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    Transform face to a known plane

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    • G Offline
      Garry K
      last edited by

      Thanks sdmitch

      This indeed produces a centroid on a face.

      I also need to transform the face to ground level. The reason is I will need to do some panel optimization. So I need the shapes on ground level.

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      • jolranJ Offline
        jolran
        last edited by

        Ok missed the the key part in the first post....

        It might be difficult to find a general solution if you want the correct X or Y rotation flat at the ground from a reversed face transformation ? Don't know if anyone found a simple solution to that unless digging in at entity level and comparing angles.
        For a simple rectangle face it might be solvable, but a complex polygon how do you tell which edge or vertice to use for alignment ? It's easier to do with parametric Surface and derivatives 😉

        An alternative might be to use Vector3d.axes, where you form your own axes with the face.normal as Z-axis and use those with your Formulas. Might remove the need to move the face to Origin. Same problem with alignment though but when creating a tempgroup for a faceclone ( you can't move the original 😄 )its Z-axis is not pointing in the face normal direction, so there is quite some work to make the boundingbox aligned so the face is flat on the ground when reversing transformations..

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        • C Offline
          CAUL
          last edited by

          @garry k said:

          I have a face that can be on any plane. I need to transform it so that it is on a specific plane. Does anyone know how to do this.

          In most cases the specific plane will be flat on the ground.

          I think the code below works:

          
          module AlignToNormal
          
            def self.get_alignment_matrix(face_normal, p, plane_normal)
              return Geom;;Transformation.new if (plane_normal.dot(face_normal)- 1).abs < 0.00000001   
              cv = face_normal.cross(plane_normal)
              a = face_normal.angle_between(plane_normal)
              return Geom;;Transformation.rotation(p, cv, a)
            end
            
            def self.get_centroid(f)
              c = Geom;;Point3d.new(0, 0, 0)
              f.outer_loop.vertices.map { |v| v.position }.each { |p| 
                c.x += p.x ; c.y += p.y; c.z += p.z
              }
              div = f.outer_loop.vertices.length
              c.x = c.x / div; c.y = c.y / div; c.z = c.z / div;
              return c
            end
          
            def self.main
              mod = Sketchup.active_model
              ent = mod.entities
              sel = mod.selection
              
              f = sel.grep(Sketchup;;Face)[0]
              centroid = get_centroid(f)
              m = get_alignment_matrix(f.normal, centroid, Geom;;Vector3d.new(1, 1, 1).normalize!)
              ent.transform_entities(m, f)
            end
            
            main
          end
          
          
          
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          • jolranJ Offline
            jolran
            last edited by

            That's nice but..

            @unknownuser said:

            I also need to transform the face to ground level. The reason is I will need to do some panel optimization. So I need the shapes on ground level.

            I gather this information as he actually DO want the face to the ground to do something with it there. Maybe I'm wrong this time as well.

            Edit, sorry missed the part in the code where one can edit the plane. Your code seams to work for the purpose of getting the plane correct!

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            • C Offline
              CAUL
              last edited by

              @jolran said:

              I gather this information as he actually DO want the face to the ground to do something with it there. Maybe I'm wrong this time as well.

              You can concatenate transformations with multplication:

              
              align = get_alignment_matrix(face_normal, centroid, plane_normal)
              translate = Geom;;Transformation.translation(to_point - centroid)
              align_and_translate = translate * align
              ent.transform_entities(align_and_translate, f)
              
              
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              • G Offline
                Garry K
                last edited by

                Thanks guys - I've adjusted Caul's code and I can now get everything working the way I want.

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                • G Offline
                  Garry K
                  last edited by

                  The plane is rotated from the ground plane on all axis.

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                  • fredo6F Offline
                    fredo6
                    last edited by

                    Usually, you achieve this with Geom::Transformation.axes.

                    In your case, assuming the face is at top level of the model:

                    
                    tr_axe_inv = Geom;;Transformation.axes(face.vertices[0].position, *(face.normal.axes)).inverse
                    
                    

                    tr_axe_inv is the transformation to be used for the projection.

                    Fredo

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                    • G Offline
                      Garry K
                      last edited by

                      Thanks Fredo,

                      Seems like there is always something new to learn !!

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                      • fredo6F Offline
                        fredo6
                        last edited by

                        This projects the face on the XY plane, with vertex 0 at Origin.

                        If you wish to project to another plane, say with [pt2, normal2], use an additional direct Axe transformation.

                        Fredo

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                        • C Offline
                          CAUL
                          last edited by

                          @fredo6 said:

                          
                          > tr_axe_inv = Geom;;Transformation.axes(face.vertices[0].position, *(face.normal.axes)).inverse
                          > 
                          

                          Neat! Just saved fifteen lines of code in a script...

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