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2021-04-20 11:36:21 +02:00

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C#

//
// (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;
namespace Revit.SDK.Samples.ObjectViewer.CS
{
/// <summary>
/// This class stand for user coordinate system
/// </summary>
public class UCS
{
Vector m_origin = new Vector(0.0, 0.0, 0.0);
Vector m_xAxis = new Vector(1.0, 0.0, 0.0);
Vector m_yAxis = new Vector(0.0, 1.0, 0.0);
Vector m_zAxis = new Vector(0.0, 0.0, 1.0);
/// <summary>
/// constructor
/// </summary>
public UCS()
{
}
/// <summary>
/// Property to get origin of user coordinate system
/// </summary>
public Vector Origin
{
get
{
return m_origin;
}
set
{
m_origin = value;
}
}
/// <summary>
/// Property to get Axis(x,y,z) of User coordinate system
/// </summary>
/// <param name="index">indicate which Axis want be gotten</param>
/// <returns>information about the Axis</returns>
public Vector this[int index]
{
get
{
switch (index)
{
case 0:
return m_xAxis;
case 1:
return m_yAxis;
case 2:
return m_zAxis;
default:
throw new ArgumentOutOfRangeException();
}
}
}
/// <summary>
/// Property to get X Axis of user coordinate system
/// </summary>
public Vector XAxis
{
get
{
return m_xAxis;
}
}
/// <summary>
/// Property to get Y Axis of user coordinate system
/// </summary>
public Vector YAxis
{
get
{
return m_yAxis;
}
}
/// <summary>
/// Property to get Z Axis of user coordinate system
/// </summary>
public Vector ZAxis
{
get
{
return m_zAxis;
}
}
/// <summary>
/// The default constructor,
/// </summary>
public UCS(Vector origin, Vector xAxis, Vector yAxis)
: this(origin, xAxis, yAxis, true)
{
}
/// <summary>
/// constructor,
/// get a user coordinate system
/// </summary>
/// <param name="origin">origin of user coordinate system</param>
/// <param name="xAxis">xAxis of user coordinate system</param>
/// <param name="yAxis">yAxis of user coordinate system</param>
/// <param name="flag"></param>
public UCS(Vector origin, Vector xAxis, Vector yAxis, bool flag)
{
Vector x2 = xAxis / ~xAxis;
Vector y2 = yAxis / ~yAxis;
Vector z2 = x2 & y2;
if (~z2 < double.Epsilon)
{
throw new InvalidOperationException();
}
if (!flag)
{
z2 = -z2;
}
m_origin = origin;
m_xAxis = x2;
m_yAxis = y2;
m_zAxis = z2;
}
/// <summary>
/// Transform local coordinate to global coordinate
/// </summary>
/// <param name="arg">a vector which need to transform</param>
public Vector LC2GC(Vector arg)
{
Vector result = new Vector();
result.X =
arg.X * m_xAxis.X + arg.Y * m_yAxis.X + arg.Z * m_zAxis.X + m_origin.X;
result.Y =
arg.X * m_xAxis.Y + arg.Y * m_yAxis.Y + arg.Z * m_zAxis.Y + m_origin.Y;
result.Z =
arg.X * m_xAxis.Z + arg.Y * m_yAxis.Z + arg.Z * m_zAxis.Z + m_origin.Z;
return result;
}
/// <summary>
/// Transform global coordinate to local coordinate
/// </summary>
/// <param name="arg">a vector which need to transform</param>
public Vector GC2LC(Vector arg)
{
Vector result = new Vector();
arg = arg - m_origin;
result.X = m_xAxis * arg;
result.Y = m_yAxis * arg;
result.Z = m_zAxis * arg;
return result;
}
/// <summary>
/// add 2 UCS
/// </summary>
/// <param name="lhs"></param>
/// <param name="rhs"></param>
/// <returns></returns>
public static UCS operator +(UCS lhs, UCS rhs)
{
Vector origin = lhs.Origin + rhs.Origin;
Vector[] left = new Vector[3];
Vector[] right = new Vector[3];
for (int i = 0; i < 3; i++)
{
left[i] = lhs[i];
right[i] = rhs[i];
}
Vector[] basis = Vector.MultiCross3X3Matrix(left, right);
return new UCS(origin, basis[0], basis[1]);
}
}
}