Пример #1
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="point"></param>
 /// <returns></returns>
 public bool ContainsIncl(Vec3d point)
 {
     return(X.ContainsIncl(point.X) && Y.ContainsIncl(point.Y) && Z.ContainsIncl(point.Z));
 }
Пример #2
0
        /// <summary>
        /// Returns the area gradient of the given triangle with respect to each vertex
        /// https://www.cs.cmu.edu/~kmcrane/Projects/DDG/paper.pdf p 64
        /// </summary>
        /// <param name="p0"></param>
        /// <param name="p1"></param>
        /// <param name="p2"></param>
        /// <param name="g0"></param>
        /// <param name="g1"></param>
        /// <param name="g2"></param>
        /// <returns></returns>
        public static void GetTriAreaGradients(Vec3d p0, Vec3d p1, Vec3d p2, out Vec3d g0, out Vec3d g1, out Vec3d g2)
        {
            var d0 = p1 - p0;
            var d1 = p2 - p1;
            var d2 = p0 - p2;

            var n = Vec3d.Cross(d0, d1);

            n.Unitize();

            g0 = Vec3d.Cross(n, d1) * 0.5;
            g1 = Vec3d.Cross(n, d2) * 0.5;
            g2 = g0 + g1;
        }
Пример #3
0
        /// <summary>
        /// Returns the shortest vector from line a to line b.
        /// http://geomalgorithms.com/a07-_distance.html
        /// </summary>
        /// <param name="startA"></param>
        /// <param name="endA"></param>
        /// <param name="startB"></param>
        /// <param name="endB"></param>
        /// <returns></returns>
        public static Vec3d LineLineShortestVector(Vec3d startA, Vec3d endA, Vec3d startB, Vec3d endB)
        {
            Vec3d u = endA - startA;
            Vec3d v = endB - startB;
            Vec3d w = startA - startB;

            LineLineClosestPoints(u, v, w, out double tu, out double tv);
            return(v * tv - u * tu - w);
        }
Пример #4
0
        /// <summary>
        /// Assumes the given axes are orthonormal.
        /// </summary>
        /// <param name="vector"></param>
        /// <param name="xAxis"></param>
        /// <param name="yAxis"></param>
        /// <returns></returns>
        public static double GetAngleInPlane(Vec3d vector, Vec3d xAxis, Vec3d yAxis)
        {
            double t = Math.Atan2(Vec3d.Dot(vector, xAxis), Vec3d.Dot(vector, yAxis));

            return((t < 0.0) ? t + SlurMath.TwoPI : t); // shift discontinuity to 0
        }
Пример #5
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="point"></param>
 /// <param name="a"></param>
 /// <param name="b"></param>
 /// <param name="c"></param>
 /// <returns></returns>
 public static Vec3d GetBarycentric(Vec3d point, Vec3d a, Vec3d b, Vec3d c)
 {
     // TODO
     throw new NotImplementedException();
 }
Пример #6
0
 /// <summary>
 /// Projects a point to the given plane along the given direction.
 /// </summary>
 /// <param name="point"></param>
 /// <param name="direction"></param>
 /// <param name="origin"></param>
 /// <param name="normal"></param>
 /// <returns></returns>
 public static Vec3d ProjectToPlaneAlong(Vec3d point, Vec3d origin, Vec3d normal, Vec3d direction)
 {
     return(point + Vec3d.MatchProjection(direction, origin - point, normal));
 }
Пример #7
0
        /// <summary>
        /// http://www.block.arch.ethz.ch/brg/files/2013-ijss-vanmele-shaping-tension-structures-with-actively-bent-linear-elements_1386929572.pdf
        /// </summary>
        /// <param name="v0"></param>
        /// <param name="v1"></param>
        /// <returns></returns>
        public static Vec3d GetCurvatureVector(Vec3d v0, Vec3d v1)
        {
            Vec3d v2 = Vec3d.Cross(v0, v1);

            return(Vec3d.Cross((v0.SquareLength * v1 - v1.SquareLength * v0), v2) / (2.0 * v2.SquareLength));
        }
Пример #8
0
 /// <summary>
 /// Assumes the given vectors are orthonormal.
 /// </summary>
 /// <param name="y"></param>
 /// <param name="z"></param>
 private void SetYZ(Vec3d y, Vec3d z)
 {
     _x = Vec3d.Cross(y, z);
     _y = y;
     _z = z;
 }
Пример #9
0
 /// <summary>
 /// Assumes the given vectors are orthonormal.
 /// </summary>
 /// <param name="z"></param>
 /// <param name="x"></param>
 private void SetZX(Vec3d z, Vec3d x)
 {
     _x = x;
     _y = Vec3d.Cross(z, x);
     _z = z;
 }
Пример #10
0
 /// <summary>
 ///
 /// </summary>
 public OrthoBasis3d(Vec3d x, Vec3d y)
     : this()
 {
     Set(x, y);
 }
Пример #11
0
 /// <summary>
 /// Assumes the given vectors are orthonormal.
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 private void SetXY(Vec3d x, Vec3d y)
 {
     _x = x;
     _y = y;
     _z = Vec3d.Cross(x, y);
 }
Пример #12
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="point"></param>
 public void Include(Vec3d point)
 {
     X.Include(point.X);
     Y.Include(point.Y);
     Z.Include(point.Z);
 }
Пример #13
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="delta"></param>
 public void Expand(Vec3d delta)
 {
     X.Expand(delta.X);
     Y.Expand(delta.Y);
     Z.Expand(delta.Z);
 }
Пример #14
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="delta"></param>
 public void Translate(Vec3d delta)
 {
     X.Translate(delta.X);
     Y.Translate(delta.Y);
     Z.Translate(delta.Z);
 }
Пример #15
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="point"></param>
 /// <param name="origin"></param>
 /// <param name="normal"></param>
 /// <returns></returns>
 public static Vec3d ProjectToPlane(Vec3d point, Vec3d origin, Vec3d normal)
 {
     return(point + Vec3d.Project(origin - point, normal));
 }
Пример #16
0
 /// <summary>
 /// Applies this rotation to the given vector.
 /// </summary>
 /// <param name="vector"></param>
 /// <returns></returns>
 public Vec3d Apply(Vec3d vector)
 {
     return(vector.X * _x + vector.Y * _y + vector.Z * _z);
 }
Пример #17
0
 /// <summary>
 /// Projects a vector to the given plane along the given direction.
 /// </summary>
 /// <param name="vector"></param>
 /// <param name="normal"></param>
 /// <param name="direction"></param>
 /// <returns></returns>
 public static Vec3d ProjectToPlaneAlong(Vec3d vector, Vec3d normal, Vec3d direction)
 {
     return(vector - Vec3d.MatchProjection(direction, vector, normal));
 }
Пример #18
0
 /// <summary>
 /// Applies the inverse of this rotation to the given vector.
 /// </summary>
 /// <param name="vector"></param>
 /// <returns></returns>
 public Vec3d ApplyInverse(Vec3d vector)
 {
     return(new Vec3d(Vec3d.Dot(vector, _x), Vec3d.Dot(vector, _y), Vec3d.Dot(vector, _z)));
 }
Пример #19
0
 /// <summary>
 /// Returns the center of the circle that passes through the 3 given points.
 /// </summary>
 /// <param name="p0"></param>
 /// <param name="p1"></param>
 /// <param name="p2"></param>
 /// <returns></returns>
 public static Vec3d GetCurvatureCenter(Vec3d p0, Vec3d p1, Vec3d p2)
 {
     return(p1 + GetCurvatureVector(p0 - p1, p2 - p1));
 }
Пример #20
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="z"></param>
 public void Deconstruct(out Vec3d x, out Vec3d y, out Vec3d z)
 {
     x = X;
     y = Y;
     z = Z;
 }
Пример #21
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="p0"></param>
 /// <param name="p1"></param>
 /// <param name="p2"></param>
 /// <returns></returns>
 public static Vec3d GetCircumcenter(Vec3d p0, Vec3d p1, Vec3d p2)
 {
     return(p0 + GetCurvatureVector(p1 - p0, p2 - p0));
 }
Пример #22
0
 /// <summary>
 /// http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-17-quaternions/
 /// </summary>
 /// <param name="direction"></param>
 /// <param name=""></param>
 /// <returns></returns>
 public static Quaterniond CreateLookAt(Vec3d direction, Vec3d up)
 {
     throw new NotImplementedException();
 }
Пример #23
0
 /// <summary>
 /// Returns parameters for the closest pair of points between lines a and b.
 /// http://geomalgorithms.com/a07-_distance.html
 /// </summary>
 /// <param name="startA"></param>
 /// <param name="endA"></param>
 /// <param name="startB"></param>
 /// <param name="endB"></param>
 /// <param name="ta"></param>
 /// <param name="tb"></param>
 public static void LineLineClosestPoints(Vec3d startA, Vec3d endA, Vec3d startB, Vec3d endB, out double ta, out double tb)
 {
     LineLineClosestPoints(endA - startA, endB - startB, startA - startB, out ta, out tb);
 }
Пример #24
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="axis"></param>
 /// <param name="angle"></param>
 public Quaterniond(Vec3d axis, double angle)
     : this()
 {
     Set(axis, angle);
 }
Пример #25
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="point"></param>
 /// <param name="a"></param>
 /// <param name="b"></param>
 /// <param name="c"></param>
 /// <returns></returns>
 public static bool IsInTriangle(Vec3d point, Vec3d a, Vec3d b, Vec3d c)
 {
     // TODO
     throw new NotImplementedException();
 }
Пример #26
0
 /// <summary>
 /// The axis and angle of rotation are taken from the direction and length of the given vector respectively.
 /// </summary>
 /// <param name="rotation"></param>
 public Quaterniond(Vec3d rotation)
     : this()
 {
     Set(rotation);
 }
Пример #27
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="startA"></param>
 /// <param name="deltaA"></param>
 /// <param name="startB"></param>
 /// <param name="deltaB"></param>
 /// <param name="ta"></param>
 /// <param name="tb"></param>
 public static void LineLineClosestPoints2(Vec3d startA, Vec3d deltaA, Vec3d startB, Vec3d deltaB, out double ta, out double tb)
 {
     LineLineClosestPoints(deltaA, deltaB, startA - startB, out ta, out tb);
 }
Пример #28
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="point"></param>
 /// <param name="origin"></param>
 /// <param name="normal"></param>
 /// <returns></returns>
 public static Vec3d ReflectInPlane(Vec3d point, Vec3d origin, Vec3d normal)
 {
     return(point + Vec3d.Project(origin - point, normal) * 2.0);
 }
Пример #29
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="startA"></param>
        /// <param name="deltaA"></param>
        /// <param name="startB"></param>
        /// <param name="deltaB"></param>
        /// <returns></returns>
        public static Vec3d LineLineShortestVector2(Vec3d startA, Vec3d deltaA, Vec3d startB, Vec3d deltaB)
        {
            Vec3d w = startA - startB;

            LineLineClosestPoints(deltaA, deltaB, w, out double tu, out double tv);
            return(deltaB * tv - deltaA * tu - w);
        }
Пример #30
0
 /// <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);
 }