// compute the releft point of p according to the Canvas3 (Canvas3_normal, Canvas3_center)
        public static MyVector3 Reflect(MyVector3 p, MyVector3 Canvas3_normal, MyVector3 Canvas3_center)
        {
            MyVector3 u = p - Canvas3_center;

            // create a coord system (x,y,z), project to that sys, reflect and project back
            MyVector3 x = Canvas3_normal;
            MyVector3 y;

            if (x.x == 0 && x.y == 0)
            {
                y = new MyVector3(0, -x.z, x.y);
            }
            else
            {
                y = new MyVector3(x.y, -x.x, 0);
            }
            MyVector3  z    = x.Cross(y);
            MyMatrix3d R    = new MyMatrix3d(x, y, z);
            MyMatrix3d InvR = R.InverseSVD();
            MyMatrix4d U    = new MyMatrix4d(R);
            MyMatrix4d V    = new MyMatrix4d(InvR);
            MyMatrix4d I    = MyMatrix4d.IdentityMatrix();

            I[0, 0] = -1;             // reflect matrix along yz Canvas3
            MyMatrix4d T = V * I * U; // the reflection matrix

            // reflect
            MyVector4 r = new MyVector4(u, 0);
            MyVector3 q = Canvas3_center + (T * r).XYZ();

            return(q);
        }
        public static MyMatrix4d RotationMatrixU2V(MyVector3 u, MyVector3 v)
        {
            // find the rotational matrix which rotate u to v
            // one should be extremely careful here, very small viboration
            // will make a lot of difference
            // e.g., u = (0.5*e-10, 0.1*e-10, 1), v = (0,0,-1), will make
            // an fliping around axie (1, 5, 0) with angele Pi
            MyMatrix4d R   = MyMatrix4d.IdentityMatrix();
            double     cos = u.Normalize().Dot(v.Normalize());

            if (Math.Abs(Math.Abs(cos) - 1.0f) < 1e-5)             // coincident, do nothing
            {
                return(R);
            }
            MyVector3 axis = u.Cross(v).Normalize();

            if (!double.IsNaN(axis.x))
            {
                if (cos < -1)
                {
                    cos = -1;
                }
                if (cos > 1)
                {
                    cos = 1;
                }
                double angle = Math.Acos(cos);
                R = MyMatrix4d.RotationMatrix(axis, angle);
            }
            return(R);
        }
        public void ComputeBoundQuad()
        {
            MyVector3 normal  = Normal();
            MyVector3 xaxis   = new MyVector3(1, 0, 0);
            MyVector3 yaxis   = new MyVector3(0, 1, 0);
            MyVector3 zaxis   = new MyVector3(0, 0, 1);
            MyVector3 rotAxis = zaxis.Cross(normal).Normalize();

            double cos = zaxis.Dot(normal);

            if (cos > 1)
            {
                cos = 1;
            }
            if (cos < -1)
            {
                cos = -1;
            }
            double          rotAngle  = Math.Acos(cos);
            MyMatrix4d      R         = MyMatrix4d.RotationMatrix(rotAxis, rotAngle);
            MyVector3       new_xaxis = (R * new MyVector4(xaxis)).XYZ().Normalize();
            MyVector3       new_yaxis = (R * new MyVector4(yaxis)).XYZ().Normalize();
            CoordinateFrame frame     = new CoordinateFrame(this.planeCenter, new_xaxis, new_yaxis, normal);

            double xmin = double.MaxValue; double ymin = double.MaxValue;
            double xmax = double.MinValue; double ymax = double.MinValue;

            foreach (MyVector3 v in this.planeVertices)
            {
                MyVector3 u = frame.GetPointLocalCoord(v);
                xmin = Math.Min(u.x, xmin);
                xmax = Math.Max(u.x, xmax);
                ymin = Math.Min(u.y, ymin);
                ymax = Math.Max(u.y, ymax);
            }

            MyVector3 v1 = new MyVector3(xmin, ymin, 0);
            MyVector3 v2 = new MyVector3(xmax, ymin, 0);
            MyVector3 v3 = new MyVector3(xmax, ymax, 0);
            MyVector3 v4 = new MyVector3(xmin, ymax, 0);

            SmartCanvas.Point3[] pts3 =
                new SmartCanvas.Point3[4] {
                new SmartCanvas.Point3(frame.GetPointSpaceCoord(v1)),
                new SmartCanvas.Point3(frame.GetPointSpaceCoord(v2)),
                new SmartCanvas.Point3(frame.GetPointSpaceCoord(v3)),
                new SmartCanvas.Point3(frame.GetPointSpaceCoord(v4))
            };
            this.boundQuad = new Quad3D(pts3);
        }
        public void Project3dToBelongPlane()
        {
            // prepare 2d coordinate
            MyVector3 circle_norm = this.belongPlane.Normal();
            MyVector3 X           = new MyVector3(1, 0, 0);
            MyVector3 Y           = new MyVector3(0, 1, 0);
            MyVector3 Z           = new MyVector3(0, 0, 1);
            MyVector3 rotAxis     = Z.Cross(circle_norm).Normalize();
            double    angle_cos   = Z.Dot(circle_norm);

            if (angle_cos > 1)
            {
                angle_cos = 1;
            }
            if (angle_cos < -1)
            {
                angle_cos = -1;
            }
            double rotAngle = Math.Acos(angle_cos);

            MyMatrix4d      Mat   = MyMatrix4d.RotationMatrix(rotAxis, rotAngle);
            MyVector3       X_new = (Mat * new MyVector4(X)).XYZ().Normalize();
            MyVector3       Y_new = (Mat * new MyVector4(Y)).XYZ().Normalize();
            CoordinateFrame frame = new CoordinateFrame(this.belongPlane.planeCenter, X_new, Y_new, circle_norm);

            // projection and denoise(leave out far away points)
            MyVector3 tmpc = frame.GetPointLocalCoord(this.center);

            this.center2d = new MyVector2(tmpc.x, tmpc.y);
            for (int i = 0; i < this.circleSlice3d.Count; i++)
            {
                MyVector3 vert = this.circleSlice3d[i];
                MyVector3 tmp  = frame.GetPointLocalCoord(vert);
                MyVector2 tmp2 = new MyVector2(tmp.x, tmp.y);
                double    dist = Math.Abs((tmp2 - this.center2d).Length() - this.radius);
                if (dist > 0.5 * this.radius && dist < 0.75 * this.radius)
                {
                    this.circleSlice3d.RemoveAt(i);
                    i--;
                }
                else
                {
                    this.circleSlice2d.Add(tmp2);
                }
            }
        }
        private void SampleCirclePoints3d(MyVector3 center, MyVector3 normal, double radius, int sample)
        {
            MyPlane circleplane = new MyPlane(center, normal);
            //MyVector3 pointonplane = circleplane.ProjectPoint(center - new MyVector3(0.01, 0.01, 0.01));
            //MyVector3 u = pointonplane - center;
            MyVector3 pointonplane = circleplane.ProjectPoint(center + new MyVector3(-0.1, 0, 0));
            MyVector3 u            = pointonplane - center;
            MyVector3 v            = u.Cross(normal);

            u = u.Normalize();
            v = v.Normalize();
            int num = sample;

            double theta = 2.0 * Math.PI / (num - 1);

            for (int j = 0; j < num; j++)
            {
                double x = center.x + radius * (u.x * Math.Cos(j * theta) + v.x * Math.Sin(j * theta));
                double y = center.y + radius * (u.y * Math.Cos(j * theta) + v.y * Math.Sin(j * theta));
                double z = center.z + radius * (u.z * Math.Cos(j * theta) + v.z * Math.Sin(j * theta));
                this.circlePoints3d.Add(new MyVector3(x, y, z));
            }
        }
        public MyPlane(MyVector3 point, MyVector3 normal)
        {
            double d = -point.Dot(normal);

            planeEquation = new Plane((float)normal.x, (float)normal.y, (float)normal.z, (float)d);
            planeCenter   = point;
            planeColor    = Color.FromArgb(150, 255, 255, 0);

            // add three plane points
            MyVector3 x = new MyVector3(normal.y, -normal.x, 0);

            if (x.x == 0 && x.y == 0)
            {
                x = new MyVector3(1, 0, 0);
            }
            MyVector3       y     = normal.Cross(x).Normalize();
            CoordinateFrame frame = new CoordinateFrame(point, x, y, normal);
            double          s     = 0.8;
            MyVector3       v1    = frame.GetPointLocalCoord(new MyVector3(s, s, 0));
            MyVector3       v2    = frame.GetPointLocalCoord(new MyVector3(-s, s, 0));
            MyVector3       v3    = frame.GetPointLocalCoord(new MyVector3(-s, -s, 0));
            MyVector3       v4    = frame.GetPointLocalCoord(new MyVector3(s, -s, 0));

            planeVertices.Add(v1);
            planeVertices.Add(v2);
            planeVertices.Add(v3);
            planeVertices.Add(v4);

            planePoints.Add(v1);
            planePoints.Add(v2);
            planePoints.Add(v3);
            planePoints.Add(v4);

            this.ComputeVertices();
            this.ComputeBoundQuad();
            this.ComputeCenter();
        }
示例#7
0
        public void BuildLocalFrame()
        {
            MyVector3 X         = new MyVector3(1, 0, 0);
            MyVector3 Y         = new MyVector3(0, 1, 0);
            MyVector3 Z         = new MyVector3(0, 0, 1);
            MyVector3 rotAxis   = Z.Cross(normal).Normalize();
            double    angle_cos = Z.Dot(normal);

            if (angle_cos < -1)
            {
                angle_cos = -1;
            }
            if (angle_cos > 1)
            {
                angle_cos = 1;
            }
            double rotAngle = Math.Acos(angle_cos);

            MyMatrix4d Mat   = MyMatrix4d.RotationMatrix(rotAxis, rotAngle);
            MyVector3  X_new = (Mat * new MyVector4(X)).XYZ().Normalize();
            MyVector3  Y_new = (Mat * new MyVector4(Y)).XYZ().Normalize();

            frame = new CoordinateFrame(center, X_new, Y_new, normal);
        }
示例#8
0
        public void Drag(MyVector2 pt)
        {
            edPt  = pt;
            edVec = MapToSphere(pt);
            //angle = Math.Acos(stVec.Dot(edVec));

            double epsilon = 1.0e-5;

            MyVector3 prep = stVec.Cross(edVec);

            if (prep.Length() > epsilon)
            {
                quat = new MyVector4();

                quat.x = prep.x;
                quat.y = prep.y;
                quat.z = prep.z;
                quat.w = stVec.x + edVec.x + stVec.y + edVec.y + stVec.z + edVec.z;
            }
            else
            {
                quat = new MyVector4();
            }
            //if (prep.Length() > epsilon)
            //{
            //    quat = new MyVector3();

            //    quat.x = prep.x;
            //    quat.y = prep.y;
            //    quat.z = prep.z;
            //}
            //else
            //    quat = new MyVector3();

            //angle = Math.PI / 2.0 * prep.Length();
        }
 public MyVector3 Rotate(MyVector3 axis, double cos, double sin)
 {
     return(this * cos + (axis.Cross(this)) * sin +
            axis * ((1.0 - cos) * (axis.Dot(this))));
 }