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    Transformations

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    • M Offline
      MartinRinehart
      last edited by

      If one of you who has figured on transformations could write a little article for those of us who haven't, it would be a GOOD THING!

      Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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      • TIGT Offline
        TIG Moderator
        last edited by

        This is the basic transformation stuff... πŸ˜‰TransformationMatrix.pdf

        TIG

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        • M Offline
          MartinRinehart
          last edited by

          @tig said:

          This is the basic transformation stuff... πŸ˜‰[attachment=0:3e59iit0]<!-- ia0 -->TransformationMatrix.pdf<!-- ia0 -->[/attachment:3e59iit0]

          That confirms my worst fears.

          Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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          • TIGT Offline
            TIG Moderator
            last edited by

            There are several good methods for getting and changing transformations - relatively easy when you've done it a few thousand times... However, some simple ones are missing - for example if would be nice to be able to get just the angle of rotation out of an existing transformation and then reuse use it in Geom::Transformation.rotation(point,vector, angle)... As it is you can 'clone' the transformation of one thing and apply it to another but that could scale or move it too...

            TIG

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            • M Offline
              MSP_Greg
              last edited by

              TIG,

              @tig said:

              if would be nice to be able to get just the angle of rotation out of an existing transformation

              I think the below might help. I haven't tested it that much, and never with 'stretched' trans...

              suATan just returns the arctan of the two numbers (x,y), x=0 => +/- 90

              
              aT = e.transformation.to_a
                # aT[12], aT[13], aT[14]           x, y, z offsets from component origin
                # suATan(aT[0], aT[1])             xy plane angle
                # xy = (aT[8]**2 + aT[9]**2)**0.5
                # suATan(xy, aT[10]) - 90          rise angle, check this one 
              
              

              HTH,

              Greg

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              • chrisglasierC Offline
                chrisglasier
                last edited by

                Can I add this topic and particularly this post, to make this topic more complete, even if duplicated in parts.

                Thanks

                Chris

                With TBA interfaces we can analyse what is to be achieved so that IT can help with automation to achieve it.

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                • M Offline
                  MSP_Greg
                  last edited by

                  Jim,

                  Can you post the file that you used for import shown?

                  Thanks,

                  greg

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                  • J Offline
                    Jim
                    last edited by

                    Here it is.


                    LDraw part No 3001

                    Hi

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                    • C Offline
                      CPhillips
                      last edited by

                      Jim, what is the problem with the brick? The axis look ok to me. Is it that the brick isn't upright?

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                      • J Offline
                        Jim
                        last edited by

                        @cphillips said:

                        Jim, what is the problem with the brick? The axis look ok to me. Is it that the brick isn't upright?

                        Yes that is all. One option would be to flip the SKetchUp axes to match the LDraw axes before inporting. But I just want the bricks to be imported using the SU axes instead of the LDraw axes - including the sub-components.

                        I thought it would simply be a matter of performing an axes transformation on import - but so far the solution has been evasive.

                        Hi

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                        • C Offline
                          CPhillips
                          last edited by

                          Looks like LDraw uses Y is up instead of Z. You could just swap the Y and Z elements when you build the points for the faces. And also swap Y and Z in the translate part of the transform. That will change the axis.

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                          • C Offline
                            CPhillips
                            last edited by

                            I tried out what I suggested and it totally didnt work. I think it is because of the way scaling is being used. Flip Y and Z and you also need to flip ScaleY and ScaleZ. That is surely possible, but I dont know how to do it.

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                            • A Offline
                              avariant
                              last edited by

                              Have you tried the Transformation.axes method? It sounds like you should be able to "remap" the standard axes using this transform. Something like Transformation.axes(ORIGIN, X_AXES, Z_AXES, Y_AXES). Just a thought, I have no idea if it will work.

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                              • J Offline
                                Jim
                                last edited by

                                That is what I tried to use, but got some crazy results. My initial reaction is to assume I am not understanding how to use them. But if Chris had a problem, I might be inclined to think it's not just me.

                                Hi

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                                • J Offline
                                  jessejames
                                  last edited by

                                  @martinrinehart said:

                                  If one of you who has figured on transformations could write a little article for those of us who haven't, it would be a GOOD THING!

                                  What do you mean exactly Martin?

                                  1. How do Transformations work on a mathematical level and all the boring details that go along with it?
                                  2. How do i use the Geom::Transformtion class to trans, rotate, and scale stuff in SU?

                                  A huge part of understanding Transformations in a mathematical sense is getting past the cryptic syntax. The good thing about a Transformation class is that you don't need to know crap about advanced math and even some basic college math principals to use the Transformation class quite easily.

                                  Thats one thing i love about programming, code up a class that abstracts away all the details and forget about it! I'll leave the asinine number crunching to my processor!

                                  Always sleep with a loaded gun under your pillow!

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                                  • M Offline
                                    MartinRinehart
                                    last edited by

                                    @jessejames said:

                                    What do you mean exactly Martin?

                                    1. How do Transformations work on a mathematical level and all the boring details that go along with it?
                                    2. How do i use the Geom::Transformtion class to trans, rotate, and scale stuff in SU?

                                    2

                                    I love those very smart people who can do #1, so the rest of us don't have to.

                                    Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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                                    • C Offline
                                      cjthompson
                                      last edited by

                                      The transformation.axes method just transforms the object so that it's axes match the internal ones.

                                      try using transformation.axes on the grouponent (I believe you used that one πŸ˜‰)

                                      then use

                                      grouponent.entities.transform_entities(grouponent.transformation.inverse,grouponent.entities.to_a)
                                      

                                      EDIT: Just tried it and it should work.

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                                      • C Offline
                                        cjthompson
                                        last edited by

                                        I just looked at the picture you posted again. Do you want flip the axes, instead of rotating them? If so, I don't know if that is possible. It's has to do with the fact that sketchup uses a right hand orientation, instead of left-hand orientation that I'm guessing LDraw uses (http://en.wikipedia.org/wiki/Right-hand_rule).

                                        Is there a way to change the orientation of axes in LDraw? (I haven't used it myself, so I have no idea)

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                                        • J Offline
                                          Jim
                                          last edited by

                                          One of the reasons I asked was that I wrote this LDraw importer. But the LDraw axes system does not match SketchUps, and I really want the importer to correct this on import. You can see the import works, but I haven't been able to figure out how to trasnform the geometry during the import so it uses a SketchUp axes that people are familiar with using.


                                          019.jpg

                                          Hi

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