ON_BOOL32 MyUserData::Transform( const ON_Xform& xform )
{
  // Optional: call the ON_UserData::Transform() if you want the
  // ON_UserData::m_userdata_xform value to be updated.
  ON_UserData::Transform(xform);


  // Transform any geometry you have in your class.
  ON_BOOL32 rc = m_my_line.Transform(xform);
  return rc;
}
예제 #2
0
int ON_Intersect(
      const ON_Line& line, 
      const ON_Circle& circle,
      double* line_t0,
      ON_3dPoint& circle_point0,
      double* line_t1,
      ON_3dPoint& circle_point1
      )
{
  // transform to coordinate system where equation of circle
  // is x^2 + y^2 = R^2 and solve for line parameter(s).
  ON_Xform xform;
  xform.ChangeBasis( circle.plane, ON_xy_plane );
  xform.ChangeBasis( ON_xy_plane, circle.plane );
  ON_Line L = line;
  L.Transform(xform);
  double r = fabs(circle.radius);
  double tol = r*ON_SQRT_EPSILON;
  if ( tol < ON_ZERO_TOLERANCE )
    tol = ON_ZERO_TOLERANCE;
  int xcnt;
  if (    fabs(L.from.x - L.to.x) <= tol 
       && fabs(L.from.y - L.to.y) <= tol
       && fabs(L.from.z - L.to.z) > tol )
  {
    xcnt = 0;
  }
  else
  {
    xcnt = Intersect2dLineCircle( L.from, L.to, r, tol, line_t0, line_t1 );
    if ( xcnt == 3 )
      xcnt = 1;
  }
  
  if ( xcnt == 0 )
  {
    if ( L.ClosestPointTo( circle.Center(), line_t0 ) )
    {
      xcnt = 1;
      *line_t1 = *line_t0;
    }
  }
  ON_3dPoint line_point1, line_point0 = line.PointAt(*line_t0);
  circle_point0 = circle.ClosestPointTo(line_point0);
  double d1, d0 = line_point0.DistanceTo(circle_point0);
  if ( xcnt == 2 ) 
  {
    line_point1 = line.PointAt(*line_t1);
    circle_point1 = circle.ClosestPointTo(line_point1);
    d1 = line_point1.DistanceTo(circle_point1);
  }
  else
  {
    line_point1 = line_point0;
    circle_point1 = circle_point0;
    d1 = d0;
  }
  if ( xcnt==2 && (d0 > tol && d1 > tol) )
  {
    xcnt = 1;
    if ( d0 <= d1 ) 
    {
      *line_t1 = *line_t0;
      line_point1 = line_point0;
      circle_point1 = circle_point0;
      d1 = d0;
    }
    else
    {
      *line_t0 = *line_t1;
      line_point0 = line_point1;
      circle_point0 = circle_point1;
      d0 = d1;
    }
  }
  if ( xcnt == 1 && d0 > tol )
  {
    // TODO: iterate to closest point
  }
  return xcnt;
}
예제 #3
0
int ON_Intersect( // returns 0 = no intersections, 
                  // 1 = one intersection, 
                  // 2 = 2 intersections
                  // 3 = line lies on cylinder
                  // If 0 is returned, first point is point 
                  // on line closest to cylinder and 2nd point is the point
                  // on the sphere closest to the line.
                  // If 1 is returned, first point is obtained by evaluating
                  // the line and the second point is obtained by evaluating
                  // the cylinder.
                  const ON_Line& line, 
                  const ON_Cylinder& cylinder, // if cylinder.height[0]==cylinder.height[1],
                                               // then infinite cyl is used.  Otherwise
                                               // finite cyl is used.
                  ON_3dPoint& A, ON_3dPoint& B // intersection point(s) returned here
                  )
{
  ON_BOOL32 bFiniteCyl = true;
  int rc = 0;
  const double cylinder_radius = fabs(cylinder.circle.radius);
  double tol = cylinder_radius*ON_SQRT_EPSILON;
  if ( tol < ON_ZERO_TOLERANCE )
    tol = ON_ZERO_TOLERANCE;

  ON_Line axis;
  axis.from = cylinder.circle.plane.origin + cylinder.height[0]*cylinder.circle.plane.zaxis;
  axis.to   = cylinder.circle.plane.origin + cylinder.height[1]*cylinder.circle.plane.zaxis;
  if ( axis.Length() <= tol ) {
    axis.to = cylinder.circle.plane.origin + cylinder.circle.plane.zaxis;
    bFiniteCyl = false;
  }


  //ON_BOOL32 bIsParallel = false;
  double line_t, axis_t;
  if ( !ON_Intersect(line,axis,&line_t,&axis_t) ) {
    axis.ClosestPointTo( cylinder.circle.plane.origin, &axis_t );
    line.ClosestPointTo( cylinder.circle.plane.origin, &line_t );
  }
  ON_3dPoint line_point = line.PointAt(line_t);
  ON_3dPoint axis_point = axis.PointAt(axis_t);
  double d = line_point.DistanceTo(axis_point);
  if ( bFiniteCyl ) {
    if ( axis_t < 0.0 )
      axis_t = 0.0;
    else if ( axis_t > 1.0 )
      axis_t = 1.0;
    axis_point = axis.PointAt(axis_t);
  }
  
  if ( d >= cylinder_radius-tol) {
    rc = ( d <= cylinder_radius+tol ) ? 1 : 0;
    A = line_point;
    ON_3dVector V = line_point - axis_point;
    if ( bFiniteCyl ) {
      V = V - (V*cylinder.circle.plane.zaxis)*cylinder.circle.plane.zaxis;
    }
    V.Unitize();
    B = axis_point + cylinder_radius*V;
    if ( rc == 1 ) {
      // check for overlap
      ON_3dPoint P = axis.ClosestPointTo(line.from);
      d = P.DistanceTo(line.from);
      if ( fabs(d-cylinder_radius) <= tol ) {
        P = axis.ClosestPointTo(line.to);
        d = P.DistanceTo(line.to);
        if ( fabs(d-cylinder_radius) <= tol ) {
          rc = 3;
          A = cylinder.ClosestPointTo(line.from);
          B = cylinder.ClosestPointTo(line.to);
        }
      }
    }
  }
  else {
    // transform to coordinate system where equation of cyl
    // is x^2 + y^2 = R^2 and solve for line parameter(s).
    ON_Xform xform;
    xform.Rotation( cylinder.circle.plane, ON_xy_plane );
    ON_Line L = line;
    L.Transform(xform);

    const double x0 = L.from.x;
    const double x1 = L.to.x;
    const double x1mx0 = x1-x0;
    double ax = x1mx0*x1mx0;
    double bx = 2.0*x1mx0*x0;
    double cx = x0*x0;

    const double y0 = L.from.y;
    const double y1 = L.to.y;
    const double y1my0 = y1-y0;
    double ay = y1my0*y1my0;
    double by = 2.0*y1my0*y0;
    double cy = y0*y0;

    double t0, t1;
    int qerc = ON_SolveQuadraticEquation(ax+ay, bx+by, cx+cy-cylinder_radius*cylinder_radius,
                                         &t0,&t1);
    if ( qerc == 2 ) {
      // complex roots - ignore (tiny) imaginary part caused by computational noise.
      t1 = t0;
    }
    A = cylinder.ClosestPointTo(line.PointAt(t0));
    B = cylinder.ClosestPointTo(line.PointAt(t1));

    d = A.DistanceTo(B);
    if ( d <= ON_ZERO_TOLERANCE ) {
      A = line_point;
      ON_3dVector V = line_point - axis_point;
      if ( bFiniteCyl ) {
        V = V - (V*cylinder.circle.plane.zaxis)*cylinder.circle.plane.zaxis;
      }
      V.Unitize();
      B = axis_point + cylinder_radius*V;
      rc = 1;
    }    
    else
      rc = 2;
  }
  return rc;
}