namespace Yw.WinFrmUI.Hydro
{
///
///
///
public class PointL3d
{
///
///
///
public PointL3d() { }
///
///
///
public PointL3d(float value)
{
this.X = value;
this.Y = value;
this.Z = value;
}
///
///
///
public PointL3d(float x, float y, float z)
{
this.X = x;
this.Y = y;
this.Z = z;
}
///
///
///
public PointL3d(double value)
{
var fValue = (float)value;
this.X = fValue;
this.Y = fValue;
this.Z = fValue;
}
///
///
///
public PointL3d(double x, double y, double z)
{
this.X = (float)x;
this.Y = (float)y;
this.Z = (float)z;
}
///
///
///
public PointL3d(PointL3d rhs)
{
this.X = rhs.X;
this.Y = rhs.Y;
this.Z = rhs.Z;
}
///
/// x
///
public float X { get; set; }
///
/// y
///
public float Y { get; set; }
///
/// z
///
public float Z { get; set; }
///
/// 是否无效
///
public bool InValid()
{
if (this.X.Invalid())
{
return true;
}
if (this.Y.Invalid())
{
return true;
}
if (this.Z.Invalid())
{
return true;
}
return false;
}
///
/// 是否有效
///
public bool Valid()
{
return !InValid();
}
///
/// 距离
///
public float Distance(PointL3d other)
{
if (other == null)
{
return default;
}
return MathF.Sqrt(MathF.Pow(this.X - other.X, 2) + MathF.Pow(this.Y - other.Y, 2) + MathF.Pow(this.Z - other.Z, 2));
}
///
/// 长度
///
public float Length => MathF.Sqrt(X * X + Y * Y + Z * Z);
///
/// 缩放到单位长度
///
public void Normalize()
{
var length = Length;
if (length > 0)
{
float num = 1f / Length;
X *= num;
Y *= num;
Z *= num;
}
}
///
/// 缩放到单位长度
///
public PointL3d Normalized()
{
var result = this;
result.Normalize();
return result;
}
///
/// - 运算
///
public static PointL3d operator -(PointL3d a, PointL3d b)
{
return new PointL3d(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
}
///
/// +运算
///
public static PointL3d operator +(PointL3d a, PointL3d b)
{
return new PointL3d(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
}
///
///
///
public static float DotProduct(PointL3d a, PointL3d b)
{
return a.X * b.X + a.Y * b.Y + a.Z * b.Z;
}
///
///
///
public static PointL3d CrossProduct(PointL3d a, PointL3d b)
{
return new PointL3d(
a.Y * b.Z - a.Z * b.Y,
a.Z * b.X - a.X * b.Z,
a.X * b.Y - a.Y * b.X);
}
///
/// 返回从相应分量中的最小值创建的向量
///
public static PointL3d ComponentMin(PointL3d a, PointL3d b)
{
a.X = ((a.X < b.X) ? a.X : b.X);
a.Y = ((a.Y < b.Y) ? a.Y : b.Y);
a.Z = ((a.Z < b.Z) ? a.Z : b.Z);
return a;
}
///
/// 返回从相应分量中最大的一个创建的向量
///
public static PointL3d ComponentMax(PointL3d a, PointL3d b)
{
a.X = ((a.X > b.X) ? a.X : b.X);
a.Y = ((a.Y > b.Y) ? a.Y : b.Y);
a.Z = ((a.Z > b.Z) ? a.Z : b.Z);
return a;
}
}
}