Vector Vector::ProjectInto(hEntity wrkpl) { EntityBase *w = SK.GetEntity(wrkpl); Vector p0 = w->WorkplaneGetOffset(); Vector f = this->Minus(p0); return p0.Plus(f.ProjectVectorInto(wrkpl)); }
Vector EntityBase::PointGetNum(void) { Vector p; switch(type) { case POINT_IN_3D: p = Vector::From(param[0], param[1], param[2]); break; case POINT_IN_2D: { EntityBase *c = SK.GetEntity(workplane); Vector u = c->Normal()->NormalU(); Vector v = c->Normal()->NormalV(); p = u.ScaledBy(SK.GetParam(param[0])->val); p = p.Plus(v.ScaledBy(SK.GetParam(param[1])->val)); p = p.Plus(c->WorkplaneGetOffset()); break; } case POINT_N_TRANS: { Vector trans = Vector::From(param[0], param[1], param[2]); p = numPoint.Plus(trans.ScaledBy(timesApplied)); break; } case POINT_N_ROT_TRANS: { Vector offset = Vector::From(param[0], param[1], param[2]); Quaternion q = PointGetQuaternion(); p = q.Rotate(numPoint); p = p.Plus(offset); break; } case POINT_N_ROT_AA: { Vector offset = Vector::From(param[0], param[1], param[2]); Quaternion q = PointGetQuaternion(); p = numPoint.Minus(offset); p = q.Rotate(p); p = p.Plus(offset); break; } case POINT_N_COPY: p = numPoint; break; default: oops(); } return p; }
void EntityBase::PointForceTo(Vector p) { switch(type) { case POINT_IN_3D: SK.GetParam(param[0])->val = p.x; SK.GetParam(param[1])->val = p.y; SK.GetParam(param[2])->val = p.z; break; case POINT_IN_2D: { EntityBase *c = SK.GetEntity(workplane); p = p.Minus(c->WorkplaneGetOffset()); SK.GetParam(param[0])->val = p.Dot(c->Normal()->NormalU()); SK.GetParam(param[1])->val = p.Dot(c->Normal()->NormalV()); break; } case POINT_N_TRANS: { if(timesApplied == 0) break; Vector trans = (p.Minus(numPoint)).ScaledBy(1.0/timesApplied); SK.GetParam(param[0])->val = trans.x; SK.GetParam(param[1])->val = trans.y; SK.GetParam(param[2])->val = trans.z; break; } case POINT_N_ROT_TRANS: { // Force only the translation; leave the rotation unchanged. But // remember that we're working with respect to the rotated // point. Vector trans = p.Minus(PointGetQuaternion().Rotate(numPoint)); SK.GetParam(param[0])->val = trans.x; SK.GetParam(param[1])->val = trans.y; SK.GetParam(param[2])->val = trans.z; break; } case POINT_N_ROT_AA: { // Force only the angle; the axis and center of rotation stay Vector offset = Vector::From(param[0], param[1], param[2]); Vector normal = Vector::From(param[4], param[5], param[6]); Vector u = normal.Normal(0), v = normal.Normal(1); Vector po = p.Minus(offset), numo = numPoint.Minus(offset); double thetap = atan2(v.Dot(po), u.Dot(po)); double thetan = atan2(v.Dot(numo), u.Dot(numo)); double thetaf = (thetap - thetan); double thetai = (SK.GetParam(param[3])->val)*timesApplied*2; double dtheta = thetaf - thetai; // Take the smallest possible change in the actual step angle, // in order to avoid jumps when you cross from +pi to -pi while(dtheta < -PI) dtheta += 2*PI; while(dtheta > PI) dtheta -= 2*PI; SK.GetParam(param[3])->val = (thetai + dtheta)/(timesApplied*2); break; } case POINT_N_COPY: // Nothing to do; it's a static copy break; default: oops(); } }