/usr/include/oce/gp_Ax3.hxx is in liboce-foundation-dev 0.18.2-2build1.
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// Please do not edit this file; modify original file instead.
// The copyright and license terms as defined for the original file apply to
// this header file considered to be the "object code" form of the original source.
#ifndef _gp_Ax3_HeaderFile
#define _gp_Ax3_HeaderFile
#include <Standard.hxx>
#include <Standard_DefineAlloc.hxx>
#include <Standard_Macro.hxx>
#include <gp_Ax1.hxx>
#include <gp_Dir.hxx>
#include <Standard_Storable.hxx>
#include <Standard_Real.hxx>
#include <Standard_Boolean.hxx>
#include <Standard_PrimitiveTypes.hxx>
class Standard_ConstructionError;
class gp_Ax2;
class gp_Pnt;
class gp_Dir;
class gp_Ax1;
class gp_Trsf;
class gp_Vec;
Standard_EXPORT const Handle(Standard_Type)& STANDARD_TYPE(gp_Ax3);
//! Describes a coordinate system in 3D space. Unlike a
//! gp_Ax2 coordinate system, a gp_Ax3 can be
//! right-handed ("direct sense") or left-handed ("indirect sense").
//! A coordinate system is defined by:
//! - its origin (also referred to as its "Location point"), and
//! - three orthogonal unit vectors, termed the "X
//! Direction", the "Y Direction" and the "Direction" (also
//! referred to as the "main Direction").
//! The "Direction" of the coordinate system is called its
//! "main Direction" because whenever this unit vector is
//! modified, the "X Direction" and the "Y Direction" are
//! recomputed. However, when we modify either the "X
//! Direction" or the "Y Direction", "Direction" is not modified.
//! "Direction" is also the "Z Direction".
//! The "main Direction" is always parallel to the cross
//! product of its "X Direction" and "Y Direction".
//! If the coordinate system is right-handed, it satisfies the equation:
//! "main Direction" = "X Direction" ^ "Y Direction"
//! and if it is left-handed, it satisfies the equation:
//! "main Direction" = -"X Direction" ^ "Y Direction"
//! A coordinate system is used:
//! - to describe geometric entities, in particular to position
//! them. The local coordinate system of a geometric
//! entity serves the same purpose as the STEP function
//! "axis placement three axes", or
//! - to define geometric transformations.
//! Note:
//! - We refer to the "X Axis", "Y Axis" and "Z Axis",
//! respectively, as the axes having:
//! - the origin of the coordinate system as their origin, and
//! - the unit vectors "X Direction", "Y Direction" and
//! "main Direction", respectively, as their unit vectors.
//! - The "Z Axis" is also the "main Axis".
//! - gp_Ax2 is used to define a coordinate system that must be always right-handed.
class gp_Ax3
{
public:
DEFINE_STANDARD_ALLOC
//! Creates an object corresponding to the reference
//! coordinate system (OXYZ).
Standard_EXPORT gp_Ax3();
//! Creates a coordinate system from a right-handed
//! coordinate system.
Standard_EXPORT gp_Ax3(const gp_Ax2& A);
//! Creates a right handed axis placement with the
//! "Location" point P and two directions, N gives the
//! "Direction" and Vx gives the "XDirection".
//! Raises ConstructionError if N and Vx are parallel (same or opposite orientation).
Standard_EXPORT gp_Ax3(const gp_Pnt& P, const gp_Dir& N, const gp_Dir& Vx);
//! Creates an axis placement with the "Location" point <P>
//! and the normal direction <V>.
Standard_EXPORT gp_Ax3(const gp_Pnt& P, const gp_Dir& V);
//! Reverses the X direction of <me>.
Standard_EXPORT void XReverse() ;
//! Reverses the Y direction of <me>.
Standard_EXPORT void YReverse() ;
//! Reverses the Z direction of <me>.
Standard_EXPORT void ZReverse() ;
//! Assigns the origin and "main Direction" of the axis A1 to
//! this coordinate system, then recomputes its "X Direction" and "Y Direction".
//! Note:
//! - The new "X Direction" is computed as follows:
//! new "X Direction" = V1 ^(previous "X Direction" ^ V)
//! where V is the "Direction" of A1.
//! - The orientation of this coordinate system
//! (right-handed or left-handed) is not modified.
//! Raises ConstructionError if the "Direction" of <A1> and the "XDirection" of <me>
//! are parallel (same or opposite orientation) because it is
//! impossible to calculate the new "XDirection" and the new
//! "YDirection".
Standard_EXPORT void SetAxis (const gp_Ax1& A1) ;
//! Changes the main direction of this coordinate system,
//! then recomputes its "X Direction" and "Y Direction".
//! Note:
//! - The new "X Direction" is computed as follows:
//! new "X Direction" = V ^ (previous "X Direction" ^ V).
//! - The orientation of this coordinate system (left- or right-handed) is not modified.
//! Raises ConstructionError if <V< and the previous "XDirection" are parallel
//! because it is impossible to calculate the new "XDirection"
//! and the new "YDirection".
Standard_EXPORT void SetDirection (const gp_Dir& V) ;
//! Changes the "Location" point (origin) of <me>.
Standard_EXPORT void SetLocation (const gp_Pnt& P) ;
//! Changes the "Xdirection" of <me>. The main direction
//! "Direction" is not modified, the "Ydirection" is modified.
//! If <Vx> is not normal to the main direction then <XDirection>
//! is computed as follows XDirection = Direction ^ (Vx ^ Direction).
//! Raises ConstructionError if <Vx> is parallel (same or opposite
//! orientation) to the main direction of <me>
Standard_EXPORT void SetXDirection (const gp_Dir& Vx) ;
//! Changes the "Ydirection" of <me>. The main direction is not
//! modified but the "Xdirection" is changed.
//! If <Vy> is not normal to the main direction then "YDirection"
//! is computed as follows
//! YDirection = Direction ^ (<Vy> ^ Direction).
//! Raises ConstructionError if <Vy> is parallel to the main direction of <me>
void SetYDirection (const gp_Dir& Vy) ;
//! Computes the angular value between the main direction of
//! <me> and the main direction of <Other>. Returns the angle
//! between 0 and PI in radians.
Standard_Real Angle (const gp_Ax3& Other) const;
//! Returns the main axis of <me>. It is the "Location" point
//! and the main "Direction".
const gp_Ax1& Axis() const;
//! Computes a right-handed coordinate system with the
//! same "X Direction" and "Y Direction" as those of this
//! coordinate system, then recomputes the "main Direction".
//! If this coordinate system is right-handed, the result
//! returned is the same coordinate system. If this
//! coordinate system is left-handed, the result is reversed.
Standard_EXPORT gp_Ax2 Ax2() const;
//! Returns the main direction of <me>.
const gp_Dir& Direction() const;
//! Returns the "Location" point (origin) of <me>.
const gp_Pnt& Location() const;
//! Returns the "XDirection" of <me>.
const gp_Dir& XDirection() const;
//! Returns the "YDirection" of <me>.
const gp_Dir& YDirection() const;
//! Returns True if the coordinate system is right-handed. i.e.
//! XDirection().Crossed(YDirection()).Dot(Direction()) > 0
Standard_Boolean Direct() const;
//! Returns True if
//! . the distance between the "Location" point of <me> and
//! <Other> is lower or equal to LinearTolerance and
//! . the distance between the "Location" point of <Other> and
//! <me> is lower or equal to LinearTolerance and
//! . the main direction of <me> and the main direction of
//! <Other> are parallel (same or opposite orientation).
Standard_Boolean IsCoplanar (const gp_Ax3& Other, const Standard_Real LinearTolerance, const Standard_Real AngularTolerance) const;
//! Returns True if
//! . the distance between <me> and the "Location" point of A1
//! is lower of equal to LinearTolerance and
//! . the distance between A1 and the "Location" point of <me>
//! is lower or equal to LinearTolerance and
//! . the main direction of <me> and the direction of A1 are normal.
Standard_Boolean IsCoplanar (const gp_Ax1& A1, const Standard_Real LinearTolerance, const Standard_Real AngularTolerance) const;
Standard_EXPORT void Mirror (const gp_Pnt& P) ;
//! Performs the symmetrical transformation of an axis
//! placement with respect to the point P which is the
//! center of the symmetry.
//! Warnings :
//! The main direction of the axis placement is not changed.
//! The "XDirection" and the "YDirection" are reversed.
//! So the axis placement stay right handed.
Standard_EXPORT gp_Ax3 Mirrored (const gp_Pnt& P) const;
Standard_EXPORT void Mirror (const gp_Ax1& A1) ;
//! Performs the symmetrical transformation of an axis
//! placement with respect to an axis placement which
//! is the axis of the symmetry.
//! The transformation is performed on the "Location"
//! point, on the "XDirection" and "YDirection".
//! The resulting main "Direction" is the cross product between
//! the "XDirection" and the "YDirection" after transformation.
Standard_EXPORT gp_Ax3 Mirrored (const gp_Ax1& A1) const;
Standard_EXPORT void Mirror (const gp_Ax2& A2) ;
//! Performs the symmetrical transformation of an axis
//! placement with respect to a plane.
//! The axis placement <A2> locates the plane of the symmetry :
//! (Location, XDirection, YDirection).
//! The transformation is performed on the "Location"
//! point, on the "XDirection" and "YDirection".
//! The resulting main "Direction" is the cross product between
//! the "XDirection" and the "YDirection" after transformation.
Standard_EXPORT gp_Ax3 Mirrored (const gp_Ax2& A2) const;
Standard_EXPORT void Rotate (const gp_Ax1& A1, const Standard_Real Ang) ;
//! Rotates an axis placement. <A1> is the axis of the
//! rotation . Ang is the angular value of the rotation
//! in radians.
Standard_EXPORT gp_Ax3 Rotated (const gp_Ax1& A1, const Standard_Real Ang) const;
Standard_EXPORT void Scale (const gp_Pnt& P, const Standard_Real S) ;
//! Applies a scaling transformation on the axis placement.
//! The "Location" point of the axisplacement is modified.
//! Warnings :
//! If the scale <S> is negative :
//! . the main direction of the axis placement is not changed.
//! . The "XDirection" and the "YDirection" are reversed.
//! So the axis placement stay right handed.
Standard_EXPORT gp_Ax3 Scaled (const gp_Pnt& P, const Standard_Real S) const;
Standard_EXPORT void Transform (const gp_Trsf& T) ;
//! Transforms an axis placement with a Trsf.
//! The "Location" point, the "XDirection" and the
//! "YDirection" are transformed with T. The resulting
//! main "Direction" of <me> is the cross product between
//! the "XDirection" and the "YDirection" after transformation.
Standard_EXPORT gp_Ax3 Transformed (const gp_Trsf& T) const;
Standard_EXPORT void Translate (const gp_Vec& V) ;
//! Translates an axis plaxement in the direction of the vector
//! <V>. The magnitude of the translation is the vector's magnitude.
Standard_EXPORT gp_Ax3 Translated (const gp_Vec& V) const;
Standard_EXPORT void Translate (const gp_Pnt& P1, const gp_Pnt& P2) ;
//! Translates an axis placement from the point <P1> to the
//! point <P2>.
Standard_EXPORT gp_Ax3 Translated (const gp_Pnt& P1, const gp_Pnt& P2) const;
const gp_Ax1& _CSFDB_Getgp_Ax3axis() const { return axis; }
const gp_Dir& _CSFDB_Getgp_Ax3vydir() const { return vydir; }
const gp_Dir& _CSFDB_Getgp_Ax3vxdir() const { return vxdir; }
protected:
private:
gp_Ax1 axis;
gp_Dir vydir;
gp_Dir vxdir;
};
#include <gp_Ax3.lxx>
#endif // _gp_Ax3_HeaderFile
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