// This file is generated by WOK (CPPExt). // Please do not edit this file; modify original file instead. // The copyright and license terms as defined for the original file apply to // this header file considered to be the "object code" form of the original source. #ifndef _gp_Ax3_HeaderFile #define _gp_Ax3_HeaderFile #ifndef _Standard_HeaderFile #include #endif #ifndef _Standard_Macro_HeaderFile #include #endif #ifndef _gp_Ax1_HeaderFile #include #endif #ifndef _gp_Dir_HeaderFile #include #endif #ifndef _Standard_Storable_HeaderFile #include #endif #ifndef _Standard_Real_HeaderFile #include #endif #ifndef _Standard_Boolean_HeaderFile #include #endif #ifndef _Standard_PrimitiveTypes_HeaderFile #include #endif class Standard_ConstructionError; class gp_Ax2; class gp_Pnt; class gp_Dir; class gp_Ax1; class gp_Trsf; class gp_Vec; Standard_EXPORT const Handle(Standard_Type)& STANDARD_TYPE(gp_Ax3); //! Describes a coordinate system in 3D space. Unlike a
//! gp_Ax2 coordinate system, a gp_Ax3 can be
//! right-handed ("direct sense") or left-handed ("indirect sense").
//! A coordinate system is defined by:
//! - its origin (also referred to as its "Location point"), and
//! - three orthogonal unit vectors, termed the "X
//! Direction", the "Y Direction" and the "Direction" (also
//! referred to as the "main Direction").
//! The "Direction" of the coordinate system is called its
//! "main Direction" because whenever this unit vector is
//! modified, the "X Direction" and the "Y Direction" are
//! recomputed. However, when we modify either the "X
//! Direction" or the "Y Direction", "Direction" is not modified.
//! "Direction" is also the "Z Direction".
//! The "main Direction" is always parallel to the cross
//! product of its "X Direction" and "Y Direction".
//! If the coordinate system is right-handed, it satisfies the equation:
//! "main Direction" = "X Direction" ^ "Y Direction"
//! and if it is left-handed, it satisfies the equation:
//! "main Direction" = -"X Direction" ^ "Y Direction"
//! A coordinate system is used:
//! - to describe geometric entities, in particular to position
//! them. The local coordinate system of a geometric
//! entity serves the same purpose as the STEP function
//! "axis placement three axes", or
//! - to define geometric transformations.
//! Note:
//! - We refer to the "X Axis", "Y Axis" and "Z Axis",
//! respectively, as the axes having:
//! - the origin of the coordinate system as their origin, and
//! - the unit vectors "X Direction", "Y Direction" and
//! "main Direction", respectively, as their unit vectors.
//! - The "Z Axis" is also the "main Axis".
//! - gp_Ax2 is used to define a coordinate system that must be always right-handed.
class gp_Ax3 { public: void* operator new(size_t,void* anAddress) { return anAddress; } void* operator new(size_t size) { return Standard::Allocate(size); } void operator delete(void *anAddress) { if (anAddress) Standard::Free((Standard_Address&)anAddress); } //! Creates an object corresponding to the reference
//! coordinate system (OXYZ).
Standard_EXPORT gp_Ax3(); //! Creates a coordinate system from a right-handed
//! coordinate system.
Standard_EXPORT gp_Ax3(const gp_Ax2& A); //! Creates a right handed axis placement with the
//! "Location" point P and two directions, N gives the
//! "Direction" and Vx gives the "XDirection".
//! Raises ConstructionError if N and Vx are parallel (same or opposite orientation).
Standard_EXPORT gp_Ax3(const gp_Pnt& P,const gp_Dir& N,const gp_Dir& Vx); //! Creates an axis placement with the "Location" point


//! and the normal direction .
Standard_EXPORT gp_Ax3(const gp_Pnt& P,const gp_Dir& V); //! Reverses the X direction of .
Standard_EXPORT void XReverse() ; //! Reverses the Y direction of .
Standard_EXPORT void YReverse() ; //! Reverses the Z direction of .
Standard_EXPORT void ZReverse() ; //! Assigns the origin and "main Direction" of the axis A1 to
//! this coordinate system, then recomputes its "X Direction" and "Y Direction".
//! Note:
//! - The new "X Direction" is computed as follows:
//! new "X Direction" = V1 ^(previous "X Direction" ^ V)
//! where V is the "Direction" of A1.
//! - The orientation of this coordinate system
//! (right-handed or left-handed) is not modified.
//! Raises ConstructionError if the "Direction" of and the "XDirection" of
//! are parallel (same or opposite orientation) because it is
//! impossible to calculate the new "XDirection" and the new
//! "YDirection".
Standard_EXPORT void SetAxis(const gp_Ax1& A1) ; //! Changes the main direction of this coordinate system,
//! then recomputes its "X Direction" and "Y Direction".
//! Note:
//! - The new "X Direction" is computed as follows:
//! new "X Direction" = V ^ (previous "X Direction" ^ V).
//! - The orientation of this coordinate system (left- or right-handed) is not modified.
//! Raises ConstructionError if //! because it is impossible to calculate the new "XDirection"
//! and the new "YDirection".
Standard_EXPORT void SetDirection(const gp_Dir& V) ; //! Changes the "Location" point (origin) of .
Standard_EXPORT void SetLocation(const gp_Pnt& P) ; //! Changes the "Xdirection" of . The main direction
//! "Direction" is not modified, the "Ydirection" is modified.
//! If is not normal to the main direction then
//! is computed as follows XDirection = Direction ^ (Vx ^ Direction).
//! Raises ConstructionError if is parallel (same or opposite
//! orientation) to the main direction of
Standard_EXPORT void SetXDirection(const gp_Dir& Vx) ; //! Changes the "Ydirection" of . The main direction is not
//! modified but the "Xdirection" is changed.
//! If is not normal to the main direction then "YDirection"
//! is computed as follows
//! YDirection = Direction ^ ( ^ Direction).
//! Raises ConstructionError if is parallel to the main direction of
void SetYDirection(const gp_Dir& Vy) ; //! Computes the angular value between the main direction of
//! and the main direction of . Returns the angle
//! between 0 and PI in radians.
Standard_Real Angle(const gp_Ax3& Other) const; //! Returns the main axis of . It is the "Location" point
//! and the main "Direction".
const gp_Ax1& Axis() const; //! Computes a right-handed coordinate system with the
//! same "X Direction" and "Y Direction" as those of this
//! coordinate system, then recomputes the "main Direction".
//! If this coordinate system is right-handed, the result
//! returned is the same coordinate system. If this
//! coordinate system is left-handed, the result is reversed.
Standard_EXPORT gp_Ax2 Ax2() const; //! Returns the main direction of .
const gp_Dir& Direction() const; //! Returns the "Location" point (origin) of .
const gp_Pnt& Location() const; //! Returns the "XDirection" of .
const gp_Dir& XDirection() const; //! Returns the "YDirection" of .
const gp_Dir& YDirection() const; //! Returns True if the coordinate system is right-handed. i.e.
//! XDirection().Crossed(YDirection()).Dot(Direction()) > 0
Standard_Boolean Direct() const; //! Returns True if
//! . the distance between the "Location" point of and
//! is lower or equal to LinearTolerance and
//! . the distance between the "Location" point of and
//! is lower or equal to LinearTolerance and
//! . the main direction of and the main direction of
//! are parallel (same or opposite orientation).
Standard_Boolean IsCoplanar(const gp_Ax3& Other,const Standard_Real LinearTolerance,const Standard_Real AngularTolerance) const; //! Returns True if
//! . the distance between and the "Location" point of A1
//! is lower of equal to LinearTolerance and
//! . the distance between A1 and the "Location" point of
//! is lower or equal to LinearTolerance and
//! . the main direction of and the direction of A1 are normal.
Standard_Boolean IsCoplanar(const gp_Ax1& A1,const Standard_Real LinearTolerance,const Standard_Real AngularTolerance) const; Standard_EXPORT void Mirror(const gp_Pnt& P) ; //! Performs the symmetrical transformation of an axis
//! placement with respect to the point P which is the
//! center of the symmetry.
//! Warnings :
//! The main direction of the axis placement is not changed.
//! The "XDirection" and the "YDirection" are reversed.
//! So the axis placement stay right handed.
Standard_EXPORT gp_Ax3 Mirrored(const gp_Pnt& P) const; Standard_EXPORT void Mirror(const gp_Ax1& A1) ; //! Performs the symmetrical transformation of an axis
//! placement with respect to an axis placement which
//! is the axis of the symmetry.
//! The transformation is performed on the "Location"
//! point, on the "XDirection" and "YDirection".
//! The resulting main "Direction" is the cross product between
//! the "XDirection" and the "YDirection" after transformation.
Standard_EXPORT gp_Ax3 Mirrored(const gp_Ax1& A1) const; Standard_EXPORT void Mirror(const gp_Ax2& A2) ; //! Performs the symmetrical transformation of an axis
//! placement with respect to a plane.
//! The axis placement locates the plane of the symmetry :
//! (Location, XDirection, YDirection).
//! The transformation is performed on the "Location"
//! point, on the "XDirection" and "YDirection".
//! The resulting main "Direction" is the cross product between
//! the "XDirection" and the "YDirection" after transformation.
Standard_EXPORT gp_Ax3 Mirrored(const gp_Ax2& A2) const; Standard_EXPORT void Rotate(const gp_Ax1& A1,const Standard_Real Ang) ; //! Rotates an axis placement. is the axis of the
//! rotation . Ang is the angular value of the rotation
//! in radians.
Standard_EXPORT gp_Ax3 Rotated(const gp_Ax1& A1,const Standard_Real Ang) const; Standard_EXPORT void Scale(const gp_Pnt& P,const Standard_Real S) ; //! Applies a scaling transformation on the axis placement.
//! The "Location" point of the axisplacement is modified.
//! Warnings :
//! If the scale is negative :
//! . the main direction of the axis placement is not changed.
//! . The "XDirection" and the "YDirection" are reversed.
//! So the axis placement stay right handed.
Standard_EXPORT gp_Ax3 Scaled(const gp_Pnt& P,const Standard_Real S) const; Standard_EXPORT void Transform(const gp_Trsf& T) ; //! Transforms an axis placement with a Trsf.
//! The "Location" point, the "XDirection" and the
//! "YDirection" are transformed with T. The resulting
//! main "Direction" of is the cross product between
//! the "XDirection" and the "YDirection" after transformation.
Standard_EXPORT gp_Ax3 Transformed(const gp_Trsf& T) const; Standard_EXPORT void Translate(const gp_Vec& V) ; //! Translates an axis plaxement in the direction of the vector
//! . The magnitude of the translation is the vector's magnitude.
Standard_EXPORT gp_Ax3 Translated(const gp_Vec& V) const; Standard_EXPORT void Translate(const gp_Pnt& P1,const gp_Pnt& P2) ; //! Translates an axis placement from the point to the
//! point .
Standard_EXPORT gp_Ax3 Translated(const gp_Pnt& P1,const gp_Pnt& P2) const; const gp_Ax1& _CSFDB_Getgp_Ax3axis() const { return axis; } const gp_Dir& _CSFDB_Getgp_Ax3vydir() const { return vydir; } const gp_Dir& _CSFDB_Getgp_Ax3vxdir() const { return vxdir; } protected: private: gp_Ax1 axis; gp_Dir vydir; gp_Dir vxdir; }; #include // other Inline functions and methods (like "C++: function call" methods) #endif