圖形開發之3D向量類(C#)

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標籤:圖形開發   3d   向量   

using System;using System.Collections.Generic;using System.Linq;using System.Text;namespace VectorDemo{    /// <summary>    /// 3D向量類    /// </summary>    public class Vector3    {        public float X { get; set; }        public float Y { get; set; }        public float Z { get; set; }        /// <summary>        /// 預設建構函式,不執行任何操作        /// </summary>        public Vector3()        {        }        /// <summary>        /// 複製向量的建構函式        /// </summary>        /// <param name="a"></param>        public Vector3(Vector3 a)        {            this.X = a.X;            this.Y = a.Y;            this.Z = a.Z;        }        /// <summary>        /// 帶參建構函式,用三個值完成初始化.        /// </summary>        /// <param name="nx"></param>        /// <param name="ny"></param>        /// <param name="nz"></param>        public Vector3(float nx, float ny, float nz)        {            this.X = nx;            this.Y = ny;            this.Z = nz;        }        #region 運算子        public static bool operator ==(Vector3 v1, Vector3 v2)        {            return v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z;        }        public static bool operator !=(Vector3 v1, Vector3 v2)        {            return v1.X != v2.X || v1.Y != v2.Y || v1.Z != v2.Z;        }        /// <summary>        /// 重載一元“-”運算子        /// </summary>        /// <param name="v"></param>        /// <returns></returns>        public static Vector3 operator -(Vector3 v)        {            return new Vector3(-v.X, -v.Y, -v.Z);        }        /// <summary>        /// 重載二元"+"運算子        /// </summary>        /// <param name="v1"></param>        /// <param name="v2"></param>        /// <returns></returns>        public static Vector3 operator +(Vector3 v1, Vector3 v2)        {            return new Vector3(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);        }        /// <summary>        /// 重載二元"-"運算子        /// </summary>        /// <param name="v1"></param>        /// <param name="v2"></param>        /// <returns></returns>        public static Vector3 operator -(Vector3 v1, Vector3 v2)        {            return new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);        }        /// <summary>        /// 與標量相乘        /// </summary>        /// <param name="v"></param>        /// <param name="a"></param>        /// <returns></returns>        public static Vector3 operator *(Vector3 v, float a)        {            return new Vector3(v.X * a, v.Y * a, v.Z * a);        }        /// <summary>        /// 與標量相除        /// </summary>        /// <param name="v"></param>        /// <param name="a"></param>        /// <returns></returns>        public static Vector3 operator /(Vector3 v, float a)        {            float oneOverA = 1.0f / a;//:這裡不對除零進行檢查            return new Vector3(v.X * oneOverA, v.Y * oneOverA, v.Z * oneOverA);        }        // +=運算子不可顯式重載,會隨著+運算子的重載而隱式重載        // -=運算子不可顯式重載,會隨著-運算子的重載而隱式重載        // *=運算子不可顯式重載,會隨著*運算子的重載而隱式重載        // /=運算子不可顯式重載,會隨著/運算子的重載而隱式重載        /// <summary>        /// 向量點乘,重載標準乘法運算子.        /// </summary>        /// <param name="v1"></param>        /// <param name="v2"></param>        /// <returns></returns>        public static float operator *(Vector3 v1, Vector3 v2)        {            return v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z;        }        public override bool Equals(object v)        {            if (!(v is Vector3))            {                return false;            }            return this == (v as Vector3);        }        /// <summary>        /// 向量左乘        /// </summary>        /// <param name="a"></param>        /// <param name="v"></param>        /// <returns></returns>        public static Vector3 operator *(float a, Vector3 v)        {            return new Vector3(a * v.X, a * v.Y, a * v.Z);        }        #endregion        /// <summary>        /// 置為零微量        /// </summary>        public void Zero()        {            X = Y = Z = 0.0f;        }        /// <summary>        /// 向量標準化        /// </summary>        public void Normalize()        {            float magSq = X * X + Y * Y + Z * Z;            if (magSq > 0.0f)//檢查除零            {                float oneOverMag = (float)(1.0f / Math.Sqrt(magSq));                X *= oneOverMag;                Y *= oneOverMag;                Z *= oneOverMag;            }        }        /// <summary>        /// 求向量模        /// </summary>        /// <returns></returns>        public float VectorMag()        {            return (float)(Math.Sqrt(X * X + Y * Y + Z * Z));        }        /// <summary>        /// 計算兩向量的叉乘        /// </summary>        /// <returns></returns>        public Vector3 CorssProduct(Vector3 v)        {            return new Vector3(Y * v.Z - Z * v.Y,                               Z * v.X - X * v.Z,                               X * v.Y - Y * v.X);        }        /// <summary>        /// 計算兩點間的距離        /// </summary>        /// <param name="v"></param>        /// <returns></returns>        public float Distance(Vector3 v)        {            float dx = X - v.X;            float dy = Y - v.Y;            float dz = Z - v.Z;            return (float)(Math.Sqrt(dx * dx + dy * dy + dz * dz));        }        public override String ToString()        {            return String.Format("X:{0},Y:{1},Z:{2}", X, Y, Z);        }    }}

圖形開發之3D向量類(C#)

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