/// <summary> /// <para>Calculates the local coordinate system based on the position on the editor canvas.</para> /// <para>Calculates a simple path for edges which contains the ids of the start and end nodes in the first path entry.</para> /// </summary> private static void DeriveGeomPositionOutOfPlacementIn(Component.FlNetElement _nwe, System.Windows.Point _offset, double _scale, out Matrix3D ucs, out List <Point3D> path) { ucs = Matrix3D.Identity; path = new List <Point3D>(); if (_nwe == null) { return; } Point3D pivot = new Point3D(0, 0, 0); System.Windows.Point offset = new System.Windows.Point(_offset.X * _scale, _offset.Y * _scale); List <Vector3D> axes = new List <Vector3D>(); // x, y, z if (_nwe is Component.FlNetNode) { Component.FlNetNode node = _nwe as Component.FlNetNode; if (!(node.IsValid)) { return; } pivot.X = node.Position.X * _scale + offset.X; pivot.Z = node.Position.Y * _scale + offset.Y; axes.Add(new Vector3D(1, 0, 0)); axes.Add(new Vector3D(0, 0, 1)); axes.Add(new Vector3D(0, 1, 0)); } else if (_nwe is Component.FlNetEdge) { Component.FlNetEdge edge = _nwe as Component.FlNetEdge; if (!(edge.IsValid)) { return; } pivot.X = edge.Start.Position.X * _scale + offset.X; pivot.Z = edge.Start.Position.Y * _scale + offset.Y; // the first entry in the path saves the ids of the start and end nodes to // communicate connectivity to the GeometryViewer long start_id = edge.Start.ID; long end_id = edge.End.ID; if (edge.Start is Component.FlowNetwork) { Component.FlowNetwork nw_start = edge.Start as Component.FlowNetwork; Component.FlNetNode nN = nw_start.SortAndGetLastNode(); if (nN != null) { start_id = nN.ID; } } if (edge.End is Component.FlowNetwork) { Component.FlowNetwork nw_end = edge.End as Component.FlowNetwork; Component.FlNetNode n1 = nw_end.SortAndGetFirstNode(); if (n1 != null) { end_id = n1.ID; } } path.Add(new Point3D(start_id, end_id, -1)); path.Add(new Point3D(edge.Start.Position.X * _scale + offset.X, 0, edge.Start.Position.Y * _scale + offset.Y)); path.Add(new Point3D(edge.End.Position.X * _scale + offset.X, 0, edge.End.Position.Y * _scale + offset.Y)); Vector3D axis_x = path[1] - path[0]; axis_x.Normalize(); axes.Add(axis_x); axes.Add(new Vector3D(0, 0, 1)); Vector3D axis_z = Vector3D.CrossProduct(axes[0], axes[1]); axis_z.Normalize(); axes.Add(axis_z); } ucs = GeometricTransforms.PackUCS(pivot, axes[0], axes[1], axes[2]); }