// Created on: 1993-08-02 // Created by: Laurent BOURESCHE // Copyright (c) 1993-1999 Matra Datavision // Copyright (c) 1999-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _gp_Ax3_HeaderFile #define _gp_Ax3_HeaderFile #include "gp_Ax1.hxx" #include "gp_Ax2.hxx" #include "gp_Dir.hxx" #include "gp_Pnt.hxx" #include "gp_Vec.hxx" class gp_Trsf; //! Describes a coordinate system in 3D space. Unlike a //! gp_Ax2 coordinate system, a gp_Ax3 can be //! right-handed ("direct sense") or left-handed ("indirect sense"). //! A coordinate system is defined by: //! - its origin (also referred to as its "Location point"), and //! - three orthogonal unit vectors, termed the "X //! Direction", the "Y Direction" and the "Direction" (also //! referred to as the "main Direction"). //! The "Direction" of the coordinate system is called its //! "main Direction" because whenever this unit vector is //! modified, the "X Direction" and the "Y Direction" are //! recomputed. However, when we modify either the "X //! Direction" or the "Y Direction", "Direction" is not modified. //! "Direction" is also the "Z Direction". //! The "main Direction" is always parallel to the cross //! product of its "X Direction" and "Y Direction". //! If the coordinate system is right-handed, it satisfies the equation: //! "main Direction" = "X Direction" ^ "Y Direction" //! and if it is left-handed, it satisfies the equation: //! "main Direction" = -"X Direction" ^ "Y Direction" //! A coordinate system is used: //! - to describe geometric entities, in particular to position //! them. The local coordinate system of a geometric //! entity serves the same purpose as the STEP function //! "axis placement three axes", or //! - to define geometric transformations. //! Note: //! - We refer to the "X Axis", "Y Axis" and "Z Axis", //! respectively, as the axes having: //! - the origin of the coordinate system as their origin, and //! - the unit vectors "X Direction", "Y Direction" and //! "main Direction", respectively, as their unit vectors. //! - The "Z Axis" is also the "main Axis". //! - gp_Ax2 is used to define a coordinate system that must be always right-handed. class gp_Ax3 { public: DEFINE_STANDARD_ALLOC //! Creates an object corresponding to the reference //! coordinate system (OXYZ). constexpr gp_Ax3() noexcept : vydir(gp_Dir::D::Y), vxdir(gp_Dir::D::X) // axis uses default ctor which creates Z axis at origin { } //! Creates a coordinate system from a right-handed //! coordinate system. gp_Ax3(const gp_Ax2& theA); //! Creates a right handed axis placement with the //! "Location" point theP and two directions, theN gives the //! "Direction" and theVx gives the "XDirection". //! Raises ConstructionError if theN and theVx are parallel (same or opposite orientation). gp_Ax3(const gp_Pnt& theP, const gp_Dir& theN, const gp_Dir& theVx) : axis(theP, theN), vydir(theN), vxdir(theN) { vxdir.CrossCross(theVx, theN); vydir.Cross(vxdir); } //! Creates an axis placement with standard directions. //! This constructor allows constexpr and noexcept construction when using standard directions. constexpr gp_Ax3(const gp_Pnt& theP, const gp_Dir::D theN, const gp_Dir::D theVx) noexcept : axis(theP, theN), vydir(crossStandardDir(theN, theVx)), // Y = Z x X (right-handed) vxdir(theVx) { // Note: For standard directions, cross product is computed at compile time // This constructor assumes theN and theVx are orthogonal standard directions } //! Creates an axis placement with the "Location" point //! and the normal direction . Standard_EXPORT gp_Ax3(const gp_Pnt& theP, const gp_Dir& theV); //! Creates an axis placement with the given location point and standard direction. constexpr gp_Ax3(const gp_Pnt& theP, const gp_Dir::D theV) noexcept : axis(theP, theV), vydir(getPerpendicularYDir(theV)), vxdir(getPerpendicularXDir(theV)) { } //! Creates an axis placement at the origin with the given standard direction. constexpr explicit gp_Ax3(const gp_Dir::D theV) noexcept : axis(gp_Pnt(0., 0., 0.), theV), vydir(getPerpendicularYDir(theV)), vxdir(getPerpendicularXDir(theV)) { } //! Reverses the X direction of . constexpr void XReverse() noexcept { vxdir.Reverse(); } //! Reverses the Y direction of . constexpr void YReverse() noexcept { vydir.Reverse(); } //! Reverses the Z direction of . constexpr void ZReverse() noexcept { axis.Reverse(); } //! Assigns the origin and "main Direction" of the axis theA1 to //! this coordinate system, then recomputes its "X Direction" and "Y Direction". //! Note: //! - The new "X Direction" is computed as follows: //! new "X Direction" = V1 ^(previous "X Direction" ^ V) //! where V is the "Direction" of theA1. //! - The orientation of this coordinate system //! (right-handed or left-handed) is not modified. //! Raises ConstructionError if the "Direction" of and the "XDirection" of //! are parallel (same or opposite orientation) because it is //! impossible to calculate the new "XDirection" and the new //! "YDirection". void SetAxis(const gp_Ax1& theA1); //! Changes the main direction of this coordinate system, //! then recomputes its "X Direction" and "Y Direction". //! Note: //! - The new "X Direction" is computed as follows: //! new "X Direction" = theV ^ (previous "X Direction" ^ theV). //! - The orientation of this coordinate system (left- or right-handed) is not modified. //! Raises ConstructionError if and the previous "XDirection" are parallel //! because it is impossible to calculate the new "XDirection" //! and the new "YDirection". void SetDirection(const gp_Dir& theV); //! Changes the "Location" point (origin) of . constexpr void SetLocation(const gp_Pnt& theP) noexcept { axis.SetLocation(theP); } //! Changes the "Xdirection" of . The main direction //! "Direction" is not modified, the "Ydirection" is modified. //! If is not normal to the main direction then //! is computed as follows XDirection = Direction ^ (theVx ^ Direction). //! Raises ConstructionError if is parallel (same or opposite //! orientation) to the main direction of void SetXDirection(const gp_Dir& theVx); //! Changes the "Ydirection" of . The main direction is not //! modified but the "Xdirection" is changed. //! If is not normal to the main direction then "YDirection" //! is computed as follows //! YDirection = Direction ^ ( ^ Direction). //! Raises ConstructionError if is parallel to the main direction of void SetYDirection(const gp_Dir& theVy); //! Computes the angular value between the main direction of //! and the main direction of . Returns the angle //! between 0 and PI in radians. double Angle(const gp_Ax3& theOther) const { return axis.Angle(theOther.axis); } //! Returns the main axis of . It is the "Location" point //! and the main "Direction". constexpr const gp_Ax1& Axis() const noexcept { return axis; } //! Computes a right-handed coordinate system with the //! same "X Direction" and "Y Direction" as those of this //! coordinate system, then recomputes the "main Direction". //! If this coordinate system is right-handed, the result //! returned is the same coordinate system. If this //! coordinate system is left-handed, the result is reversed. gp_Ax2 Ax2() const; //! Returns the main direction of . constexpr const gp_Dir& Direction() const noexcept { return axis.Direction(); } //! Returns the "Location" point (origin) of . constexpr const gp_Pnt& Location() const noexcept { return axis.Location(); } //! Returns the "XDirection" of . constexpr const gp_Dir& XDirection() const noexcept { return vxdir; } //! Returns the "YDirection" of . constexpr const gp_Dir& YDirection() const noexcept { return vydir; } //! Returns True if the coordinate system is right-handed. i.e. //! XDirection().Crossed(YDirection()).Dot(Direction()) > 0 constexpr bool Direct() const { return (vxdir.Crossed(vydir).Dot(axis.Direction()) > 0.); } //! Returns True if //! . the distance between the "Location" point of and //! is lower or equal to theLinearTolerance and //! . the distance between the "Location" point of and //! is lower or equal to theLinearTolerance and //! . the main direction of and the main direction of //! are parallel (same or opposite orientation). bool IsCoplanar(const gp_Ax3& theOther, const double theLinearTolerance, const double theAngularTolerance) const; //! Returns True if //! . the distance between and the "Location" point of theA1 //! is lower of equal to theLinearTolerance and //! . the distance between theA1 and the "Location" point of //! is lower or equal to theLinearTolerance and //! . the main direction of and the direction of theA1 are normal. bool IsCoplanar(const gp_Ax1& theA1, const double theLinearTolerance, const double theAngularTolerance) const; Standard_EXPORT void Mirror(const gp_Pnt& theP) noexcept; //! Performs the symmetrical transformation of an axis //! placement with respect to the point theP which is the //! center of the symmetry. //! Warnings : //! The main direction of the axis placement is not changed. //! The "XDirection" and the "YDirection" are reversed. //! So the axis placement stay right handed. [[nodiscard]] Standard_EXPORT gp_Ax3 Mirrored(const gp_Pnt& theP) const noexcept; Standard_EXPORT void Mirror(const gp_Ax1& theA1) noexcept; //! Performs the symmetrical transformation of an axis //! placement with respect to an axis placement which //! is the axis of the symmetry. //! The transformation is performed on the "Location" //! point, on the "XDirection" and "YDirection". //! The resulting main "Direction" is the cross product between //! the "XDirection" and the "YDirection" after transformation. [[nodiscard]] Standard_EXPORT gp_Ax3 Mirrored(const gp_Ax1& theA1) const noexcept; Standard_EXPORT void Mirror(const gp_Ax2& theA2) noexcept; //! Performs the symmetrical transformation of an axis //! placement with respect to a plane. //! The axis placement locates the plane of the symmetry: //! (Location, XDirection, YDirection). //! The transformation is performed on the "Location" //! point, on the "XDirection" and "YDirection". //! The resulting main "Direction" is the cross product between //! the "XDirection" and the "YDirection" after transformation. [[nodiscard]] Standard_EXPORT gp_Ax3 Mirrored(const gp_Ax2& theA2) const noexcept; void Rotate(const gp_Ax1& theA1, const double theAng) { axis.Rotate(theA1, theAng); vxdir.Rotate(theA1, theAng); vydir.Rotate(theA1, theAng); } //! Rotates an axis placement. is the axis of the //! rotation. theAng is the angular value of the rotation //! in radians. [[nodiscard]] gp_Ax3 Rotated(const gp_Ax1& theA1, const double theAng) const { gp_Ax3 aTemp = *this; aTemp.Rotate(theA1, theAng); return aTemp; } void Scale(const gp_Pnt& theP, const double theS) { axis.Scale(theP, theS); if (theS < 0.) { vxdir.Reverse(); vydir.Reverse(); } } //! Applies a scaling transformation on the axis placement. //! The "Location" point of the axisplacement is modified. //! Warnings: //! If the scale is negative : //! . the main direction of the axis placement is not changed. //! . The "XDirection" and the "YDirection" are reversed. //! So the axis placement stay right handed. [[nodiscard]] gp_Ax3 Scaled(const gp_Pnt& theP, const double theS) const { gp_Ax3 aTemp = *this; aTemp.Scale(theP, theS); return aTemp; } void Transform(const gp_Trsf& theT) { axis.Transform(theT); vxdir.Transform(theT); vydir.Transform(theT); } //! Transforms an axis placement with a Trsf. //! The "Location" point, the "XDirection" and the //! "YDirection" are transformed with theT. The resulting //! main "Direction" of is the cross product between //! the "XDirection" and the "YDirection" after transformation. [[nodiscard]] gp_Ax3 Transformed(const gp_Trsf& theT) const { gp_Ax3 aTemp = *this; aTemp.Transform(theT); return aTemp; } constexpr void Translate(const gp_Vec& theV) noexcept { axis.Translate(theV); } //! Translates an axis plaxement in the direction of the vector //! . The magnitude of the translation is the vector's magnitude. [[nodiscard]] constexpr gp_Ax3 Translated(const gp_Vec& theV) const noexcept { gp_Ax3 aTemp = *this; aTemp.Translate(theV); return aTemp; } constexpr void Translate(const gp_Pnt& theP1, const gp_Pnt& theP2) noexcept { Translate(gp_Vec(theP1, theP2)); } //! Translates an axis placement from the point to the //! point . [[nodiscard]] constexpr gp_Ax3 Translated(const gp_Pnt& theP1, const gp_Pnt& theP2) const noexcept { return Translated(gp_Vec(theP1, theP2)); } //! Dumps the content of me into the stream Standard_EXPORT void DumpJson(Standard_OStream& theOStream, int theDepth = -1) const; //! Inits the content of me from the stream Standard_EXPORT bool InitFromJson(const Standard_SStream& theSStream, int& theStreamPos); private: //! Helper to compute perpendicular X direction for standard main directions static constexpr gp_Dir::D getPerpendicularXDir(const gp_Dir::D theMainDir) noexcept; //! Helper to compute Y direction (main x X) for standard directions static constexpr gp_Dir::D getPerpendicularYDir(const gp_Dir::D theMainDir) noexcept; //! Helper to compute cross product of two standard directions (right-handed: A x B) static constexpr gp_Dir::D crossStandardDir(const gp_Dir::D theA, const gp_Dir::D theB) noexcept; gp_Ax1 axis; gp_Dir vydir; gp_Dir vxdir; }; //================================================================================================= inline constexpr gp_Dir::D gp_Ax3::getPerpendicularXDir(const gp_Dir::D theMainDir) noexcept { return (theMainDir == gp_Dir::D::X || theMainDir == gp_Dir::D::NX) ? gp_Dir::D::Y : (theMainDir == gp_Dir::D::Y || theMainDir == gp_Dir::D::NY) ? gp_Dir::D::Z : gp_Dir::D::X; } //================================================================================================= inline constexpr gp_Dir::D gp_Ax3::getPerpendicularYDir(const gp_Dir::D theMainDir) noexcept { return (theMainDir == gp_Dir::D::Z) ? gp_Dir::D::Y : (theMainDir == gp_Dir::D::NZ) ? gp_Dir::D::NY : (theMainDir == gp_Dir::D::X) ? gp_Dir::D::Z : (theMainDir == gp_Dir::D::NX) ? gp_Dir::D::NZ : (theMainDir == gp_Dir::D::Y) ? gp_Dir::D::X : gp_Dir::D::NX; // NY case } //================================================================================================= inline constexpr gp_Dir::D gp_Ax3::crossStandardDir(const gp_Dir::D theA, const gp_Dir::D theB) noexcept { // Handle positive directions first if (theA == gp_Dir::D::X) { if (theB == gp_Dir::D::Y) return gp_Dir::D::Z; if (theB == gp_Dir::D::Z) return gp_Dir::D::NY; if (theB == gp_Dir::D::NY) return gp_Dir::D::NZ; if (theB == gp_Dir::D::NZ) return gp_Dir::D::Y; // X x X = 0, X x NX = 0 (parallel, should not happen) return gp_Dir::D::Z; // fallback } if (theA == gp_Dir::D::Y) { if (theB == gp_Dir::D::Z) return gp_Dir::D::X; if (theB == gp_Dir::D::X) return gp_Dir::D::NZ; if (theB == gp_Dir::D::NX) return gp_Dir::D::Z; if (theB == gp_Dir::D::NZ) return gp_Dir::D::NX; // Y x Y = 0, Y x NY = 0 (parallel, should not happen) return gp_Dir::D::X; // fallback } if (theA == gp_Dir::D::Z) { if (theB == gp_Dir::D::X) return gp_Dir::D::Y; if (theB == gp_Dir::D::Y) return gp_Dir::D::NX; if (theB == gp_Dir::D::NX) return gp_Dir::D::NY; if (theB == gp_Dir::D::NY) return gp_Dir::D::X; // Z x Z = 0, Z x NZ = 0 (parallel, should not happen) return gp_Dir::D::Y; // fallback } // Handle negative directions: -A x B = -(A x B) if (theA == gp_Dir::D::NX) { if (theB == gp_Dir::D::Y) return gp_Dir::D::NZ; if (theB == gp_Dir::D::Z) return gp_Dir::D::Y; if (theB == gp_Dir::D::NY) return gp_Dir::D::Z; if (theB == gp_Dir::D::NZ) return gp_Dir::D::NY; return gp_Dir::D::NZ; // fallback } if (theA == gp_Dir::D::NY) { if (theB == gp_Dir::D::Z) return gp_Dir::D::NX; if (theB == gp_Dir::D::X) return gp_Dir::D::Z; if (theB == gp_Dir::D::NX) return gp_Dir::D::NZ; if (theB == gp_Dir::D::NZ) return gp_Dir::D::X; return gp_Dir::D::NX; // fallback } if (theA == gp_Dir::D::NZ) { if (theB == gp_Dir::D::X) return gp_Dir::D::NY; if (theB == gp_Dir::D::Y) return gp_Dir::D::X; if (theB == gp_Dir::D::NX) return gp_Dir::D::Y; if (theB == gp_Dir::D::NY) return gp_Dir::D::NX; return gp_Dir::D::NY; // fallback } return gp_Dir::D::Z; // fallback } //================================================================================================= inline gp_Ax3::gp_Ax3(const gp_Ax2& theA) : axis(theA.Axis()), vydir(theA.YDirection()), vxdir(theA.XDirection()) { } //================================================================================================= inline gp_Ax2 gp_Ax3::Ax2() const { gp_Dir aZz = axis.Direction(); if (!Direct()) { aZz.Reverse(); } return gp_Ax2(axis.Location(), aZz, vxdir); } //================================================================================================= inline void gp_Ax3::SetAxis(const gp_Ax1& theA1) { axis.SetLocation(theA1.Location()); SetDirection(theA1.Direction()); } //================================================================================================= inline void gp_Ax3::SetDirection(const gp_Dir& theV) { double aDot = theV.Dot(vxdir); if (1. - std::abs(aDot) <= Precision::Angular()) { if (aDot > 0) { vxdir = vydir; vydir = axis.Direction(); } else { vxdir = axis.Direction(); } axis.SetDirection(theV); } else { bool direct = Direct(); axis.SetDirection(theV); vxdir = theV.CrossCrossed(vxdir, theV); if (direct) { vydir = theV.Crossed(vxdir); } else { vydir = vxdir.Crossed(theV); } } } //================================================================================================= inline void gp_Ax3::SetXDirection(const gp_Dir& theVx) { double aDot = theVx.Dot(axis.Direction()); if (1. - std::abs(aDot) <= Precision::Angular()) { if (aDot > 0) { axis.SetDirection(vxdir); vydir = -vydir; } else { axis.SetDirection(vxdir); } vxdir = theVx; } else { bool direct = Direct(); vxdir = axis.Direction().CrossCrossed(theVx, axis.Direction()); if (direct) { vydir = axis.Direction().Crossed(vxdir); } else { vydir = vxdir.Crossed(axis.Direction()); } } } //================================================================================================= inline void gp_Ax3::SetYDirection(const gp_Dir& theVy) { double aDot = theVy.Dot(axis.Direction()); if (1. - std::abs(aDot) <= Precision::Angular()) { if (aDot > 0) { axis.SetDirection(vydir); vxdir = -vxdir; } else { axis.SetDirection(vydir); } vydir = theVy; } else { bool isDirect = Direct(); vxdir = theVy.Crossed(axis.Direction()); vydir = (axis.Direction()).Crossed(vxdir); if (!isDirect) { vxdir.Reverse(); } } } //================================================================================================= inline bool gp_Ax3::IsCoplanar(const gp_Ax3& theOther, const double theLinearTolerance, const double theAngularTolerance) const { gp_Vec aVec(axis.Location(), theOther.axis.Location()); double aD1 = gp_Vec(axis.Direction()).Dot(aVec); if (aD1 < 0) { aD1 = -aD1; } double aD2 = gp_Vec(theOther.axis.Direction()).Dot(aVec); if (aD2 < 0) { aD2 = -aD2; } return (aD1 <= theLinearTolerance && aD2 <= theLinearTolerance && axis.IsParallel(theOther.axis, theAngularTolerance)); } //================================================================================================= inline bool gp_Ax3::IsCoplanar(const gp_Ax1& theA1, const double theLinearTolerance, const double theAngularTolerance) const { gp_Vec aVec(axis.Location(), theA1.Location()); double aD1 = gp_Vec(axis.Direction()).Dot(aVec); if (aD1 < 0) { aD1 = -aD1; } double aD2 = (gp_Vec(theA1.Direction()).Crossed(aVec)).Magnitude(); if (aD2 < 0) { aD2 = -aD2; } return (aD1 <= theLinearTolerance && aD2 <= theLinearTolerance && axis.IsNormal(theA1, theAngularTolerance)); } #endif // _gp_Ax3_HeaderFile