示例#1
0
        public static Elements.Floor[] FloorsFromRevitFloor(ADSK.Document doc, ADSK.Floor revitFloor)
        {
            var profiles  = GetProfilesOfTopFacesOfFloor(doc, revitFloor);
            var thickness = revitFloor.LookupParameter("Thickness")?.AsDouble();

            var floors = new List <Elements.Floor>();

            foreach (var profile in profiles)
            {
                var zMove     = profile.Perimeter.Vertices.Max(v => v.Z);
                var transform = new ElemGeom.Transform(0, 0, -zMove);

                var zeroedProfile = transform.OfProfile(profile);

                transform.Invert();
                var floorThickness = thickness.HasValue ? Elements.Units.FeetToMeters(thickness.Value) : Elements.Units.FeetToMeters(1);
                // Revit floors are extrusions down, and currently Hypar floors are extrusions up, so we also must move by the floor thickness
                transform.Move(new Vector3(0, 0, -floorThickness));
                var floor = new Elements.Floor(zeroedProfile,
                                               floorThickness,
                                               transform);
                floors.Add(floor);
            }
            return(floors.ToArray());
        }
示例#2
0
        /// <summary>
        /// Does this ray intersect with the provided face?
        /// </summary>
        /// <param name="face">The Face to intersect with.</param>
        /// <param name="result">The intersection result.</param>
        /// <returns>True if an intersection occurs, otherwise false. If true, check the intersection result for the location of the intersection.</returns>
        internal bool Intersects(Face face, out Vector3 result)
        {
            var plane = face.Plane();

            if (Intersects(plane, out Vector3 intersection))
            {
                var boundaryPolygon      = face.Outer.ToPolygon();
                var transformToPolygon   = new Transform(plane.Origin, plane.Normal);
                var transformFromPolygon = new Transform(transformToPolygon);
                transformFromPolygon.Invert();
                var transformedPolygon      = transformFromPolygon.OfPolygon(boundaryPolygon);
                var transformedIntersection = transformFromPolygon.OfVector(intersection);
                if (transformedPolygon.Contains(transformedIntersection) || transformedPolygon.Touches(transformedIntersection))
                {
                    result = intersection;
                    return(true);
                }
            }
            result = default(Vector3);
            return(false);
        }
示例#3
0
        /// <summary>
        /// Does this ray intersect the provided polygon area?
        /// </summary>
        /// <param name="polygon">The Polygon to intersect with.</param>
        /// <param name="result">The intersection result.</param>
        /// <returns>True if an intersection occurs, otherwise false. If true, check the intersection result for the location of the intersection.</returns>
        public bool Intersects(Polygon polygon, out Vector3 result)
        {
            var plane = new Plane(polygon.Vertices.First(), polygon.Vertices);

            if (Intersects(plane, out Vector3 intersection))
            {
                var transformToPolygon   = new Transform(plane.Origin, plane.Normal);
                var transformFromPolygon = new Transform(transformToPolygon);
                transformFromPolygon.Invert();
                var transformedIntersection  = transformFromPolygon.OfPoint(intersection);
                IEnumerable <Line> curveList = polygon.Segments();
                curveList = curveList.Select(l => l.TransformedLine(transformFromPolygon));

                if (Polygon.Contains(curveList, transformedIntersection, out _))
                {
                    result = intersection;
                    return(true);
                }
            }
            result = default(Vector3);
            return(false);
        }
示例#4
0
        /// <summary>
        /// Calculate a counter-clockwise plane angle between this vector and the provided vector, projected to the plane perpendicular to the provided normal.
        /// </summary>
        /// <param name="v">The vector with which to measure the angle.</param>
        /// <param name="normal">The normal of the plane in which you wish to calculate the angle.</param>
        /// <returns>Angle in degrees between 0 and 360, or NaN if the projected input vectors are invalid.</returns>
        public double PlaneAngleTo(Vector3 v, Vector3 normal)
        {
            var transformFromPlane = new Transform(Vector3.Origin, normal);

            transformFromPlane.Invert();
            var thisTransformed  = transformFromPlane.OfVector(this);
            var otherTransformed = transformFromPlane.OfVector(v);
            // project to Plane
            Vector3 a = new Vector3(thisTransformed.X, thisTransformed.Y, 0);
            Vector3 b = new Vector3(otherTransformed.X, otherTransformed.Y, 0);

            // reject very small vectors
            if (a.Length() < Vector3.EPSILON || b.Length() < Vector3.EPSILON)
            {
                return(double.NaN);
            }

            Vector3 aUnitized = a.Unitized();
            Vector3 bUnitized = b.Unitized();

            // Cos^-1(a dot b), a dot b clamped to [-1, 1]
            var angle = Math.Acos(Math.Max(Math.Min(aUnitized.Dot(bUnitized), 1.0), -1.0));

            if (Math.Abs(angle) < Vector3.EPSILON)
            {
                return(0);
            }
            // check if should be reflex angle
            Vector3 aCrossB = aUnitized.Cross(bUnitized).Unitized();

            if (Vector3.ZAxis.Dot(aCrossB) > 0)
            {
                return(angle * 180 / Math.PI);
            }
            else
            {
                return((Math.PI * 2 - angle) * 180 / Math.PI);
            }
        }