コード例 #1
0
ファイル: Sphere3D.cs プロジェクト: mookiejones/miEditor
 public Sphere3D(Sphere3D sphere)
 {
     Origin = sphere.Origin;
     Radius = sphere.Radius;
 }
コード例 #2
0
 public static double PointToSphere(Sphere3D sphere, Point3D point)
 {
     return (point - sphere.Origin).Length() - sphere.Radius;
 }
コード例 #3
0
 public Sphere3D FitSphereToPoints(Collection<Point3D> points)
 {
     if (points == null)
     {
         throw new NullReferenceException();
     }
     if (points.Count < 4)
     {
         throw new MatrixException("Need at least 4 points to fit sphere");
     }
     var sphere3D = new Sphere3D();
     var leastSquaresFit3D = new LeastSquaresFit3D();
     sphere3D.Origin = leastSquaresFit3D.Centroid(points);
     sphere3D.Radius = leastSquaresFit3D.RmsError;
     var matrix = new Matrix(points.Count, 4);
     var vector = new Vector(points.Count);
     for (var i = 0; i < 50; i++)
     {
         var num = 0;
         foreach (var current in points)
         {
             var vector3D = Project3D.PointOntoSphere(sphere3D, current) - sphere3D.Origin;
             vector3D.Normalise();
             matrix[num, 0] = vector3D.X;
             matrix[num, 1] = vector3D.Y;
             matrix[num, 2] = vector3D.Z;
             matrix[num, 3] = -1.0;
             var value = Distance3D.PointToSphere(sphere3D, current);
             vector[num] = value;
             num++;
         }
         var vector2 = matrix.PseudoInverse()*vector;
         if (vector2.Length() < 1E-06)
         {
             break;
         }
         var origin = sphere3D.Origin;
         origin.X += vector2[0];
         var origin2 = sphere3D.Origin;
         origin2.Y += vector2[1];
         var origin3 = sphere3D.Origin;
         origin3.Z += vector2[2];
         sphere3D.Radius -= vector2[3];
     }
     CalculateErrors(points, sphere3D);
     return sphere3D;
 }
コード例 #4
0
ファイル: Project3D.cs プロジェクト: mookiejones/miEditor
 public static Point3D PointOntoSphere(Sphere3D sphere, Point3D point)
 {
     var vector3D = point - sphere.Origin;
     vector3D.Normalise();
     return new Point3D();
 }