应用程序:ShaftHolePuncher
Revit 平台:全部
Revit 版本:2011.0
首次发布于:2008.0
编程语言:C#
技能水平:高级
类别:几何、元素
类型:外部命令
主题:创建所有类型的开口。
摘要:
本示例演示如何在墙体、地板或梁上创建单个或轴向开口。
相关类:
Autodesk.Revit.UI.IExternalCommand
Autodesk.Revit.DB.Opening
Autodesk.Revit.DB.FamilyInstance
Autodesk.Revit.DB.Level
Autodesk.Revit.DB.Face
Autodesk.Revit.DB.Edge
Autodesk.Revit.DB.Solid
Autodesk.Revit.DB.Instance
Autodesk.Revit.DB.Transform
Autodesk.Revit.DB.CurveArray
Autodesk.Revit.Creation.Document
项目文件:
Command.cs
该文件包含一个实现了 IExternalCommand 接口的 Command 类,该类获取所选的墙体、地板或梁,并在其上创建开口。
ShaftHolePuncherForm.cs
该文件包含一个继承自 Form 的 ShaftHolePuncherForm 类。该类的功能是显示所选墙体、地板或梁的剖面,并允许用户在上面绘制开口的剖面。如果用户想要创建轴向开口,则会显示一个坐标系。
Profile.cs
该文件包含一个类 Profile,它派生自 ProfileWall、ProfileFloor、ProfileBeam 和 ProfileNull。Profile 包括 Draw2D() 和 CreateOpening() 两种方法。Draw2D() 用于在窗体上绘制剖面,而 CreateOpening() 用于在相应的主体上创建开口。
ProfileNull.cs
该文件包含一个派生自 Profile 的 ProfileNull 类。ProfileNull 重写了 Draw2D() 和 CreateOpening()。Draw2D() 用于绘制坐标系,以帮助用户绘制轴向开口的曲线环,而 CreateOpening() 用于创建轴向开口。
ProfileBeam.cs
该文件包含一个派生自 Profile 的 ProfileBeam 类。ProfileBeam 重写了 GetTo2DMatrix()、Draw2D() 和 CreateOpening() 方法。Draw2D() 用于绘制梁的剖面(用户可以通过下拉列表框更改方向来创建开口),而 CreateOpening() 用于在梁上创建开口。
LineTool.cs
该文件包含一个名为 LineTool 的类,该类提供了一些在窗体上绘制直线并存储绘制直线数据的方法。
RectangleTool.cs
该文件包含一个名为 RectangleTool 的类,该类提供了一些在窗体上绘制矩形并存储绘制矩形数据的方法。
MathTools.cs
该文件包含 Verctor4 和 Matrix4 两个类。这两个类用于在 3D 和 2D 之间转换点。
描述:
该示例展示了用户如何使用 Autodesk.Revit.Creation.Document.NewOpening(...) 方法创建开口,该方法有四个重载:
- NewOpening(Element, CurveArray, eRefFace) 用于在梁、支撑或柱子中创建开口。eRefFace 用于定义开口所基于的面。
- NewOpening(Element, CurveArray, bool) 用于在屋顶、地板或天花板上创建开口,bool 值用于指示是垂直切割还是垂直切割。
- NewOpening(Level, Level, CurveArray) 用于创建轴向开口。
- NewOpening(Wall, ref XYZ, ref XYZ) 用于在墙体上创建开口。
说明:
1.绘制墙、地板或梁并选择它。如果要创建Shaft Opening(Shaft洞开),则不要选择任何内容。 (或打开ShaftHolePuncher.rvt文件)
2.运行此命令。
3.绘制您要创建的开口轮廓,单击鼠标右键以关闭曲线并完成绘制。
4.如果用户要在梁上创建开口,则可以通过组合框改变方向以创建开口。图片框将以相应方向绘制梁的轮廓。
5.如果这是一个Shaft Opening(Shaft洞开),用户可以在显示的坐标系中绘制曲线,并在组合框中选择比例系数以缩放它。该命令将从Level1到Level2创建Shaft Opening(Shaft洞开)。
6.用户可以通过单击“Clean”按钮来清除并重新绘制开口轮廓。
7.单击“Create”按钮将在Revit中创建Opening(开口),当您完成曲线绘制时。
源代码:
完整的源代码请加入QQ群649037449,在群文件中下载RevitSDK.exe,解压后在文件夹中搜索本文中应用程序名称即可获得完整源码
ITool.cs
LineTool.cs
MathTools.cs
//
// (C) Copyright 2003-2019 by Autodesk, Inc.
//
// Permission to use, copy, modify, and distribute this software in
// object code form for any purpose and without fee is hereby granted,
// provided that the above copyright notice appears in all copies and
// that both that copyright notice and the limited warranty and
// restricted rights notice below appear in all supporting
// documentation.
//
// AUTODESK PROVIDES THIS PROGRAM "AS IS" AND WITH ALL FAULTS.
// AUTODESK SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTY OF
// MERCHANTABILITY OR FITNESS FOR A PARTICULAR USE. AUTODESK, INC.
// DOES NOT WARRANT THAT THE OPERATION OF THE PROGRAM WILL BE
// UNINTERRUPTED OR ERROR FREE.
//
// Use, duplication, or disclosure by the U.S. Government is subject to
// restrictions set forth in FAR 52.227-19 (Commercial Computer
// Software - Restricted Rights) and DFAR 252.227-7013(c)(1)(ii)
// (Rights in Technical Data and Computer Software), as applicable.
//
using System;
using System.Collections.Generic;
using System.Text;
using Autodesk.Revit.DB;
namespace Revit.SDK.Samples.ShaftHolePuncher.CS
{
/// <summary>
/// Vector4 class used to store vector
/// and contain method to handle the vector
/// </summary>
public class Vector4
{
#region Class member variables and properties
private float m_x;
private float m_y;
private float m_z;
private float m_w = 1.0f;
/// <summary>
/// X property to get/set x value of Vector4
/// </summary>
public float X
{
get
{
return m_x;
}
set
{
m_x = value;
}
}
/// <summary>
/// Y property to get/set y value of Vector4
/// </summary>
public float Y
{
get
{
return m_y;
}
set
{
m_y = value;
}
}
/// <summary>
/// Z property to get/set z value of Vector4
/// </summary>
public float Z
{
get
{
return m_z;
}
set
{
m_z = value;
}
}
/// <summary>
/// W property to get/set fourth value of Vector4
/// </summary>
public float W
{
get
{
return m_w;
}
set
{
m_w = value;
}
}
#endregion
/// <summary>
/// constructor
/// </summary>
public Vector4(float x, float y, float z)
{
this.X = x; this.Y = y; this.Z = z;
}
/// <summary>
/// constructor, transfer Autodesk.Revit.DB.XYZ to vector
/// </summary>
/// <param name="v">Autodesk.Revit.DB.XYZ structure which needs to be transferred</param>
public Vector4(Autodesk.Revit.DB.XYZ v)
{
this.X = (float)v.X; this.Y = (float)v.Y; this.Z = (float)v.Z;
}
/// <summary>
/// adds two vectors
/// </summary>
/// <param name="va">first vector</param>
/// <param name="vb">second vector</param>
public static Vector4 operator+ (Vector4 va, Vector4 vb)
{
return new Vector4(va.X + vb.X, va.Y + vb.Y, va.Z + vb.Z);
}
/// <summary>
/// subtracts two vectors
/// </summary>
/// <param name="va">first vector</param>
/// <param name="vb">second vector</param>
/// <returns>subtraction of two vectors</returns>
public static Vector4 operator- (Vector4 va, Vector4 vb)
{
return new Vector4(va.X - vb.X, va.Y - vb.Y, va.Z - vb.Z);
}
/// <summary>
/// multiplies a vector by a floating type value
/// </summary>
/// <param name="v">vector</param>
/// <param name="factor">multiplier of floating type</param>
/// <returns> the result vector </returns>
public static Vector4 operator* (Vector4 v,float factor)
{
return new Vector4(v.X * factor, v.Y * factor, v.Z * factor);
}
/// <summary>
/// divides vector by an floating type value
/// </summary>
/// <param name="v">vector</param>
/// <param name="factor">floating type value</param>
/// <returns> vector divided by a floating type value </returns>
public static Vector4 operator /(Vector4 v, float factor)
{
return new Vector4(v.X / factor, v.Y / factor, v.Z / factor);
}
/// <summary>
/// dot multiply vector
/// </summary>
/// <param name="v"> the result vector </param>
public float DotProduct(Vector4 v)
{
return (this.X * v.X + this.Y * v.Y + this.Z * v.Z);
}
/// <summary>
/// get normal vector of two vectors
/// </summary>
/// <param name="v">second vector</param>
/// <returns> normal vector of two vectors</returns>
public Vector4 CrossProduct(Vector4 v)
{
return new Vector4(this.Y * v.Z - this.Z * v.Y,this.Z * v.X
- this.X * v.Z,this.X * v.Y - this.Y * v.X);
}
/// <summary>
/// dot multiply two vectors
/// </summary>
/// <param name="va">first vector</param>
/// <param name="vb">second vector</param>
public static float DotProduct(Vector4 va, Vector4 vb)
{
return (va.X * vb.X + va.Y * vb.Y + va.Z * vb.Z);
}
/// <summary>
/// get normal vector of two vectors
/// </summary>
/// <param name="va">first vector</param>
/// <param name="vb">second vector</param>
/// <returns> normal vector of two vectors </returns>
public static Vector4 CrossProduct(Vector4 va, Vector4 vb)
{
return new Vector4(va.Y * vb.Z - va.Z * vb.Y, va.Z * vb.X
- va.X * vb.Z, va.X * vb.Y - va.Y * vb.X);
}
/// <summary>
/// get unit vector
/// </summary>
public void Normalize()
{
float length = Length();
if(length == 0)
{
length = 1;
}
this.X /= length;
this.Y /= length;
this.Z /= length;
}
/// <summary>
/// calculate the length of vector
/// </summary>
public float Length()
{
return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
}
};
/// <summary>
/// Matrix used to transform between ucs coordinate and world coordinate.
/// </summary>
public class Matrix4
{
#region MatrixType
/// <summary>
/// Matrix Type Enum use to define function of matrix
/// </summary>
public enum MatrixType
{
/// <summary>
/// matrix use to rotate
/// </summary>
Rotation,
/// <summary>
/// matrix used to Translation
/// </summary>
Translation,
/// <summary>
/// matrix used to Scale
/// </summary>
Scale,
/// <summary>
/// matrix used to Rotation and Translation
/// </summary>
RotationAndTranslation,
/// <summary>
/// normal matrix
/// </summary>
Normal
};
private float[,] m_matrix = new float[4,4];
private MatrixType m_type;
#endregion
/// <summary>
/// default ctor
/// </summary>
public Matrix4()
{
m_type = MatrixType.Normal;
Identity();
}
/// <summary>
/// ctor,rotation matrix,origin at (0,0,0)
/// </summary>
/// <param name="xAxis">identity of x axis</param>
/// <param name="yAxis">identity of y axis</param>
/// <param name="zAxis">identity of z axis</param>
public Matrix4(Vector4 xAxis,Vector4 yAxis, Vector4 zAxis)
{
m_type = MatrixType.Rotation;
Identity();
m_matrix[0, 0] = xAxis.X; m_matrix[0, 1] = xAxis.Y; m_matrix[0, 2] = xAxis.Z;
m_matrix[1, 0] = yAxis.X; m_matrix[1, 1] = yAxis.Y; m_matrix[1, 2] = yAxis.Z;
m_matrix[2, 0] = zAxis.X; m_matrix[2, 1] = zAxis.Y; m_matrix[2, 2] = zAxis.Z;
}
/// <summary>
/// ctor,translation matrix.
/// </summary>
/// <param name="origin">origin of ucs in world coordinate</param>
public Matrix4(Vector4 origin)
{
m_type = MatrixType.Translation;
Identity();
m_matrix[3, 0] = origin.X; m_matrix[3, 1] = origin.Y; m_matrix[3, 2] = origin.Z;
}
/// <summary>
/// rotation and translation matrix constructor
/// </summary>
/// <param name="xAxis">x Axis</param>
/// <param name="yAxis">y Axis</param>
/// <param name="zAxis">z Axis</param>
/// <param name="origin">origin</param>
public Matrix4(Vector4 xAxis, Vector4 yAxis, Vector4 zAxis, Vector4 origin)
{
m_type = MatrixType.RotationAndTranslation;
Identity();
m_matrix[0, 0] = xAxis.X; m_matrix[0, 1] = xAxis.Y; m_matrix[0, 2] = xAxis.Z;
m_matrix[1, 0] = yAxis.X; m_matrix[1, 1] = yAxis.Y; m_matrix[1, 2] = yAxis.Z;
m_matrix[2, 0] = zAxis.X; m_matrix[2, 1] = zAxis.Y; m_matrix[2, 2] = zAxis.Z;
m_matrix[3, 0] = origin.X; m_matrix[3, 1] = origin.Y; m_matrix[3, 2] = origin.Z;
}
/// <summary>
/// scale matrix constructor
/// </summary>
/// <param name="scale">scale factor</param>
public Matrix4(float scale)
{
m_type = MatrixType.Scale;
Identity();
m_matrix[0, 0] = scale;
m_matrix[1, 1] = scale;
m_matrix[2, 2] = scale;
}
/// <summary>
/// indexer of matrix
/// </summary>
/// <param name="row">row number</param>
/// <param name="column">column number</param>
/// <returns></returns>
public float this[int row, int column]
{
get
{
return this.m_matrix[row, column];
}
set
{
this.m_matrix[row, column] = value;
}
}
/// <summary>
/// Identity matrix
/// </summary>
public void Identity()
{
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
this.m_matrix[i, j] = 0.0f;
}
}
this.m_matrix[0, 0] = 1.0f;
this.m_matrix[1, 1] = 1.0f;
this.m_matrix[2, 2] = 1.0f;
this.m_matrix[3, 3] = 1.0f;
}
/// <summary>
/// multiply matrix left and right
/// </summary>
/// <param name="left">left matrix</param>
/// <param name="right">right matrix</param>
/// <returns></returns>
public static Matrix4 Multiply(Matrix4 left, Matrix4 right)
{
Matrix4 result = new Matrix4();
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
result[i, j] = left[i, 0] * right[0, j] + left[i, 1] * right[1, j]
+ left[i, 2] * right[2, j] + left[i, 3] * right[3, j];
}
}
return result;
}
/// <summary>
/// transform point using this matrix
/// </summary>
/// <param name="point">point to be transformed</param>
/// <returns>transform result</returns>
public Vector4 Transform(Vector4 point)
{
return new Vector4(point.X * this[0, 0] + point.Y * this[1, 0]
+ point.Z * this[2, 0]+ point.W * this[3, 0],
point.X * this[0, 1] + point.Y * this[1, 1]
+ point.Z * this[2, 1]+ point.W * this[3, 1],
point.X * this[0, 2] + point.Y * this[1, 2]
+ point.Z * this[2, 2]+ point.W * this[3, 2]);
}
/// <summary>
/// if m_matrix is a rotation matrix,this method can get the rotation inverse matrix.
/// </summary>
/// <returns>rotation inverse matrix</returns>
public Matrix4 RotationInverse()
{
return new Matrix4(new Vector4(this[0, 0], this[1, 0], this[2, 0]),
new Vector4(this[0, 1], this[1, 1], this[2, 1]),
new Vector4(this[0, 2], this[1, 2], this[2, 2]));
}
/// <summary>
/// if this m_matrix is a translation matrix,
/// this method can get the translation inverse matrix.
/// </summary>
/// <returns>translation inverse matrix</returns>
public Matrix4 TranslationInverse()
{
return new Matrix4(new Vector4(-this[3, 0], -this[3, 1], -this[3, 2]));
}
/// <summary>
/// get inverse matrix
/// </summary>
/// <returns>inverse matrix</returns>
public Matrix4 Inverse()
{
switch(m_type)
{
case MatrixType.Rotation:
return RotationInverse();
case MatrixType.Translation:
return TranslationInverse();
case MatrixType.RotationAndTranslation:
return Multiply(TranslationInverse(),RotationInverse());
case MatrixType.Scale:
return ScaleInverse();
case MatrixType.Normal:
return new Matrix4();
default: return null;
}
}
/// <summary>
/// if m_matrix is a scale matrix,this method can get the scale inverse matrix.
/// </summary>
/// <returns>scale inverse matrix</returns>
public Matrix4 ScaleInverse()
{
return new Matrix4(1 / m_matrix[0,0]);
}
};
}
Profile.cs
//
// (C) Copyright 2003-2019 by Autodesk, Inc.
//
// Permission to use, copy, modify, and distribute this software in
// object code form for any purpose and without fee is hereby granted,
// provided that the above copyright notice appears in all copies and
// that both that copyright notice and the limited warranty and
// restricted rights notice below appear in all supporting
// documentation.
//
// AUTODESK PROVIDES THIS PROGRAM "AS IS" AND WITH ALL FAULTS.
// AUTODESK SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTY OF
// MERCHANTABILITY OR FITNESS FOR A PARTICULAR USE. AUTODESK, INC.
// DOES NOT WARRANT THAT THE OPERATION OF THE PROGRAM WILL BE
// UNINTERRUPTED OR ERROR FREE.
//
// Use, duplication, or disclosure by the U.S. Government is subject to
// restrictions set forth in FAR 52.227-19 (Commercial Computer
// Software - Restricted Rights) and DFAR 252.227-7013(c)(1)(ii)
// (Rights in Technical Data and Computer Software), as applicable.
//
using System;
using System.Collections.Generic;
using System.Text;
using Autodesk.Revit.DB;
using Autodesk.Revit.UI;
using Autodesk.Revit.DB.Structure;
using Autodesk.Revit;
using System.Drawing;
using Point = System.Drawing.Point;
namespace Revit.SDK.Samples.ShaftHolePuncher.CS
{
/// <summary>
/// base class of ProfileFloor, ProfileWall and ProfileNull.
/// contains the profile information and can calculate matrix to transform point to 2D plane
/// </summary>
public abstract class Profile
{
#region class member variables
// store all the points on the needed face
protected List<List<XYZ>> m_points;
// object which contains reference to Revit Application
protected Autodesk.Revit.UI.ExternalCommandData m_commandData;
// used to create new instances of utility objects.
protected Autodesk.Revit.Creation.Application m_appCreator;
// used to create new instances of elements
protected Autodesk.Revit.Creation.Document m_docCreator;
// store the Matrix used to transform 3D points to 2D
protected Matrix4 m_to2DMatrix = null;
// store the Matrix used to move points to center
protected Matrix4 m_moveToCenterMatrix = null;
// store the Matrix used to scale profile fit to pictureBox
protected Matrix4 m_scaleMatrix = null;
// store the Matrix used to transform Revit coordinate to window UI
protected Matrix4 m_transformMatrix = null;
// store the Matrix used to transform window UI coordinate to Revit
protected Matrix4 m_restoreMatrix = null;
// store the size of pictureBox in UI
protected Size m_sizePictureBox;
#endregion
/// <summary>
/// constructor
/// </summary>
/// <param name="commandData">object which contains reference to Revit Application</param>
protected Profile(ExternalCommandData commandData)
{
m_commandData = commandData;
m_appCreator = m_commandData.Application.Application.Create;
m_docCreator = m_commandData.Application.ActiveUIDocument.Document.Create;
}
/// <summary>
/// abstract method to create Opening
/// </summary>
/// <returns>newly created Opening</returns>
/// <param name="points">points used to create Opening</param>
public abstract Opening CreateOpening(List<Vector4> points);
/// <summary>
/// Get points in first face
/// </summary>
/// <param name="faces">edges in all faces</param>
/// <returns>points in first face</returns>
public virtual List<List<XYZ>> GetNeedPoints(List<List<Edge>> faces)
{
return null;
}
/// <summary>
/// Get a matrix which can transform points to 2D
/// </summary>
public virtual Matrix4 GetTo2DMatrix()
{
return null;
}
/// <summary>
/// draw profile of wall or floor in 2D
/// </summary>
/// <param name="graphics">form graphic</param>
/// <param name="pen">pen used to draw line in pictureBox</param>
/// <param name="matrix4">Matrix used to transform 3d to 2d
/// and make picture in right scale </param>
public virtual void Draw2D(Graphics graphics, Pen pen, Matrix4 matrix4)
{
//move the gdi origin to the picture center
graphics.Transform = new System.Drawing.Drawing2D.Matrix(
1, 0, 0, 1, m_sizePictureBox.Width / 2, m_sizePictureBox.Height / 2);
//draw profile
for (int i = 0; i < m_points.Count; i++)
{
List<XYZ> points = m_points[i];
for (int j = 0; j < points.Count - 1; j++)
{
Autodesk.Revit.DB.XYZ point1 = points[j];
Autodesk.Revit.DB.XYZ point2 = points[j + 1];
Vector4 v1 = new Vector4(point1);
Vector4 v2 = new Vector4(point2);
v1 = matrix4.Transform(v1);
v2 = matrix4.Transform(v2);
graphics.DrawLine(pen, new Point((int)v1.X, (int)v1.Y),
new Point((int)v2.X, (int)v2.Y));
}
}
}
/// <summary>
/// Get edges of element's profile
/// </summary>
/// <param name="elem">selected element</param>
/// <returns>all the faces in the selected Element</returns>
public virtual List<List<Edge>> GetFaces(Autodesk.Revit.DB.Element elem)
{
List<List<Edge>> faceEdges = new List<List<Edge>>();
Options options = m_appCreator.NewGeometryOptions();
options.DetailLevel = ViewDetailLevel.Medium;
//make sure references to geometric objects are computed.
options.ComputeReferences = true;
Autodesk.Revit.DB.GeometryElement geoElem = elem.get_Geometry(options);
//GeometryObjectArray gObjects = geoElem.Objects;
IEnumerator<GeometryObject> Objects = geoElem.GetEnumerator();
//get all the edges in the Geometry object
//foreach (GeometryObject geo in gObjects)
while (Objects.MoveNext())
{
GeometryObject geo = Objects.Current;
Solid solid = geo as Solid;
if (solid != null)
{
FaceArray faces = solid.Faces;
foreach (Face face in faces)
{
EdgeArrayArray edgeArrarr = face.EdgeLoops;
foreach (EdgeArray edgeArr in edgeArrarr)
{
List<Edge> edgesList = new List<Edge>();
foreach (Edge edge in edgeArr)
{
edgesList.Add(edge);
}
faceEdges.Add(edgesList);
}
}
}
}
return faceEdges;
}
/// <summary>
/// Get normal of face
/// </summary>
/// <param name="face">edges in a face</param>
/// <returns>vector stands for normal of the face</returns>
public Vector4 GetFaceNormal(List<Edge> face)
{
Edge eg0 = face[0];
Edge eg1 = face[1];
//get two lines from the face
List<XYZ> points = eg0.Tessellate() as List<XYZ>;
Autodesk.Revit.DB.XYZ start = points[0];
Autodesk.Revit.DB.XYZ end = points[1];
Vector4 vStart = new Vector4((float)start.X, (float)start.Y, (float)start.Z);
Vector4 vEnd = new Vector4((float)end.X, (float)end.Y, (float)end.Z);
Vector4 vSub = vEnd - vStart;
points = eg1.Tessellate() as List<XYZ>;
start = points[0];
end = points[1];
vStart = new Vector4((float)start.X, (float)start.Y, (float)start.Z);
vEnd = new Vector4((float)end.X, (float)end.Y, (float)end.Z);
Vector4 vSub2 = vEnd - vStart;
//get the normal with two lines got from face
Vector4 result = vSub.CrossProduct(vSub2);
result.Normalize();
return result;
}
/// <summary>
/// Get a matrix which can move points to center
/// </summary>
/// <returns>matrix used to move point to center of graphics</returns>
public Matrix4 ToCenterMatrix()
{
//translate the origin to bound center
PointF[] bounds = GetFaceBounds();
PointF min = bounds[0];
PointF max = bounds[1];
PointF center = new PointF((min.X + max.X) / 2, (min.Y + max.Y) / 2);
return new Matrix4(new Vector4(center.X, center.Y, 0));
}
/// <summary>
/// Get the bound of a face
/// </summary>
/// <returns>points array stores the bound of the face</returns>
public virtual PointF[] GetFaceBounds()
{
Matrix4 matrix = m_to2DMatrix;
Matrix4 inverseMatrix = matrix.Inverse();
float minX = 0, maxX = 0, minY = 0, maxY = 0;
bool bFirstPoint = true;
//get the max and min point on the face
for (int i = 0; i < m_points.Count; i++)
{
List<XYZ> points = m_points[i];
foreach (Autodesk.Revit.DB.XYZ point in points)
{
Vector4 v = new Vector4(point);
Vector4 v1 = inverseMatrix.Transform(v);
if (bFirstPoint)
{
minX = maxX = v1.X;
minY = maxY = v1.Y;
bFirstPoint = false;
}
else
{
if (v1.X < minX)
{
minX = v1.X;
}
else if (v1.X > maxX)
{
maxX = v1.X;
}
if (v1.Y < minY)
{
minY = v1.Y;
}
else if (v1.Y > maxY)
{
maxY = v1.Y;
}
}
}
}
//return an array with max and min value of face
PointF[] resultPoints = new PointF[2] {
new PointF(minX, minY), new PointF(maxX, maxY) };
return resultPoints;
}
/// <summary>
/// calculate the matrix use to scale
/// </summary>
/// <param name="size">pictureBox size</param>
/// <returns>maxtrix is use to scale the profile</returns>
public virtual Matrix4 ComputeScaleMatrix(Size size)
{
m_sizePictureBox = size;
PointF[] boundPoints = GetFaceBounds();
float width = ((float)size.Width) / (boundPoints[1].X - boundPoints[0].X);
float hight = ((float)size.Height) / (boundPoints[1].Y - boundPoints[0].Y);
float factor = width <= hight ? width : hight;
//leave some margin, so multiply factor by 0.85
m_scaleMatrix = new Matrix4((float)(factor * 0.85));
return m_scaleMatrix;
}
/// <summary>
/// calculate the matrix used to transform 3D to 2D
/// </summary>
/// <returns>maxtrix is use to transform 3d points to 2d</returns>
public virtual Matrix4 Compute3DTo2DMatrix()
{
Matrix4 result = Matrix4.Multiply(
m_to2DMatrix.Inverse(), m_moveToCenterMatrix.Inverse());
m_transformMatrix = Matrix4.Multiply(result, m_scaleMatrix);
return m_transformMatrix;
}
/// <summary>
/// transform the point on Form to 3d world coordinate of revit
/// </summary>
/// <param name="ps">contain the points to be transformed</param>
/// <returns>Vector list contains points being transformed</returns>
public virtual List<Vector4> Transform2DTo3D(Point[] ps)
{
List<Vector4> result = new List<Vector4>();
TransformPoints(ps);
Matrix4 transformMatrix = Matrix4.Multiply(
m_scaleMatrix.Inverse(), m_moveToCenterMatrix);
transformMatrix = Matrix4.Multiply(transformMatrix, m_to2DMatrix);
foreach (Point point in ps)
{
Vector4 v = new Vector4(point.X, point.Y, 0);
v = transformMatrix.Transform(v);
result.Add(v);
}
return result;
}
/// <summary>
/// use matrix to transform point
/// </summary>
/// <param name="pts">contain the points to be transformed</param>
private void TransformPoints(Point[] pts)
{
System.Drawing.Drawing2D.Matrix matrix = new System.Drawing.Drawing2D.Matrix(
1, 0, 0, 1, m_sizePictureBox.Width / 2, m_sizePictureBox.Height / 2);
matrix.Invert();
matrix.TransformPoints(pts);
}
}
}
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