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    [Code] Skew Transformation from axes

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    • eneroth3E Offline
      eneroth3
      last edited by eneroth3

      In some of my plugins I've needed skewed Transformations (where all axes aren't perpendicular to each other) and so far just created a Transformation from an array where I needed it. However now I finally did what a programmer is supposed to do and made a separate method for it. Thought you guys could have use for it too!

      Note that enable_skewing is by default false and must be set to true for the method not to generate identical result as the native Transformation.axes.

      # Creates a Transformation defined by an origin and three axes.
      # Unlike native Transformation.axes this also allows optional scaling and
      # skewing to be enabled.
      #
      # origin         - The origin as Point3d.
      # xaxis          - The X axis as Vector3d.
      # yaxis          - The X axis as Vector3d.
      # zaxis          - The X axis as Vector3d.
      # enable_scaling - Use lengths of axes for scale (default; false).
      # enable_skewing - Do not force axes to be perpendicular (default; false).
      #
      # Returns a Transformation.
      def transformation_axes(origin, xaxis, yaxis, zaxis, enable_scaling = false, enable_skewing = false)
      
        if xaxis.parallel?(yaxis) || yaxis.parallel?(zaxis) || zaxis.parallel?(xaxis)
          raise ArgumentError, "Axes must not be parallel."
        end
        
        # Create new Vectors instead of manipulating existing.
        xaxis = xaxis.clone
        yaxis = yaxis.clone
        zaxis = zaxis.clone
      
        # Mimic behavior of native Transformation.axes when skewing is disabled.
        # Behavior found through trial and error.
        unless enable_skewing
          if (xaxis*yaxis).angle_between(zaxis) < 90.degrees
            # Right handed coordinate system.
            yaxis = zaxis*xaxis
            xaxis = yaxis*zaxis
          else
            # Left handed coordinate system.
            xaxis = zaxis*yaxis
            yaxis = xaxis*zaxis
          end
        end
      
        unless enable_scaling
          xaxis.normalize!
          yaxis.normalize!
          zaxis.normalize!
        end
        
        Geom;;Transformation.new([
          xaxis.x, xaxis.y, xaxis.z, 0,
          yaxis.x, yaxis.y, yaxis.z, 0,
          zaxis.x, zaxis.y, zaxis.z, 0,
          origin.x,  origin.y,  origin.z,  1,
        ])
      
      end
      

      EDIT: Since Sketchucation can't display white spaces in code properly I attach the script as a file too.


      transformation axes.rb

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

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      • jiminy-billy-bobJ Offline
        jiminy-billy-bob
        last edited by

        Thanks!

        25% off Skatter for SketchUcation Premium Members

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        • TIGT Online
          TIG Moderator
          last edited by

          Thanks.
          PS: Use [code] rather than [ruby:1g3n3drk] to keep indents etc.
          I edited the OP...

          TIG

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          • eneroth3E Offline
            eneroth3
            last edited by

            Thanks TIG!

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

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            • fredo6F Offline
              fredo6
              last edited by

              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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              • eneroth3E Offline
                eneroth3
                last edited by

                @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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                • fredo6F Offline
                  fredo6
                  last edited by

                  ...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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                  • eneroth3E Offline
                    eneroth3
                    last edited by

                    @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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                    • icehuliI Offline
                      icehuli
                      last edited by

                      @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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                      • Dan RathbunD Offline
                        Dan Rathbun
                        last edited by

                        @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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                        • fredo6F Offline
                          fredo6
                          last edited by

                          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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                          • Dan RathbunD Offline
                            Dan Rathbun
                            last edited by

                            @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

                              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

                                @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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                                • fredo6F Offline
                                  fredo6
                                  last edited by

                                  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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                                  • Dan RathbunD Offline
                                    Dan Rathbun
                                    last edited by

                                    @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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                                    • fredo6F Offline
                                      fredo6
                                      last edited by

                                      Face.normal returns a normalized vector.

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        @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

                                          @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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                                          • Dan RathbunD Offline
                                            Dan Rathbun
                                            last edited by

                                            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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