/// <summary> /// /// </summary> /// <param name="d0"></param> /// <param name="d1"></param> /// <returns></returns> public static Domain3d Intersect(Domain3d d0, Domain3d d1) { d0.X = Domain1d.Intersect(d0.X, d1.X); d0.Y = Domain1d.Intersect(d0.Y, d1.Y); d0.Z = Domain1d.Intersect(d0.Z, d1.Z); return(d0); }
/// <summary> /// /// </summary> /// <param name="a"></param> /// <param name="b"></param> /// <returns></returns> public static Domain3d Union(Domain3d a, Domain3d b) { a.X = Domain1d.Union(a.X, b.X); a.Y = Domain1d.Union(a.Y, b.Y); a.Z = Domain1d.Union(a.Z, b.Z); return(a); }
/// <summary> /// /// </summary> /// <param name="point"></param> /// <param name="from"></param> /// <param name="to"></param> /// <returns></returns> public static Vec3d Remap(Vec3d point, Domain3d from, Domain3d to) { point.X = Domain1d.Remap(point.X, from.X, to.X); point.Y = Domain1d.Remap(point.Y, from.Y, to.Y); point.Y = Domain1d.Remap(point.Z, from.Z, to.Z); return(point); }
/// <summary> /// /// </summary> /// <param name="t"></param> /// <param name="from"></param> /// <param name="to"></param> /// <returns></returns> public static double Remap(double t, Domain1d from, Domain1d to) { if (!from.IsValid) { throw new InvalidOperationException("Can't remap from an invalid domain"); } return(zMath.Remap(t, from.T0, from.T1, to.T0, to.T1)); }
/// <summary> /// /// </summary> /// <param name="points"></param> public Domain2d(IEnumerable <Vec2d> points) : this() { var p = points.First(); X = new Domain1d(p.X); Y = new Domain1d(p.Y); Include(points.Skip(1)); }
/// <summary> /// /// </summary> /// <param name="x0"></param> /// <param name="x1"></param> /// <param name="y0"></param> /// <param name="y1"></param> public Domain2d(double x0, double x1, double y0, double y1) { X = new Domain1d(x0, x1); Y = new Domain1d(y0, y1); }
/// <summary> /// Returns the union of a and b. /// </summary> /// <param name="a"></param> /// <param name="b"></param> /// <returns></returns> public static Domain1d Union(Domain1d a, Domain1d b) { a.Include(b.T0); a.Include(b.T1); return(a); }
/// <summary> /// /// </summary> /// <param name="center"></param> /// <param name="offsetX"></param> /// <param name="offsetY"></param> /// <param name="offsetZ"></param> public Domain3d(Vec3d center, double offsetX, double offsetY, double offsetZ) { X = new Domain1d(center.X - offsetX, center.X + offsetX); Y = new Domain1d(center.Y - offsetY, center.Y + offsetY); Z = new Domain1d(center.Z - offsetZ, center.Z + offsetZ); }
/// <summary> /// /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="z"></param> public Domain3d(Domain1d x, Domain1d y, Domain1d z) { this.X = x; this.Y = y; this.Z = z; }
/// <summary> /// /// </summary> /// <param name="point"></param> public Domain2d(Vec2d point) { X = new Domain1d(point.X); Y = new Domain1d(point.Y); }
/// <summary> /// /// </summary> /// <param name="a"></param> /// <param name="b"></param> /// <returns></returns> public static Domain2d Union(Domain2d a, Domain2d b) { a.X = Domain1d.Union(a.X, b.X); a.Y = Domain1d.Union(a.Y, b.Y); return(a); }
/// <summary> /// /// </summary> /// <param name="point"></param> /// <param name="from"></param> /// <param name="to"></param> /// <returns></returns> public static Vec2d Remap(Vec2d point, Domain2d from, Domain2d to) { point.X = Domain1d.Remap(point.X, from.X, to.X); point.Y = Domain1d.Remap(point.Y, from.Y, to.Y); return(point); }
/// <summary> /// Expands this domain to include another /// </summary> /// <param name="other"></param> public void Include(Domain1d other) { Include(other.T0); Include(other.T1); }
/// <summary> /// /// </summary> /// <param name="other"></param> /// <param name="tolerance"></param> /// <returns></returns> public bool ApproxEquals(Domain1d other, double tolerance = zMath.ZeroTolerance) { return(Math.Abs(other.T0 - T0) < tolerance && Math.Abs(other.T1 - T1) < tolerance); }
/// <summary> /// Returns the region of a that is not in b. /// </summary> /// <param name="d0"></param> /// <param name="d1"></param> /// <returns></returns> public static Domain1d Difference(Domain1d d0, Domain1d d1) { throw new NotImplementedException(); }
/// <summary> /// Returns the region of a that is also in b. /// </summary> /// <param name="a"></param> /// <param name="b"></param> /// <returns></returns> public static Domain1d Intersect(Domain1d a, Domain1d b) { throw new NotImplementedException(); }
/// <summary> /// /// </summary> /// <param name="point"></param> public Domain3d(Vec3d point) { X = new Domain1d(point.X); Y = new Domain1d(point.Y); Z = new Domain1d(point.Z); }
/// <summary> /// /// </summary> /// <param name="x"></param> /// <param name="y"></param> public Domain2d(Domain1d x, Domain1d y) { this.X = x; this.Y = y; }
/// <summary> /// /// </summary> /// <param name="from"></param> /// <param name="to"></param> public Domain3d(Vec3d from, Vec3d to) { X = new Domain1d(from.X, to.X); Y = new Domain1d(from.Y, to.Y); Z = new Domain1d(from.Z, to.Z); }
/// <summary> /// /// </summary> /// <param name="from"></param> /// <param name="to"></param> public Domain2d(Vec2d from, Vec2d to) { X = new Domain1d(from.X, to.X); Y = new Domain1d(from.Y, to.Y); }
/// <summary> /// /// </summary> /// <param name="x0"></param> /// <param name="x1"></param> /// <param name="y0"></param> /// <param name="y1"></param> /// <param name="z0"></param> /// <param name="z1"></param> public Domain3d(double x0, double x1, double y0, double y1, double z0, double z1) { X = new Domain1d(x0, x1); Y = new Domain1d(y0, y1); Z = new Domain1d(z0, z1); }
/// <summary> /// /// </summary> /// <param name="center"></param> /// <param name="offsetX"></param> /// <param name="offsetY"></param> public Domain2d(Vec2d center, double offsetX, double offsetY) { X = new Domain1d(center.X - offsetX, center.X + offsetX); Y = new Domain1d(center.Y - offsetY, center.Y + offsetY); }