/// <summary> /// calculate the matrix used to transform 3D to 2D /// </summary> /// <returns> /// matrix used to transform 3d points to 2d /// </returns> private Matrix4 Get3DTo2DMatrix() { Matrix4 result = Matrix4.Multiply( m_to2DMatrix.Inverse(), m_moveToCenterMatrix.Inverse()); result = Matrix4.Multiply(result, m_scaleMatrix); return(Matrix4.Multiply(result, new Matrix4(new Vector4(m_center.X, m_center.Y, 0)))); }
/// <summary> /// calculate the matrix used to transform 2D to 3D /// </summary> /// <returns> /// matrix used to transform 2d points to 3d /// </returns> private Matrix4 Get2DTo3DMatrix() { Matrix4 matrix = Matrix4.Multiply( new Matrix4(new Vector4(-m_center.X, -m_center.Y, 0)), m_scaleMatrix.Inverse()); matrix = Matrix4.Multiply( matrix, m_moveToCenterMatrix); return(Matrix4.Multiply(matrix, m_to2DMatrix)); }
/// <summary> /// Get max and min coordinates of all points /// </summary> /// <returns> /// points array stores the bounding box of all points /// </returns> private List <PointF> GetBoundsPoints() { Matrix4 matrix = m_to2DMatrix; Matrix4 inverseMatrix = matrix.Inverse(); float minX = 0, maxX = 0, minY = 0, maxY = 0; bool bFirstPoint = true; List <PointF> resultPoints = new List <PointF>(); //get the max and min point on the face foreach (Autodesk.Revit.DB.XYZ point in m_drawing.Geometry.GridVertexesXYZ) { Vector4 v = new Vector4(point); Vector4 v1 = inverseMatrix.Transform(v); if (bFirstPoint) { minX = maxX = v1.X; minY = maxY = v1.Y; bFirstPoint = false; } else { if (v1.X < minX) { minX = v1.X; } else if (v1.X > maxX) { maxX = v1.X; } if (v1.Y < minY) { minY = v1.Y; } else if (v1.Y > maxY) { maxY = v1.Y; } } } resultPoints.Add(new PointF(minX, minY)); resultPoints.Add(new PointF(maxX, maxY)); return(resultPoints); }