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| #include "CoordinateSystem.h" |
| #include "Exception.h" |
| #include "Matrix.h" |
| #include "Placement.h" |
| #include "Rotation.h" |
|
|
|
|
| using namespace Base; |
|
|
| CoordinateSystem::CoordinateSystem() |
| : axis(Vector3d(), Vector3d(0, 0, 1)) |
| , xdir(1, 0, 0) |
| , ydir(0, 1, 0) |
| {} |
|
|
| void CoordinateSystem::setAxes(const Axis& vec, const Vector3d& xd) |
| { |
| if (xd.Sqr() < Base::Vector3d::epsilon()) { |
| throw Base::ValueError("Direction is null vector"); |
| } |
| Vector3d yd = vec.getDirection() % xd; |
| if (yd.Sqr() < Base::Vector3d::epsilon()) { |
| throw Base::ValueError("Direction is parallel to Z-direction"); |
| } |
| ydir = yd; |
| ydir.Normalize(); |
| xdir = ydir % vec.getDirection(); |
| xdir.Normalize(); |
| axis.setBase(vec.getBase()); |
| Base::Vector3d zdir = vec.getDirection(); |
| zdir.Normalize(); |
| axis.setDirection(zdir); |
| } |
|
|
| void CoordinateSystem::setAxes(const Vector3d& n, const Vector3d& xd) |
| { |
| if (xd.Sqr() < Base::Vector3d::epsilon()) { |
| throw Base::ValueError("Direction is null vector"); |
| } |
| Vector3d yd = n % xd; |
| if (yd.Sqr() < Base::Vector3d::epsilon()) { |
| throw Base::ValueError("Direction is parallel to Z-direction"); |
| } |
| ydir = yd; |
| ydir.Normalize(); |
| xdir = ydir % n; |
| xdir.Normalize(); |
| Base::Vector3d zdir = n; |
| zdir.Normalize(); |
| axis.setDirection(zdir); |
| } |
|
|
| void CoordinateSystem::setAxis(const Axis& axis) |
| { |
| setAxes(axis, xdir); |
| } |
|
|
| void CoordinateSystem::setXDirection(const Vector3d& dir) |
| { |
| Vector3d yd = axis.getDirection() % dir; |
| if (yd.Sqr() < Base::Vector3d::epsilon()) { |
| throw Base::ValueError("Direction is parallel to Z-direction"); |
| } |
| ydir = yd; |
| ydir.Normalize(); |
| xdir = ydir % axis.getDirection(); |
| xdir.Normalize(); |
| } |
|
|
| void CoordinateSystem::setYDirection(const Vector3d& dir) |
| { |
| Vector3d xd = dir % axis.getDirection(); |
| if (xd.Sqr() < Base::Vector3d::epsilon()) { |
| throw Base::ValueError("Direction is parallel to Z-direction"); |
| } |
| xdir = xd; |
| xdir.Normalize(); |
| ydir = axis.getDirection() % xdir; |
| ydir.Normalize(); |
| } |
|
|
| void CoordinateSystem::setZDirection(const Vector3d& dir) |
| { |
| setAxes(dir, xdir); |
| } |
|
|
| Placement CoordinateSystem::displacement(const CoordinateSystem& cs) const |
| { |
| |
| const Base::Vector3d& a = axis.getBase(); |
| const Base::Vector3d& zdir = axis.getDirection(); |
| Base::Matrix4D At; |
| At[0][0] = xdir.x; |
| At[1][0] = ydir.x; |
| At[2][0] = zdir.x; |
| At[0][1] = xdir.y; |
| At[1][1] = ydir.y; |
| At[2][1] = zdir.y; |
| At[0][2] = xdir.z; |
| At[1][2] = ydir.z; |
| At[2][2] = zdir.z; |
| Base::Vector3d at = At * a; |
| At[0][3] = -at.x; |
| At[1][3] = -at.y; |
| At[2][3] = -at.z; |
|
|
| const Base::Vector3d& b = cs.axis.getBase(); |
| const Base::Vector3d& cszdir = cs.axis.getDirection(); |
| Base::Matrix4D B; |
| B[0][0] = cs.xdir.x; |
| B[0][1] = cs.ydir.x; |
| B[0][2] = cszdir.x; |
| B[0][3] = b.x; |
| B[1][0] = cs.xdir.y; |
| B[1][1] = cs.ydir.y; |
| B[1][2] = cszdir.y; |
| B[1][3] = b.y; |
| B[2][0] = cs.xdir.z; |
| B[2][1] = cs.ydir.z; |
| B[2][2] = cszdir.z; |
| B[2][3] = b.z; |
|
|
| Placement PAt(At); |
| Placement PB(B); |
| Placement C = PB * PAt; |
| return C; |
| |
| } |
|
|
| void CoordinateSystem::transformTo(Vector3d& pnt) |
| { |
| return pnt.TransformToCoordinateSystem(axis.getBase(), xdir, ydir); |
| } |
|
|
| void CoordinateSystem::transform(const Placement& plm) |
| { |
| axis *= plm; |
| plm.getRotation().multVec(this->xdir, this->xdir); |
| plm.getRotation().multVec(this->ydir, this->ydir); |
| } |
|
|
| void CoordinateSystem::transform(const Rotation& rot) |
| { |
| Vector3d zdir = axis.getDirection(); |
| rot.multVec(zdir, zdir); |
| axis.setDirection(zdir); |
| rot.multVec(this->xdir, this->xdir); |
| rot.multVec(this->ydir, this->ydir); |
| } |
|
|
| void CoordinateSystem::setPlacement(const Placement& plm) |
| { |
| Vector3d zdir(0, 0, 1); |
| plm.getRotation().multVec(zdir, zdir); |
| axis.setBase(plm.getPosition()); |
| axis.setDirection(zdir); |
|
|
| plm.getRotation().multVec(Vector3d(1, 0, 0), this->xdir); |
| plm.getRotation().multVec(Vector3d(0, 1, 0), this->ydir); |
| } |
|
|