+ Add class CoordinateSystem and use it to compute placement of plane from fit
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104
src/Base/CoordinateSystem.h
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104
src/Base/CoordinateSystem.h
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/***************************************************************************
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* Copyright (c) 2014 Werner Mayer <wmayer[at]users.sourceforge.net> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 51 Franklin Street, *
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* Fifth Floor, Boston, MA 02110-1301, USA *
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* *
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***************************************************************************/
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#ifndef BASE_COORDINATESYSTEM_H
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#define BASE_COORDINATESYSTEM_H
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#include "Axis.h"
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namespace Base {
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/**
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* Describes a right-handed coordinate system in 3D space.
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\author Werner Mayer
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*/
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class BaseExport CoordinateSystem
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{
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public:
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/** Construct a default coordinate system with position in (0,0,0),
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* with X axis (1,0,0), with Y axis (0,1,0) and Z axis (0,0,1)
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*/
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CoordinateSystem();
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~CoordinateSystem();
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/** Sets the main axis. X and Y dir are adjusted accordingly.
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* The main axis \a v must not be parallel to the X axis
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*/
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void setAxis(const Axis& v);
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/** Sets the main axis. X and Y dir are adjusted accordingly.
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* The main axis must not be parallel to \a xd
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*/
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void setAxes(const Axis&, const Vector3d& xd);
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/** Sets the main axis. X and Y dir are adjusted accordingly.
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* The main axis \a n must not be parallel to \a xd
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*/
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void setAxes(const Vector3d& n, const Vector3d& xd);
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inline const Axis& getAxis() const
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{ return axis; }
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/** The passed vector must not be parallel to the main axis */
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void setXDirection(const Vector3d&);
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inline const Vector3d& getXDirection() const
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{ return xdir; }
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/** The passed vector must not be parallel to the main axis */
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void setYDirection(const Vector3d&);
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inline const Vector3d& getYDirection() const
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{ return ydir; }
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/** Sets the main axis. X and Y dir are adjusted accordingly.
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* The main axis must not be parallel to the X axis
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*/
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void setZDirection(const Vector3d&);
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inline const Vector3d& getZDirection() const
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{ return axis.getDirection(); }
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inline void setPosition(const Vector3d& p)
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{ axis.setBase(p); }
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inline const Vector3d& getPosition() const
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{ return axis.getBase(); }
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/** This computes the displacement from this coordinate system to the
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* given coordinate system \a cs
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*/
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Placement displacement(const CoordinateSystem& cs) const;
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/** Transform the point \a p to be in this coordinate system */
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void transformTo(Vector3d& p);
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/** Apply the placement \a p to the coordinate system. */
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void transform(const Placement& p);
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/** Apply the rotation \a r to the coordinate system. */
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void transform(const Rotation& r);
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/** Set the placement \a p to the coordinate system. */
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void setPlacement(const Placement& p);
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private:
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Axis axis;
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Vector3d xdir;
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Vector3d ydir;
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};
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}
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#endif // BASE_COORDINATESYSTEM_H
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