示例#1
0
        public Matrix44 <T> SetAxisAngle(Vector3 <T> axis, T angle, T unit)
        {
            Vector3 <T> vunit = axis.Normalized(unit);

            Numeric <T> sine   = (GenericMath.Sin(angle, unit));
            Numeric <T> cosine = (GenericMath.Cos(angle, unit));

            Numeric <T> scalarUnit = unit;

            x[0][0] = (Numeric <T>)vunit[0] * vunit[0] * (scalarUnit - cosine) + cosine;
            x[0][1] = (Numeric <T>)vunit[0] * vunit[1] * (scalarUnit - cosine) + vunit[2] * sine;
            x[0][2] = (Numeric <T>)vunit[0] * vunit[2] * (scalarUnit - cosine) - vunit[1] * sine;
            x[0][3] = Numeric <T> .Zero();

            x[1][0] = (Numeric <T>)vunit[0] * vunit[1] * (scalarUnit - cosine) - vunit[2] * sine;
            x[1][1] = (Numeric <T>)vunit[1] * vunit[1] * (scalarUnit - cosine) + cosine;
            x[1][2] = (Numeric <T>)vunit[1] * vunit[2] * (scalarUnit - cosine) + vunit[0] * sine;
            x[1][3] = Numeric <T> .Zero();

            x[2][0] = (Numeric <T>)vunit[0] * vunit[2] * (scalarUnit - cosine) + vunit[1] * sine;
            x[2][1] = (Numeric <T>)vunit[1] * vunit[2] * (scalarUnit - cosine) - vunit[0] * sine;
            x[2][2] = (Numeric <T>)vunit[2] * vunit[2] * (scalarUnit - cosine) + cosine;
            x[2][3] = Numeric <T> .Zero();

            x[3][0] = Numeric <T> .Zero();

            x[3][1] = Numeric <T> .Zero();

            x[3][2] = Numeric <T> .Zero();

            x[3][3] = unit;

            return(this);
        }
示例#2
0
        /// <summary>
        /// Set matrix to scale by s
        /// </summary>
        /// <param name="s">The uniform factor</param>
        /// <returns></returns>
        public Matrix44 <T> SetScale(T s, T unit)
        {
            x[0][0] = s;
            x[0][1] = Numeric <T> .Zero();

            x[0][2] = Numeric <T> .Zero();

            x[0][3] = Numeric <T> .Zero();

            x[1][0] = Numeric <T> .Zero();

            x[1][1] = s;
            x[1][2] = Numeric <T> .Zero();

            x[1][3] = Numeric <T> .Zero();

            x[2][0] = Numeric <T> .Zero();

            x[2][1] = Numeric <T> .Zero();

            x[2][2] = s;
            x[2][3] = Numeric <T> .Zero();

            x[3][0] = Numeric <T> .Zero();

            x[3][1] = Numeric <T> .Zero();

            x[3][2] = Numeric <T> .Zero();

            x[3][3] = unit;

            return(this);
        }
示例#3
0
        public Matrix44(Matrix33 <T> r, Vector3 <T> t, T unit)
        {
            x = new Numeric <T> [4][];

            for (int i = 0; i < 4; i++)
            {
                x[i] = new Numeric <T> [4];
            }

            x[0][0] = r[0][0];
            x[0][1] = r[0][1];
            x[0][2] = r[0][2];
            x[0][3] = Numeric <T> .Zero();

            x[1][0] = r[1][0];
            x[1][1] = r[1][1];
            x[1][2] = r[1][2];
            x[1][3] = Numeric <T> .Zero();

            x[2][0] = r[2][0];
            x[2][1] = r[2][1];
            x[2][2] = r[2][2];
            x[2][3] = Numeric <T> .Zero();

            x[3][0] = t[0];
            x[3][1] = t[1];
            x[3][2] = t[2];
            x[3][3] = unit;
        }
示例#4
0
        //public IntersectionResult<Vector3d<T>> Intersect(Line3<T> line)
        //{
        //    Numeric<T> d = normal ^ line.Dir;

        //    if (d.Equals(Numeric<T>.Zero()))
        //        return new IntersectionResult<Vector3d<T>>(false);

        //    T t = -((normal ^ line.From) - distance) / d;
        //    Vector3d<T> point = line.GetPoint(t);

        //    return new IntersectionResult<Vector3d<T>>(point, true);
        //}

        //public IntersectionResult<T> IntersectT(Line3<T> line)
        //{
        //    Numeric<T> d = normal ^ line.Dir;

        //    if (d.Equals(Numeric<T>.Zero()))
        //        return new IntersectionResult<T>(false);

        //    T t = -((normal ^ line.From) - distance) / d;

        //    return new IntersectionResult<T>(t, true);
        //}

        public void MultiplyByMatrix(Matrix4d4 <T> m, T unit)
        {
            Vector3d <T> dir1    = new Vector3d <T>(unit, Numeric <T> .Zero(), Numeric <T> .Zero()) % normal;
            Numeric <T>  dir1Len = dir1 ^ dir1;

            Vector3d <T> tmp    = new Vector3d <T>(Numeric <T> .Zero(), unit, Numeric <T> .Zero()) % normal;
            Numeric <T>  tmpLen = tmp ^ tmp;

            if (tmpLen > dir1Len)
            {
                dir1    = tmp;
                dir1Len = tmpLen;
            }

            tmp    = new Vector3d <T>(Numeric <T> .Zero(), Numeric <T> .Zero(), unit) % normal;
            tmpLen = tmp ^ tmp;

            if (tmpLen > dir1Len)
            {
                dir1 = tmp;
            }

            Vector3d <T> dir2  = dir1 % normal;
            Vector3d <T> point = distance * normal;

            this = new Plane3 <T>(point * m, (point + dir2) * m, (point + dir1) * m, unit);
        }
示例#5
0
        public void MakeIdentity(T unit)
        {
            x[0][0] = unit;
            x[0][1] = Numeric <T> .Zero();

            x[0][2] = Numeric <T> .Zero();

            x[0][3] = Numeric <T> .Zero();

            x[1][0] = Numeric <T> .Zero();

            x[1][1] = unit;
            x[1][2] = Numeric <T> .Zero();

            x[1][3] = Numeric <T> .Zero();

            x[2][0] = Numeric <T> .Zero();

            x[2][1] = Numeric <T> .Zero();

            x[2][2] = unit;
            x[2][3] = Numeric <T> .Zero();

            x[3][0] = Numeric <T> .Zero();

            x[3][1] = Numeric <T> .Zero();

            x[3][2] = Numeric <T> .Zero();

            x[3][3] = unit;
        }
示例#6
0
        public Matrix44 <T> SetShear(Shear6 <T> h, T unit)
        {
            x[0][0] = unit;
            x[0][1] = h.YX;
            x[0][2] = h.ZX;
            x[0][3] = Numeric <T> .Zero();

            x[1][0] = h.XY;
            x[1][1] = unit;
            x[1][2] = h.ZY;
            x[1][3] = Numeric <T> .Zero();

            x[2][0] = h.XZ;
            x[2][1] = h.YZ;
            x[2][2] = unit;
            x[2][3] = Numeric <T> .Zero();

            x[3][0] = Numeric <T> .Zero();

            x[3][1] = Numeric <T> .Zero();

            x[3][2] = Numeric <T> .Zero();

            x[3][3] = unit;

            return(this);
        }
示例#7
0
        static public Plane3 <T> MultiplyByMatrix(Plane3 <T> plane, Matrix4d4 <T> m, T unit)
        {
            Vector3d <T> dir1    = new Vector3d <T>(unit, Numeric <T> .Zero(), Numeric <T> .Zero()) % plane.normal;
            Numeric <T>  dir1Len = dir1 ^ dir1;

            Vector3d <T> tmp    = new Vector3d <T>(Numeric <T> .Zero(), unit, Numeric <T> .Zero()) % plane.normal;
            Numeric <T>  tmpLen = tmp ^ tmp;

            if (tmpLen > dir1Len)
            {
                dir1    = tmp;
                dir1Len = tmpLen;
            }

            tmp    = new Vector3d <T>(Numeric <T> .Zero(), Numeric <T> .Zero(), unit) % plane.normal;
            tmpLen = tmp ^ tmp;

            if (tmpLen > dir1Len)
            {
                dir1 = tmp;
            }

            Vector3d <T> dir2  = dir1 % plane.normal;
            Vector3d <T> point = plane.distance * plane.normal;

            return(new Plane3 <T>(point * m, (point + dir2) * m, (point + dir1) * m, unit));
        }
示例#8
0
        public Matrix44 <T> SetTranslation(Vector3 <T> t, T unit)
        {
            x[0][0] = unit;
            x[0][1] = Numeric <T> .Zero();

            x[0][2] = Numeric <T> .Zero();

            x[0][3] = Numeric <T> .Zero();

            x[1][0] = Numeric <T> .Zero();

            x[1][1] = unit;
            x[1][2] = Numeric <T> .Zero();

            x[1][3] = Numeric <T> .Zero();

            x[2][0] = Numeric <T> .Zero();

            x[2][1] = Numeric <T> .Zero();

            x[2][2] = unit;
            x[2][3] = Numeric <T> .Zero();

            x[3][0] = t[0];
            x[3][1] = t[1];
            x[3][2] = t[2];
            x[3][3] = unit;

            return(this);
        }
示例#9
0
        public Matrix44 <T> SetShear(Vector3 <T> h, T unit)
        {
            x[0][0] = unit;
            x[0][1] = Numeric <T> .Zero();

            x[0][2] = Numeric <T> .Zero();

            x[0][3] = Numeric <T> .Zero();

            x[1][0] = h[0];
            x[1][1] = unit;
            x[1][2] = Numeric <T> .Zero();

            x[1][3] = Numeric <T> .Zero();

            x[2][0] = h[1];
            x[2][1] = h[2];
            x[2][2] = unit;
            x[2][3] = Numeric <T> .Zero();

            x[3][0] = Numeric <T> .Zero();

            x[3][1] = Numeric <T> .Zero();

            x[3][2] = Numeric <T> .Zero();

            x[3][3] = unit;

            return(this);
        }
示例#10
0
        /// <summary>
        /// Set matrix to scale by s
        /// </summary>
        public Matrix44 <T> SetScale(Vector3 <T> s, T unit)
        {
            x[0][0] = s[0];
            x[0][1] = Numeric <T> .Zero();

            x[0][2] = Numeric <T> .Zero();

            x[0][3] = Numeric <T> .Zero();

            x[1][0] = Numeric <T> .Zero();

            x[1][1] = s[1];
            x[1][2] = Numeric <T> .Zero();

            x[1][3] = Numeric <T> .Zero();

            x[2][0] = Numeric <T> .Zero();

            x[2][1] = Numeric <T> .Zero();

            x[2][2] = s[2];
            x[2][3] = Numeric <T> .Zero();

            x[3][0] = Numeric <T> .Zero();

            x[3][1] = Numeric <T> .Zero();

            x[3][2] = Numeric <T> .Zero();

            x[3][3] = unit;

            return(this);
        }
示例#11
0
        /// <summary>
        /// Matrix multiplication
        /// </summary>
        /// <param name="v"></param>
        /// <returns></returns>
        public static Matrix44 <T> operator *(Matrix44 <T> v1, Matrix44 <T> v2)
        {
            Matrix44 <T> tmp = new Matrix44 <T>(Numeric <T> .Zero());

            Matrix44 <T> .Multiply(v1, v2, ref tmp);

            return(tmp);
        }
示例#12
0
        public static Matrix33 <T> Identity(T unit)
        {
            Matrix33 <T> m = new Matrix33 <T>(Numeric <T> .Zero());

            m.MakeIdentity(unit);

            return(m);
        }
        public Shear6(T XY, T XZ, T YZ)
        {
            xy = XY;
            xz = XZ;
            yz = YZ;
            yx = Numeric <T> .Zero();

            zx = Numeric <T> .Zero();

            zy = Numeric <T> .Zero();
        }
        public Shear6(Vector3 <T> v)
        {
            xy = v.X;
            xz = v.Y;
            yz = v.Z;
            yx = Numeric <T> .Zero();

            zx = Numeric <T> .Zero();

            zy = Numeric <T> .Zero();
        }
示例#15
0
        /// <summary>
        /// Multiply x by n
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="x"></param>
        /// <param name="identity"></param>
        /// <param name="n"></param>
        /// <returns></returns>
        static public T Multiply <T>(T x, int n)
            where T : IEquatable <T>
        {
            Numeric <T> sum = Numeric <T> .Zero();

            for (int i = 0; i < n; i++)
            {
                sum = sum + x;
            }

            return(sum);
        }
示例#16
0
文件: Plane3.cs 项目: rkhhsan/nlinear
        public IntersectionResult <T> IntersectT(Line3 <T> line)
        {
            Numeric <T> d = normal ^ line.Dir;

            if (d.Equals(Numeric <T> .Zero()))
            {
                return(new IntersectionResult <T>(false));
            }

            T t = -((normal ^ line.Pos) - distance) / d;

            return(new IntersectionResult <T>(t, true));
        }
示例#17
0
        /// <summary>
        /// get a normalized vector (x y z) / Length( (x y z) )
        /// </summary>
        /// <returns></returns>
        public Vector3 <T> Normalized(T unit)
        {
            T l = Length(unit);

            Numeric <T> numL = l;

            if (numL.Equals(Numeric <T> .Zero()))
            {
                return(new Vector3 <T>(Numeric <T> .Zero()));
            }

            return(new Vector3 <T>(x / l, y / l, z / l));
        }
示例#18
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        public Matrix44 <V> Select <V>(Func <T, V> transf) where V : IEquatable <V>
        {
            Matrix44 <V> transfMatrix = new Matrix44 <V>(Numeric <V> .Zero());

            for (int i = 0; i < 4; ++i)
            {
                for (int j = 0; j < 4; ++j)
                {
                    transfMatrix[i][j] = transf(x[i][j]);
                }
            }

            return(transfMatrix);
        }
示例#19
0
文件: Plane3.cs 项目: rkhhsan/nlinear
        public IntersectionResult <Vec3 <T> > Intersect(Line3 <T> line)
        {
            Numeric <T> d = normal ^ line.Dir;

            if (d.Equals(Numeric <T> .Zero()))
            {
                return(new IntersectionResult <Vec3 <T> >(false));
            }

            T        t     = -((normal ^ line.Pos) - distance) / d;
            Vec3 <T> point = line.GetPoint(t);

            return(new IntersectionResult <Vec3 <T> >(point, true));
        }
示例#20
0
        /// <summary>
        /// Normalize the vector (x y) / Length( (x y) )
        /// </summary>
        /// <returns></returns>
        public Vector2 <T> Normalize(T unit)
        {
            T l = Length(unit);

            Numeric <T> numL = l;

            if (!numL.Equals(Numeric <T> .Zero()))
            {
                x /= l;
                y /= l;
            }

            return(this);
        }
示例#21
0
        public Vector3d <T> IntersectT(Line3 <T> line)
        {
            Numeric <T> d = normal ^ line.Dir;

            if (d.Equals(Numeric <T> .Zero()))
            {
                return(Vector3d <T> .Zero());
            }

            T            t     = -((normal ^ line.From) - distance) / d;
            Vector3d <T> point = line.GetPoint(t);

            return(point);
        }
示例#22
0
        static public T Cos <T>(T x, T multiplicativeIdentity, int limit = 8)
            where T : IEquatable <T>
        {
            Numeric <T> num = x;
            Numeric <T> sum = Numeric <T> .Zero();

            for (int i = 0; i < limit; i++)
            {
                float       coef = Convert.ToSingle(Math.Pow(-1, i) / Factorial(2 * i, 1));
                Numeric <T> xi   = Power((T)num, multiplicativeIdentity, 2 * i);

                sum = sum + xi * coef;
            }

            return(sum);
        }
示例#23
0
        static public T Sin <T>(T x, T multiplicativeIdentity, int limit = 8)
            where T : IEquatable <T>
        {
            Numeric <T> num = x;
            Numeric <T> sum = Numeric <T> .Zero();

            for (int i = 0; i < limit; i++)
            {
                double      coef = Math.Pow(-1, i) / (double)Factorial(2 * i + 1, 1);
                Numeric <T> xi   = Power((T)num, multiplicativeIdentity, 2 * i + 1);

                sum = sum + xi * coef;
            }

            return(sum);
        }
示例#24
0
        /// <summary>
        /// Matrix multiplication
        /// </summary>
        /// <param name="v"></param>
        /// <returns></returns>
        public static Matrix33 <T> operator *(Matrix33 <T> v2, Matrix33 <T> v)
        {
            Matrix33 <T> tmp = new Matrix33 <T>(Numeric <T> .Zero());

            for (int i = 0; i < 3; i++)
            {
                for (int j = 0; j < 3; j++)
                {
                    for (int k = 0; k < 3; k++)
                    {
                        tmp.x[i][j] += v2.x[i][k] * v.x[k][j];
                    }
                }
            }

            return(tmp);
        }
示例#25
0
        public Matrix33 <T> SetShear(T xy, T unit)
        {
            x[0][0] = unit;
            x[0][1] = Numeric <T> .Zero();

            x[0][2] = Numeric <T> .Zero();

            x[1][0] = xy;
            x[1][1] = unit;
            x[1][2] = Numeric <T> .Zero();

            x[2][0] = Numeric <T> .Zero();

            x[2][1] = Numeric <T> .Zero();

            x[2][2] = unit;

            return(this);
        }
示例#26
0
        static public T Factorial <T>(T x, T additiveIdentity)
            where T : IEquatable <T>
        {
            if (x == Numeric <T> .Zero())
            {
                return(additiveIdentity);
            }

            Numeric <T> num = x;
            Numeric <T> pow = additiveIdentity;

            while (num != (Numeric <T>)additiveIdentity)
            {
                pow = pow * num;
                num = num - additiveIdentity;
            }

            return(pow);
        }
示例#27
0
        SetScale(T s, T unit)
        {
            x[0][0] = s;
            x[0][1] = Numeric <T> .Zero();

            x[0][2] = Numeric <T> .Zero();

            x[1][0] = Numeric <T> .Zero();

            x[1][1] = s;
            x[1][2] = Numeric <T> .Zero();

            x[2][0] = Numeric <T> .Zero();

            x[2][1] = Numeric <T> .Zero();

            x[2][2] = unit;

            return(this);
        }
示例#28
0
        public Matrix44 <T> SetEulerAngles(Vector3 <T> r, T unit)
        {
            Numeric <T> cosRZ, sinRZ, cosRY, sinRY, cosRX, sinRX;

            T rx = r.X;
            T ry = r.Y;
            T rz = r.Z;

            cosRZ = (GenericMath.Cos(rz, unit));
            cosRY = (GenericMath.Cos(ry, unit));
            cosRX = (GenericMath.Cos(rx, unit));

            sinRZ = (GenericMath.Sin(rz, unit));
            sinRY = (GenericMath.Sin(ry, unit));
            sinRX = (GenericMath.Sin(rx, unit));

            x[0][0] = cosRZ * cosRY;
            x[0][1] = sinRZ * cosRY;
            x[0][2] = -sinRY;
            x[0][3] = Numeric <T> .Zero();

            x[1][0] = -sinRZ * cosRX + cosRZ * sinRY * sinRX;
            x[1][1] = cosRZ * cosRX + sinRZ * sinRY * sinRX;
            x[1][2] = cosRY * sinRX;
            x[1][3] = Numeric <T> .Zero();

            x[2][0] = sinRZ * sinRX + cosRZ * sinRY * cosRX;
            x[2][1] = -cosRZ * sinRX + sinRZ * sinRY * cosRX;
            x[2][2] = cosRY * cosRX;
            x[2][3] = Numeric <T> .Zero();

            x[3][0] = Numeric <T> .Zero();

            x[3][1] = Numeric <T> .Zero();

            x[3][2] = Numeric <T> .Zero();

            x[3][3] = unit;

            return(this);
        }
示例#29
0
        /// <summary>
        /// Set matrix to rotation by angle
        /// </summary>
        /// <param name="angle">angle of rotation in radians</param>
        /// <returns></returns>
        public Matrix33 <T> SetRotation(T angle, T unit)
        {
            Numeric <T> cos_r, sin_r;

            cos_r = GenericMath.Cos(angle, unit);
            sin_r = GenericMath.Sin(angle, unit);

            x[0][0] = cos_r;
            x[0][1] = sin_r;
            x[0][2] = Numeric <T> .Zero();

            x[1][0] = -sin_r;
            x[1][1] = cos_r;
            x[1][2] = Numeric <T> .Zero();

            x[2][0] = Numeric <T> .Zero();

            x[2][1] = Numeric <T> .Zero();

            x[2][2] = unit;

            return(this);
        }
示例#30
0
文件: Line3.cs 项目: rkhhsan/nlinear
        public Vec3 <T> ClosestPointTo(Line3 <T> line, Func <double, T> fromDouble = null, Func <T, double> magnitude = null)
        {
            if (fromDouble == null)
            {
                fromDouble = Numeric <T> .FromDouble;
            }

            if (magnitude == null)
            {
                magnitude = Numeric <T> .ToDouble;
            }

            // Assumes the lines are normalized

            Vec3 <T>    posLpos = pos - line.pos;
            Numeric <T> c       = dir ^ posLpos;
            Numeric <T> a       = line.dir ^ dir;
            Numeric <T> f       = line.dir ^ posLpos;
            Numeric <T> num     = c - a * f;

            Numeric <T> denom = a * a - fromDouble(1.0);

            Numeric <T> absDenom = ((denom >= Numeric <T> .Zero()) ? denom : -denom);

            if (absDenom < fromDouble(1.0))
            {
                Numeric <T> absNum = ((num >= Numeric <T> .Zero()) ? num : -num);

                if (magnitude(absNum) >= magnitude(absDenom) * double.MaxValue)
                {
                    return(pos);
                }
            }

            return(pos + dir * (num / denom));
        }