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    Topics created by sopatt

    • sopatt

      applyTransforms
      Design Discussions • • sopatt

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      sopatt

      @z3dev if there is anything I can do to help, I'm willing.

      I'm happy to share my code as well.

      Here is PosableGeom3.js:

      "use strict"; const jscad = require('@jscad/modeling'); const { Pose } = require('./Pose'); const { mat4, vec3, vec4 } = jscad.maths; const { geom3 } = jscad.geometries; const { PI } = Math; // Base class for geom3 objects with named Poses class PosableGeom3 { constructor(geometry, poses) { this._geometry = geometry || geom3.create(); this._poses = {}; if (poses) { Object.keys(poses).forEach(key => { this._poses[key] = poses[key].clone(); }); } } get polygons() { return this._geometry.polygons; } set polygons() { this._geometry.polygons = value; } get transforms() { return this._geometry.transforms; } set transforms(value) { this._geometry.transforms = value; } clone() { // Create a new geom3 with deep-copied polygons and transforms const clonedGeom = geom3.clone(this._geometry); // Clone the poses const clonedPoses = {}; Object.keys(this._poses).forEach(key => { clonedPoses[key] = this._poses[key].clone(); }); // Create a new PosableGeom3 with the cloned geometry and poses return new PosableGeom3(clonedGeom, clonedPoses); } transform(matrix) { this._geometry = geom3.transform(matrix, this._geometry); Object.keys(this._poses).forEach(key => { this._poses[key].transform(matrix); }); return this; } getPose(name) { return this._poses[name] || new Pose(); } applyTransforms(){ this._geometry = geom3.create(geom3.toPolygons(this._geometry)); return this; } alignTo(port, targetPose) { const sourcePose = this.getPose(port); if (!sourcePose) { throw new Error(`Invalid port ${port}`); } if (!targetPose) { throw new Error(`Invalid targetPose`); } return this.transform( sourcePose.getMatrix(targetPose) ); } } module.exports = { PosableGeom3 };

      And here is Pose.js:

      "use strict"; const jscad = require('@jscad/modeling'); const { vec3, vec4, mat4 } = jscad.maths; const { geom3 } = jscad.geometries; const { abs } = Math; const { translate } = jscad.transforms; const { union } = jscad.booleans; const { cylinder, sphere, cylinderElliptic } = jscad.primitives; const x = 0; const y = 1; const z = 2; const w = 3; class Pose { constructor(point, heading, up) { // Default position to origin if not provided this._point = point ? vec3.clone(point) : vec3.create(); // Default heading to Y+ (0, 1, 0) if not provided this._heading = vec3.normalize( vec3.create(), heading ? vec3.clone(heading) : [0, 1, 0] ); // Default up to Z+ (0, 0, 1) if not provided this._up = up ? vec3.clone(up) : [0, 0, 1]; // Project up onto the plane perpendicular to heading const dot = vec3.dot(this._up, this._heading); const projectedUp = vec3.subtract( vec3.create(), this._up, vec3.scale(vec3.create(), this._heading, dot) ); // Check if up is parallel to heading // (length of projectedUp near zero) if (vec3.length(projectedUp) < 0.00001) { // Choose a perpendicular vector based on heading if (abs(this._heading[z]) < 0.99999) { this._up = vec3.cross( vec3.create(), this._heading, [0, 0, 1] ); } else { this._up = vec3.cross( vec3.create(), this._heading, [1, 0, 0] ); } } else { this._up = vec3.normalize(vec3.create(), projectedUp); } // Ensure up is normalized vec3.normalize(this._up, this._up); } get point() { return vec3.clone(this._point); } get heading() { return vec3.clone(this._heading); } get up() { return vec3.clone(this._up); } clone() { return new Pose(this._point, this._heading, this._up); } transform(matrix) { // Transform point (w = 1) let v = this._point.concat(1); // Convert vec3 to vec4 v = vec4.transform(vec4.create(), v, matrix); this._point = vec3.clone(v); // Convert back to vec3 // Transform heading (w = 0) v = this._heading.concat(0); // Convert vec3 to vec4 v = vec4.transform(vec4.create(), v, matrix); this._heading = vec3.clone(v); // Convert back to vec3 // Transform up (w = 0) v = this._up.concat(0); // Convert vec3 to vec4 v = vec4.transform(vec4.create(), v, matrix); this._up = vec3.clone(v); // Convert back to vec3 return this; } getMatrix(targetPose) { let t = mat4.create(); // Step 1: Translate to origin t = mat4.multiply( mat4.create(), mat4.fromTranslation(mat4.create(), vec3.scale(vec3.create(), this._point, -1)), t ); // Step 2: Align heading with targetPose t = mat4.multiply( mat4.create(), mat4.fromVectorRotation(mat4.create(), this._heading, targetPose._heading), t ); // Step 3: Roll around heading to align up vector const p = this.clone().transform(t); const dot = vec3.dot( vec3.cross(vec3.create(), p._up, targetPose._up), p._heading ); let angle = vec3.angle(p._up, targetPose._up); if (dot < 0) angle = -angle; if (Math.abs(angle) > 1e-6) { t = mat4.multiply( mat4.create(), mat4.fromRotation(mat4.create(), angle, targetPose._heading), t ); } // Step 4: Translate to targetPose.point t = mat4.multiply( mat4.create(), mat4.fromTranslation(mat4.create(), targetPose._point), t ); return t; } render() { const vecGeom = (vector) => { const vectorLength = vec3.length(vector) || 1;; const vectorRadius = vectorLength / 10; const arrowLength = vectorLength / 5; const arrowRadius = vectorLength / 5; let out = union( cylinder({ // arrow body center: [0, 0, vectorLength / 2], height: vectorLength, radius: vectorRadius }), cylinderElliptic({ // arrow head center: [0, 0, vectorLength], startRadius: [arrowRadius, arrowRadius], endRadius: [0, 0], height: arrowLength }) ); out = geom3.transform( mat4.fromVectorRotation( mat4.create(), [0, 0, vectorLength], vector ), out ); return out; }; let g = translate( this._point, union( sphere({ radius: 0.2 }), vecGeom(this._heading), vecGeom(this._up) ) ); return g; } roll(angle) { if (angle === 0) return this; // Create a rotation matrix around the heading vector const rotationMatrix = mat4.create(); mat4.rotate( rotationMatrix, rotationMatrix, angle, this._heading ); // Transform the up vector using the rotation matrix (w = 0) const transformedUp = vec4.transform( vec4.create(), this._up.concat(0), rotationMatrix ); this._up = vec3.clone(transformedUp); return this; } translate(vector) { this._point = vec3.add( vec3.create(), vector, this._point ); } } module.exports = { Pose }; // end of file
    • sopatt

      vec3.angle(a,b)
      Development Discussions • • sopatt

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      z3dev

      @sopatt Sorry to the late reply.

      You probably already know this but an ''orientation" is required to determine the rotation, and sign of the angle.

      This is probably the best implementation out there. And if you want then this could be added to the vec3 functions.

      https://stackoverflow.com/questions/5188561/signed-angle-between-two-3d-vectors-with-same-origin-within-the-same-plane