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Vector.cs
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264 lines (248 loc) · 8.23 KB
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using System.Drawing;
using System.Reflection.Metadata.Ecma335;
namespace OOPLab2
{
public class Vector : ICloneable
{
public static readonly Vector Zero = new Vector(0, 0, 0);
public double[] cords;
public double X { get => cords[0]; set => cords[0] = value; }
public double Y { get => cords[1]; set => cords[1] = value; }
public double Z { get => cords[2]; set => cords[2] = value; }
public Vector(double x, double y, double z)
{
cords = new double[] { x, y, z, 1, };
}
public Vector(double[] cords)
{
this.cords = cords;
}
public static Vector CrossProduct(Vector v1, Vector v2)
{
return new Vector(v1.Y * v2.Z - v2.Y * v1.Z, v1.X * v2.Z - v2.X * v1.Z, v1.X * v2.Y - v2.X * v1.Y);
}
public object Clone()
{
return this.MemberwiseClone();
}
public static Vector operator +(Vector v1, Vector v2)
{
return new Vector(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
}
public static Vector operator -(Vector v1, Vector v2)
{
return new Vector(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
}
public static Vector operator *(double s, Vector v)
{
return new Vector(s * v.X, s * v.Y, s * v.Z);
}
public static Vector operator /(Vector v, double s)
{
return new Vector(v.X / s, v.Y / s, v.Z / s);
}
public static Vector operator -(Vector v)
{
return new Vector(-v.X, -v.Y, -v.Z);
}
/// <summary>
/// Length of the vector
/// </summary>
public double Length => System.Math.Sqrt(this * this);
/// <summary>
/// Normalized vector, collinear to the current
/// </summary>
public Vector Norm
{
get
{
double l = Length;
return new Vector(X / l, Y / l, Z / l);
}
}
/// <summary>
/// Scalar Product
/// </summary>
/// <param name="v1">1st vector</param>
/// <param name="v2">2nd vector</param>
/// <returns>Scalar Product</returns>
public static double operator *(Vector v1, Vector v2)
{
return v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z;
}
}
public class Ray
{
private readonly Vector[] points = new Vector[2];
public Ray(Vector a, Vector b)
{
points[0] = a;
points[1] = b;
}
public Vector Direction()
{
return points[1] - points[0];
}
public Vector this[int index]
{
get
{
return points[index];
}
}
public int Count => 2;
}
class Edge : Ray
{
public char color;
public Edge(Vector a, Vector b, char color) : base(a, b)
{
this.color = color;
}
}
public class Matrix
{
public static readonly Matrix I = new Matrix(MakeIArray());
private readonly double[,] cords;
private Matrix(double[,] cords)
{
this.cords = cords;
}
/// <summary>
/// Об'єднання матриць
/// </summary>
/// <param name="a">матриця 1</param>
/// <param name="b">матриця 2</param>
/// <returns>Множення матриць</returns>
public static Matrix operator *(Matrix a, Matrix b)
{
double[,] ac = a.cords;
double[,] bc = b.cords;
double[,] result = new double[4, 4];
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
double s = 0;
for (int k = 0; k < 4; k++)
{
s += ac[i, k] * bc[k, j];
}
result[i, j] = s;
}
}
return new Matrix(result);
}
/// <summary>
/// Зміна вектора через матрицю
/// </summary>
/// <param name="a">Матриця</param>
/// <param name="b">Вектор</param>
/// <returns>Змінений вектор</returns>
public static Vector operator *(Matrix a, Vector b)
{
double[,] ac = a.cords;
double[] bc = b.cords;
double[] result = new double[4];
for (int i = 0; i < 4; i++)
{
double s = 0;
for (int k = 0; k < 4; k++)
{
s += ac[i, k] * bc[k];
}
result[i] = s;
}
return new Vector(result);
}
/// <summary>
/// Нульова матриця
/// </summary>
/// <returns></returns>
private static double[,] MakeIArray()
{
double[,] result = new double[4, 4];
result[0, 0] = 1;
result[1, 1] = 1;
result[2, 2] = 1;
result[3, 3] = 1;
return result;
}
/// <summary>
/// Ортоганальна матриця
/// </summary>
/// <returns></returns>
public static Matrix OrtoganalMatrix(double l, double r, double b, double t, double n, double f)
{
double[,] result = new double[4, 4];
result[0, 0] = 1 / (r - l);//за формулою 2/(r - l) але через співвідношення ширени і віисти літер тепер 1/(r - l)
result[1, 1] = 2 / (t - b);
result[2, 1] = -2 / (f - n);
result[2, 3] = -(r + l) / (r - l);
result[3, 0] = -(t + b) / (t - b);
result[3, 1] = -(f + n) / (f - n);
return new Matrix(result);
}
/// <summary>
/// Поворот за осью z
/// </summary>
/// <param name="angle">кут поворота в радианах</param>
/// <returns>повертає матрицу за осью z</returns>
public static Matrix RotateZ(double angle)
{
double[,] array = MakeIArray();
double sin = Math.Sin(angle);
double cos = Math.Cos(angle);
array[0, 0] = cos;
array[0, 1] = -sin;
array[1, 0] = sin;
array[1, 1] = cos;
return new Matrix(array);
}
/// <summary>
/// Поворот за осью y
/// </summary>
/// <param name="angle">кут поворота в радианах</param>
/// <returns>повертає матрицу за осью у</returns>
public static Matrix RotateY(double angle)
{
double[,] array = MakeIArray();
double sin = Math.Sin(angle);
double cos = Math.Cos(angle);
array[0, 0] = cos;
array[0, 2] = sin;
array[2, 0] = -sin;
array[2, 2] = cos;
return new Matrix(array);
}
/// <summary>
/// Поворот за осью х
/// </summary>
/// <param name="angle">кут поворота в радианах</param>
/// <returns>повертає матрицу за осью х</returns>
public static Matrix RotateX(double angle)
{
double[,] array = MakeIArray();
double sin = Math.Sin(angle);
double cos = Math.Cos(angle);
array[1, 1] = cos;
array[1, 2] = -sin;
array[2, 1] = sin;
array[2, 2] = cos;
return new Matrix(array);
}
/// <summary>
/// Матриця переміщення
/// </summary>
/// <param name="point">місце куди перемістити</param>
/// <returns>Повертає матрицю Перміщення</returns>
public static Matrix Move(Vector point)
{
double[,] array = MakeIArray();
array[0, 3] = point.X;
array[1, 3] = point.Y;
array[2, 3] = point.Z;
return new Matrix(array);
}
}
}