package CAD::Drawing::Manipulate::Transform; our $VERSION = '0.02'; # use CAD::Drawing; use CAD::Drawing::Defined; use Math::Vec qw(NewVec); use Math::MatrixReal; require Exporter; @ISA = 'Exporter'; @EXPORT_OK = qw ( build_matrix transform_pt ); use warnings; use strict; use Carp; ######################################################################## =pod =head1 NAME CAD::Drawing::Manipulate::Transform - Matrix methods for CAD::Drawing =head1 DESCRIPTION Provides 3D transformation methods (based on traditional matrix algorithms) for Drawing.pm objects. =head1 Coordinate System All of these methods assume a RIGHT-HANDED coordinate system. If you are using a left-handed coordinate system, you are going to have trouble, trouble, trouble. We aren't making video games here! =head1 AUTHOR Eric L. Wilhelm http://scratchcomputing.com =head1 COPYRIGHT This module is copyright (C) 2004-2006 by Eric L. Wilhelm. Portions copyright (C) 2003 by Eric L. Wilhelm and A. Zahner Co. =head1 LICENSE This module is distributed under the same terms as Perl. See the Perl source package for details. You may use this software under one of the following licenses: (1) GNU General Public License (found at http://www.gnu.org/copyleft/gpl.html) (2) Artistic License (found at http://www.perl.com/pub/language/misc/Artistic.html) =head1 NO WARRANTY This software is distributed with ABSOLUTELY NO WARRANTY. The author, his former employer, and any other contributors will in no way be held liable for any loss or damages resulting from its use. =head1 Modifications The source code of this module is made freely available and distributable under the GPL or Artistic License. Modifications to and use of this software must adhere to one of these licenses. Changes to the code should be noted as such and this notification (as well as the above copyright information) must remain intact on all copies of the code. Additionally, while the author is actively developing this code, notification of any intended changes or extensions would be most helpful in avoiding repeated work for all parties involved. Please contact the author with any such development plans. =head1 SEE ALSO CAD::Drawing CAD::Drawing::Calculate CAD::Calc Math::Vec Math::Matrix =cut ######################################################################## =head1 Methods =cut ######################################################################## =head2 Transform $drw->Transform($addr, \%opts); Options: normal_ready => [@normal_vec] # no-questions-asked normal vector input =cut sub Transform { my $self = shift; my ($addr, $opts) = @_; # option handling: my $mat = build_matrix(%$opts); # ocs vs wcs handling: $self->to_wcs($addr); my $obj = $self->getobj($addr); # print "transforming\n"; unless(defined($opts->{normal_ready})) { # normal data tag-along: my $n = $obj->{normal}; $n || ($n = [0,0,1]); @$n = transform_pt($n, $mat); my $o = [0,0,0]; @$o = transform_pt($o, $mat); $obj->{normal} = [NewVec(NewVec(@$n)->Minus($o))->UnitVector()]; } else { # print "over-ride: @{$opts->{normal_ready}}\n";exit; $obj->{normal} = [@{$opts->{normal_ready}}]; } # pt vs pts: if(my $pt = $obj->{pt}) { @{$pt} = transform_pt($pt, $mat); } elsif(my $pts = $obj->{pts}) { foreach my $pt (@{$pts}) { @{$pt} = transform_pt($pt, $mat); } } else { croak("obj has no point or points!"); } } # end subroutine Transform definition ######################################################################## =head1 Non-OO Functions =cut ######################################################################## =head2 build_matrix Builds a linear transformation matrix according to %opts; $mat = build_matrix(%opts); =over =item Options: LTM => $ltm # pass-through for pre-built matrices R => [$rX, $rY, $rZ] # rotation about each axis T => [$tX, $tY, $tZ] # translation along each axis S => [$sX, $sY, $sZ] # scaling along each axis =item Units: Scaling is in decimal (e.g. $sX = 0.9 will scale by 90%) =back =cut sub build_matrix { my (%opts) = @_; $opts{LTM} && return($opts{LTM}); my $rotate = Math::MatrixReal->new_diag([1,1,1,1]); my $translate = Math::MatrixReal->new_diag([1,1,1,1]); my $scale = Math::MatrixReal->new_diag([1,1,1,1]); if($opts{R}) { my @r = rotation_matrices(@{$opts{R}}); # ORDER IS SIGNIFICANT! $rotate = $r[0]*$r[1]*$r[2]; } if($opts{T}) { $translate = translation_matrix(@{$opts{T}}); } if($opts{S}) { $scale = scaling_matrix(@{$opts{S}}); } return($rotate*$translate*$scale); } # end subroutine build_matrix definition ######################################################################## =head2 NewMat Calls Math::MatrixReal->new_from_rows([@_]) see Math::MatrixReal for methods which can be applied to the returned object. $mat = NewMat(@rows); =cut sub NewMat { return(Math::MatrixReal->new_from_rows([@_])); } # end subroutine NewMat definition ######################################################################## =head2 transform_pt Applies matrix multiplication to linearly transform @pt by $mat. This eliminates the tedium of making new matrices just to multiply one point. @pt = transform_pt(\@pt, $mat); =cut sub transform_pt { my ($point, $mat) = @_; my @pt = @$point; defined($pt[2]) || ($pt[2] = 0); my $pt = Math::MatrixReal->new_from_cols([ [@pt[0..2], 1] ]); $pt = $mat*$pt; # print "now\n$pt\n"; # my @this = @{$pt}; # print "got @this\n"; # print join("\n", map({$_->[0]} @{$this[0]})), "\n"; return((map({$_->[0]} @{$pt->[0]}))[0..2]); } # end subroutine transform_pt definition ######################################################################## =head2 rotation_matrices Returns a list of matrices corresponding to ($rX, $rY, $rZ) Rotation is in ccw radians about each axis (right-hand rule) except that they may be specified in degrees with $angle . "d" @rotations = rotation_matrices($rX, $rY, $rZ); Resulting matrix will perform rotations in Z,Y,X order. =cut sub rotation_matrices { my(@R) = @_; foreach my $ang (@R) { if($ang =~ s/d$//) { $ang *= $pi / 180; } } return( NewMat( [1,0,0,0], [0, cos($R[0]), -sin($R[0]), 0 ], [0, sin($R[0]), cos($R[0]), 0 ], [0, 0, 0, 1 ], ), NewMat( [ cos($R[1]), 0, sin($R[1]), 0], [ 0, 1, 0, 0], [ -sin($R[1]), 0, cos($R[1]), 0], [0, 0, 0, 1 ], ), NewMat( [cos($R[2]), -sin($R[2]), 0, 0], [sin($R[2]), cos($R[2]), 0, 0], [0, 0, 1, 0], [0, 0, 0, 1], ) ); } # end subroutine rotation_matrices definition ######################################################################## =head2 translation_matrix Builds a linear transformation tranlation matrix from @trans, where @trans = ($trX, $trY, $trZ). $mat = translation_matrix(@trans); =cut sub translation_matrix { my(@T) = @_; my $mat = NewMat( [1, 0, 0, $T[0]], [0, 1, 0, $T[1]], [0, 0, 1, $T[2]], [0, 0, 0, 1] ); return($mat); } # end subroutine translation_matrix definition ######################################################################## =head2 scaling_matrix Builds a linear tranformation matrix from @scales, where @scales = ($sX, $sY, $sZ). $mat = scaling_matrix(@scales); =cut sub scaling_matrix { my(@S) = @_; my $mat = NewMat( [$S[0], 0, 0, 0], [0, $S[1], 0, 0], [0, 0, $S[2], 0], [0, 0, 0, 1] ); return($mat); } # end subroutine scaling_matrix definition ######################################################################## 1;