InRadius() публичный статический Метод

public static InRadius ( EHoneycomb honeycomb ) : double
honeycomb EHoneycomb
Результат double
Пример #1
0
        public static Vector3D FaceCenterSpherical(int p, int q, int r)
        {
            // Get a {q,p} tiling on the z=0 plane.
            Segment[] baseTileSegments = BaseTileSegments(q, p);

            // This will be unit length.
            Vector3D pFaceDirection = H3Models.UHSToBall(baseTileSegments.First().P1);

            // In-radius is in conformal model
            double inRadius = Spherical2D.s2eNorm(Honeycomb.InRadius(p, q, r));

            return(pFaceDirection * inRadius);
        }
Пример #2
0
        /// <summary>
        /// Mirrors for Spherical geometry, in the ball model.
        /// </summary>
        public static Sphere[] MirrorsSpherical(int p, int q, int r)
        {
            // Get a {q,p} tiling on the z=0 plane.
            Segment[] baseTileSegments = BaseTileSegments(q, p);

            // This will be unit length.
            Vector3D pFaceDirection = H3Models.UHSToBall(baseTileSegments.First().P1);

            // In-radius is in conformal model
            double   inRadius         = Spherical2D.s2eNorm(Honeycomb.InRadius(p, q, r));
            double   centerOfSphereNE = (1 - inRadius) / (1 + inRadius);
            Vector3D center;
            double   radius;

            H3Models.Ball.DupinCyclideSphere(-pFaceDirection * centerOfSphereNE, 1.0 /*geodesic circle*/, Geometry.Spherical, out center, out radius);
            Sphere cellBoundary = new Sphere()
            {
                Center = center, Radius = radius, Invert = true
            };

            Sphere[] interior = InteriorMirrors(p, q);
            interior = interior.Select(s => H3Models.UHSToBall(s)).ToArray();
            Sphere[] surfaces = new Sphere[] { cellBoundary, interior[0], interior[1], interior[2] };

            // Apply rotations.
            bool applyRotations = false;

            if (applyRotations)
            {
                double rotation = Math.PI / 2;
                foreach (Sphere s in surfaces)
                {
                    RotateSphere(s, rotation);
                }
            }

            return(surfaces);
        }