ianmackenzie / elm-geometry-prerelease / SketchPlane3d

A SketchPlane3d represents a 2D planar coordinate system in 3D space, and is defined by its origin point and X and Y directions (which are always perpendicular to each other). Sketch planes are the primary tool for converting back and forth between 2D and 3D coordinates:

This allows you to create algorithms that project from 3D into 2D, perform some calculations in 2D, then convert the result back to 3D.

Many 3D data types have projectInto functions that return the corresponding 2D data type, and on functions for converting back to 3D. For example, Triangle3d.projectInto returns a Triangle2d and Triangle3d.on returns a Triangle3d. These pairs of functions are almost, but not quite, inverses of each other:

triangle2d
    |> Triangle3d.on sketchPlane
    |> Triangle3d.projectInto sketchPlane

will just return the original triangle2d value (within roundoff error), while

triangle3d
    |> Triangle3d.projectInto sketchPlane
    |> Triangle3d.on sketchPlane

is equivalent to

triangle3d
    |> Triangle3d.projectOnto
        (SketchPlane3d.toPlane sketchPlane)


type alias SketchPlane3d =
Geometry.Types.SketchPlane3d

Constants

These predefined sketch planes all have the global origin point as their origin point, and use the two indicated global axes as their X and Y axes. For example,

SketchPlane3d.originPoint SketchPlane3d.yz
--> Point3d.origin

SketchPlane3d.xDirection SketchPlane3d.yz
--> Direction3d.y

SketchPlane3d.yDirection SketchPlane3d.yz
--> Direction3d.z

xy : SketchPlane3d

A sketch plane formed from the global X and Y axes.

yx : SketchPlane3d

A sketch plane formed from the global Y and X axes.

yz : SketchPlane3d

A sketch plane formed from the global Y and Z axes.

zy : SketchPlane3d

A sketch plane formed from the global Z and Y axes.

zx : SketchPlane3d

A sketch plane formed from the global Z and X axes.

xz : SketchPlane3d

A sketch plane formed from the global X and Z axes.

Constructors

Sketch planes can also be constructed from Frame3d values using Frame3d.xySketchPlane etc.

withNormalDirection : Direction3d -> Point3d -> SketchPlane3d

Construct a sketch plane with the given normal direction, having the given origin point. The X and Y basis directions of the sketch plane will:

This is useful when constructing 'scratch' sketch planes where the specific X/Y directions are unimportant.

sketchPlane =
    SketchPlane3d.withNormalDirection
        (Direction3d.fromAzimuthAndElevation
            (degrees 0)
            (degrees 60)
        )
        Point3d.origin

SketchPlane3d.originPoint sketchPlane
--> Point3d.origin

SketchPlane3d.xDirection sketchPlane
--> Direction3d.fromAzimuthAndElevation
-->     (degrees 0)
-->     (degrees -30)

SketchPlane3d.yDirection sketchPlane
--> Direction3d.y

on : SketchPlane3d -> Frame2d -> SketchPlane3d

Construct one sketch plane lying on another sketch plane, but with a different origin point and X/Y directions. To do this, a Frame2d must be provided that specifies the origin point and X/Y directions of the new sketch plane, in 2D coordinates within the existing sketch plane. Whew!

frame2d =
    Frame2d.atPoint (Point2d.fromCoordinates ( 2, 3 ))
        |> Frame2d.rotateBy (degrees -30)

sketchPlane =
    SketchPlane3d.on SketchPlane3d.yz frame2d

SketchPlane3d.originPoint sketchPlane
--> Point3d.fromCoordinates ( 0, 2, 3 )

SketchPlane3d.xDirection sketchPlane
--> Direction3d.fromAzimuthAndElevation
-->     (degrees 90)
-->     (degrees -30)

SketchPlane3d.yDirection sketchPlane
--> Direction3d.fromAzimuthAndElevation
-->     (degrees 90)
-->     (degrees 60)

throughPoints : Point3d -> Point3d -> Point3d -> Maybe SketchPlane3d

Attempt to construct a sketch plane that passes through the three given points. Returns a sketch plane where:

If the three given points are collinear, returns Nothing.

SketchPlane3d.throughPoints
    (Point3d.fromCoordinates ( 2, 0, 0 ))
    (Point3d.fromCoordinates ( 3, 0, 0 ))
    (Point3d.fromCoordinates ( 4, 1, 1 ))
--> Just sketchPlane

SketchPlane3d.originPoint sketchPlane
--> Point3d.fromCoordinates ( 2, 0, 0 )

SketchPlane3d.xDirection sketchPlane
--> Direction3d.x

SketchPlane3d.yDirection sketchPlane
--> Direction3d.fromAzimuthAndElevation
-->     (degrees 90)
-->     (degrees 45)

SketchPlane3d.throughPoints
    (Point3d.fromCoordinates ( 2, 0, 0 ))
    (Point3d.fromCoordinates ( 3, 0, 0 ))
    (Point3d.fromCoordinates ( 4, 0, 0 ))
--> Nothing

fromPlane : Plane3d -> SketchPlane3d

Construct a SketchPlane3d from the given plane;

SketchPlane3d.fromPlane plane

is equivalent to

SketchPlane3d.withNormalDirection
    (Plane3d.normalDirection plane)
    (Plane3d.originPoint plane)

Note that because the X and Y directions of the resulting sketch plane are chosen arbitrarily, conversions may not work exactly as you expect. For example, in the current implementation,

sketchPlane =
    SketchPlane3d.fromPlane Plane3d.xy

is not equal to SketchPlane3d.xy (although the two sketch planes have the same origin point and are coplanar):

SketchPlane3d.originPoint sketchPlane
--> Point3d.origin

SketchPlane3d.xDirection sketchPlane
--> Direction3d.negativeY

SketchPlane3d.yDirection sketchPlane
--> Direction3d.positiveX

unsafe : { originPoint : Point3d, xDirection : Direction3d, yDirection : Direction3d } -> SketchPlane3d

Construct a sketch plane directly from its origin point and X and Y directions:

sketchPlane =
    SketchPlane3d.unsafe
        { originPoint =
            Point3d.fromCoordinates ( 2, 1, 3 )
        , xDirection = Direction3d.positiveY
        , yDirection = Direction3d.negativeZ
        }

If you construct a SketchPlane3d this way, you must ensure that the X and Y basis directions are perpendicular to each other.

Conversions

toPlane : SketchPlane3d -> Plane3d

Convert a SketchPlane3d to a Plane3d with the same origin point and normal direction.

SketchPlane3d.toPlane SketchPlane3d.xy
--> Plane3d.xy

SketchPlane3d.toPlane SketchPlane3d.yx
--> Plane3d.reverseNormal Plane3d.xy

Properties

originPoint : SketchPlane3d -> Point3d

Get the origin point of a sketch plane.

SketchPlane3d.originPoint SketchPlane3d.xy
--> Point3d.origin

xDirection : SketchPlane3d -> Direction3d

Get the X direction of a sketch plane (the direction of the sketch plane's X axis).

SketchPlane3d.xDirection SketchPlane3d.zx
--> Direction3d.z

yDirection : SketchPlane3d -> Direction3d

Get the Y direction of a sketch plane (the direction of the sketch plane's Y axis).

SketchPlane3d.yDirection SketchPlane3d.zx
--> Direction3d.x

normalDirection : SketchPlane3d -> Direction3d

Get the normal direction to a sketch plane. This is equal to the cross product of the sketch plane's X and Y directions.

SketchPlane3d.normalDirection SketchPlane3d.xy
--> Direction3d.z

SketchPlane3d.normalDirection SketchPlane3d.xz
--> Direction3d.negativeY

xAxis : SketchPlane3d -> Axis3d

Get the X axis of a sketch plane. A 2D X coordinate within the sketch plane corresponds to a distance along this axis in 3D.

SketchPlane3d.xAxis SketchPlane3d.zx
--> Axis3d.z

yAxis : SketchPlane3d -> Axis3d

Get the Y axis of a sketch plane. A 2D Y coordinate within the sketch plane corresponds to a distance along this axis in 3D.

SketchPlane3d.yAxis SketchPlane3d.zx
--> Axis3d.x

normalAxis : SketchPlane3d -> Axis3d

Get the normal axis to a sketch plane (the axis formed from the sketch plane's origin point and normal direction).

SketchPlane3d.normalAxis SketchPlane3d.xy
--> Axis3d.z

SketchPlane3d.normalAxis SketchPlane3d.xz
--> Axis3d.reverse Axis3d.y

Transformations

offsetBy : Basics.Float -> SketchPlane3d -> SketchPlane3d

Shift a sketch plane in its own normal direction by the given (signed) distance.

SketchPlane3d.offsetBy -2.0 SketchPlane3d.xy
    |> SketchPlane3d.originPoint
--> Point3d.fromCoordinates ( 0, 0, -2 )

SketchPlane3d.offsetBy 1.0 SketchPlane3d.zx
    |> SketchPlane3d.originPoint
--> Point3d.fromCoordinates ( 0, 1, 0 )

reverseX : SketchPlane3d -> SketchPlane3d

Reverse the X direction of a sketch plane, leaving its Y direction and origin point unchanged.

sketchPlane =
    SketchPlane3d.reverseX SketchPlane3d.yz

SketchPlane3d.originPoint sketchPlane
--> Point3d.origin

SketchPlane3d.xDirection sketchPlane
--> Direction3d.negativeY

SketchPlane3d.yDirection sketchPlane
--> Direction3d.z

reverseY : SketchPlane3d -> SketchPlane3d

Reverse the Y direction of a sketch plane, leaving its X direction and origin point unchanged.

sketchPlane =
    SketchPlane3d.reverseY SketchPlane3d.yz

SketchPlane3d.originPoint sketchPlane
--> Point3d.origin

SketchPlane3d.xDirection sketchPlane
--> Direction3d.y

SketchPlane3d.yDirection sketchPlane
--> Direction3d.negativeZ

moveTo : Point3d -> SketchPlane3d -> SketchPlane3d

Set the origin point of the given sketch plane to the given point, leaving its X and Y directions unchanged.

newOrigin =
    Point3d.fromCoordinates ( 2, 1, 3 )

sketchPlane =
    SketchPlane3d.moveTo newOrigin SketchPlane3d.yz

SketchPlane3d.originPoint sketchPlane
--> newOrigin

SketchPlane3d.xDirection sketchPlane
--> Direction3d.y

SketchPlane3d.yDirection sketchPlane
--> Direction3d.z

rotateAround : Axis3d -> Basics.Float -> SketchPlane3d -> SketchPlane3d

Rotate a sketch plane around an axis by a given angle (in radians). The sketch plane's origin point and X and Y directions will all be rotated around the given axis.

SketchPlane3d.xy
    |> SketchPlane3d.rotateAround Axis3d.x (degrees 90)
--> SketchPlane3d.xz

rotateAroundOwn : (SketchPlane3d -> Axis3d) -> Basics.Float -> SketchPlane3d -> SketchPlane3d

Rotate a sketch plane around one of its own axes by a given angle (in radians).

The first argument is a function that returns the axis to rotate around, given the current sketch plane. The majority of the time this will be either SketchPlane3d.xAxis or SketchPlane3d.yAxis.

This function is convenient when constructing sketch planes via a series of transformations. For example,

sketchPlane =
    SketchPlane3d.xy
        |> SketchPlane3d.translateBy
            (Vector3d.fromComponents ( 1, 0, 0 ))
        |> SketchPlane3d.rotateAroundOwn
            SketchPlane3d.yAxis
            (degrees -45)

SketchPlane3d.originPoint sketchPlane
--> Point3d.fromCoordinates ( 1, 0, 0 )

SketchPlane3d.xDirection sketchPlane
--> Direction3d.fromAzimuthAndElevation
-->     (degrees 0)
-->     (degrees 45)

SketchPlane3d.yDirection sketchPlane
--> Direction3d.y

Note that since the rotation was around the sketch plane's own Y axis (which passes through the sketch plane's origin point) instead of the global Y axis, the origin point itself was not affected by the rotation.

translateBy : Vector3d -> SketchPlane3d -> SketchPlane3d

Translate a sketch plane by a given displacement.

displacement =
    Vector3d.fromComponents ( 2, 1, 3 )

sketchPlane =
    SketchPlane3d.xy
        |> SketchPlane3d.translateBy displacement

SketchPlane3d.originPoint sketchPlane
--> Point3d.fromCoordinates ( 2, 1, 3 )

SketchPlane3d.xDirection sketchPlane
--> Direction3d.x

SketchPlane3d.yDirection sketchPlane
--> Direction3d.y

translateIn : Direction3d -> Basics.Float -> SketchPlane3d -> SketchPlane3d

Translate a sketch plane in a given direction by a given distance;

SketchPlane3d.translateIn direction distance

is equivalent to

SketchPlane3d.translateBy
    (Vector3d.withLength distance direction)

translateAlongOwn : (SketchPlane3d -> Axis3d) -> Basics.Float -> SketchPlane3d -> SketchPlane3d

Translate a sketch plane along one of its own axes by a given distance.

The first argument is a function that returns the axis to translate along, given the current sketch plane. The majority of the time this will be either SketchPlane3d.xAxis or SketchPlane3d.yAxis.

This function is convenient when constructing frames via a series of transformations. For example,

sketchPlane =
    SketchPlane3d.xy
        |> SketchPlane3d.rotateAround
            Axis3d.x
            (degrees 45)
        |> SketchPlane3d.translateAlongOwn
            SketchPlane3d.yAxis
            2

means 'take the global XY sketch plane, rotate it around the global X axis by 45 degrees, then translate the result 2 units along its own (rotated) Y axis', resulting in

SketchPlane3d.originPoint sketchPlane
--> Point3d.fromCoordinates ( 0, 1.4142, 1.4142 )

SketchPlane3d.xDirection sketchPlane
--> Direction3d.x

SketchPlane3d.yDirection sketchPlane
--> Direction3d.fromAzimuthAndElevation
-->     (degrees 90)
-->     (degrees 45)

mirrorAcross : Plane3d -> SketchPlane3d -> SketchPlane3d

Mirror a sketch plane across a plane.

sketchPlane =
    SketchPlane3d.yz
        |> SketchPlane3d.moveTo
            (Point2d.fromCoordinates ( 2, 1, 3 ))

mirroredSketchPlane =
    SketchPlane3d.mirrorAcross Plane3d.xy sketchPlane

SketchPlane3d.originPoint sketchPlane
--> Point2d.fromCoordinates ( 2, 1, -3 )

SketchPlane3d.xDirection sketchPlane
--> Direction3d.y

SketchPlane3d.yDirection sketchPlane
--> Direction3d.negativeZ

Coordinate conversions

relativeTo : Geometry.Types.Frame3d -> SketchPlane3d -> SketchPlane3d

Take a sketch plane defined in global coordinates, and return it expressed in local coordinates relative to a given reference frame.

placeIn : Geometry.Types.Frame3d -> SketchPlane3d -> SketchPlane3d

Take a sketch plane defined in local coordinates relative to a given reference frame, and return that sketch plane expressed in global coordinates.