Matrix used to transform between ucs coordinate and world coordinate.
Exemple #1
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        float m_scale = 1; //scale of shaft opening

        #endregion Fields

        #region Constructors

        /// <summary>
        /// constructor
        /// </summary>
        /// <param name="commandData">object which contains reference of Revit Application</param>
        public ProfileNull(ExternalCommandData commandData)
            : base(commandData)
        {
            GetLevels();
            m_to2DMatrix = new Matrix4();
            m_moveToCenterMatrix = new Matrix4();
        }
Exemple #2
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        /// <summary>
        /// Get a matrix which can transform points to 2D
        /// </summary>
        /// <returns>matrix which can transform points to 2D</returns>
        public override Matrix4 GetTo2DMatrix()
        {
            View viewLevel2 = null;

            // get view which named "Level 2".
            // Skip view templates because they're behind-the-scene and invisible in project browser; also invalid for API.
            IEnumerable<View> views = from elem in
                (new FilteredElementCollector(m_commandData.Application.ActiveUIDocument.Document)).OfClass(typeof(ViewPlan)).ToElements()
                let view=elem as View
                where view!=null && !view.IsTemplate && "Level 2" == view.ViewName
                select view;
            if (views.Count()>0)
            {
                viewLevel2 = views.First();
            }

            Vector4 xAxis = new Vector4(viewLevel2.RightDirection);
            //Because Y axis in windows UI is downward, so we should Multiply(-1) here
            Vector4 yAxis = new Vector4(viewLevel2.UpDirection.Multiply(-1));
            Vector4 zAxis = new Vector4(viewLevel2.ViewDirection);

            Matrix4 result = new Matrix4(xAxis, yAxis, zAxis);
            return result;
        }
Exemple #3
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        /// <summary>
        /// draw profile of wall or floor in 2D
        /// </summary>
        /// <param name="graphics">form graphic</param>
        /// <param name="pen">pen used to draw line in pictureBox</param>
        /// <param name="matrix4">Matrix used to transform 3d to 2d 
        /// and make picture in right scale </param>
        public virtual void Draw2D(Graphics graphics, Pen pen, Matrix4 matrix4)
        {
            //move the gdi origin to the picture center
            graphics.Transform = new System.Drawing.Drawing2D.Matrix(
                1, 0, 0, 1, m_sizePictureBox.Width / 2, m_sizePictureBox.Height / 2);

            //draw profile
            for (int i = 0; i < m_points.Count; i++)
            {
                List<XYZ> points = m_points[i];
                for (int j = 0; j < points.Count - 1; j++)
                {
                    Autodesk.Revit.DB.XYZ point1 = points[j];
                    Autodesk.Revit.DB.XYZ point2 = points[j + 1];

                    Vector4 v1 = new Vector4(point1);
                    Vector4 v2 = new Vector4(point2);

                    v1 = matrix4.Transform(v1);
                    v2 = matrix4.Transform(v2);
                    graphics.DrawLine(pen, new Point((int)v1.X, (int)v1.Y),
                        new Point((int)v2.X, (int)v2.Y));
                }
            }
        }
Exemple #4
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 /// <summary>
 /// calculate the matrix use to scale
 /// </summary>
 /// <param name="size">pictureBox size</param>
 /// <returns>maxtrix is use to scale the profile</returns>
 public virtual Matrix4 ComputeScaleMatrix(Size size)
 {
     m_sizePictureBox = size;
     PointF[] boundPoints = GetFaceBounds();
     float width = ((float)size.Width) / (boundPoints[1].X - boundPoints[0].X);
     float hight = ((float)size.Height) / (boundPoints[1].Y - boundPoints[0].Y);
     float factor = width <= hight ? width : hight;
     //leave some margin, so multiply factor by 0.85
     m_scaleMatrix = new Matrix4((float)(factor * 0.85));
     return m_scaleMatrix;
 }
Exemple #5
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 /// <summary>
 /// calculate the matrix used to transform 3D to 2D
 /// </summary>
 /// <returns>maxtrix is use to transform 3d points to 2d</returns>
 public virtual Matrix4 Compute3DTo2DMatrix()
 {
     Matrix4 result = Matrix4.Multiply(
         m_to2DMatrix.Inverse(), m_moveToCenterMatrix.Inverse());
     m_transformMatrix = Matrix4.Multiply(result, m_scaleMatrix);
     return m_transformMatrix;
 }
Exemple #6
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 /// <summary>
 ///  multiply matrix left and right
 /// </summary>
 /// <param name="left">left matrix</param>
 /// <param name="right">right matrix</param>
 /// <returns></returns>
 public static Matrix4 Multiply(Matrix4 left, Matrix4 right)
 {
     Matrix4 result = new Matrix4();
     for (int i = 0; i < 4; i++)
     {
         for (int j = 0; j < 4; j++)
         {
             result[i, j] = left[i, 0] * right[0, j] + left[i, 1] * right[1, j]
                 + left[i, 2] * right[2, j] + left[i, 3] * right[3, j];
         }
     }
     return result;
 }
Exemple #7
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 /// <summary>
 /// calculate the matrix used to transform 3D to 2D.
 /// because profile of shaft opening in Revit is 2d too,
 /// so we need do nothing but new a matrix
 /// </summary>
 /// <returns>maxtrix is use to transform 3d points to 2d</returns>
 public override Matrix4 Compute3DTo2DMatrix()
 {
     m_transformMatrix = new Matrix4();
     return m_transformMatrix;
 }
Exemple #8
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 /// <summary>
 /// draw the coordinate system
 /// </summary>
 /// <param name="graphics">form graphic</param>
 /// <param name="pen">pen used to draw line in pictureBox</param>
 /// <param name="matrix4">Matrix used to transform 3d to 2d 
 /// and make picture in right scale </param>
 public override void Draw2D(Graphics graphics, Pen pen, Matrix4 matrix4)
 {
     graphics.Transform = new System.Drawing.Drawing2D.Matrix(
         1, 0, 0, 1, 0, 0);
     //draw X axis
     graphics.DrawLine(pen, new Point(20, 280), new Point(400, 280));
     graphics.DrawPie(pen, 400, 265, 30, 30, 165, 30);
     //draw Y axis
     graphics.DrawLine(pen, new Point(20, 280), new Point(20, 50));
     graphics.DrawPie(pen, 5, 20, 30, 30, 75, 30);
     //draw scale
     graphics.DrawLine(pen, new Point(120, 275), new Point(120, 285));
     graphics.DrawLine(pen, new Point(220, 275), new Point(220, 285));
     graphics.DrawLine(pen, new Point(320, 275), new Point(320, 285));
     graphics.DrawLine(pen, new Point(15, 80), new Point(25, 80));
     graphics.DrawLine(pen, new Point(15, 180), new Point(25, 180));
     //dimension
     Font font = new Font("Verdana", 10, FontStyle.Regular);
     graphics.DrawString("100'", font, Brushes.Blue, new PointF(122, 266));
     graphics.DrawString("200'", font, Brushes.Blue, new PointF(222, 266));
     graphics.DrawString("300'", font, Brushes.Blue, new PointF(322, 266));
     graphics.DrawString("100'", font, Brushes.Blue, new PointF(22, 181));
     graphics.DrawString("200'", font, Brushes.Blue, new PointF(22, 81));
     graphics.DrawString("(0,0)", font, Brushes.Blue, new PointF(10, 280));
 }
Exemple #9
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 /// <summary>
 /// calculate the matrix for scale
 /// </summary>
 /// <param name="size">pictureBox size</param>
 /// <returns>maxtrix to scale the opening curve</returns>
 public override Matrix4 ComputeScaleMatrix(Size size)
 {
     m_scaleMatrix = new Matrix4(m_scale);
     return m_scaleMatrix;
 }
Exemple #10
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 /// <summary>
 /// calculate the matrix used to transform 3D to 2D.
 /// because profile of shaft opening in Revit is 2d too,
 /// so we need do nothing but new a matrix
 /// </summary>
 /// <returns>maxtrix is use to transform 3d points to 2d</returns>
 public override Matrix4 Compute3DTo2DMatrix()
 {
     m_transformMatrix = new Matrix4();
     return(m_transformMatrix);
 }
Exemple #11
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 /// <summary>
 /// calculate the matrix for scale
 /// </summary>
 /// <param name="size">pictureBox size</param>
 /// <returns>maxtrix to scale the opening curve</returns>
 public override Matrix4 ComputeScaleMatrix(Size size)
 {
     m_scaleMatrix = new Matrix4(m_scale);
     return(m_scaleMatrix);
 }
Exemple #12
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        /// <summary>
        /// Get a matrix which can transform points to 2D
        /// </summary>
        /// <returns>matrix which can transform points to 2D</returns>
        public override Matrix4 GetTo2DMatrix()
        {
            //get transform used to transform points to plane whose normal is Zaxis of beam
            Vector4 xAxis = new Vector4(m_data.HandOrientation);
            xAxis.Normalize();
            //Because Y axis in windows UI is downward, so we should Multiply(-1) here
            Vector4 yAxis = new Vector4(m_data.FacingOrientation.Multiply(-1));
            yAxis.Normalize();
            Vector4 zAxis = yAxis.CrossProduct(xAxis);
            zAxis.Normalize();

            Vector4 vOrigin =  new Vector4(m_points[0][0]);
            Matrix4 result = new Matrix4(xAxis, yAxis, zAxis, vOrigin);
            m_MatrixZaxis = result;

            //get transform used to transform points to plane whose normal is Yaxis of beam
            xAxis = new Vector4(m_data.HandOrientation);
            xAxis.Normalize();
            zAxis = new Vector4(m_data.FacingOrientation);
            zAxis.Normalize();
            yAxis = (xAxis.CrossProduct(zAxis)) * (-1);
            yAxis.Normalize();
            result = new Matrix4(xAxis, yAxis, zAxis, vOrigin);
            m_MatrixYaxis = result;
            return m_MatrixZaxis;
        }