/// <summary> /// Reflect sphere in given line /// </summary> public Sphere ReflectIn(Line3d l) { return(new Sphere(this.Center.ReflectIn(l), this.R)); }
/// <summary> /// Reflect segment in given line /// </summary> public virtual Segment3d ReflectIn(Line3d l) { return(new Segment3d(P1.ReflectIn(l), P2.ReflectIn(l))); }
/// <summary> /// Reflect plane in given line /// </summary> public Plane3d ReflectIn(Line3d l) { return(new Plane3d(this.Point.ReflectIn(l), this.Normal.ReflectIn(l))); }
/// <summary> /// Orthogonal projection of the sphere to the line /// </summary> public Segment3d ProjectionTo(Line3d l) { Point3d p = this.Center.ProjectionTo(l); return(new Segment3d(p.Translate(this.R * l.Direction.Normalized), p.Translate(-this.R * l.Direction.Normalized))); }
/// <summary> /// Reflect ellipse in given line /// </summary> public Ellipse ReflectIn(Line3d l) { return(new Ellipse(this.Center.ReflectIn(l), _v1.ReflectIn(l), _v2.ReflectIn(l))); }
/// <summary> /// Intersection of ellipse with plane. /// Returns 'null' (no intersection) or object of type 'Ellipse', 'Point3d' or 'Segment3d'. /// </summary> public object IntersectionWith(Plane3d s) { if (this.Normal.IsParallelTo(s.Normal)) { if (this.Center.BelongsTo(s)) { // coplanar objects return(this.Copy()); } else { // parallel objects return(null); } } else { Line3d l = (Line3d)s.IntersectionWith(new Plane3d(this.Center, this.Normal)); Coord3d local_coord = new Coord3d(this.Center, this._v1, this._v2); Point3d p = l.Point.ConvertTo(local_coord); Vector3d v = l.Direction.ConvertTo(local_coord); double a = this.A; double b = this.B; if (Abs(v.Y / v.X) > 100) { // line is almost vertical, rotate local coord local_coord = new Coord3d(this.Center, this._v2, this._v1); p = l.Point.ConvertTo(local_coord); v = l.Direction.ConvertTo(local_coord); a = this.B; b = this.A; } // Find intersection of line and ellipse (2D) // Solution from: http://www.ambrsoft.com/TrigoCalc/Circles2/Ellipse/EllipseLine.htm // Line equation in form: y = mx + c double m = v.Y / v.X; double c = p.Y - m * p.X; double amb = Math.Pow(a, 2) * Math.Pow(m, 2) + Math.Pow(b, 2); double det = amb - Math.Pow(c, 2); if (det < -GeometRi3D.Tolerance) { return(null); } else if (GeometRi3D.AlmostEqual(det, 0)) { double x = -Math.Pow(a, 2) * m * c / amb; double y = Math.Pow(b, 2) * c / amb; return(new Point3d(x, y, 0, local_coord)); } else { double x1 = (-Math.Pow(a, 2) * m * c + a * b * Sqrt(det)) / amb; double x2 = (-Math.Pow(a, 2) * m * c - a * b * Sqrt(det)) / amb; double y1 = (Math.Pow(b, 2) * c + a * b * m * Sqrt(det)) / amb; double y2 = (Math.Pow(b, 2) * c - a * b * m * Sqrt(det)) / amb; return(new Segment3d(new Point3d(x1, y1, 0, local_coord), new Point3d(x2, y2, 0, local_coord))); } } }
/// <summary> /// Intersection of ellipsoid with line. /// Returns 'null' (no intersection) or object of type 'Point3d' or 'Segment3d'. /// </summary> public object IntersectionWith(Line3d s) { // Analytical solution from: // https://johannesbuchner.github.io/intersection/intersection_line_ellipsoid.html // Define local cordinate system for ellipsoid // and present line in parametric form in local coordinate system // x: t + x0 // y: k * t + y0 // z: l * t + z0 // For numerical stability choose local X axis such that k<=1 and l<=1 !!! Coord3d lc = new Coord3d(_point, _v1, _v2); Vector3d v0 = s.Direction.ConvertTo(lc); if (Abs(v0.Y) > Abs(v0.X) || Abs(v0.Z) > Abs(v0.X)) { // Bad choice of X axis, try again lc = new Coord3d(_point, _v2, _v3); v0 = s.Direction.ConvertTo(lc); if (Abs(v0.Y) > Abs(v0.X) || Abs(v0.Z) > Abs(v0.X)) { lc = new Coord3d(_point, _v3, _v1); v0 = s.Direction.ConvertTo(lc); } } // Normalize direction vector double k = v0.Y / v0.X; double l = v0.Z / v0.X; Point3d p0 = s.Point.ConvertTo(lc); double x0 = p0.X; double y0 = p0.Y; double z0 = p0.Z; double a2b2 = A * A * B * B; double a2c2 = A * A * C * C; double b2c2 = B * B * C * C; double det = a2b2 * C * C * (a2b2 * l * l + a2c2 * k * k - A * A * k * k * z0 * z0 + 2 * A * A * k * l * y0 * z0 - A * A * l * l * y0 * y0 + b2c2 - B * B * l * l * x0 * x0 + 2 * B * B * l * x0 * z0 - B * B * z0 * z0 - C * C * k * k * x0 * x0 + 2 * C * C * k * x0 * y0 - C * C * y0 * y0); if (det < -GeometRi3D.Tolerance) { return(null); } double sum1 = a2b2 * l * z0 + a2c2 * k * y0 + b2c2 * x0; double sum2 = a2b2 * l * l + a2c2 * k * k + b2c2; if (Abs(det) <= GeometRi3D.Tolerance) { // Intersection is point double t = -sum1 / sum2; return(new Point3d(t + x0, k * t + y0, l * t + z0, lc)); } else { double t = -(sum1 + Sqrt(det)) / sum2; Point3d p1 = new Point3d(t + x0, k * t + y0, l * t + z0, lc); t = -(sum1 - Sqrt(det)) / sum2; Point3d p2 = new Point3d(t + x0, k * t + y0, l * t + z0, lc); return(new Segment3d(p1, p2)); } }
/// <summary> /// Reflect point in given line /// </summary> public Point3d ReflectIn(Line3d l) { Vector3d v = new Vector3d(this, this.ProjectionTo(l)); return(this.Translate(2 * v)); }
/// <summary> /// Returns shortest distance to the line /// </summary> /// <param name="l"></param> /// <returns></returns> public double DistanceTo(Line3d l) { Vector3d v = new Vector3d(this, l.Point); return(v.Cross(l.Direction).Norm / l.Direction.Norm); }