangent0, tangent0.Length);
                        Line ln1 = new Line(pt2, rotationTangent, rotationTangent.Length);
                        Intersection.Intersect.LineLine(ln0, ln1, out Point3 intersectionPt, out _, out _, out _);
                        controlPts[index + 1][j] = new Point4(intersectionPt, wm * curveProfile.Weights[j]);
                    }

                    index += 2;
                    if (i >= arcCount)
                    {
                        continue;
                    }
                    pt0      = pt2;
                    tangent0 = rotationTangent;
                }
            }

            return(new NurbsSurface(2, curveProfile.Degree, knotsU, curveProfile.Knots, controlPts.Select(pts => pts.ToList()).ToList()));
        }