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0001 // Copyright (c) 1991-1999 Matra Datavision 0002 // Copyright (c) 1999-2014 OPEN CASCADE SAS 0003 // 0004 // This file is part of Open CASCADE Technology software library. 0005 // 0006 // This library is free software; you can redistribute it and/or modify it under 0007 // the terms of the GNU Lesser General Public License version 2.1 as published 0008 // by the Free Software Foundation, with special exception defined in the file 0009 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT 0010 // distribution for complete text of the license and disclaimer of any warranty. 0011 // 0012 // Alternatively, this file may be used under the terms of Open CASCADE 0013 // commercial license or contractual agreement. 0014 0015 #ifndef _gp_Ax2_HeaderFile 0016 #define _gp_Ax2_HeaderFile 0017 0018 #include <gp_Ax1.hxx> 0019 #include <gp_Dir.hxx> 0020 #include <Precision.hxx> 0021 0022 class gp_Trsf; 0023 class gp_Vec; 0024 0025 //! Describes a right-handed coordinate system in 3D space. 0026 //! A coordinate system is defined by: 0027 //! - its origin (also referred to as its "Location point"), and 0028 //! - three orthogonal unit vectors, termed respectively the 0029 //! "X Direction", the "Y Direction" and the "Direction" (also 0030 //! referred to as the "main Direction"). 0031 //! The "Direction" of the coordinate system is called its 0032 //! "main Direction" because whenever this unit vector is 0033 //! modified, the "X Direction" and the "Y Direction" are 0034 //! recomputed. However, when we modify either the "X 0035 //! Direction" or the "Y Direction", "Direction" is not modified. 0036 //! The "main Direction" is also the "Z Direction". 0037 //! Since an Ax2 coordinate system is right-handed, its 0038 //! "main Direction" is always equal to the cross product of 0039 //! its "X Direction" and "Y Direction". (To define a 0040 //! left-handed coordinate system, use gp_Ax3.) 0041 //! A coordinate system is used: 0042 //! - to describe geometric entities, in particular to position 0043 //! them. The local coordinate system of a geometric 0044 //! entity serves the same purpose as the STEP function 0045 //! "axis placement two axes", or 0046 //! - to define geometric transformations. 0047 //! Note: we refer to the "X Axis", "Y Axis" and "Z Axis", 0048 //! respectively, as to axes having: 0049 //! - the origin of the coordinate system as their origin, and 0050 //! - the unit vectors "X Direction", "Y Direction" and "main 0051 //! Direction", respectively, as their unit vectors. 0052 //! The "Z Axis" is also the "main Axis". 0053 class gp_Ax2 0054 { 0055 public: 0056 DEFINE_STANDARD_ALLOC 0057 0058 //! Creates an object corresponding to the reference 0059 //! coordinate system (OXYZ). 0060 gp_Ax2() 0061 : vydir(0., 1., 0.) 0062 // vxdir(1.,0.,0.) use default ctor of gp_Dir, as it creates the same dir(1,0,0) 0063 { 0064 } 0065 0066 //! Creates an axis placement with an origin P such that: 0067 //! - N is the Direction, and 0068 //! - the "X Direction" is normal to N, in the plane 0069 //! defined by the vectors (N, Vx): "X 0070 //! Direction" = (N ^ Vx) ^ N, 0071 //! Exception: raises ConstructionError if N and Vx are parallel (same or opposite orientation). 0072 gp_Ax2(const gp_Pnt& P, const gp_Dir& N, const gp_Dir& Vx) 0073 : axis(P, N), 0074 vydir(N), 0075 vxdir(N) 0076 { 0077 vxdir.CrossCross(Vx, N); 0078 vydir.Cross(vxdir); 0079 } 0080 0081 //! Creates - a coordinate system with an origin P, where V 0082 //! gives the "main Direction" (here, "X Direction" and "Y 0083 //! Direction" are defined automatically). 0084 Standard_EXPORT gp_Ax2(const gp_Pnt& P, const gp_Dir& V); 0085 0086 //! Assigns the origin and "main Direction" of the axis A1 to 0087 //! this coordinate system, then recomputes its "X Direction" and "Y Direction". 0088 //! Note: The new "X Direction" is computed as follows: 0089 //! new "X Direction" = V1 ^(previous "X Direction" ^ V) 0090 //! where V is the "Direction" of A1. 0091 //! Exceptions 0092 //! Standard_ConstructionError if A1 is parallel to the "X 0093 //! Direction" of this coordinate system. 0094 void SetAxis(const gp_Ax1& A1); 0095 0096 //! Changes the "main Direction" of this coordinate system, 0097 //! then recomputes its "X Direction" and "Y Direction". 0098 //! Note: the new "X Direction" is computed as follows: 0099 //! new "X Direction" = V ^ (previous "X Direction" ^ V) 0100 //! Exceptions 0101 //! Standard_ConstructionError if V is parallel to the "X 0102 //! Direction" of this coordinate system. 0103 void SetDirection(const gp_Dir& V); 0104 0105 //! Changes the "Location" point (origin) of <me>. 0106 void SetLocation(const gp_Pnt& theP) { axis.SetLocation(theP); } 0107 0108 //! Changes the "Xdirection" of <me>. The main direction 0109 //! "Direction" is not modified, the "Ydirection" is modified. 0110 //! If <Vx> is not normal to the main direction then <XDirection> 0111 //! is computed as follows XDirection = Direction ^ (Vx ^ Direction). 0112 //! Exceptions 0113 //! Standard_ConstructionError if Vx or Vy is parallel to 0114 //! the "main Direction" of this coordinate system. 0115 void SetXDirection(const gp_Dir& theVx) 0116 { 0117 vxdir = axis.Direction().CrossCrossed(theVx, axis.Direction()); 0118 vydir = axis.Direction().Crossed(vxdir); 0119 } 0120 0121 //! Changes the "Ydirection" of <me>. The main direction is not 0122 //! modified but the "Xdirection" is changed. 0123 //! If <Vy> is not normal to the main direction then "YDirection" 0124 //! is computed as follows 0125 //! YDirection = Direction ^ (<Vy> ^ Direction). 0126 //! Exceptions 0127 //! Standard_ConstructionError if Vx or Vy is parallel to 0128 //! the "main Direction" of this coordinate system. 0129 void SetYDirection(const gp_Dir& theVy) 0130 { 0131 vxdir = theVy.Crossed(axis.Direction()); 0132 vydir = (axis.Direction()).Crossed(vxdir); 0133 } 0134 0135 //! Computes the angular value, in radians, between the main direction of 0136 //! <me> and the main direction of <theOther>. Returns the angle 0137 //! between 0 and PI in radians. 0138 Standard_Real Angle(const gp_Ax2& theOther) const { return axis.Angle(theOther.axis); } 0139 0140 //! Returns the main axis of <me>. It is the "Location" point 0141 //! and the main "Direction". 0142 const gp_Ax1& Axis() const { return axis; } 0143 0144 //! Returns the main direction of <me>. 0145 const gp_Dir& Direction() const { return axis.Direction(); } 0146 0147 //! Returns the "Location" point (origin) of <me>. 0148 const gp_Pnt& Location() const { return axis.Location(); } 0149 0150 //! Returns the "XDirection" of <me>. 0151 const gp_Dir& XDirection() const { return vxdir; } 0152 0153 //! Returns the "YDirection" of <me>. 0154 const gp_Dir& YDirection() const { return vydir; } 0155 0156 Standard_Boolean IsCoplanar(const gp_Ax2& Other, 0157 const Standard_Real LinearTolerance, 0158 const Standard_Real AngularTolerance) const; 0159 0160 //! Returns True if 0161 //! . the distance between <me> and the "Location" point of A1 0162 //! is lower of equal to LinearTolerance and 0163 //! . the main direction of <me> and the direction of A1 are normal. 0164 //! Note: the tolerance criterion for angular equality is given by AngularTolerance. 0165 Standard_Boolean IsCoplanar(const gp_Ax1& A1, 0166 const Standard_Real LinearTolerance, 0167 const Standard_Real AngularTolerance) const; 0168 0169 //! Performs a symmetrical transformation of this coordinate 0170 //! system with respect to: 0171 //! - the point P, and assigns the result to this coordinate system. 0172 //! Warning 0173 //! This transformation is always performed on the origin. 0174 //! In case of a reflection with respect to a point: 0175 //! - the main direction of the coordinate system is not changed, and 0176 //! - the "X Direction" and the "Y Direction" are simply reversed 0177 //! In case of a reflection with respect to an axis or a plane: 0178 //! - the transformation is applied to the "X Direction" 0179 //! and the "Y Direction", then 0180 //! - the "main Direction" is recomputed as the cross 0181 //! product "X Direction" ^ "Y Direction". 0182 //! This maintains the right-handed property of the 0183 //! coordinate system. 0184 Standard_EXPORT void Mirror(const gp_Pnt& P); 0185 0186 //! Performs a symmetrical transformation of this coordinate 0187 //! system with respect to: 0188 //! - the point P, and creates a new one. 0189 //! Warning 0190 //! This transformation is always performed on the origin. 0191 //! In case of a reflection with respect to a point: 0192 //! - the main direction of the coordinate system is not changed, and 0193 //! - the "X Direction" and the "Y Direction" are simply reversed 0194 //! In case of a reflection with respect to an axis or a plane: 0195 //! - the transformation is applied to the "X Direction" 0196 //! and the "Y Direction", then 0197 //! - the "main Direction" is recomputed as the cross 0198 //! product "X Direction" ^ "Y Direction". 0199 //! This maintains the right-handed property of the 0200 //! coordinate system. 0201 Standard_NODISCARD Standard_EXPORT gp_Ax2 Mirrored(const gp_Pnt& P) const; 0202 0203 //! Performs a symmetrical transformation of this coordinate 0204 //! system with respect to: 0205 //! - the axis A1, and assigns the result to this coordinate systeme. 0206 //! Warning 0207 //! This transformation is always performed on the origin. 0208 //! In case of a reflection with respect to a point: 0209 //! - the main direction of the coordinate system is not changed, and 0210 //! - the "X Direction" and the "Y Direction" are simply reversed 0211 //! In case of a reflection with respect to an axis or a plane: 0212 //! - the transformation is applied to the "X Direction" 0213 //! and the "Y Direction", then 0214 //! - the "main Direction" is recomputed as the cross 0215 //! product "X Direction" ^ "Y Direction". 0216 //! This maintains the right-handed property of the 0217 //! coordinate system. 0218 Standard_EXPORT void Mirror(const gp_Ax1& A1); 0219 0220 //! Performs a symmetrical transformation of this coordinate 0221 //! system with respect to: 0222 //! - the axis A1, and creates a new one. 0223 //! Warning 0224 //! This transformation is always performed on the origin. 0225 //! In case of a reflection with respect to a point: 0226 //! - the main direction of the coordinate system is not changed, and 0227 //! - the "X Direction" and the "Y Direction" are simply reversed 0228 //! In case of a reflection with respect to an axis or a plane: 0229 //! - the transformation is applied to the "X Direction" 0230 //! and the "Y Direction", then 0231 //! - the "main Direction" is recomputed as the cross 0232 //! product "X Direction" ^ "Y Direction". 0233 //! This maintains the right-handed property of the 0234 //! coordinate system. 0235 Standard_NODISCARD Standard_EXPORT gp_Ax2 Mirrored(const gp_Ax1& A1) const; 0236 0237 //! Performs a symmetrical transformation of this coordinate 0238 //! system with respect to: 0239 //! - the plane defined by the origin, "X Direction" and "Y 0240 //! Direction" of coordinate system A2 and assigns the result to this coordinate systeme. 0241 //! Warning 0242 //! This transformation is always performed on the origin. 0243 //! In case of a reflection with respect to a point: 0244 //! - the main direction of the coordinate system is not changed, and 0245 //! - the "X Direction" and the "Y Direction" are simply reversed 0246 //! In case of a reflection with respect to an axis or a plane: 0247 //! - the transformation is applied to the "X Direction" 0248 //! and the "Y Direction", then 0249 //! - the "main Direction" is recomputed as the cross 0250 //! product "X Direction" ^ "Y Direction". 0251 //! This maintains the right-handed property of the 0252 //! coordinate system. 0253 Standard_EXPORT void Mirror(const gp_Ax2& A2); 0254 0255 //! Performs a symmetrical transformation of this coordinate 0256 //! system with respect to: 0257 //! - the plane defined by the origin, "X Direction" and "Y 0258 //! Direction" of coordinate system A2 and creates a new one. 0259 //! Warning 0260 //! This transformation is always performed on the origin. 0261 //! In case of a reflection with respect to a point: 0262 //! - the main direction of the coordinate system is not changed, and 0263 //! - the "X Direction" and the "Y Direction" are simply reversed 0264 //! In case of a reflection with respect to an axis or a plane: 0265 //! - the transformation is applied to the "X Direction" 0266 //! and the "Y Direction", then 0267 //! - the "main Direction" is recomputed as the cross 0268 //! product "X Direction" ^ "Y Direction". 0269 //! This maintains the right-handed property of the 0270 //! coordinate system. 0271 Standard_NODISCARD Standard_EXPORT gp_Ax2 Mirrored(const gp_Ax2& A2) const; 0272 0273 void Rotate(const gp_Ax1& theA1, const Standard_Real theAng) 0274 { 0275 gp_Pnt aTemp = axis.Location(); 0276 aTemp.Rotate(theA1, theAng); 0277 axis.SetLocation(aTemp); 0278 vxdir.Rotate(theA1, theAng); 0279 vydir.Rotate(theA1, theAng); 0280 axis.SetDirection(vxdir.Crossed(vydir)); 0281 } 0282 0283 //! Rotates an axis placement. <theA1> is the axis of the rotation. 0284 //! theAng is the angular value of the rotation in radians. 0285 Standard_NODISCARD gp_Ax2 Rotated(const gp_Ax1& theA1, const Standard_Real theAng) const 0286 { 0287 gp_Ax2 aTemp = *this; 0288 aTemp.Rotate(theA1, theAng); 0289 return aTemp; 0290 } 0291 0292 void Scale(const gp_Pnt& theP, const Standard_Real theS) 0293 { 0294 gp_Pnt aTemp = axis.Location(); 0295 aTemp.Scale(theP, theS); 0296 axis.SetLocation(aTemp); 0297 if (theS < 0.0) 0298 { 0299 vxdir.Reverse(); 0300 vydir.Reverse(); 0301 } 0302 } 0303 0304 //! Applies a scaling transformation on the axis placement. 0305 //! The "Location" point of the axisplacement is modified. 0306 //! Warnings : 0307 //! If the scale <S> is negative : 0308 //! . the main direction of the axis placement is not changed. 0309 //! . The "XDirection" and the "YDirection" are reversed. 0310 //! So the axis placement stay right handed. 0311 Standard_NODISCARD gp_Ax2 Scaled(const gp_Pnt& theP, const Standard_Real theS) const 0312 { 0313 gp_Ax2 aTemp = *this; 0314 aTemp.Scale(theP, theS); 0315 return aTemp; 0316 } 0317 0318 void Transform(const gp_Trsf& theT) 0319 { 0320 gp_Pnt aTemp = axis.Location(); 0321 aTemp.Transform(theT); 0322 axis.SetLocation(aTemp); 0323 vxdir.Transform(theT); 0324 vydir.Transform(theT); 0325 axis.SetDirection(vxdir.Crossed(vydir)); 0326 } 0327 0328 //! Transforms an axis placement with a Trsf. 0329 //! The "Location" point, the "XDirection" and the "YDirection" are transformed with theT. 0330 //! The resulting main "Direction" of <me> is the cross product between 0331 //! the "XDirection" and the "YDirection" after transformation. 0332 Standard_NODISCARD gp_Ax2 Transformed(const gp_Trsf& theT) const 0333 { 0334 gp_Ax2 aTemp = *this; 0335 aTemp.Transform(theT); 0336 return aTemp; 0337 } 0338 0339 void Translate(const gp_Vec& theV) { axis.Translate(theV); } 0340 0341 //! Translates an axis plaxement in the direction of the vector <theV>. 0342 //! The magnitude of the translation is the vector's magnitude. 0343 Standard_NODISCARD gp_Ax2 Translated(const gp_Vec& theV) const 0344 { 0345 gp_Ax2 aTemp = *this; 0346 aTemp.Translate(theV); 0347 return aTemp; 0348 } 0349 0350 void Translate(const gp_Pnt& theP1, const gp_Pnt& theP2) { axis.Translate(theP1, theP2); } 0351 0352 //! Translates an axis placement from the point <theP1> to the point <theP2>. 0353 Standard_NODISCARD gp_Ax2 Translated(const gp_Pnt& theP1, const gp_Pnt& theP2) const 0354 { 0355 gp_Ax2 aTemp = *this; 0356 aTemp.Translate(theP1, theP2); 0357 return aTemp; 0358 } 0359 0360 //! Dumps the content of me into the stream 0361 Standard_EXPORT void DumpJson(Standard_OStream& theOStream, Standard_Integer theDepth = -1) const; 0362 0363 //! Inits the content of me from the stream 0364 Standard_EXPORT Standard_Boolean InitFromJson(const Standard_SStream& theSStream, 0365 Standard_Integer& theStreamPos); 0366 0367 private: 0368 gp_Ax1 axis; 0369 gp_Dir vydir; 0370 gp_Dir vxdir; 0371 }; 0372 0373 // ======================================================================= 0374 // function : SetAxis 0375 // purpose : 0376 // ======================================================================= 0377 inline void gp_Ax2::SetAxis(const gp_Ax1& theA1) 0378 { 0379 Standard_Real a = theA1.Direction() * vxdir; 0380 if (Abs(Abs(a) - 1.) <= Precision::Angular()) 0381 { 0382 if (a > 0.) 0383 { 0384 vxdir = vydir; 0385 vydir = axis.Direction(); 0386 axis = theA1; 0387 } 0388 else 0389 { 0390 vxdir = axis.Direction(); 0391 axis = theA1; 0392 } 0393 } 0394 else 0395 { 0396 axis = theA1; 0397 vxdir = axis.Direction().CrossCrossed(vxdir, axis.Direction()); 0398 vydir = axis.Direction().Crossed(vxdir); 0399 } 0400 } 0401 0402 // ======================================================================= 0403 // function : SetDirection 0404 // purpose : 0405 // ======================================================================= 0406 inline void gp_Ax2::SetDirection(const gp_Dir& theV) 0407 { 0408 Standard_Real a = theV * vxdir; 0409 if (Abs(Abs(a) - 1.) <= Precision::Angular()) 0410 { 0411 if (a > 0.) 0412 { 0413 vxdir = vydir; 0414 vydir = axis.Direction(); 0415 axis.SetDirection(theV); 0416 } 0417 else 0418 { 0419 vxdir = axis.Direction(); 0420 axis.SetDirection(theV); 0421 } 0422 } 0423 else 0424 { 0425 axis.SetDirection(theV); 0426 vxdir = theV.CrossCrossed(vxdir, theV); 0427 vydir = theV.Crossed(vxdir); 0428 } 0429 } 0430 0431 // ======================================================================= 0432 // function : IsCoplanar 0433 // purpose : 0434 // ======================================================================= 0435 inline Standard_Boolean gp_Ax2::IsCoplanar(const gp_Ax2& theOther, 0436 const Standard_Real theLinearTolerance, 0437 const Standard_Real theAngularTolerance) const 0438 { 0439 const gp_Dir& DD = axis.Direction(); 0440 const gp_Pnt& PP = axis.Location(); 0441 const gp_Pnt& OP = theOther.axis.Location(); 0442 Standard_Real D1 = 0443 (DD.X() * (OP.X() - PP.X()) + DD.Y() * (OP.Y() - PP.Y()) + DD.Z() * (OP.Z() - PP.Z())); 0444 if (D1 < 0) 0445 { 0446 D1 = -D1; 0447 } 0448 return D1 <= theLinearTolerance && axis.IsParallel(theOther.axis, theAngularTolerance); 0449 } 0450 0451 // ======================================================================= 0452 // function : IsCoplanar 0453 // purpose : 0454 // ======================================================================= 0455 inline Standard_Boolean gp_Ax2::IsCoplanar(const gp_Ax1& theA, 0456 const Standard_Real theLinearTolerance, 0457 const Standard_Real theAngularTolerance) const 0458 { 0459 const gp_Dir& DD = axis.Direction(); 0460 const gp_Pnt& PP = axis.Location(); 0461 const gp_Pnt& AP = theA.Location(); 0462 Standard_Real D1 = 0463 (DD.X() * (AP.X() - PP.X()) + DD.Y() * (AP.Y() - PP.Y()) + DD.Z() * (AP.Z() - PP.Z())); 0464 if (D1 < 0) 0465 { 0466 D1 = -D1; 0467 } 0468 return D1 <= theLinearTolerance && axis.IsNormal(theA, theAngularTolerance); 0469 } 0470 0471 #endif // _gp_Ax2_HeaderFile
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