mirror of
https://github.com/jeremytammik/RevitSdkSamples.git
synced 2026-08-06 05:01:35 +00:00
544 lines
15 KiB
C#
544 lines
15 KiB
C#
//
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// (C) Copyright 2003-2019 by Autodesk, Inc.
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//
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// Permission to use, copy, modify, and distribute this software in
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// object code form for any purpose and without fee is hereby granted,
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// provided that the above copyright notice appears in all copies and
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// that both that copyright notice and the limited warranty and
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// restricted rights notice below appear in all supporting
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// documentation.
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//
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// AUTODESK PROVIDES THIS PROGRAM "AS IS" AND WITH ALL FAULTS.
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// AUTODESK SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTY OF
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// MERCHANTABILITY OR FITNESS FOR A PARTICULAR USE. AUTODESK, INC.
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// DOES NOT WARRANT THAT THE OPERATION OF THE PROGRAM WILL BE
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// UNINTERRUPTED OR ERROR FREE.
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//
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// Use, duplication, or disclosure by the U.S. Government is subject to
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// restrictions set forth in FAR 52.227-19 (Commercial Computer
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// Software - Restricted Rights) and DFAR 252.227-7013(c)(1)(ii)
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// (Rights in Technical Data and Computer Software), as applicable.
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//
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Autodesk.Revit.DB;
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namespace Revit.SDK.Samples.CurtainWallGrid.CS
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{
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/// <summary>
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/// Vector4 is a homogeneous coordinate class used to store vector
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/// and contain method to handle the vector
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/// </summary>
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public class Vector4
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{
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#region Fields
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private float m_x;
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private float m_y;
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private float m_z;
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private float m_w = 1.0f;
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#endregion
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#region Properties
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/// <summary>
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/// X property to get/set x value of Vector4
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/// </summary>
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public float X
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{
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get
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{
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return m_x;
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}
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set
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{
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m_x = value;
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}
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}
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/// <summary>
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/// Y property to get/set y value of Vector4
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/// </summary>
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public float Y
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{
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get
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{
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return m_y;
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}
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set
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{
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m_y = value;
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}
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}
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/// <summary>
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/// Z property to get/set z value of Vector4
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/// </summary>
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public float Z
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{
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get
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{
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return m_z;
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}
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set
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{
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m_z = value;
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}
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}
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/// <summary>
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/// W property to get/set fourth value of Vector4
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/// </summary>
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public float W
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{
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get
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{
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return m_w;
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}
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set
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{
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m_w = value;
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}
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}
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#endregion
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#region Constructors
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/// <summary>
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/// constructor
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/// </summary>
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public Vector4(float x, float y, float z)
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{
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this.X = x; this.Y = y; this.Z = z;
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}
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/// <summary>
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/// constructor, transfer Autodesk.Revit.DB.XYZ to vector
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/// </summary>
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/// <param name="v">Autodesk.Revit.DB.XYZ structure which needs to be transfered</param>
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public Vector4(Autodesk.Revit.DB.XYZ v)
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{
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this.X = (float)v.X; this.Y = (float)v.Y; this.Z = (float)v.Z;
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}
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#endregion
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#region Public methods
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/// <summary>
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/// adds two vectors
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/// </summary>
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/// <param name="va">first vector</param>
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/// <param name="vb">second vector</param>
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public static Vector4 operator +(Vector4 va, Vector4 vb)
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{
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return new Vector4(va.X + vb.X, va.Y + vb.Y, va.Z + vb.Z);
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}
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/// <summary>
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/// subtracts two vectors
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/// </summary>
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/// <param name="va">first vector</param>
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/// <param name="vb">second vector</param>
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/// <returns>subtraction of two vectors</returns>
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public static Vector4 operator -(Vector4 va, Vector4 vb)
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{
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return new Vector4(va.X - vb.X, va.Y - vb.Y, va.Z - vb.Z);
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}
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/// <summary>
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/// multiplies a vector by a floating type value
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/// </summary>
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/// <param name="v">vector</param>
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/// <param name="factor">multiplier of floating type</param>
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/// <returns> the result vector </returns>
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public static Vector4 operator *(Vector4 v, float factor)
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{
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return new Vector4(v.X * factor, v.Y * factor, v.Z * factor);
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}
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/// <summary>
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/// divides vector by a float type value
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/// </summary>
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/// <param name="v">vector</param>
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/// <param name="factor">floating type value</param>
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/// <returns> vector divided by a floating type value </returns>
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public static Vector4 operator /(Vector4 v, float factor)
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{
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return new Vector4(v.X / factor, v.Y / factor, v.Z / factor);
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}
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/// <summary>
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/// dot multiply vector
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/// </summary>
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/// <param name="v"> the result vector </param>
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public float DotProduct(Vector4 v)
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{
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return (this.X * v.X + this.Y * v.Y + this.Z * v.Z);
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}
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/// <summary>
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/// get normal vector of plane contains two vectors
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/// </summary>
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/// <param name="v">second vector</param>
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/// <returns> normal vector of two vectors</returns>
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public Vector4 CrossProduct(Vector4 v)
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{
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return new Vector4(this.Y * v.Z - this.Z * v.Y, this.Z * v.X
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- this.X * v.Z, this.X * v.Y - this.Y * v.X);
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}
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/// <summary>
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/// dot multiply two vectors
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/// </summary>
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/// <param name="va">first vector</param>
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/// <param name="vb">second vector</param>
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public static float DotProduct(Vector4 va, Vector4 vb)
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{
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return (va.X * vb.X + va.Y * vb.Y + va.Z * vb.Z);
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}
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/// <summary>
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/// get normal vector of two vectors
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/// </summary>
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/// <param name="va">first vector</param>
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/// <param name="vb">second vector</param>
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/// <returns> normal vector of two vectors </returns>
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public static Vector4 CrossProduct(Vector4 va, Vector4 vb)
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{
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return new Vector4(va.Y * vb.Z - va.Z * vb.Y, va.Z * vb.X
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- va.X * vb.Z, va.X * vb.Y - va.Y * vb.X);
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}
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/// <summary>
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/// get unit vector
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/// </summary>
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public void Normalize()
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{
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float length = Length();
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if (length == 0)
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{
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length = 1;
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}
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this.X /= length;
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this.Y /= length;
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this.Z /= length;
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}
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/// <summary>
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/// calculate the length of vector
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/// </summary>
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public float Length()
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{
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return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
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}
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#endregion
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};
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/// <summary>
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/// Matrix used to transform between ucs coordinate and world coordinate.
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/// </summary>
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public class Matrix4
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{
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/// <summary>
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/// MatrixType Enum use to define function of matrix
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/// </summary>
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public enum MatrixType
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{
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/// <summary>
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/// matrix use to rotate
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/// </summary>
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Rotation,
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/// <summary>
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/// matrix used to Translation
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/// </summary>
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Translation,
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/// <summary>
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/// matrix used to Scale
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/// </summary>
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Scale,
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/// <summary>
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/// matrix used to Rotation and Translation
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/// </summary>
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RotationAndTranslation,
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/// <summary>
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/// normal matrix
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/// </summary>
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Normal
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};
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#region Fields
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// an array stores the matrix
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private float[,] m_matrix = new float[4, 4];
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//type of matrix
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private MatrixType m_type;
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#endregion
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#region Properties and indexeres
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/// <summary>
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/// indexer of matrix
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/// </summary>
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/// <param name="row">row number</param>
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/// <param name="column">column number</param>
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/// <returns></returns>
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public float this[int row, int column]
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{
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get
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{
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return this.m_matrix[row, column];
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}
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set
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{
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this.m_matrix[row, column] = value;
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}
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}
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#endregion
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#region Constructors
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/// <summary>
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/// default constructor
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/// </summary>
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public Matrix4()
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{
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m_type = MatrixType.Normal;
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Identity();
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}
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/// <summary>
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/// ctor,rotation matrix,origin at (0,0,0)
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/// </summary>
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/// <param name="xAxis">identity of x axis</param>
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/// <param name="yAxis">identity of y axis</param>
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/// <param name="zAxis">identity of z axis</param>
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public Matrix4(Vector4 xAxis, Vector4 yAxis, Vector4 zAxis)
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{
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m_type = MatrixType.Rotation;
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Identity();
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m_matrix[0, 0] = xAxis.X; m_matrix[0, 1] = xAxis.Y; m_matrix[0, 2] = xAxis.Z;
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m_matrix[1, 0] = yAxis.X; m_matrix[1, 1] = yAxis.Y; m_matrix[1, 2] = yAxis.Z;
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m_matrix[2, 0] = zAxis.X; m_matrix[2, 1] = zAxis.Y; m_matrix[2, 2] = zAxis.Z;
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}
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/// <summary>
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/// ctor,translation matrix.
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/// </summary>
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/// <param name="origin">origin of ucs in world coordinate</param>
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public Matrix4(Vector4 origin)
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{
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m_type = MatrixType.Translation;
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Identity();
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m_matrix[3, 0] = origin.X; m_matrix[3, 1] = origin.Y; m_matrix[3, 2] = origin.Z;
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}
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/// <summary>
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/// rotation and translation matrix constructor
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/// </summary>
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/// <param name="xAxis">x Axis</param>
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/// <param name="yAxis">y Axis</param>
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/// <param name="zAxis">z Axis</param>
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/// <param name="origin">origin</param>
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public Matrix4(Vector4 xAxis, Vector4 yAxis, Vector4 zAxis, Vector4 origin)
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{
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m_type = MatrixType.RotationAndTranslation;
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Identity();
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m_matrix[0, 0] = xAxis.X; m_matrix[0, 1] = xAxis.Y; m_matrix[0, 2] = xAxis.Z;
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m_matrix[1, 0] = yAxis.X; m_matrix[1, 1] = yAxis.Y; m_matrix[1, 2] = yAxis.Z;
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m_matrix[2, 0] = zAxis.X; m_matrix[2, 1] = zAxis.Y; m_matrix[2, 2] = zAxis.Z;
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m_matrix[3, 0] = origin.X; m_matrix[3, 1] = origin.Y; m_matrix[3, 2] = origin.Z;
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}
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/// <summary>
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/// scale matrix constructor
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/// </summary>
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/// <param name="scale">scale factor</param>
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public Matrix4(float scale)
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{
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m_type = MatrixType.Scale;
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Identity();
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m_matrix[0, 0] = scale;
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m_matrix[1, 1] = scale;
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m_matrix[2, 2] = scale;
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}
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#endregion
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#region Public methods
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/// <summary>
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/// Identity matrix
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/// </summary>
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public void Identity()
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{
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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this.m_matrix[i, j] = 0.0f;
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}
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}
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this.m_matrix[0, 0] = 1.0f;
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this.m_matrix[1, 1] = 1.0f;
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this.m_matrix[2, 2] = 1.0f;
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this.m_matrix[3, 3] = 1.0f;
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}
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/// <summary>
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/// multiply matrix left and right
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/// </summary>
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/// <param name="left">left matrix</param>
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/// <param name="right">right matrix</param>
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/// <returns></returns>
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public static Matrix4 Multiply(Matrix4 left, Matrix4 right)
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{
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Matrix4 result = new Matrix4();
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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result[i, j] = left[i, 0] * right[0, j] + left[i, 1] * right[1, j]
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+ left[i, 2] * right[2, j] + left[i, 3] * right[3, j];
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}
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}
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return result;
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}
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/// <summary>
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/// transform point using this matrix
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/// </summary>
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/// <param name="point">point to be transformed</param>
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/// <returns>transform result</returns>
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public Vector4 Transform(Vector4 point)
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{
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return new Vector4(point.X * this[0, 0] + point.Y * this[1, 0]
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+ point.Z * this[2, 0] + point.W * this[3, 0],
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point.X * this[0, 1] + point.Y * this[1, 1]
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+ point.Z * this[2, 1] + point.W * this[3, 1],
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point.X * this[0, 2] + point.Y * this[1, 2]
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+ point.Z * this[2, 2] + point.W * this[3, 2]);
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}
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/// <summary>
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/// if m_matrix is a rotation matrix,this method can get the rotation inverse matrix.
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/// </summary>
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/// <returns>inverse of rotation matrix</returns>
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public Matrix4 RotationInverse()
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{
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return new Matrix4(new Vector4(this[0, 0], this[1, 0], this[2, 0]),
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new Vector4(this[0, 1], this[1, 1], this[2, 1]),
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new Vector4(this[0, 2], this[1, 2], this[2, 2]));
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}
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/// <summary>
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/// if this m_matrix is a translation matrix,
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/// this method can get the translation inverse matrix.
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/// </summary>
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/// <returns>inverse of translation matrix</returns>
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public Matrix4 TranslationInverse()
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{
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return new Matrix4(new Vector4(-this[3, 0], -this[3, 1], -this[3, 2]));
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}
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/// <summary>
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/// get inverse matrix
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/// </summary>
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/// <returns>inverse matrix</returns>
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public Matrix4 Inverse()
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{
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switch (m_type)
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{
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case MatrixType.Rotation:
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return RotationInverse();
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case MatrixType.Translation:
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return TranslationInverse();
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case MatrixType.RotationAndTranslation:
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return Multiply(TranslationInverse(), RotationInverse());
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case MatrixType.Scale:
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return ScaleInverse();
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case MatrixType.Normal:
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return new Matrix4();
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default: return null;
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}
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}
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/// <summary>
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/// if m_matrix is a scale matrix,this method can get the scale inverse matrix.
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/// </summary>
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/// <returns>inverse of scale matrix</returns>
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public Matrix4 ScaleInverse()
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{
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return new Matrix4(1 / m_matrix[0, 0]);
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}
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#endregion
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};
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/// <summary>
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/// the 2D point class which contains double value for its coordinates
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/// </summary>
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public struct PointD
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{
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#region Fields
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// X coordinate
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double m_x;
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// Y coordinate
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double m_y;
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#endregion
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#region Properties
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/// <summary>
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/// X coordinate
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/// </summary>
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public double X
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{
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get
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{
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return m_x;
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}
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set
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{
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m_x = value;
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}
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}
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/// <summary>
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/// Y coordinate
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/// </summary>
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public double Y
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{
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get
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{
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return m_y;
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}
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set
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{
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m_y = value;
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}
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}
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#endregion
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#region Constructors
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/// <summary>
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/// constructor
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/// </summary>
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/// <param name="x">
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/// X value of the point
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/// </param>
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/// <param name="y">
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/// Y value of the point
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/// </param>
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public PointD(double x, double y)
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{
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m_x = x;
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m_y = y;
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}
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#endregion
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}
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}
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