這篇文章主要介紹UFUN和NXOPEN中的變換矩陣區(qū)別有哪些,文中介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們一定要看完!
在沅陵等地區(qū),都構(gòu)建了全面的區(qū)域性戰(zhàn)略布局,加強(qiáng)發(fā)展的系統(tǒng)性、市場(chǎng)前瞻性、產(chǎn)品創(chuàng)新能力,以專注、極致的服務(wù)理念,為客戶提供成都做網(wǎng)站、成都網(wǎng)站建設(shè) 網(wǎng)站設(shè)計(jì)制作按需搭建網(wǎng)站,公司網(wǎng)站建設(shè),企業(yè)網(wǎng)站建設(shè),成都品牌網(wǎng)站建設(shè),成都全網(wǎng)營(yíng)銷,外貿(mào)營(yíng)銷網(wǎng)站建設(shè),沅陵網(wǎng)站建設(shè)費(fèi)用合理。UFUN中用于實(shí)體變換矩陣的函數(shù)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(dòng)態(tài)變換,后者為靜態(tài)變換。
動(dòng)態(tài)變換求法:
var invert = Current.Inverse(); var trans = invert.Multiply(position);
靜態(tài)變換求法(先旋轉(zhuǎn)后平移):
var cur = Current; cur.Transpose();//轉(zhuǎn)置 var pos = position; pos.Transpose();//轉(zhuǎn)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(gè)移動(dòng)相關(guān)的類(部分相關(guān)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(Listcomponents, 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 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 Components { get; protected set; } = new List (); public SpecifyOrientation Manip { get; protected set; } #endregion #region Methods public void Move(Matrix44 position) { var cur = Current; cur.Transpose();//轉(zhuǎn)置 var pos = position; pos.Transpose();//轉(zhuǎn)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(Listobjs, Matrix44 matrix) { var mObj = new MoveObjectBuilder(); mObj.Current = matrix; mObj.HomePosition = matrix; mObj.Objects.AddRange(objs); return mObj; } public static MoveObjectBuilder Create(List 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 Objects { get; protected set; } = new List (); 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:
以上是“UFUN和NXOPEN中的變換矩陣區(qū)別有哪些”這篇文章的所有內(nèi)容,感謝各位的閱讀!希望分享的內(nèi)容對(duì)大家有幫助,更多相關(guān)知識(shí),歡迎關(guān)注創(chuàng)新互聯(lián)-成都網(wǎng)站建設(shè)公司行業(yè)資訊頻道!