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); } } }