185 lines
5.9 KiB
C++
185 lines
5.9 KiB
C++
/***************************************************************************
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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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#include "PreCompiled.h"
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#include "CoordinateSystem.h"
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#include "Exception.h"
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#include "Matrix.h"
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using namespace Base;
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CoordinateSystem::CoordinateSystem()
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: axis(Vector3d(), Vector3d(0,0,1)), xdir(1,0,0), ydir(0,1,0)
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{
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}
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CoordinateSystem::~CoordinateSystem() = default;
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void CoordinateSystem::setAxes(const Axis& v, const Vector3d& xd)
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{
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if (xd.Sqr() < Base::Vector3d::epsilon())
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throw Base::ValueError("Direction is null vector");
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Vector3d yd = v.getDirection() % xd;
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if (yd.Sqr() < Base::Vector3d::epsilon())
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throw Base::ValueError("Direction is parallel to Z direction");
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ydir = yd;
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ydir.Normalize();
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xdir = ydir % v.getDirection();
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xdir.Normalize();
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axis.setBase(v.getBase());
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Base::Vector3d zdir = v.getDirection();
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zdir.Normalize();
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axis.setDirection(zdir);
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}
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void CoordinateSystem::setAxes(const Vector3d& n, const Vector3d& xd)
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{
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if (xd.Sqr() < Base::Vector3d::epsilon())
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throw Base::ValueError("Direction is null vector");
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Vector3d yd = n % xd;
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if (yd.Sqr() < Base::Vector3d::epsilon())
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throw Base::ValueError("Direction is parallel to Z direction");
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ydir = yd;
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ydir.Normalize();
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xdir = ydir % n;
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xdir.Normalize();
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Base::Vector3d zdir = n;
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zdir.Normalize();
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axis.setDirection(zdir);
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}
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void CoordinateSystem::setAxis(const Axis& v)
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{
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setAxes(v, xdir);
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}
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void CoordinateSystem::setXDirection(const Vector3d& dir)
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{
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Vector3d yd = axis.getDirection() % dir;
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if (yd.Sqr() < Base::Vector3d::epsilon())
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throw Base::ValueError("Direction is parallel to Z direction");
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ydir = yd;
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ydir.Normalize();
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xdir = ydir % axis.getDirection();
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xdir.Normalize();
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}
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void CoordinateSystem::setYDirection(const Vector3d& dir)
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{
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Vector3d xd = dir & axis.getDirection();
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if (xd.Sqr() < Base::Vector3d::epsilon())
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throw Base::ValueError("Direction is parallel to Z direction");
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xdir = xd;
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xdir.Normalize();
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ydir = axis.getDirection() % xdir;
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ydir.Normalize();
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}
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void CoordinateSystem::setZDirection(const Vector3d& dir)
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{
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setAxes(dir, xdir);
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}
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Placement CoordinateSystem::displacement(const CoordinateSystem& cs) const
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{
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#if 0
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// align the Z axes
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Base::Rotation rotZ(getZDirection(), cs.getZDirection());
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// align the X axes
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Base::Vector3d xd = xdir;
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rotZ.multVec(xd,xd);
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Base::Rotation rotX(xd, cs.getXDirection());
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// the transformed base point
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Vector3d mov = axis.getBase();
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rotZ.multVec(mov,mov);
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rotX.multVec(mov,mov);
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mov = cs.getPosition() - mov;
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Base::Rotation rot;
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rot = rotX * rotZ;
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return Placement(mov, rot);
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#else
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const Base::Vector3d& a = axis.getBase();
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const Base::Vector3d& zdir = axis.getDirection();
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Base::Matrix4D At;
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At[0][0] = xdir.x; At[1][0] = ydir.x; At[2][0] = zdir.x;
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At[0][1] = xdir.y; At[1][1] = ydir.y; At[2][1] = zdir.y;
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At[0][2] = xdir.z; At[1][2] = ydir.z; At[2][2] = zdir.z;
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Base::Vector3d at = At * a;
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At[0][3] = -at.x; At[1][3] = -at.y; At[2][3] = -at.z;
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const Base::Vector3d& b = cs.axis.getBase();
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const Base::Vector3d& cszdir = cs.axis.getDirection();
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Base::Matrix4D B;
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B[0][0] = cs.xdir.x; B[0][1] = cs.ydir.x; B[0][2] = cszdir.x; B[0][3] = b.x;
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B[1][0] = cs.xdir.y; B[1][1] = cs.ydir.y; B[1][2] = cszdir.y; B[1][3] = b.y;
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B[2][0] = cs.xdir.z; B[2][1] = cs.ydir.z; B[2][2] = cszdir.z; B[2][3] = b.z;
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//Base::Matrix4D C;
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//C = B * At;
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//Placement p(C);
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//return p;
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Placement PAt(At);
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Placement PB(B);
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Placement C = PB * PAt;
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return C;
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#endif
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}
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void CoordinateSystem::transformTo(Vector3d& p)
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{
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return p.TransformToCoordinateSystem(axis.getBase(), xdir, ydir);
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}
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void CoordinateSystem::transform(const Placement& p)
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{
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axis *= p;
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p.getRotation().multVec(this->xdir, this->xdir);
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p.getRotation().multVec(this->ydir, this->ydir);
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}
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void CoordinateSystem::transform(const Rotation& r)
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{
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Vector3d zdir = axis.getDirection();
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r.multVec(zdir, zdir);
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axis.setDirection(zdir);
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r.multVec(this->xdir, this->xdir);
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r.multVec(this->ydir, this->ydir);
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}
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void CoordinateSystem::setPlacement(const Placement& p)
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{
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Vector3d zdir(0,0,1);
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p.getRotation().multVec(zdir, zdir);
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axis.setBase(p.getPosition());
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axis.setDirection(zdir);
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p.getRotation().multVec(Vector3d(1,0,0), this->xdir);
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p.getRotation().multVec(Vector3d(0,1,0), this->ydir);
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}
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