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這篇文章主要介紹UFUN和NXOPEN中的變換矩陣區別有哪些,文中介紹的非常詳細,具有一定的參考價值,感興趣的小伙伴們一定要看完!
UFUN中用于實體變換矩陣的函數為:
UF_MODL_transform_entities
NXOPEN中用于裝配組件變換矩陣的類為:
ComponentNetwork
它們的變換矩陣方式是不同的,前者為動態變換,后者為靜態變換。
動態變換求法:
var invert = Current.Inverse(); var trans = invert.Multiply(position);
靜態變換求法(先旋轉后平移):
var cur = Current; cur.Transpose();//轉置 var pos = position; pos.Transpose();//轉置 var trans = cur.Inverse().Multiply(pos); var rotation = trans.UpperLeft.ToMatrix3x3(); trans.Transpose(); var translation = trans.Translation.ToVector3d();
分享下我的兩個移動相關的類(部分相關類沒有提供):
public class MoveComponentBuilder { #region Constructors protected MoveComponentBuilder() { var workPart = theSession.Parts.Work; _positioner = workPart.ComponentAssembly.Positioner; _netWork = (ComponentNetwork)_positioner.EstablishNetwork(); } public static MoveComponentBuilder Create(List<Component> components, Matrix44 matrix) { var mCompBuilder = new MoveComponentBuilder(); mCompBuilder.Current = matrix; mCompBuilder.HomePosition = matrix; mCompBuilder.Components.AddRange(components); mCompBuilder._netWork.SetMovingGroup(components.ToArray()); mCompBuilder._netWork.MoveObjectsState = true; return mCompBuilder; } public static MoveComponentBuilder Create(List<Component> components,SpecifyOrientation manip) { var mCompBuilder = Create(components, manip.GetPosition()); mCompBuilder.Manip = manip; return mCompBuilder; } #endregion #region Fields private Positioner _positioner; private ComponentNetwork _netWork; private Session theSession = Session.GetSession(); #endregion #region Properties public Matrix44 Current { get; protected set; } public Matrix44 HomePosition { get; protected set; } public List<Component> Components { get; protected set; } = new List<Component>(); public SpecifyOrientation Manip { get; protected set; } #endregion #region Methods public void Move(Matrix44 position) { var cur = Current; cur.Transpose();//轉置 var pos = position; pos.Transpose();//轉置 var trans = cur.Inverse().Multiply(pos); var rotation = trans.UpperLeft.ToMatrix3x3(); trans.Transpose(); var translation = trans.Translation.ToVector3d(); _netWork.BeginDrag(); _netWork.DragByTransform(translation,rotation); _netWork.EndDrag(); Current = position; } public void BackHome() { Move(HomePosition); } public bool Update() { if (Manip==null) { return false; } Move(Manip.GetPosition()); return true; } public bool UpdateManipOnly() { if (Manip==null) { return false; } Current = Manip.GetPosition(); return true; } public void Apply() { _netWork.Solve(); } #endregion }
public class MoveObjectBuilder { #region Conductor protected MoveObjectBuilder() { } public static MoveObjectBuilder Create(List<Tag> objs, Matrix44 matrix) { var mObj = new MoveObjectBuilder(); mObj.Current = matrix; mObj.HomePosition = matrix; mObj.Objects.AddRange(objs); return mObj; } public static MoveObjectBuilder Create(List<Tag> objs, SpecifyOrientation manip) { var mObj = Create(objs, manip.GetPosition()); mObj.Manip = manip; return mObj; } #endregion #region Fields private static UFSession theUfSession = UFSession.GetUFSession(); private static Session theSession = Session.GetSession(); #endregion #region Properties public List<Tag> Objects { get; protected set; } = new List<Tag>(); public Matrix44 Current { get; protected set; } public Matrix44 HomePosition { get; protected set; } public SpecifyOrientation Manip { get; protected set; } #endregion #region Methods public void Move(Matrix44 position) { var invert = Current.Inverse(); var trans = invert.Multiply(position); theUfSession.Modl.TransformEntities( Objects.Count, Objects.ToArray(), trans.ToArray()); Current = position; theUfSession.Modl.Update(); } public void BackHome() { Move(HomePosition); } public bool Update() { if (Manip == null) { return false; } Move(Manip.GetPosition()); return true; } public bool UpdateManipOnly() { if (Manip==null) { return false; } Current = Manip.GetPosition(); return true; } #endregion }
演示:
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