// // (C) Copyright 2003-2019 by Autodesk, Inc. // // Permission to use, copy, modify, and distribute this software in // object code form for any purpose and without fee is hereby granted, // provided that the above copyright notice appears in all copies and // that both that copyright notice and the limited warranty and // restricted rights notice below appear in all supporting // documentation. // // AUTODESK PROVIDES THIS PROGRAM "AS IS" AND WITH ALL FAULTS. // AUTODESK SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTY OF // MERCHANTABILITY OR FITNESS FOR A PARTICULAR USE. AUTODESK, INC. // DOES NOT WARRANT THAT THE OPERATION OF THE PROGRAM WILL BE // UNINTERRUPTED OR ERROR FREE. // // Use, duplication, or disclosure by the U.S. Government is subject to // restrictions set forth in FAR 52.227-19 (Commercial Computer // Software - Restricted Rights) and DFAR 252.227-7013(c)(1)(ii) // (Rights in Technical Data and Computer Software), as applicable. // using System; using System.Collections.Generic; using System.Text; using Autodesk.Revit.DB; namespace Revit.SDK.Samples.NewPathReinforcement.CS { /// /// Vector4 class use to store vector /// and contain method to handle the vector /// public class Vector4 { #region Class member variables and properties private float m_x; private float m_y; private float m_z; private float m_w = 1.0f; /// /// X property to get/set x value of Vector4 /// public float X { get { return m_x; } set { m_x = value; } } /// /// Y property to get/set y value of Vector4 /// public float Y { get { return m_y; } set { m_y = value; } } /// /// Z property to get/set z value of Vector4 /// public float Z { get { return m_z; } set { m_z = value; } } /// /// W property to get/set fourth value of Vector4 /// public float W { get { return m_w; } set { m_w = value; } } #endregion /// /// constructor /// public Vector4(float x, float y, float z) { this.X = x; this.Y = y; this.Z = z; } /// /// constructor, transfer Autodesk.Revit.DB.XYZ to vector /// /// Autodesk.Revit.DB.XYZ structure which need to be transferred public Vector4(Autodesk.Revit.DB.XYZ v) { this.X = (float)v.X; this.Y = (float)v.Y; this.Z = (float)v.Z; } /// /// adds two vectors /// /// first vector /// second vector public static Vector4 operator+ (Vector4 va, Vector4 vb) { return new Vector4(va.X + vb.X, va.Y + vb.Y, va.Z + vb.Z); } /// /// subtracts two vectors /// /// first vector /// second vector /// subtraction of two vector public static Vector4 operator- (Vector4 va, Vector4 vb) { return new Vector4(va.X - vb.X, va.Y - vb.Y, va.Z - vb.Z); } /// /// multiplies a vector by a floating type value /// /// vector /// multiplier of floating type /// the result vector public static Vector4 operator* (Vector4 v,float factor) { return new Vector4(v.X * factor, v.Y * factor, v.Z * factor); } /// /// divides vector by an floating type value /// /// vector /// floating type value /// vector divided by a floating type value public static Vector4 operator /(Vector4 v, float factor) { return new Vector4(v.X / factor, v.Y / factor, v.Z / factor); } /// /// dot multiply vector /// /// the result vector public float DotProduct(Vector4 v) { return (this.X * v.X + this.Y * v.Y + this.Z * v.Z); } /// /// get normal vector of two vectors /// /// second vector /// normal vector of two vectors public Vector4 CrossProduct(Vector4 v) { return new Vector4(this.Y * v.Z - this.Z * v.Y,this.Z * v.X - this.X * v.Z,this.X * v.Y - this.Y * v.X); } /// /// dot multiply two vectors /// /// first vector /// second vector public static float DotProduct(Vector4 va, Vector4 vb) { return (va.X * vb.X + va.Y * vb.Y + va.Z * vb.Z); } /// /// get normal vector of two vectors /// /// first vector /// second vector /// normal vector of two vectors public static Vector4 CrossProduct(Vector4 va, Vector4 vb) { return new Vector4(va.Y * vb.Z - va.Z * vb.Y, va.Z * vb.X - va.X * vb.Z, va.X * vb.Y - va.Y * vb.X); } /// /// get unit vector /// public void Normalize() { float length = Length(); if(length == 0) { length = 1; } this.X /= length; this.Y /= length; this.Z /= length; } /// /// calculate the length of vector /// public float Length() { return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z); } }; /// /// Matrix used to transform between ucs coordinate and world coordinate. /// public class Matrix4 { #region MatrixType /// /// Matrix Type Enum use to define function of matrix /// public enum MatrixType { /// /// matrix use to rotate /// Rotation, /// /// matrix used to Translation /// Translation, /// /// matrix used to Scale /// Scale, /// /// matrix used to Rotation and Translation /// RotationAndTranslation, /// /// normal matrix /// Normal }; private float[,] m_matrix = new float[4,4]; private MatrixType m_type; #endregion /// /// default ctor /// public Matrix4() { m_type = MatrixType.Normal; Identity(); } /// /// ctor,rotation matrix,origin at (0,0,0) /// /// identity of x axis /// identity of y axis /// identity of z axis public Matrix4(Vector4 xAxis,Vector4 yAxis, Vector4 zAxis) { m_type = MatrixType.Rotation; Identity(); m_matrix[0, 0] = xAxis.X; m_matrix[0, 1] = xAxis.Y; m_matrix[0, 2] = xAxis.Z; m_matrix[1, 0] = yAxis.X; m_matrix[1, 1] = yAxis.Y; m_matrix[1, 2] = yAxis.Z; m_matrix[2, 0] = zAxis.X; m_matrix[2, 1] = zAxis.Y; m_matrix[2, 2] = zAxis.Z; } /// /// ctor,translation matrix. /// /// origin of ucs in world coordinate public Matrix4(Vector4 origin) { m_type = MatrixType.Translation; Identity(); m_matrix[3, 0] = origin.X; m_matrix[3, 1] = origin.Y; m_matrix[3, 2] = origin.Z; } /// /// rotation and translation matrix constructor /// /// x Axis /// y Axis /// z Axis /// origin public Matrix4(Vector4 xAxis, Vector4 yAxis, Vector4 zAxis, Vector4 origin) { m_type = MatrixType.RotationAndTranslation; Identity(); m_matrix[0, 0] = xAxis.X; m_matrix[0, 1] = xAxis.Y; m_matrix[0, 2] = xAxis.Z; m_matrix[1, 0] = yAxis.X; m_matrix[1, 1] = yAxis.Y; m_matrix[1, 2] = yAxis.Z; m_matrix[2, 0] = zAxis.X; m_matrix[2, 1] = zAxis.Y; m_matrix[2, 2] = zAxis.Z; m_matrix[3, 0] = origin.X; m_matrix[3, 1] = origin.Y; m_matrix[3, 2] = origin.Z; } /// /// scale matrix constructor /// /// scale factor public Matrix4(float scale) { m_type = MatrixType.Scale; Identity(); m_matrix[0, 0] = m_matrix[1, 1] = m_matrix[2, 2] = scale; } /// /// indexer of matrix /// /// row number /// column number /// public float this[int row, int column] { get { return this.m_matrix[row, column]; } set { this.m_matrix[row, column] = value; } } /// /// Identity matrix /// public void Identity() { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { this.m_matrix[i, j] = 0.0f; } } this.m_matrix[0, 0] = 1.0f; this.m_matrix[1, 1] = 1.0f; this.m_matrix[2, 2] = 1.0f; this.m_matrix[3, 3] = 1.0f; } /// /// multiply matrix left and right /// /// left matrix /// right matrix /// public static Matrix4 Multiply(Matrix4 left, Matrix4 right) { Matrix4 result = new Matrix4(); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { result[i, j] = left[i, 0] * right[0, j] + left[i, 1] * right[1, j] + left[i, 2] * right[2, j] + left[i, 3] * right[3, j]; } } return result; } /// /// transform point use this matrix /// /// point needed to be transformed /// transform result public Vector4 Transform(Vector4 point) { return new Vector4(point.X * this[0, 0] + point.Y * this[1, 0] + point.Z * this[2, 0]+ point.W * this[3, 0], point.X * this[0, 1] + point.Y * this[1, 1] + point.Z * this[2, 1]+ point.W * this[3, 1], point.X * this[0, 2] + point.Y * this[1, 2] + point.Z * this[2, 2]+ point.W * this[3, 2]); } /// /// if m_matrix is a rotation matrix,this method can get the rotation inverse matrix. /// /// rotation inverse matrix public Matrix4 RotationInverse() { return new Matrix4(new Vector4(this[0, 0], this[1, 0], this[2, 0]), new Vector4(this[0, 1], this[1, 1], this[2, 1]), new Vector4(this[0, 2], this[1, 2], this[2, 2])); } /// /// if this m_matrix is a translation matrix, /// this method can get the translation inverse matrix. /// /// translation inverse matrix public Matrix4 TranslationInverse() { return new Matrix4(new Vector4(-this[3, 0], -this[3, 1], -this[3, 2])); } /// /// get inverse matrix /// /// inverse matrix public Matrix4 Inverse() { switch(m_type) { case MatrixType.Rotation: return RotationInverse(); case MatrixType.Translation: return TranslationInverse(); case MatrixType.RotationAndTranslation: return Multiply(TranslationInverse(),RotationInverse()); case MatrixType.Scale: return ScaleInverse(); case MatrixType.Normal: return new Matrix4(); default: return null; } } /// /// if m_matrix is a scale matrix,this method can get the scale inverse matrix. /// /// scale inverse matrix public Matrix4 ScaleInverse() { return new Matrix4(1 / m_matrix[0,0]); } }; }