mirror of
https://github.com/NGSolve/netgen.git
synced 2024-11-14 18:08:33 +05:00
202 lines
4.2 KiB
C++
202 lines
4.2 KiB
C++
#include <mystdlib.h>
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#include <myadt.hpp>
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#include <gprim.hpp>
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#include <linalg.hpp>
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namespace netgen
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{
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Transformation3d :: Transformation3d ()
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{
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for (int i = 0; i < 3; i++)
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{
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offset[i] = 0;
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for (int j = 0; j < 3; j++)
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lin[i][j] = 0;
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}
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}
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Transformation3d :: Transformation3d (const Vec3d & translate)
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{
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for (int i = 0; i < 3; i++)
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for (int j = 0; j < 3; j++)
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lin[i][j] = 0;
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for (int i = 0; i < 3; i++)
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{
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offset[i] = translate.X(i+1);
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lin[i][i] = 1;
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}
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}
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Transformation3d ::
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Transformation3d (const Point3d & c, double alpha,
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double beta, double gamma)
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{
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// total = T_c x Rot_0 x T_c^{-1}
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// Use Euler angles, see many books from tech mech, e.g.
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// Shabana "multibody systems"
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Transformation3d tc(c);
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Transformation3d tcinv;
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tc.CalcInverse (tcinv);
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Transformation3d r1, r2, r3, ht, ht2;
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r1.SetAxisRotation (3, alpha);
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r2.SetAxisRotation (1, beta);
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r3.SetAxisRotation (3, gamma);
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ht.Combine (tc, r3);
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ht2.Combine (ht, r2);
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ht.Combine (ht2, r1);
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Combine (ht, tcinv);
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// cout << "Rotation - Transformation:" << (*this) << endl;
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// (*testout) << "Rotation - Transformation:" << (*this) << endl;
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}
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Transformation3d :: Transformation3d (const Point3d ** pp)
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{
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for (int i = 1; i <= 3; i++)
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{
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offset[i-1] = (*pp[0]).X(i);
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for (int j = 1; j <= 3; j++)
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lin[i-1][j-1] = (*pp[j]).X(i) - (*pp[0]).X(i);
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}
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}
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Transformation3d :: Transformation3d (const Point3d pp[])
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{
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for (int i = 1; i <= 3; i++)
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{
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offset[i-1] = pp[0].X(i);
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for (int j = 1; j <= 3; j++)
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lin[i-1][j-1] = pp[j].X(i) - pp[0].X(i);
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}
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}
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void Transformation3d :: CalcInverse (Transformation3d & inv) const
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{
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static DenseMatrix a(3), inva(3);
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static Vector b(3), sol(3);
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for (int i = 0; i < 3; i++)
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{
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b(i) = offset[i];
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for (int j = 0; j < 3; j++)
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a(i, j) = lin[i][j];
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}
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::netgen::CalcInverse (a, inva);
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inva.Mult (b, sol);
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for (int i = 0; i < 3; i++)
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{
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inv.offset[i] = -sol(i);
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for (int j = 0; j < 3; j++)
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inv.lin[i][j] = inva(i, j);
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}
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}
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void Transformation3d::
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Combine (const Transformation3d & ta, const Transformation3d & tb)
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{
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// o = o_a+ m_a o_b
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// m = m_a m_b
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for (int i = 0; i <= 2; i++)
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{
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offset[i] = ta.offset[i];
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for (int j = 0; j <= 2; j++)
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offset[i] += ta.lin[i][j] * tb.offset[j];
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}
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for (int i = 0; i <= 2; i++)
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for (int j = 0; j <= 2; j++)
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{
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lin[i][j] = 0;
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for (int k = 0; k <= 2; k++)
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lin[i][j] += ta.lin[i][k] * tb.lin[k][j];
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}
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}
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void Transformation3d :: SetAxisRotation (int dir, double alpha)
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{
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double co = cos(alpha);
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double si = sin(alpha);
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dir--;
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int pos1 = (dir+1) % 3;
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int pos2 = (dir+2) % 3;
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int i, j;
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for (i = 0; i <= 2; i++)
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{
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offset[i] = 0;
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for (j = 0; j <= 2; j++)
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lin[i][j] = 0;
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}
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lin[dir][dir] = 1;
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lin[pos1][pos1] = co;
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lin[pos2][pos2] = co;
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lin[pos1][pos2] = si;
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lin[pos2][pos1] = -si;
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}
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ostream & operator<< (ostream & ost, Transformation3d & trans)
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{
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ost << "offset = ";
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for (int i = 0; i <= 2; i++)
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ost << trans.offset[i] << " ";
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ost << endl << "linear = " << endl;
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for (int i = 0; i <= 2; i++)
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{
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for (int j = 0; j <= 2; j++)
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ost << trans.lin[i][j] << " ";
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ost << endl;
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}
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return ost;
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}
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template <>
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Transformation<3> :: Transformation (const Point<3> & c, const Vec<3> & axes, double angle)
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{
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Vec<3> vc(c);
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Transformation<3> tc(vc);
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Transformation<3> tcinv(-vc);
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Transformation<3> r, ht, ht2;
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// r.SetAxisRotation (3, alpha);
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Vec<3> naxes = axes;
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naxes.Normalize();
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Vec<3> n1 = naxes.GetNormal();
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Vec<3> n2 = Cross(naxes, n1);
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r.v = Vec<3>(0,0,0);
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double co = cos(angle);
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double si = sin(angle);
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for (int i = 0; i < 3; i++)
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for (int j = 0; j < 3; j++)
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r.m(i,j) = naxes(i)*naxes(j) + co*(n1(i)*n1(j)+n2(i)*n2(j)) + si*( (n2(i)*n1(j)-n2(j)*n1(i)) );
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ht.Combine (tc, r);
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Combine (ht, tcinv);
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}
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template <int D>
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Transformation<D> :: Transformation (const Point<D> * pp)
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{
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v = Vec<D> (pp[0]);
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for (int i = 0; i < D; i++)
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for (int j = 0; j < D; j++)
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m(j,i) = pp[i+1](j)-pp[0](j);
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}
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template class Transformation<3>;
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}
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