本文整理汇总了C#中Vector3d.normalize方法的典型用法代码示例。如果您正苦于以下问题:C# Vector3d.normalize方法的具体用法?C# Vector3d.normalize怎么用?C# Vector3d.normalize使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Vector3d
的用法示例。
在下文中一共展示了Vector3d.normalize方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Line
//----------------------------------CONSTRUCTORS---------------------------------//
/**
* Constructor for a line. The line created is the intersection between two planes
*
* @param face1 face representing one of the planes
* @param face2 face representing one of the planes
*/
public Line(Face face1, Face face2)
{
Vector3d normalFace1 = face1.getNormal();
Vector3d normalFace2 = face2.getNormal();
//direction: cross product of the faces normals
direction = new Vector3d();
direction.cross(normalFace1, normalFace2);
//if direction lenght is not zero (the planes aren't parallel )...
if (!(direction.length() < TOL))
{
//getting a line point, zero is set to a coordinate whose direction
//component isn't zero (line intersecting its origin plan)
point = new Point3d();
double d1 = -(normalFace1.x * face1.v1.x + normalFace1.y * face1.v1.y + normalFace1.z * face1.v1.z);
double d2 = -(normalFace2.x * face2.v1.x + normalFace2.y * face2.v1.y + normalFace2.z * face2.v1.z);
if (Math.Abs(direction.x) > TOL)
{
point.x = 0;
point.y = (d2 * normalFace1.z - d1 * normalFace2.z) / direction.x;
point.z = (d1 * normalFace2.y - d2 * normalFace1.y) / direction.x;
}
else if (Math.Abs(direction.y) > TOL)
{
point.x = (d1 * normalFace2.z - d2 * normalFace1.z) / direction.y;
point.y = 0;
point.z = (d2 * normalFace1.x - d1 * normalFace2.x) / direction.y;
}
else
{
point.x = (d2 * normalFace1.y - d1 * normalFace2.y) / direction.z;
point.y = (d1 * normalFace2.x - d2 * normalFace1.x) / direction.z;
point.z = 0;
}
}
direction.normalize();
}
示例2: getNormal
/**
* Gets the face normal
*
* @return face normal
*/
public Vector3d getNormal()
{
Point3d p1 = v1.getPosition();
Point3d p2 = v2.getPosition();
Point3d p3 = v3.getPosition();
Vector3d xy, xz, normal;
xy = new Vector3d(p2.x - p1.x, p2.y - p1.y, p2.z - p1.z);
xz = new Vector3d(p3.x - p1.x, p3.y - p1.y, p3.z - p1.z);
normal = new Vector3d();
normal.cross(xy, xz);
normal.normalize();
return normal;
}
示例3: computePointToPointDistance
//--------------------------------OTHERS----------------------------------------//
/**
* Computes the distance from the line point to another point
*
* @param otherPoint the point to compute the distance from the line point. The point
* is supposed to be on the same line.
* @return points distance. If the point submitted is behind the direction, the
* distance is negative
*/
public double computePointToPointDistance(Point3d otherPoint)
{
double distance = otherPoint.distance(point);
Vector3d vec = new Vector3d(otherPoint.x - point.x, otherPoint.y - point.y, otherPoint.z - point.z);
vec.normalize();
if (vec.dot(direction) < 0)
{
return -distance;
}
else
{
return distance;
}
}
示例4: splitFace
//.........这里部分代码省略.........
if ((startVertex == face.v1 && endVertex == face.v2) || (startVertex == face.v2 && endVertex == face.v3) || (startVertex == face.v3 && endVertex == face.v1))
{
breakFaceInThree(facePos, startPos, endPos, splitEdge);
}
else
{
breakFaceInThree(facePos, endPos, startPos, splitEdge);
}
}
return;
}
//______-FACE-______
//VERTEX-FACE-EDGE
else if (startType == Segment.VERTEX && endType == Segment.EDGE)
{
breakFaceInTwo(facePos, endPos, endVertex);
}
//EDGE-FACE-VERTEX
else if (startType == Segment.EDGE && endType == Segment.VERTEX)
{
breakFaceInTwo(facePos, startPos, startVertex);
}
//VERTEX-FACE-FACE
else if (startType == Segment.VERTEX && endType == Segment.FACE)
{
breakFaceInThree(facePos, endPos, startVertex);
}
//FACE-FACE-VERTEX
else if (startType == Segment.FACE && endType == Segment.VERTEX)
{
breakFaceInThree(facePos, startPos, endVertex);
}
//EDGE-FACE-EDGE
else if (startType == Segment.EDGE && endType == Segment.EDGE)
{
breakFaceInThree(facePos, startPos, endPos, startVertex, endVertex);
}
//EDGE-FACE-FACE
else if (startType == Segment.EDGE && endType == Segment.FACE)
{
breakFaceInFour(facePos, startPos, endPos, startVertex);
}
//FACE-FACE-EDGE
else if (startType == Segment.FACE && endType == Segment.EDGE)
{
breakFaceInFour(facePos, endPos, startPos, endVertex);
}
//FACE-FACE-FACE
else if (startType == Segment.FACE && endType == Segment.FACE)
{
Vector3d segmentVector = new Vector3d(startPos.x - endPos.x, startPos.y - endPos.y, startPos.z - endPos.z);
//if the intersection segment is a point only...
if (Math.Abs(segmentVector.x) < TOL && Math.Abs(segmentVector.y) < TOL && Math.Abs(segmentVector.z) < TOL)
{
breakFaceInThree(facePos, startPos);
return;
}
//gets the vertex more lined with the intersection segment
int linedVertex;
Point3d linedVertexPos;
Vector3d vertexVector = new Vector3d(endPos.x - face.v1.x, endPos.y - face.v1.y, endPos.z - face.v1.z);
vertexVector.normalize();
double dot1 = Math.Abs(segmentVector.dot(vertexVector));
vertexVector = new Vector3d(endPos.x - face.v2.x, endPos.y - face.v2.y, endPos.z - face.v2.z);
vertexVector.normalize();
double dot2 = Math.Abs(segmentVector.dot(vertexVector));
vertexVector = new Vector3d(endPos.x - face.v3.x, endPos.y - face.v3.y, endPos.z - face.v3.z);
vertexVector.normalize();
double dot3 = Math.Abs(segmentVector.dot(vertexVector));
if (dot1 > dot2 && dot1 > dot3)
{
linedVertex = 1;
linedVertexPos = face.v1.getPosition();
}
else if (dot2 > dot3 && dot2 > dot1)
{
linedVertex = 2;
linedVertexPos = face.v2.getPosition();
}
else
{
linedVertex = 3;
linedVertexPos = face.v3.getPosition();
}
// Now find which of the intersection endpoints is nearest to that vertex.
if (linedVertexPos.distance(startPos) > linedVertexPos.distance(endPos))
{
breakFaceInFive(facePos, startPos, endPos, linedVertex);
}
else
{
breakFaceInFive(facePos, endPos, startPos, linedVertex);
}
}
}