157 lines
4.1 KiB
C#
157 lines
4.1 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
|
|
namespace Geo
|
|
{
|
|
[Serializable]
|
|
public class Point3d : IVector
|
|
{
|
|
double[] arr;
|
|
//int n = 3;
|
|
|
|
public double this[int i] { get => arr[i]; set => arr[i] = value; }
|
|
public double X { get => arr[0]; set => arr[0] = value; }
|
|
public double Y { get => arr[1]; set => arr[1] = value; }
|
|
public double Z { get => arr[2]; set => arr[2] = value; }
|
|
|
|
public int N => 3;
|
|
|
|
//int N { get => n; }
|
|
|
|
public Point3d()
|
|
{
|
|
arr = new double[3];
|
|
}
|
|
|
|
public Point3d(double x, double y, double z)
|
|
{
|
|
arr = new double[3];
|
|
arr[0] = x; arr[1] = y; arr[2] = z;
|
|
}
|
|
|
|
public Point3d(double x, double y)
|
|
{
|
|
arr = new double[3];
|
|
arr[0] = x; arr[1] = y; arr[2] = 0;
|
|
}
|
|
|
|
public Point3d(Point3d source)
|
|
{
|
|
arr = new double[3];
|
|
arr = (double[])source.arr.Clone();
|
|
}
|
|
|
|
public Point3d(double[] source)
|
|
{
|
|
arr = new double[3];
|
|
if (source.Length >= 3) { arr[0] = source[0]; arr[1] = source[1]; arr[2] = source[2]; }
|
|
else if (source.Length == 2) { arr[0] = source[0]; arr[1] = source[1]; }
|
|
else { arr[0] = source[0]; }
|
|
}
|
|
|
|
public double[] ToArray()
|
|
{
|
|
return new double[] { X, Y, Z };
|
|
}
|
|
|
|
public Vector3d ToVector3d()
|
|
{
|
|
return new Vector3d { Vx = X, Vy = Y, Vz = Z };
|
|
}
|
|
|
|
public Point2d ToPoint2d()
|
|
{
|
|
return new Point2d { X = X, Y = Y };
|
|
}
|
|
|
|
public Point3d FromArray(double[] arr)
|
|
{
|
|
X = arr[0]; Y = arr[1]; Z = arr[2];
|
|
return this;
|
|
}
|
|
|
|
public double LengthTo(Point3d node)
|
|
{
|
|
Line3d line = new Line3d(this, node);
|
|
return line.Length;
|
|
}
|
|
|
|
public double AngleTo(Point3d startPoint, Point3d endPoint)
|
|
{
|
|
Point3d tempNode = new Point3d();
|
|
|
|
Line3d tempLine1 = new Line3d(this, startPoint);
|
|
Line3d tempLine2 = new Line3d(this, endPoint);
|
|
double cosTo = Vector3d.CosAngleBetVectors(tempLine1.Directive, tempLine2.Directive);
|
|
return RadToDeg(Math.Acos(cosTo));
|
|
}
|
|
|
|
public bool NormalDirection(Point3d startNode, Point3d endNode)
|
|
{
|
|
Line3d tempLine1 = new Line3d(this, startNode);
|
|
Line3d tempLine2 = new Line3d(this, endNode);
|
|
double norm = (tempLine1.Directive ^ tempLine2.Directive).Vz;
|
|
bool res = false;
|
|
if (norm > 0) res = true;
|
|
return res;
|
|
}
|
|
|
|
private double RadToDeg(double radians)
|
|
{
|
|
return radians * 180 / Math.PI;
|
|
}
|
|
|
|
public static Point3d operator *(Point3d pt, double prime)
|
|
{
|
|
return new Point3d
|
|
{
|
|
X = pt.X * prime,
|
|
Y = pt.Y * prime,
|
|
Z = pt.Z * prime
|
|
};
|
|
}
|
|
|
|
public static Vector3d operator -(Point3d pt1, Point3d pt2)
|
|
{
|
|
Vector3d res = new Vector3d();
|
|
res[0] = pt1.X - pt2.X;
|
|
res[1] = pt1.Y - pt2.Y;
|
|
res[2] = pt1.Z - pt2.Z;
|
|
return res;
|
|
}
|
|
|
|
public static bool operator ==(Point3d p1, Point3d p2)
|
|
{
|
|
bool check = false;
|
|
if (p1.X == p2.X && p1.Y == p2.Y && p1.Z == p2.Z)
|
|
{
|
|
check = true;
|
|
}
|
|
return (check);
|
|
}
|
|
|
|
public static bool operator !=(Point3d p1, Point3d p2)
|
|
{
|
|
bool check = true;
|
|
if (p1.X == p2.X && p1.Y == p2.Y && p1.Z == p2.Z)
|
|
{
|
|
check = false;
|
|
}
|
|
return (check);
|
|
}
|
|
|
|
public override bool Equals(object obj)
|
|
{
|
|
return base.Equals(obj);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return base.GetHashCode();
|
|
}
|
|
}
|
|
}
|