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[Code] Skew Transformation from axes

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  • E Offline
    eneroth3
    last edited by 30 May 2016, 22:15

    Thanks TIG!

    My website: http://julia-christina-eneroth.se/

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    • F Offline
      fredo6
      last edited by 1 Jun 2016, 13:43

      Thanks for posting. Good to know. I think I may have come across this case some time ago, but did not think of encapsulate it as a Transformation, which is an elegant solution.

      One small remark: you can check the orientation of 2 vectors by
      (xaxis*yaxis) % zaxis > 0
      which is equivalent, but faster than
      xaxis*yaxis).angle_between(zaxis) < 90.degrees

      Fredo

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      • E Offline
        eneroth3
        last edited by 1 Jun 2016, 20:32

        @fredo6 said:

        Thanks for posting. Good to know. I think I may have come across this case some time ago, but did not think of encapsulate it as a Transformation, which is an elegant solution.

        One small remark: you can check the orientation of 2 vectors by
        (xaxis*yaxis) % zaxis > 0
        which is equivalent, but faster than
        xaxis*yaxis).angle_between(zaxis) < 90.degrees

        Fredo

        Thanks!

        I had the feeling there had to be a more idiomatic way but didn't know it. It's at times like these I wish I had studied more math. There is no math at my school of architecture despite it being a part of the faculty of engineering at the university ๐Ÿ˜• . All I know about cross products and matrices have I learned by making plugins and I don't think I've ever used a dot product before ๐Ÿ˜ฒ .

        Well, at least I'm making progress. Before I even know of cross multiplication I used to offset the origin point in one axis and apply a 90 degree rotation transformation using the other axis to get a new point that I then could subtract the origin from to get a perpendicular vector. ๐Ÿ˜›

        My website: http://julia-christina-eneroth.se/

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        • F Offline
          fredo6
          last edited by 1 Jun 2016, 21:46

          ...and there is the magic formula by thomthom to check if two faces are coplanar (actually have parallel planes)

          face1.normal % face2.normal > 0.9999999991

          Fredo

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          • E Offline
            eneroth3
            last edited by 2 Jun 2016, 13:20

            @fredo6 said:

            ...and there is the magic formula by thomthom to check if two faces are coplanar (actually have parallel planes)

            face1.normal % face2.normal > 0.9999999991

            Fredo

            That's a nice one! When making my upright extruder I first tried the samedirection? method but it has some issues with the precision and see faces as co-planar sometimes when they aren't (just as the built in Soften Edges feature). Instead I looped the vertices on one face and used classify_point on the other face to see if any vertex position were considered not on plane. In the future I'll use this instead!

            My website: http://julia-christina-eneroth.se/

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            • I Offline
              icehuli
              last edited by 3 Jun 2016, 08:39

              @fredo6 said:

              ...and there is the magic formula by thomthom to check if two faces are coplanar (actually have parallel planes)

              face1.normal % face2.normal > 0.9999999991

              Fredo

              I have never known this operator "%" on vectors. ๐Ÿ˜ฎ ๐Ÿ˜ฎ ๐Ÿ˜ฎ Fredo, could you explain to me how it works....

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              • D Offline
                Dan Rathbun
                last edited by 3 Jun 2016, 11:19

                @icehuli said:

                I have never known this operator " %" on vectors....., could you explain to me how it works....

                Geom::Vector3d#%()
                is an alias for the dot() method, ie:
                Geom::Vector3d#dot()

                @unknownuser said:

                (https://en.wikipedia.org/wiki/Dot_product)":dlvmfrbf]
                Geometrically, it is the product of the Euclidean magnitudes of the two vectors and the cosine of the angle between them. The name "dot product" is derived from the centered dot " ยท " that is often used to designate this operation; the alternative name "scalar product" emphasizes that the result is a scalar (rather than a vector).

                I'm not here much anymore.

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                • F Offline
                  fredo6
                  last edited by 3 Jun 2016, 15:32

                  Dot product is 0 if the vectors are perpendicular.
                  It is 1 if they have the same direction (assuming they are normalized) and -1 for opposite direction.

                  Fredo

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                  • D Offline
                    Dan Rathbun
                    last edited by 4 Jun 2016, 09:35

                    @fredo6 said:

                    "assuming they are normalized"

                    Does normalizing first remove any variance that could throw off the comparison (with -1, 0 or 1) afterward ?

                    Or would it be safer to use:
                    vec1.perpendicular?(vec2)
                    vec1.parallel?(vec2) && vec1.samedirection?(vec2)
                    vec1.parallel?(vec2) && ! vec1.samedirection?(vec2)

                    I also wonder about ThomThom's magic comparison.

                    Is it the same on 64-bit SketchUp ?

                    I mean why 10 decimal places ? Is it SketchUp's internal tolerance ?

                    Ie, (0.001 x 0.001 x 0.001) ... which is 9 decimal places.

                    I'm not here much anymore.

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                    • sdmitchS Offline
                      sdmitch
                      last edited by 12 Nov 2016, 17:00

                      If you have a component instance that has been skewed, how do you determine which axis is skewed?

                      Nothing is worthless, it can always be used as a bad example.

                      http://sdmitch.blogspot.com/

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                      • thomthomT Offline
                        thomthom
                        last edited by 17 Nov 2016, 16:29

                        @fredo6 said:

                        ...and there is the magic formula by thomthom to check if two faces are coplanar (actually have parallel planes)

                        face1.normal % face2.normal > 0.9999999991

                        Fredo

                        hm... this must be something from and old version of CleanUp? It was never reliable. What I do now is take all the vertices of the faces and generate a best-fit plane - then I check if each of the vertices is on the plane.

                        Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                        List of my plugins and link to the CookieWare fund

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                        • F Offline
                          fredo6
                          last edited by 17 Nov 2016, 16:49

                          Well, I think I found it it an old post!. And it seems to work fine for the purpose.

                          Indeed there are alternate methods, the problem being to detect the false positive, that is faces that would be co-planar by the formula, but would not in the model drawn by Sketchup.

                          Fredo

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                          • D Offline
                            Dan Rathbun
                            last edited by 17 Nov 2016, 21:32

                            @thomthom said:

                            @fredo6 said:

                            ...and there is the magic formula by thomthom to check if two faces are coplanar (actually have parallel planes)
                            face1.normal % face2.normal > 0.9999999991

                            hm... It was never reliable.

                            I was hoping you'd answer the questions I posed (above) in this post:
                            http://sketchucation.com/forums/viewtopic.php?f=180%26amp;t=65068%26amp;view=unread#p597160

                            I'm not here much anymore.

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                            • F Offline
                              fredo6
                              last edited by 17 Nov 2016, 23:27

                              Face.normal returns a normalized vector.

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                              • thomthomT Offline
                                thomthom
                                last edited by 18 Nov 2016, 13:23

                                @fredo6 said:

                                Well, I think I found it it an old post!. And it seems to work fine for the purpose.

                                Indeed there are alternate methods, the problem being to detect the false positive, that is faces that would be co-planar by the formula, but would not in the model drawn by Sketchup.

                                Fredo

                                Checking the plane might in some cases yield false for some cases where SU is able to merge. But this is rare. Comparing normal had the opposite of yielding true in cases where SU would not be able to merge.

                                Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                                List of my plugins and link to the CookieWare fund

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                                • thomthomT Offline
                                  thomthom
                                  last edited by 18 Nov 2016, 13:24

                                  @dan rathbun said:

                                  @thomthom said:

                                  @fredo6 said:

                                  ...and there is the magic formula by thomthom to check if two faces are coplanar (actually have parallel planes)
                                  face1.normal % face2.normal > 0.9999999991

                                  hm... It was never reliable.

                                  I was hoping you'd answer the questions I posed (above) in this post:
                                  http://sketchucation.com/forums/viewtopic.php?f=180%26amp;t=65068%26amp;view=unread#p597160

                                  As Fredo mentions, face.normal already return a unit vector. The issue is that comparing vectors is too unreliable in edge cases.

                                  Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                                  List of my plugins and link to the CookieWare fund

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                                  • D Offline
                                    Dan Rathbun
                                    last edited by 18 Nov 2016, 20:45

                                    So what is the solution here?

                                    Is it some extra text in the API docs explaining how best to test for face coplanarity ?

                                    Or would it be a new API method for the Sketchup::Face class:
                                    face.coplanar_with?(other_face)
                                    or a module method?:
                                    Geom::faces_coplanar?(face1,face2)

                                    I'm not here much anymore.

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by 20 Nov 2016, 18:18

                                      No sure where it would fit in the docs. Maybe we can add a Wiki section on the GitHub repo that host the new docs.

                                      This scenario is so common though that a face.coplanar_with?(other_face) might be a nice addition.

                                      Thomas Thomassen โ€” SketchUp Monkey & Coding addict
                                      List of my plugins and link to the CookieWare fund

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