Inverse() публичный Метод

get inverse matrix
public Inverse ( ) : Matrix4
Результат Matrix4
Пример #1
0
        /// <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))));
        }
Пример #2
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));
        }
Пример #3
0
        /// <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);
        }