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    Transform face to a known plane

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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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