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  • 图形开发之3D向量类(C#)

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    
    namespace VectorDemo
    {
        /// <summary>
        /// 3D向量类
        /// </summary>
        public class Vector3
        {
            public float X { get; set; }
    
            public float Y { get; set; }
    
            public float Z { get; set; }
    
            /// <summary>
            /// 默认构造函数,不执行任何操作
            /// </summary>
            public Vector3()
            {
    
            }
    
            /// <summary>
            /// 复制向量的构造函数
            /// </summary>
            /// <param name="a"></param>
            public Vector3(Vector3 a)
            {
                this.X = a.X;
                this.Y = a.Y;
                this.Z = a.Z;
            }
    
            /// <summary>
            /// 带参构造函数,用三个值完成初始化.
            /// </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 运算符
    
    
            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>
            /// 重载一元“-”运算符
            /// </summary>
            /// <param name="v"></param>
            /// <returns></returns>
            public static Vector3 operator -(Vector3 v)
            {
                return new Vector3(-v.X, -v.Y, -v.Z);
            }
    
            /// <summary>
            /// 重载二元"+"运算符
            /// </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>
            /// 重载二元"-"运算符
            /// </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>
            /// 与标量相乘
            /// </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>
            /// 与标量相除
            /// </summary>
            /// <param name="v"></param>
            /// <param name="a"></param>
            /// <returns></returns>
            public static Vector3 operator /(Vector3 v, float a)
            {
                float oneOverA = 1.0f / a;//:这里不对除零进行检查
                return new Vector3(v.X * oneOverA, v.Y * oneOverA, v.Z * oneOverA);
            }
    
            // +=运算符不可显式重载,会随着+运算符的重载而隐式重载
            // -=运算符不可显式重载,会随着-运算符的重载而隐式重载
            // *=运算符不可显式重载,会随着*运算符的重载而隐式重载
            // /=运算符不可显式重载,会随着/运算符的重载而隐式重载
    
            /// <summary>
            /// 向量点乘,重载标准乘法运算符.
            /// </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>
            /// 置为零微量
            /// </summary>
            public void Zero()
            {
                X = Y = Z = 0.0f;
            }
    
    
            /// <summary>
            /// 向量标准化
            /// </summary>
            public void Normalize()
            {
                float magSq = X * X + Y * Y + Z * Z;
                if (magSq > 0.0f)//检查除零
                {
                    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>
            /// 计算两向量的叉乘
            /// </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>
            /// 计算两点间的距离
            /// </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);
            }
        }
    }
    

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  • 原文地址:https://www.cnblogs.com/sparkleDai/p/7604969.html
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