public bool ClosestPoints(Line3D b, out Point3D pa, out Point3D pb) { pa = null; pb = null; if (Vector == b.Vector || Vector == -b.Vector) return false; Vector3D p0 = Point.ToVector(); Vector3D p1 = b.Point.ToVector(); Vector3D d0 = Vector; Vector3D d1 = b.Vector; Vector3D d0n = d0.Normalize(); Vector3D c = new Vector3D(); Vector3D d = new Vector3D(); d.X = d1.X - d0n.X * (d0.X * d1.X + d0.Y * d1.Y + d0.Z * d1.Z); c.X = p1.X - p0.X + d0n.X * (d0.X * p0.X + d0.Y * p0.Y + d0.Z * p0.Z); d.Y = d1.Y - d0n.Y * (d0.X * d1.X + d0.Y * d1.Y + d0.Z * d1.Z); c.Y = p1.Y - p0.Y + d0n.Y * (d0.X * p0.X + d0.Y * p0.Y + d0.Z * p0.Z); d.Z = d1.Z - d0n.Z * (d0.X * d1.X + d0.Y * d1.Y + d0.Z * d1.Z); c.Z = p1.Z - p0.Z + d0n.Z * (d0.X * p0.X + d0.Y * p0.Y + d0.Z * p0.Z); double t = -(c.X * d.X + c.Y * d.Y + c.Z * d.Z) / (d.X * d.X + d.Y * d.Y + d.Z * d.Z); pb = b.Point + (b.Vector * t); pa = ClosestPoint(pb); return true; }
public bool IsParallel(Line3D line) { return(line.Vector.DotProduct(Normal) == 0.0); }
public Line3D(Line3D line) { _point = line.Point.Clone(); _vector = line.Vector.Clone(); }
public bool Intersect(Plane3D b, out Line3D intersection) { intersection = null; if (IsParallel(b)) return false; Point3D p; Vector3D v1 = Normal.CrossProduct(b.Normal); Vector3D v2 = new Vector3D(v1.X * v1.X, v1.Y * v1.Y, v1.Z * v1.Z); double w1 = -Distance; double w2 = -b.Distance; double id; if ((v2.Z > v2.Y) && (v2.Z > v2.X) && (v2.Z > Double.Epsilon)) { // point on XY plane id = 1.0 / v1.Z; p = new Point3D(Normal.Y * w2 - b.Normal.Y * w1, b.Normal.X * w1 - Normal.X * w2, 0.0); } else if ((v2.Y > v2.X) && (v2.Y > Double.Epsilon)) { // point on XZ plane id = -1.0 / v1.Y; p = new Point3D(Normal.Z * w2 - b.Normal.Z * w1, 0.0, b.Normal.Y * w1 - Normal.Y * w2); } else if (v2.X > Double.Epsilon) { // point on YZ plane id = 1.0 / v1.X; p = new Point3D(0.0, Normal.Z * w2 - b.Normal.Z * w1, b.Normal.Y * w1 - Normal.Y * w2); } else return false; p = (p.ToVector() * id).ToPoint(); id = 1.0 / Math.Sqrt(v2.X + v2.Y + v2.Z); v1 *= id; intersection = new Line3D(p, p.ToVector() + v1); return true; }
public bool Intersect(Line3D line, out Point3D intersection) { if (IsParallel(line)) { intersection = null; return false; } double t = (Distance - Normal.DotProduct(line.Point.ToVector())) / Normal.DotProduct(line.Vector); intersection = line.Point + (t * line.Vector); return true; }
public bool IsParallel(Line3D line) { return line.Vector.DotProduct(Normal) == 0.0; }
public Line3D(Line3D line) { Point = line.Point.Clone(); Vector = line.Vector.Clone(); }