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# ***************************************************************************
# * Copyright (c) 2009, 2010 Yorik van Havre <yorik@uncreated.net> *
# * Copyright (c) 2009, 2010 Ken Cline <cline@frii.com> *
# * *
# * This file is part of the FreeCAD CAx development system. *
# * *
# * This program is free software; you can redistribute it and/or modify *
# * it under the terms of the GNU Lesser General Public License (LGPL) *
# * as published by the Free Software Foundation; either version 2 of *
# * the License, or (at your option) any later version. *
# * for detail see the LICENCE text file. *
# * *
# * FreeCAD is distributed in the hope that it will be useful, *
# * but WITHOUT ANY WARRANTY; without even the implied warranty of *
# * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
# * GNU Library General Public License for more details. *
# * *
# * You should have received a copy of the GNU Library General Public *
# * License along with FreeCAD; if not, write to the Free Software *
# * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 *
# * USA *
# * *
# ***************************************************************************
"""Provides various functions for general geometrical calculations."""
## @package geometry
# \ingroup draftgeoutils
# \brief Provides various functions for general geometrical calculations.
import math
import lazy_loader.lazy_loader as lz
import FreeCAD as App
import DraftVecUtils
import draftutils.gui_utils as gui_utils
from draftgeoutils.general import geomType, vec
# Delay import of module until first use because it is heavy
Part = lz.LazyLoader("Part", globals(), "Part")
## \addtogroup draftgeoutils
# @{
def findPerpendicular(point, edgeslist, force=None):
"""Find the perpendicular distance between a point and a list of edges.
If force is specified, only the edge[force] will be considered,
and it will be considered infinite.
Returns
-------
[vector_from_point_to_closest_edge, edge_index]
The vector and the index in the list.
None
If no perpendicular vector could be found.
"""
if not isinstance(edgeslist, list):
try:
edgeslist = edgeslist.Edges
except AttributeError:
print("Doesn't have 'Edges'")
return None
if force is None:
valid = None
for edge in edgeslist:
dist = findDistance(point, edge, strict=True)
if dist:
if not valid:
valid = [dist, edgeslist.index(edge)]
else:
if dist.Length < valid[0].Length:
valid = [dist, edgeslist.index(edge)]
return valid
else:
edge = edgeslist[force]
dist = findDistance(point, edge)
if dist:
return [dist, force]
else:
return None
return None
def findDistance(point, edge, strict=False):
"""Return a vector from the point to its closest point on the edge.
If `strict` is `True`, the vector will be returned
only if its endpoint lies on the `edge`.
Edge can also be a list of 2 points.
"""
if isinstance(point, App.Vector):
if isinstance(edge, list):
segment = edge[1].sub(edge[0])
chord = edge[0].sub(point)
norm = segment.cross(chord)
perp = segment.cross(norm)
dist = DraftVecUtils.project(chord, perp)
if not dist:
return None
newpoint = point.add(dist)
if dist.Length == 0:
return None
if strict:
s1 = newpoint.sub(edge[0])
s2 = newpoint.sub(edge[1])
if s1.Length <= segment.Length and s2.Length <= segment.Length:
return dist
else:
return None
else:
return dist
elif geomType(edge) == "Line":
segment = vec(edge)
chord = edge.Vertexes[0].Point.sub(point)
norm = segment.cross(chord)
perp = segment.cross(norm)
dist = DraftVecUtils.project(chord, perp)
if not dist:
return None
newpoint = point.add(dist)
if dist.Length == 0:
return None
if strict:
s1 = newpoint.sub(edge.Vertexes[0].Point)
s2 = newpoint.sub(edge.Vertexes[-1].Point)
if s1.Length <= segment.Length and s2.Length <= segment.Length:
return dist
else:
return None
else:
return dist
elif geomType(edge) == "Circle":
ve1 = edge.Vertexes[0].Point
if len(edge.Vertexes) > 1:
ve2 = edge.Vertexes[-1].Point
else:
ve2 = None
center = edge.Curve.Center
segment = center.sub(point)
if segment.Length == 0:
return None
ratio = (segment.Length - edge.Curve.Radius) / segment.Length
dist = segment.multiply(ratio)
newpoint = App.Vector.add(point, dist)
if dist.Length == 0:
return None
if strict and ve2:
# Note 1: DraftVecUtils.angle(App.Vector(1, 1, 0)) => -0.7854
# Note 2: Angles are in the +pi to -pi range.
ang1 = DraftVecUtils.angle(ve1.sub(center))
ang2 = DraftVecUtils.angle(ve2.sub(center))
angpt = DraftVecUtils.angle(newpoint.sub(center))
if ang1 >= ang2: # Arc does not cross the 9 o'clock point.
if ang1 >= angpt and angpt >= ang2:
return dist
else:
return None
elif ang1 >= angpt or angpt >= ang2:
return dist
else:
return None
else:
return dist
elif geomType(edge) == "BSplineCurve" or geomType(edge) == "BezierCurve":
try:
pr = edge.Curve.parameter(point)
np = edge.Curve.value(pr)
dist = np.sub(point)
except Part.OCCError:
print("DraftGeomUtils: Unable to get curve parameter " "for point ", point)
return None
else:
return dist
else:
print("DraftGeomUtils: Couldn't project point")
return None
else:
print("DraftGeomUtils: Couldn't project point")
return None
def get_spline_normal(edge, tol=-1):
"""Find the normal of a BSpline edge."""
if edge.isNull():
return None
if is_straight_line(shape, tol):
return None
plane = edge.findPlane(tol)
if plane:
normal = plane.Axis
return normal
else:
return None
def get_shape_normal(shape):
"""Find the normal of a shape or list of points or colinear edges, if possible."""
# New function based on get_normal() drafted by @Roy_043
# in discussion https://forum.freecad.org/viewtopic.php?p=717862#p717862
#
# The normal would not be affected by the 3D view direction and flipped as
# get_normal would be. Placement of the Shape is taken into account in this
# new function instead :
# - Normal of a planar shape is usually bi-directional, this function return
# the one 'in the direction' of the shape's placement 'normal' (z-direction).
# As reference, shape.findPlane() favour positive axes, get_normal()
# favour the 'view direction' (obtained by getViewDirection() ).
# - Even when the Shape is an edge or colinear edges, its Placement is taken
# into account, and this function return one 'in the direction' of the
# shape's placement 'normal' (z-direction).
# https://forum.freecad.org/viewtopic.php?p=715850#p715850
# The normal direction of a Draft wire (co-planar) or arc used to depends on
# the way the shape is constructed i.e. by vertexes in clockwise or
# anti-clockwise. This cryptic behaviour no longer matters.
if shape.isNull():
return None
# Roy_043's remarks on the behavior of Shape.findPlane():
# - https://forum.freecad.org/viewtopic.php?p=713993#p713993
# Check if the shape is planar
# If True: check if the outer wire is closed:
# if True : Return a (plane with) normal based on the direction of the outer wire (CW or CCW).
# if False : ? Return a (plane with) normal that points towards positive global axes with a certain priority
# (probably? Z, Y and then X).
# If False: return None.
#
# Further remarks :
# - Tested Sketch with 2 colinear edges return a Plane with Axis
# - Tested Sketch with 1 edge return no Plane with no Axis
shape_rot = shape.Placement.Rotation
plane = shape.findPlane()
if plane is None:
if not is_straight_line(shape):
return None
start_edge = shape.Edges[0]
x_vec = start_edge.tangentAt(
start_edge.FirstParameter
) # Return vector is in global coordinate
local_x_vec = shape_rot.inverted().multVec(x_vec) #
local_rot = App.Rotation(local_x_vec, App.Vector(0, 1, 0), App.Vector(0, 0, 1), "XZY")
# see https://blog.freecad.org/2023/01/16/the-rotation-api-in-freecad/ for App.Rotation(vecx, vecy, vecz, string)
# discussion - https://forum.freecad.org/viewtopic.php?p=717738#p717738
return shape_rot.multiply(local_rot).multVec(App.Vector(0, 0, 1))
normal = plane.Axis
shape_normal = shape_rot.multVec(App.Vector(0, 0, 1))
# Now, check the normal direction of the plane (plane.Axis).
# The final deduced normal should be 'in the direction' of the z-direction of the shape's placement,
# if plane.Axis is in the 'opposite' direction of the Z direction of the shape's placement, reverse it.
if normal.getAngle(shape_normal) > math.pi / 2:
normal = normal.negative()
return normal
def get_normal(shape, tol=-1):
"""Find the normal of a shape or list of points, if possible."""
# for points
if isinstance(shape, (list, tuple)):
if len(shape) <= 2:
return None
else:
poly = Part.makePolygon(shape)
if is_straight_line(poly, tol):
return None
plane = poly.findPlane(tol)
if plane:
normal = plane.Axis
return normal
else:
return None
# for shapes
if shape.isNull():
return None
if is_straight_line(shape, tol):
return None
else:
plane = find_plane(shape, tol)
if plane:
normal = plane.Axis
else:
return None
# Check the 3D view to flip the normal if the GUI is available
if App.GuiUp:
view = gui_utils.get_3d_view()
if view is not None:
v_dir = view.getViewDirection()
if normal.getAngle(v_dir) < 0.78:
normal = normal.negative()
return normal
def getRotation(v1, v2=App.Vector(0, 0, 1)):
"""Get the rotation Quaternion between 2 vectors."""
if (v1.dot(v2) > 0.999999) or (v1.dot(v2) < -0.999999):
# vectors are opposite
return None
axis = v1.cross(v2)
axis.normalize()
# angle = math.degrees(math.sqrt(v1.Length^2 * v2.Length^2) + v1.dot(v2))
angle = math.degrees(DraftVecUtils.angle(v1, v2, axis))
return App.Rotation(axis, angle)
def is_planar(shape, tol=-1):
"""Return True if the given shape or list of points is planar."""
# for points
if isinstance(shape, list):
if len(shape) <= 3:
return True
else:
poly = Part.makePolygon(shape)
if is_straight_line(poly, tol):
return True
plane = poly.findPlane(tol)
if plane:
return True
else:
return False
# for shapes
if shape.isNull():
return False
# because Part.Shape.findPlane return None for Vertex and straight edges
if shape.ShapeType == "Vertex":
return True
if is_straight_line(shape, tol):
return True
plane = find_plane(shape, tol)
if plane:
return True
else:
return False
def is_straight_line(shape, tol=-1):
"""Return True if shape is a straight line.
function used in other methods because Part.Shape.findPlane assign a
plane and normal to straight wires creating privileged directions
and to deal with straight wires with overlapped edges."""
if shape.isNull():
return False
if len(shape.Faces) != 0:
return False
if len(shape.Edges) == 0:
return False
if len(shape.Edges) >= 1:
start_edge = shape.Edges[0]
dir_start_edge = start_edge.tangentAt(start_edge.FirstParameter)
point_start_edge = start_edge.firstVertex().Point
# set tolerance
if tol <= 0:
err = shape.globalTolerance(tol)
else:
err = tol
for edge in shape.Edges:
first_point = edge.firstVertex().Point
last_point = edge.lastVertex().Point
dir_edge = edge.tangentAt(edge.FirstParameter)
# check if edge is curve or no parallel to start_edge
# because sin(x) = x + O(x**3), for small angular deflection it's
# enough use the cross product of directions (or dot with a normal)
if (
abs(edge.Length - first_point.distanceToPoint(last_point)) > err
# https://forum.freecad.org/viewtopic.php?p=726101#p726101
# Shape with parallel edges but not colinear used to return True
# by this function, below line added fixes this bug.
# Further remark on the below fix :
# - get_normal() use this function, may had created problems
# previously but not reported; on the other hand, this fix
# seems have no 'regression' created as get_normal use
# plane.Axis (with 3DView check). See get_shape_normal()
# which take into account shape's placement
# - other functions had been using this also : Keep In View to
# see if there is 'regression' :
#
# $ grep -rni "is_straight" ./
# ./draftfunctions/upgrade.py
# ./draftgeoutils/geometry.py
# ./draftmake/make_wire.py
or first_point.distanceToLine(point_start_edge, dir_start_edge) > err #
or dir_start_edge.cross(dir_edge).Length > err
):
return False
return True
def are_coplanar(shape_a, shape_b, tol=-1):
"""Return True if exist a plane containing both shapes."""
if shape_a.isNull() or shape_b.isNull():
return False
if not is_planar(shape_a, tol) or not is_planar(shape_b, tol):
return False
if shape_a.isEqual(shape_b):
return True
plane_a = find_plane(shape_a, tol)
plane_b = find_plane(shape_b, tol)
# set tolerance
if tol <= 0:
err = 1e-7
else:
err = tol
if plane_a and plane_b:
normal_a = plane_a.Axis
normal_b = plane_b.Axis
proj = plane_a.projectPoint(plane_b.Position)
if normal_a.cross(normal_b).Length > err or plane_b.Position.sub(proj).Length > err:
return False
else:
return True
elif plane_a and not plane_b:
normal_a = plane_a.Axis
for vertex in shape_b.Vertexes:
dir_ver_b = vertex.Point.sub(plane_a.Position).normalize()
if abs(normal_a.dot(dir_ver_b)) > err:
proj = plane_a.projectPoint(vertex.Point)
if vertex.Point.sub(proj).Length > err:
return False
return True
elif plane_b and not plane_a:
normal_b = plane_b.Axis
for vertex in shape_a.Vertexes:
dir_ver_a = vertex.Point.sub(plane_b.Position).normalize()
if abs(normal_b.dot(dir_ver_a)) > err:
proj = plane_b.projectPoint(vertex.Point)
if vertex.Point.sub(proj).Length > err:
return False
return True
# not normal_a and not normal_b:
else:
points_a = [vertex.Point for vertex in shape_a.Vertexes]
points_b = [vertex.Point for vertex in shape_b.Vertexes]
poly = Part.makePolygon(points_a + points_b)
if is_planar(poly, tol):
return True
else:
return False
def get_spline_surface_normal(shape, tol=-1):
"""Check if shape formed by BSpline surfaces is planar and get normal.
If shape is not planar return None."""
if shape.isNull():
return None
if len(shape.Faces) == 0:
return None
# set tolerance
if tol <= 0:
err = shape.globalTolerance(tol)
else:
err = tol
first_surf = shape.Faces[0].Surface
if not first_surf.isPlanar(tol):
return None
# find bounds of first_surf
u0, u1, v0, v1 = first_surf.bounds()
u = (u0 + u1) / 2
v = (v0 + v1) / 2
first_normal = first_surf.normal(u, v)
# check if all faces are planar and parallel
for face in shape.Faces:
surf = face.Surface
if not surf.isPlanar(tol):
return None
u0, u1, v0, v1 = surf.bounds()
u = (u0 + u1) / 2
v = (v0 + v1) / 2
surf_normal = surf.normal(u, v)
if first_normal.cross(surf_normal).Length > err:
return None
normal = first_normal
return normal
def find_plane(shape, tol=-1):
"""Find the plane containing the shape if possible.
Use this function as a workaround due Part.Shape.findPlane
fail to find plane on BSpline surfaces."""
if shape.isNull():
return None
if shape.ShapeType == "Vertex":
return None
if is_straight_line(shape, tol):
return None
plane = shape.findPlane(tol)
if plane:
return plane
elif len(shape.Faces) >= 1:
# in case shape have BSpline surfaces
normal = get_spline_surface_normal(shape, tol)
if normal:
position = shape.CenterOfMass
return Part.Plane(position, normal)
else:
return None
else:
return None
def calculatePlacement(shape):
"""Return a placement located in the center of gravity of the shape.
If the given shape is planar, return a placement located at the center
of gravity of the shape, and oriented towards the shape's normal.
Otherwise, it returns a null placement.
"""
if not is_planar(shape):
return App.Placement()
pos = shape.BoundBox.Center
norm = get_normal(shape)
# for backward compatibility with previous getNormal implementation
if norm is None:
norm = App.Vector(0, 0, 1)
pla = App.Placement()
pla.Base = pos
r = getRotation(norm)
if r:
pla.Rotation = r
return pla
def mirror(point, edge):
"""Find mirror point relative to an edge."""
normPoint = point.add(findDistance(point, edge, False))
if normPoint:
normPoint_point = App.Vector.sub(point, normPoint)
normPoint_refl = normPoint_point.negative()
refl = App.Vector.add(normPoint, normPoint_refl)
return refl
else:
return None
def mirror_matrix(mtx, pos, nor):
"""Return a mirrored copy of a matrix.
Parameters
----------
mtx: Base::Matrix
Matrix.
pos: Base::Vector3
Point on mirror plane.
nor: Base::Vector3
Normal of mirror plane.
Returns
-------
Base::Matrix
"""
# Code by Jolbas:
# https://forum.freecad.org/viewtopic.php?p=702793#p702793
mtx_copy = App.Matrix(mtx)
mtx_copy.move(-pos)
mtx_copy.scale(-1)
mtx_copy = App.Rotation(nor, 180) * mtx_copy
mtx_copy.move(pos)
return mtx_copy
def uv_vectors_from_face(face, vec_z=App.Vector(0, 0, 1), tol=-1):
"""Return the u and v vectors of a planar face.
It is up to the calling function to ensure the face is planar.
If the u vector matches +/-vec_z, or the v vector matches -vec_z, the
vectors are rotated to ensure the v vector matches +vec_z.
Parameters
----------
face: Part.Face
Face.
vec_z: Base::Vector3, optional
Defaults to Vector(0, 0, 1).
Z axis vector used for reference.
Is replaced by Vector(0, 0, 1) if it matches the +/-normal of the face.
tol: float, optional
Defaults to -1.
Internal tolerance. 1e-7 is used if tol <=0.
Returns
-------
tuple
U and v vector (Base::Vector3).
"""
err = 1e-7 if tol <= 0 else tol
if not vec_z.isEqual(App.Vector(0, 0, 1), err):
nor = face.normalAt(0, 0)
if vec_z.isEqual(nor, err) or vec_z.isEqual(nor.negative(), err):
vec_z = App.Vector(0, 0, 1)
vec_u, vec_v = face.tangentAt(0, 0)
if face.Orientation == "Reversed":
vec_u, vec_v = vec_v, vec_u
if vec_v.isEqual(vec_z.negative(), err):
vec_u, vec_v = vec_u.negative(), vec_v.negative()
elif vec_u.isEqual(vec_z, err):
vec_u, vec_v = vec_v.negative(), vec_u
elif vec_u.isEqual(vec_z.negative(), err):
vec_u, vec_v = vec_v, vec_u.negative()
return vec_u, vec_v
def placement_from_face(face, vec_z=App.Vector(0, 0, 1), rotated=False, tol=-1):
"""Return a placement from the center of gravity, and the u and v vectors of a planar face.
It is up to the calling function to ensure the face is planar.
Parameters
----------
face: Part.Face
Face.
vec_z: Base::Vector3, optional
Defaults to Vector(0, 0, 1).
Z axis vector used for reference.
Is replaced by Vector(0, 0, 1) if it matches the +/-normal of the face.
rotated: bool, optional
Defaults to `False`.
If `False` the v vector of the face defines the Y axis of the placement.
If `True` the -v vector of the face defines the Z axis of the placement
(used by Arch_Window).
The u vector defines the X axis in both cases.
tol: float, optional
Defaults to -1.
Internal tolerance. 1e-7 is used if tol <=0.
Returns
-------
Base::Placement
See also
--------
DraftGeomUtils.uv_vectors_from_face
"""
pt_pos = face.CenterOfGravity
vec_u, vec_v = uv_vectors_from_face(face, vec_z, tol)
if rotated:
return App.Placement(pt_pos, App.Rotation(vec_u, App.Vector(), vec_v.negative(), "XZY"))
else:
return App.Placement(pt_pos, App.Rotation(vec_u, vec_v, App.Vector(), "XYZ"))
def placement_from_points(pt_pos, pt_x, pt_y, as_vectors=False, tol=-1):
"""Return a placement from 3 points defining an origin, an X axis and a Y axis.
If the vectors calculated from the arguments are too short or parallel,
the returned placement will have a default rotation.
Parameters
----------
pt_pos: Base::Vector3
Origin (Base of Placement).
pt_x: Base::Vector3
Point on positive X axis. Or X axis vector if as_vectors is `True`.
pt_y: Base::Vector3
Point on positive Y axis. Or Y axis vector if as_vectors is `True`.
as_vectors: bool, optional
Defaults to `False`.
If `True` treat pt_x and pt_y as axis vectors.
tol: float, optional
Defaults to -1.
Internal tolerance. 1e-7 is used if tol <=0.
Returns
-------
Base::Placement
See also
--------
DraftGeomUtils.getRotation
DraftVecUtils.getRotation
"""
err = 1e-7 if tol <= 0 else tol
if as_vectors is False:
vec_u = pt_x - pt_pos
vec_v = pt_y - pt_pos
else:
vec_u = App.Vector(pt_x)
vec_v = App.Vector(pt_y)
if vec_u.Length < err or vec_v.Length < err:
rot = App.Rotation()
else:
vec_u.normalize()
vec_v.normalize()
if vec_u.isEqual(vec_v, err) or vec_u.isEqual(vec_v.negative(), err):
rot = App.Rotation()
else:
rot = App.Rotation(vec_u, vec_v, App.Vector(), "XYZ")
return App.Placement(pt_pos, rot)
# Code separated from WorkingPlane.py (offsetToPoint function).
# Note that the return value of this function has the opposite sign.
def distance_to_plane(point, base, normal):
"""Return the signed distance from a plane to a point.
The distance is positive if the point lies on the +normal side of the plane.
Parameters
----------
point: Base::Vector3
Point to project.
base: Base::Vector3
Point on plane.
normal: Base::Vector3
Normal of plane.
Returns
-------
float
"""
return (point - base).dot(normal)
# Code separated from WorkingPlane.py (projectPoint function).
# See: https://github.com/FreeCAD/FreeCAD/pull/5307
def project_point_on_plane(point, base, normal, direction=None, force_projection=False, tol=-1):
"""Project a point onto a plane.
Parameters
----------
point: Base::Vector3
Point to project.
base: Base::Vector3
Point on plane.
normal: Base::Vector3
Normal of plane.
direction: Base::Vector3, optional
Defaults to `None` in which case the normal is used.
Direction of projection.
force_projection: Bool, optional
Defaults to `False`.
If `True` forces the projection if the deviation between the direction
and the normal is less than tol from the orthogonality. The direction
of projection is then modified to a tol deviation between the direction
and the orthogonal.
tol: float, optional
Defaults to -1.
Internal tolerance. 1e-7 is used if tol <=0.
Returns
-------
Base::Vector3 or `None`
"""
err = 1e-7 if tol <= 0 else tol
normal = App.Vector(normal).normalize()
if direction is None:
direction = normal
else:
direction = App.Vector(direction).normalize()
cos = direction.dot(normal)
delta_ax_proj = (point - base).dot(normal)
# check the only conflicting case: direction orthogonal to normal
if abs(cos) < err:
if force_projection:
cos = math.copysign(err, delta_ax_proj)
direction = normal.cross(direction).cross(normal) - cos * normal
else:
return None
return point - delta_ax_proj / cos * direction
# compatibility layer
getSplineNormal = get_spline_normal
getNormal = get_normal
isPlanar = is_planar
## @}
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