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【二次开发源码】一种基于点投影,获取投影原始点的方法0 d+ I! T! T% V2 I! [# G3 `3 a6 i
) A& z& ~8 \ J$ {一直斜边和一个直边的向量,单位向量可以通过dot 获取 夹角
5 b t! `* x; z- d v然后通过勾股定理,计算得到长边值,最后进行基于点的affine,即可获取斜边向量
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" ?% ?8 r5 | c- //这里仅仅考虑Z轴方向
7 P; `) J) Y6 R% X- b; g - void Get_Projection_OrignalPoint(double basePoint[3],double maxZValue,double projectOrignialUnitDir[3], double newOriginalPoint[3])
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- double dotResult;8 g4 {% D0 F4 q o8 T
- double longDistance;
; p/ [( q7 W5 Z) Y! M/ g4 P - double zDir[3] = { 0.0,0.0,1.0 };/ N. f* x& ^; f s; s3 p$ y
- //直线距离
) W# b7 S7 s& `- ]( h - double deltaProjectDistance = fabs(maxZValue - basePoint[2]);' J0 g" a5 v% g; {% E1 _2 U
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- Echo("斜度垂直直线距离:%.3f maxZValue:%.3f", deltaProjectDistance, maxZValue);
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( ^9 |( G2 [9 w- if ( EQ_is_eq(deltaProjectDistance,0.0,MINTOL)) //就是最高点 ,直接返回
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; c( i0 {; N& o$ I+ N/ L' c8 m - UF_VEC3_copy(basePoint, newOriginalPoint);: x( x2 ]% r: u8 x" @8 ^ P
- return;; K0 v; L0 j$ V {: b1 S
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- //计算夹角,通过单位矢量% J1 W6 [# L* g2 x9 u% `* t4 Z
- //faceDir 可能反向 ) P9 }' i3 p. [, D0 M
- UF_VEC3_dot(projectOrignialUnitDir, zDir, &dotResult);$ C' t/ b$ C: L1 a/ j! E7 P7 j. \
- // cos() faceDir.zDir = |FaceDir||ZDir|cos(angle)
4 a5 q/ ?' P2 c8 d; f - double cosAngle = fabs(dotResult);
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# d$ r* K9 X5 i4 t, G! T& \ - //斜边距离
+ I9 e" y4 `5 P( r - if (EQ_is_zero(cosAngle, MINTOL))# Y! L& g& J( q5 x+ w- t! _. Z# m5 o
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( S* a; _* H) o" z. i, I4 @ - longDistance = deltaProjectDistance;
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- else
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- longDistance = deltaProjectDistance / cosAngle;7 G# \5 X6 u5 z4 _* |- z
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- //这里可能出现方向相反,我们需要进行一次判定* G) [0 Z. E; g9 F
) t2 |! A, l4 H9 u ?- S! Z- UF_VEC3_affine_comb(basePoint, longDistance, projectOrignialUnitDir, newOriginalPoint);
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' G0 e+ ^* {6 j4 ^# h8 H7 |- Echo("maxZValue: %f ,newOriginalPoint[2]:%.3f", maxZValue, newOriginalPoint[2]);9 b. F* I5 e( k: Z3 M! X
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- if (!EQ_is_eq(maxZValue,newOriginalPoint[2],MINTOL))
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- UF_VEC3_affine_comb(basePoint, -longDistance, projectOrignialUnitDir, newOriginalPoint);7 d2 S; _6 D0 t Z
- }
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- Echo("cosAngle: %f ,longDistance:%.3f", cosAngle, longDistance);7 j' _1 S) F+ _4 N4 A
- }
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