mirror of
https://github.com/jeremytammik/RevitSdkSamples.git
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375 lines
14 KiB
C#
375 lines
14 KiB
C#
//
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// (C) Copyright 2003-2008 by Autodesk, Inc.
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//
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// Permission to use, copy, modify, and distribute this software in
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// object code form for any purpose and without fee is hereby granted,
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// provided that the above copyright notice appears in all copies and
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// that both that copyright notice and the limited warranty and
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// restricted rights notice below appear in all supporting
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// documentation.
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//
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// AUTODESK PROVIDES THIS PROGRAM "AS IS" AND WITH ALL FAULTS.
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// AUTODESK SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTY OF
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// MERCHANTABILITY OR FITNESS FOR A PARTICULAR USE. AUTODESK, INC.
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// DOES NOT WARRANT THAT THE OPERATION OF THE PROGRAM WILL BE
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// UNINTERRUPTED OR ERROR FREE.
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//
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// Use, duplication, or disclosure by the U.S. Government is subject to
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// restrictions set forth in FAR 52.227-19 (Commercial Computer
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// Software - Restricted Rights) and DFAR 252.227-7013(c)(1)(ii)
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// (Rights in Technical Data and Computer Software), as applicable.
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//
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Autodesk.Revit;
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using Autodesk.Revit.Geometry;
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namespace Revit.SDK.Samples.Reinforcement.CS
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{
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//using GeoElement as autodesk.revit.geometry.element
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using GeoElement = Autodesk.Revit.Geometry.Element;
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//using element as autodesk.revit.element
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using Element = Autodesk.Revit.Element;
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/// <summary>
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/// The class which give the base geometry operation, it is a static class.
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/// </summary>
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static class GeomUtil
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{
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// Private members
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const double Precision = 0.00001; //precision when judge whether two doubles are equal
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/// <summary>
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/// Judge whether the two double data are equal
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/// </summary>
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/// <param name="d1">The first double data</param>
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/// <param name="d2">The second double data</param>
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/// <returns>true if two double data is equal, otherwise false</returns>
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public static bool IsEqual(double d1, double d2)
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{
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//get the absolute value;
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double diff = Math.Abs(d1 - d2);
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return diff < Precision;
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}
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/// <summary>
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/// Judge whether the two XYZ point are equal
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/// </summary>
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/// <param name="first">The first XYZ point</param>
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/// <param name="second">The second XYZ point</param>
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/// <returns>true if two XYZ point is equal, otherwise false</returns>
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public static bool IsEqual(XYZ first, XYZ second)
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{
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bool flag = true;
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flag = flag && IsEqual(first.X, second.X);
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flag = flag && IsEqual(first.Y, second.Y);
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flag = flag && IsEqual(first.Z, second.Z);
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return flag;
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}
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/// <param name="face"></param>
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/// <param name="line"></param>
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/// <returns>return true when line is perpendicular to the face</returns>
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/// <summary>
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/// Judge whether the line is perpendicular to the face
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/// </summary>
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/// <param name="face">the face reference</param>
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/// <param name="line">the line reference</param>
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/// <param name="faceTrans">the transform for the face</param>
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/// <param name="lineTrans">the transform for the line</param>
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/// <returns>true if line is perpendicular to the face, otherwise false</returns>
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public static bool IsVertical(Face face, Line line,
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Transform faceTrans, Transform lineTrans)
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{
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//get points which the face contains
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XYZArray points = face.Triangulate().Vertices;
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if (3 > points.Size) // face's point number should be above 2
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{
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return false;
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}
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// get three points from the face points
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XYZ first = points.get_Item(0);
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XYZ second = points.get_Item(1);
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XYZ third = points.get_Item(2);
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// get start and end point of line
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XYZ lineStart = line.get_EndPoint(0);
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XYZ lineEnd = line.get_EndPoint(1);
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// transForm the three points if necessary
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if (null != faceTrans)
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{
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first = TransformPoint(first, faceTrans);
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second = TransformPoint(second, faceTrans);
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third = TransformPoint(third, faceTrans);
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}
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// transform the start and end points if necessary
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if (null != lineTrans)
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{
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lineStart = TransformPoint(lineStart, lineTrans);
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lineEnd = TransformPoint(lineEnd, lineTrans);
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}
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// form two vectors from the face and a vector stand for the line
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// Use SubXYZ() method to get the vectors
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XYZ vector1 = SubXYZ(first, second); // first vector of face
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XYZ vector2 = SubXYZ(first, third); // second vector of face
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XYZ vector3 = SubXYZ(lineStart, lineEnd); // line vector
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// get two dot products of the face vectors and line vector
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double result1 = DotMatrix(vector1, vector3);
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double result2 = DotMatrix(vector2, vector3);
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// if two dot products are all zero, the line is perpendicular to the face
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return (IsEqual(result1, 0) && IsEqual(result2, 0));
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}
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/// <summary>
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/// judge whether the two vectors have the same direction
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/// </summary>
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/// <param name="firstVec">the first vector</param>
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/// <param name="secondVec">the second vector</param>
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/// <returns>true if the two vector is in same direction, otherwise false</returns>
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public static bool IsSameDirection(XYZ firstVec, XYZ secondVec)
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{
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// get the unit vector for two vectors
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XYZ first = UnitVector(firstVec);
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XYZ second = UnitVector(secondVec);
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// if the dot product of two unit vectors is equal to 1, return true
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double dot = DotMatrix(first, second);
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return (IsEqual(dot, 1));
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}
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/// <summary>
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/// Judge whether the two vectors have the opposite direction
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/// </summary>
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/// <param name="firstVec">the first vector</param>
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/// <param name="secondVec">the second vector</param>
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/// <returns>true if the two vector is in opposite direction, otherwise false</returns>
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public static bool IsOppositeDirection(XYZ firstVec, XYZ secondVec)
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{
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// get the unit vector for two vectors
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XYZ first = UnitVector(firstVec);
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XYZ second = UnitVector(secondVec);
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// if the dot product of two unit vectors is equal to -1, return true
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double dot = DotMatrix(first, second);
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return (IsEqual(dot, -1));
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}
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/// <summary>
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/// multiplication cross of two XYZ as Matrix
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/// </summary>
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/// <param name="p1">The first XYZ</param>
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/// <param name="p2">The second XYZ</param>
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/// <returns>the normal vector of the face which first and secend vector lie on</returns>
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public static XYZ CrossMatrix(XYZ p1, XYZ p2)
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{
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//get the coordinate of the XYZ
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double u1 = p1.X;
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double u2 = p1.Y;
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double u3 = p1.Z;
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double v1 = p2.X;
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double v2 = p2.Y;
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double v3 = p2.Z;
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double x = v3 * u2 - v2 * u3;
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double y = v1 * u3 - v3 * u1;
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double z = v2 * u1 - v1 * u2;
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return new XYZ(x, y, z);
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}
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/// <summary>
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/// Set the vector into unit length
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/// </summary>
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/// <param name="vector">the input vector</param>
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/// <returns>the vector in unit length</returns>
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public static XYZ UnitVector(XYZ vector)
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{
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// calculate the distance from grid origin to the XYZ
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double length = GetLength(vector);
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// changed the vector into the unit length
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double x = vector.X / length;
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double y = vector.Y / length;
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double z = vector.Z / length;
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return new XYZ(x, y, z);
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}
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/// <summary>
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/// calculate the distance from grid origin to the XYZ(vector length)
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/// </summary>
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/// <param name="vector">the input vector</param>
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/// <returns>the length of the vector</returns>
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public static double GetLength(XYZ vector)
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{
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double x = vector.X;
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double y = vector.Y;
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double z = vector.Z;
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return Math.Sqrt(x * x + y * y + z * z);
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}
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/// <summary>
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/// Subtraction of two points(or vectors), get a new vector
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/// </summary>
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/// <param name="p1">the first point(vector)</param>
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/// <param name="p2">the second point(vector)</param>
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/// <returns>return a new vector from point p2 to p1</returns>
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public static XYZ SubXYZ(XYZ p1, XYZ p2)
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{
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double x = p1.X - p2.X;
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double y = p1.Y - p2.Y;
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double z = p1.Z - p2.Z;
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return new XYZ(x, y, z);
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}
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/// <summary>
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/// Add of two points(or vectors), get a new point(vector)
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/// </summary>
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/// <param name="p1">the first point(vector)</param>
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/// <param name="p2">the first point(vector)</param>
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/// <returns>a new vector(point)</returns>
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public static XYZ AddXYZ(XYZ p1, XYZ p2)
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{
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double x = p1.X + p2.X;
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double y = p1.Y + p2.Y;
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double z = p1.Z + p2.Z;
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return new XYZ(x, y, z);
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}
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/// <summary>
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/// Multiply a verctor with a number
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/// </summary>
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/// <param name="vector">a vector</param>
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/// <param name="rate">the rate number</param>
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/// <returns></returns>
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public static XYZ MultiplyVector(XYZ vector, double rate)
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{
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double x = vector.X * rate;
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double y = vector.Y * rate;
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double z = vector.Z * rate;
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return new XYZ(x, y, z);
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}
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/// <summary>
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/// Transform old coordinate system in the new coordinate system
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/// </summary>
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/// <param name="point">the XYZ which need to be transformed</param>
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/// <param name="transform">the value of the coordinate system to be transformed</param>
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/// <returns>the new XYZ which has been transformed</returns>
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public static XYZ TransformPoint(XYZ point, Transform transform)
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{
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//get the coordinate value in X, Y, Z axis
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double x = point.X;
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double y = point.Y;
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double z = point.Z;
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//transform basis of the old coordinate system in the new coordinate system
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XYZ b0 = transform.get_Basis(0);
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XYZ b1 = transform.get_Basis(1);
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XYZ b2 = transform.get_Basis(2);
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XYZ origin = transform.Origin;
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//transform the origin of the old coordinate system in the new coordinate system
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double xTemp = x * b0.X + y * b1.X + z * b2.X + origin.X;
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double yTemp = x * b0.Y + y * b1.Y + z * b2.Y + origin.Y;
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double zTemp = x * b0.Z + y * b1.Z + z * b2.Z + origin.Z;
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return new XYZ(xTemp, yTemp, zTemp);
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}
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/// <summary>
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/// Move a point a give offset along a given direction
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/// </summary>
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/// <param name="point">the point need to move</param>
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/// <param name="direction">the direction the point move to</param>
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/// <param name="offset">indicate how long to move</param>
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/// <returns>the moved point</returns>
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public static XYZ OffsetPoint(XYZ point, XYZ direction, double offset)
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{
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XYZ directUnit = UnitVector(direction);
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XYZ offsetVect = MultiplyVector(directUnit, offset);
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return AddXYZ(point, offsetVect);
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}
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/// <summary>
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/// get the orient of hook accroding to curve direction, rebar normal and hook direction
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/// </summary>
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/// <param name="curveVec">the curve direction</param>
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/// <param name="normal">rebar normal direction</param>
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/// <param name="hookVec">the hook direction</param>
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/// <returns>the orient of the hook</returns>
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public static HookOrient GetHookOrient(XYZ curveVec, XYZ normal, XYZ hookVec)
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{
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XYZ tempVec = normal;
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for (int i = 1; i < 4; i++)
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{
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tempVec = GeomUtil.CrossMatrix(tempVec, curveVec);
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if (GeomUtil.IsSameDirection(tempVec, hookVec))
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{
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return (HookOrient)(i % 4);
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}
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}
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throw new Exception("Can't find the hook orient according to hook direction.");
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}
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/// <summary>
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/// Judge the vector is in right or left direction
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/// </summary>
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/// <param name="normal">The unit vector need to be judged its direction</param>
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/// <returns>if in right dircetion return true, otherwise return false</returns>
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public static bool IsInRightDir(XYZ normal)
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{
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double eps = 1.0e-8;
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if (Math.Abs(normal.X) <= eps)
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{
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if (normal.Y > 0) return false;
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else return true;
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}
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if (normal.X > 0) return true;
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if (normal.X < 0) return false;
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return true;
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}
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/// <summary>
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/// dot product of two XYZ as Matrix
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/// </summary>
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/// <param name="p1">The first XYZ</param>
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/// <param name="p2">The second XYZ</param>
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/// <returns>the cosine value of the angle between vector p1 an p2</returns>
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private static double DotMatrix(XYZ p1, XYZ p2)
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{
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//get the coordinate of the XYZ
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double v1 = p1.X;
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double v2 = p1.Y;
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double v3 = p1.Z;
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double u1 = p2.X;
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double u2 = p2.Y;
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double u3 = p2.Z;
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return v1 * u1 + v2 * u2 + v3 * u3;
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}
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}
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}
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