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InitFromJson method implementation for some simple classes. OCCT_INIT_* defines introduction to do automatic parsing of the stream into values. Inspector is extended to visualize objects created on the dump stream if it might be created.
324 lines
12 KiB
C++
324 lines
12 KiB
C++
// Created on: 1993-08-02
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// Created by: Laurent BOURESCHE
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// Copyright (c) 1993-1999 Matra Datavision
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// Copyright (c) 1999-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _gp_Ax3_HeaderFile
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#define _gp_Ax3_HeaderFile
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#include <Standard.hxx>
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#include <Standard_DefineAlloc.hxx>
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#include <Standard_Handle.hxx>
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#include <gp_Ax1.hxx>
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#include <gp_Dir.hxx>
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#include <Standard_Real.hxx>
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#include <Standard_Boolean.hxx>
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class Standard_ConstructionError;
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class gp_Ax2;
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class gp_Pnt;
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class gp_Dir;
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class gp_Ax1;
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class gp_Trsf;
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class gp_Vec;
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//! Describes a coordinate system in 3D space. Unlike a
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//! gp_Ax2 coordinate system, a gp_Ax3 can be
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//! right-handed ("direct sense") or left-handed ("indirect sense").
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//! A coordinate system is defined by:
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//! - its origin (also referred to as its "Location point"), and
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//! - three orthogonal unit vectors, termed the "X
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//! Direction", the "Y Direction" and the "Direction" (also
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//! referred to as the "main Direction").
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//! The "Direction" of the coordinate system is called its
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//! "main Direction" because whenever this unit vector is
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//! modified, the "X Direction" and the "Y Direction" are
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//! recomputed. However, when we modify either the "X
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//! Direction" or the "Y Direction", "Direction" is not modified.
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//! "Direction" is also the "Z Direction".
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//! The "main Direction" is always parallel to the cross
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//! product of its "X Direction" and "Y Direction".
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//! If the coordinate system is right-handed, it satisfies the equation:
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//! "main Direction" = "X Direction" ^ "Y Direction"
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//! and if it is left-handed, it satisfies the equation:
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//! "main Direction" = -"X Direction" ^ "Y Direction"
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//! A coordinate system is used:
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//! - to describe geometric entities, in particular to position
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//! them. The local coordinate system of a geometric
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//! entity serves the same purpose as the STEP function
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//! "axis placement three axes", or
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//! - to define geometric transformations.
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//! Note:
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//! - We refer to the "X Axis", "Y Axis" and "Z Axis",
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//! respectively, as the axes having:
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//! - the origin of the coordinate system as their origin, and
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//! - the unit vectors "X Direction", "Y Direction" and
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//! "main Direction", respectively, as their unit vectors.
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//! - The "Z Axis" is also the "main Axis".
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//! - gp_Ax2 is used to define a coordinate system that must be always right-handed.
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class gp_Ax3
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{
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public:
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DEFINE_STANDARD_ALLOC
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//! Creates an object corresponding to the reference
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//! coordinate system (OXYZ).
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gp_Ax3();
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//! Creates a coordinate system from a right-handed
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//! coordinate system.
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gp_Ax3(const gp_Ax2& A);
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//! Creates a right handed axis placement with the
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//! "Location" point P and two directions, N gives the
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//! "Direction" and Vx gives the "XDirection".
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//! Raises ConstructionError if N and Vx are parallel (same or opposite orientation).
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gp_Ax3(const gp_Pnt& P, const gp_Dir& N, const gp_Dir& Vx);
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//! Creates an axis placement with the "Location" point <P>
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//! and the normal direction <V>.
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Standard_EXPORT gp_Ax3(const gp_Pnt& P, const gp_Dir& V);
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//! Reverses the X direction of <me>.
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void XReverse();
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//! Reverses the Y direction of <me>.
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void YReverse();
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//! Reverses the Z direction of <me>.
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void ZReverse();
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//! Assigns the origin and "main Direction" of the axis A1 to
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//! this coordinate system, then recomputes its "X Direction" and "Y Direction".
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//! Note:
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//! - The new "X Direction" is computed as follows:
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//! new "X Direction" = V1 ^(previous "X Direction" ^ V)
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//! where V is the "Direction" of A1.
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//! - The orientation of this coordinate system
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//! (right-handed or left-handed) is not modified.
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//! Raises ConstructionError if the "Direction" of <A1> and the "XDirection" of <me>
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//! are parallel (same or opposite orientation) because it is
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//! impossible to calculate the new "XDirection" and the new
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//! "YDirection".
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void SetAxis (const gp_Ax1& A1);
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//! Changes the main direction of this coordinate system,
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//! then recomputes its "X Direction" and "Y Direction".
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//! Note:
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//! - The new "X Direction" is computed as follows:
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//! new "X Direction" = V ^ (previous "X Direction" ^ V).
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//! - The orientation of this coordinate system (left- or right-handed) is not modified.
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//! Raises ConstructionError if <V< and the previous "XDirection" are parallel
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//! because it is impossible to calculate the new "XDirection"
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//! and the new "YDirection".
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void SetDirection (const gp_Dir& V);
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//! Changes the "Location" point (origin) of <me>.
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void SetLocation (const gp_Pnt& P);
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//! Changes the "Xdirection" of <me>. The main direction
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//! "Direction" is not modified, the "Ydirection" is modified.
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//! If <Vx> is not normal to the main direction then <XDirection>
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//! is computed as follows XDirection = Direction ^ (Vx ^ Direction).
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//! Raises ConstructionError if <Vx> is parallel (same or opposite
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//! orientation) to the main direction of <me>
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void SetXDirection (const gp_Dir& Vx);
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//! Changes the "Ydirection" of <me>. The main direction is not
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//! modified but the "Xdirection" is changed.
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//! If <Vy> is not normal to the main direction then "YDirection"
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//! is computed as follows
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//! YDirection = Direction ^ (<Vy> ^ Direction).
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//! Raises ConstructionError if <Vy> is parallel to the main direction of <me>
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void SetYDirection (const gp_Dir& Vy);
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//! Computes the angular value between the main direction of
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//! <me> and the main direction of <Other>. Returns the angle
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//! between 0 and PI in radians.
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Standard_Real Angle (const gp_Ax3& Other) const;
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//! Returns the main axis of <me>. It is the "Location" point
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//! and the main "Direction".
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const gp_Ax1& Axis() const;
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//! Computes a right-handed coordinate system with the
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//! same "X Direction" and "Y Direction" as those of this
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//! coordinate system, then recomputes the "main Direction".
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//! If this coordinate system is right-handed, the result
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//! returned is the same coordinate system. If this
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//! coordinate system is left-handed, the result is reversed.
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gp_Ax2 Ax2() const;
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//! Returns the main direction of <me>.
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const gp_Dir& Direction() const;
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//! Returns the "Location" point (origin) of <me>.
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const gp_Pnt& Location() const;
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//! Returns the "XDirection" of <me>.
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const gp_Dir& XDirection() const;
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//! Returns the "YDirection" of <me>.
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const gp_Dir& YDirection() const;
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//! Returns True if the coordinate system is right-handed. i.e.
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//! XDirection().Crossed(YDirection()).Dot(Direction()) > 0
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Standard_Boolean Direct() const;
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//! Returns True if
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//! . the distance between the "Location" point of <me> and
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//! <Other> is lower or equal to LinearTolerance and
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//! . the distance between the "Location" point of <Other> and
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//! <me> is lower or equal to LinearTolerance and
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//! . the main direction of <me> and the main direction of
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//! <Other> are parallel (same or opposite orientation).
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Standard_Boolean IsCoplanar (const gp_Ax3& Other, const Standard_Real LinearTolerance, const Standard_Real AngularTolerance) const;
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//! Returns True if
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//! . the distance between <me> and the "Location" point of A1
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//! is lower of equal to LinearTolerance and
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//! . the distance between A1 and the "Location" point of <me>
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//! is lower or equal to LinearTolerance and
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//! . the main direction of <me> and the direction of A1 are normal.
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Standard_Boolean IsCoplanar (const gp_Ax1& A1, const Standard_Real LinearTolerance, const Standard_Real AngularTolerance) const;
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Standard_EXPORT void Mirror (const gp_Pnt& P);
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//! Performs the symmetrical transformation of an axis
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//! placement with respect to the point P which is the
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//! center of the symmetry.
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//! Warnings :
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//! The main direction of the axis placement is not changed.
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//! The "XDirection" and the "YDirection" are reversed.
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//! So the axis placement stay right handed.
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Standard_NODISCARD Standard_EXPORT gp_Ax3 Mirrored (const gp_Pnt& P) const;
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Standard_EXPORT void Mirror (const gp_Ax1& A1);
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//! Performs the symmetrical transformation of an axis
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//! placement with respect to an axis placement which
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//! is the axis of the symmetry.
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//! The transformation is performed on the "Location"
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//! point, on the "XDirection" and "YDirection".
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//! The resulting main "Direction" is the cross product between
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//! the "XDirection" and the "YDirection" after transformation.
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Standard_NODISCARD Standard_EXPORT gp_Ax3 Mirrored (const gp_Ax1& A1) const;
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Standard_EXPORT void Mirror (const gp_Ax2& A2);
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//! Performs the symmetrical transformation of an axis
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//! placement with respect to a plane.
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//! The axis placement <A2> locates the plane of the symmetry :
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//! (Location, XDirection, YDirection).
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//! The transformation is performed on the "Location"
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//! point, on the "XDirection" and "YDirection".
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//! The resulting main "Direction" is the cross product between
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//! the "XDirection" and the "YDirection" after transformation.
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Standard_NODISCARD Standard_EXPORT gp_Ax3 Mirrored (const gp_Ax2& A2) const;
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void Rotate (const gp_Ax1& A1, const Standard_Real Ang);
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//! Rotates an axis placement. <A1> is the axis of the
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//! rotation . Ang is the angular value of the rotation
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//! in radians.
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Standard_NODISCARD gp_Ax3 Rotated (const gp_Ax1& A1, const Standard_Real Ang) const;
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void Scale (const gp_Pnt& P, const Standard_Real S);
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//! Applies a scaling transformation on the axis placement.
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//! The "Location" point of the axisplacement is modified.
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//! Warnings :
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//! If the scale <S> is negative :
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//! . the main direction of the axis placement is not changed.
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//! . The "XDirection" and the "YDirection" are reversed.
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//! So the axis placement stay right handed.
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Standard_NODISCARD gp_Ax3 Scaled (const gp_Pnt& P, const Standard_Real S) const;
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void Transform (const gp_Trsf& T);
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//! Transforms an axis placement with a Trsf.
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//! The "Location" point, the "XDirection" and the
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//! "YDirection" are transformed with T. The resulting
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//! main "Direction" of <me> is the cross product between
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//! the "XDirection" and the "YDirection" after transformation.
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Standard_NODISCARD gp_Ax3 Transformed (const gp_Trsf& T) const;
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void Translate (const gp_Vec& V);
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//! Translates an axis plaxement in the direction of the vector
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//! <V>. The magnitude of the translation is the vector's magnitude.
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Standard_NODISCARD gp_Ax3 Translated (const gp_Vec& V) const;
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void Translate (const gp_Pnt& P1, const gp_Pnt& P2);
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//! Translates an axis placement from the point <P1> to the
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//! point <P2>.
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Standard_NODISCARD gp_Ax3 Translated (const gp_Pnt& P1, const gp_Pnt& P2) const;
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//! Dumps the content of me into the stream
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Standard_EXPORT void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const;
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//! Inits the content of me from the stream
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Standard_EXPORT Standard_Boolean InitFromJson (const Standard_SStream& theSStream, Standard_Integer& theStreamPos);
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protected:
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private:
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gp_Ax1 axis;
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gp_Dir vydir;
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gp_Dir vxdir;
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};
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#include <gp_Ax3.lxx>
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#endif // _gp_Ax3_HeaderFile
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