Open CASCADE Technology
6.9.0

Describes a coordinate system in 3D space. Unlike a gp_Ax2 coordinate system, a gp_Ax3 can be righthanded ("direct sense") or lefthanded ("indirect sense"). A coordinate system is defined by: More...
#include <gp_Ax3.hxx>
Public Member Functions  
gp_Ax3 ()  
Creates an object corresponding to the reference coordinate system (OXYZ). More...  
gp_Ax3 (const gp_Ax2 &A)  
Creates a coordinate system from a righthanded coordinate system. More...  
gp_Ax3 (const gp_Pnt &P, const gp_Dir &N, const gp_Dir &Vx)  
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). More...  
gp_Ax3 (const gp_Pnt &P, const gp_Dir &V)  
Creates an axis placement with the "Location" point. More...  
void  XReverse () 
Reverses the X direction of <me>. More...  
void  YReverse () 
Reverses the Y direction of <me>. More...  
void  ZReverse () 
Reverses the Z direction of <me>. More...  
void  SetAxis (const gp_Ax1 &A1) 
Assigns the origin and "main Direction" of the axis A1 to this coordinate system, then recomputes its "X Direction" and "Y Direction". Note: More...  
void  SetDirection (const gp_Dir &V) 
Changes the main direction of this coordinate system, then recomputes its "X Direction" and "Y Direction". Note: More...  
void  SetLocation (const gp_Pnt &P) 
Changes the "Location" point (origin) of <me>. More...  
void  SetXDirection (const gp_Dir &Vx) 
Changes the "Xdirection" of <me>. The main direction "Direction" is not modified, the "Ydirection" is modified. If <Vx> is not normal to the main direction then <XDirection> is computed as follows XDirection = Direction ^ (Vx ^ Direction). Raises ConstructionError if <Vx> is parallel (same or opposite orientation) to the main direction of <me> More...  
void  SetYDirection (const gp_Dir &Vy) 
Changes the "Ydirection" of <me>. The main direction is not modified but the "Xdirection" is changed. If <Vy> is not normal to the main direction then "YDirection" is computed as follows YDirection = Direction ^ (<Vy> ^ Direction). Raises ConstructionError if <Vy> is parallel to the main direction of <me> More...  
Standard_Real  Angle (const gp_Ax3 &Other) const 
Computes the angular value between the main direction of <me> and the main direction of <Other>. Returns the angle between 0 and PI in radians. More...  
const gp_Ax1 &  Axis () const 
Returns the main axis of <me>. It is the "Location" point and the main "Direction". More...  
gp_Ax2  Ax2 () const 
Computes a righthanded 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 righthanded, the result returned is the same coordinate system. If this coordinate system is lefthanded, the result is reversed. More...  
const gp_Dir &  Direction () const 
Returns the main direction of <me>. More...  
const gp_Pnt &  Location () const 
Returns the "Location" point (origin) of <me>. More...  
const gp_Dir &  XDirection () const 
Returns the "XDirection" of <me>. More...  
const gp_Dir &  YDirection () const 
Returns the "YDirection" of <me>. More...  
Standard_Boolean  Direct () const 
Returns True if the coordinate system is righthanded. i.e. XDirection().Crossed(YDirection()).Dot(Direction()) > 0. More...  
Standard_Boolean  IsCoplanar (const gp_Ax3 &Other, const Standard_Real LinearTolerance, const Standard_Real AngularTolerance) const 
Returns True if . the distance between the "Location" point of <me> and <Other> is lower or equal to LinearTolerance and . the distance between the "Location" point of <Other> and <me> is lower or equal to LinearTolerance and . the main direction of <me> and the main direction of <Other> are parallel (same or opposite orientation). More...  
Standard_Boolean  IsCoplanar (const gp_Ax1 &A1, const Standard_Real LinearTolerance, const Standard_Real AngularTolerance) const 
Returns True if . the distance between <me> and the "Location" point of A1 is lower of equal to LinearTolerance and . the distance between A1 and the "Location" point of <me> is lower or equal to LinearTolerance and . the main direction of <me> and the direction of A1 are normal. More...  
void  Mirror (const gp_Pnt &P) 
gp_Ax3  Mirrored (const gp_Pnt &P) const 
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. More...  
void  Mirror (const gp_Ax1 &A1) 
gp_Ax3  Mirrored (const gp_Ax1 &A1) const 
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. More...  
void  Mirror (const gp_Ax2 &A2) 
gp_Ax3  Mirrored (const gp_Ax2 &A2) const 
Performs the symmetrical transformation of an axis placement with respect to a plane. The axis placement <A2> 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. More...  
void  Rotate (const gp_Ax1 &A1, const Standard_Real Ang) 
gp_Ax3  Rotated (const gp_Ax1 &A1, const Standard_Real Ang) const 
Rotates an axis placement. <A1> is the axis of the rotation . Ang is the angular value of the rotation in radians. More...  
void  Scale (const gp_Pnt &P, const Standard_Real S) 
gp_Ax3  Scaled (const gp_Pnt &P, const Standard_Real S) const 
Applies a scaling transformation on the axis placement. The "Location" point of the axisplacement is modified. Warnings : If the scale <S> 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. More...  
void  Transform (const gp_Trsf &T) 
gp_Ax3  Transformed (const gp_Trsf &T) const 
Transforms an axis placement with a Trsf. The "Location" point, the "XDirection" and the "YDirection" are transformed with T. The resulting main "Direction" of <me> is the cross product between the "XDirection" and the "YDirection" after transformation. More...  
void  Translate (const gp_Vec &V) 
gp_Ax3  Translated (const gp_Vec &V) const 
Translates an axis plaxement in the direction of the vector <V>. The magnitude of the translation is the vector's magnitude. More...  
void  Translate (const gp_Pnt &P1, const gp_Pnt &P2) 
gp_Ax3  Translated (const gp_Pnt &P1, const gp_Pnt &P2) const 
Translates an axis placement from the point <P1> to the point <P2>. More...  
const gp_Ax1 &  _CSFDB_Getgp_Ax3axis () const 
const gp_Dir &  _CSFDB_Getgp_Ax3vydir () const 
const gp_Dir &  _CSFDB_Getgp_Ax3vxdir () const 
Describes a coordinate system in 3D space. Unlike a gp_Ax2 coordinate system, a gp_Ax3 can be righthanded ("direct sense") or lefthanded ("indirect sense"). A coordinate system is defined by:
gp_Ax3::gp_Ax3  (  ) 
Creates an object corresponding to the reference coordinate system (OXYZ).
gp_Ax3::gp_Ax3  (  const gp_Ax2 &  A  ) 
Creates a coordinate system from a righthanded coordinate system.
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).
Creates an axis placement with the "Location" point.
and the normal direction <V>.

inline 

inline 

inline 
Standard_Real gp_Ax3::Angle  (  const gp_Ax3 &  Other  )  const 
Computes the angular value between the main direction of <me> and the main direction of <Other>. Returns the angle between 0 and PI in radians.
gp_Ax2 gp_Ax3::Ax2  (  )  const 
Computes a righthanded 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 righthanded, the result returned is the same coordinate system. If this coordinate system is lefthanded, the result is reversed.
const gp_Ax1& gp_Ax3::Axis  (  )  const 
Returns the main axis of <me>. It is the "Location" point and the main "Direction".
Standard_Boolean gp_Ax3::Direct  (  )  const 
Returns True if the coordinate system is righthanded. i.e. XDirection().Crossed(YDirection()).Dot(Direction()) > 0.
const gp_Dir& gp_Ax3::Direction  (  )  const 
Returns the main direction of <me>.
Standard_Boolean gp_Ax3::IsCoplanar  (  const gp_Ax3 &  Other, 
const Standard_Real  LinearTolerance,  
const Standard_Real  AngularTolerance  
)  const 
Returns True if . the distance between the "Location" point of <me> and <Other> is lower or equal to LinearTolerance and . the distance between the "Location" point of <Other> and <me> is lower or equal to LinearTolerance and . the main direction of <me> and the main direction of <Other> are parallel (same or opposite orientation).
Standard_Boolean gp_Ax3::IsCoplanar  (  const gp_Ax1 &  A1, 
const Standard_Real  LinearTolerance,  
const Standard_Real  AngularTolerance  
)  const 
Returns True if . the distance between <me> and the "Location" point of A1 is lower of equal to LinearTolerance and . the distance between A1 and the "Location" point of <me> is lower or equal to LinearTolerance and . the main direction of <me> and the direction of A1 are normal.
const gp_Pnt& gp_Ax3::Location  (  )  const 
Returns the "Location" point (origin) of <me>.
void gp_Ax3::Mirror  (  const gp_Pnt &  P  ) 
void gp_Ax3::Mirror  (  const gp_Ax1 &  A1  ) 
void gp_Ax3::Mirror  (  const gp_Ax2 &  A2  ) 
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.
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.
Performs the symmetrical transformation of an axis placement with respect to a plane. The axis placement <A2> 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.
void gp_Ax3::Rotate  (  const gp_Ax1 &  A1, 
const Standard_Real  Ang  
) 
gp_Ax3 gp_Ax3::Rotated  (  const gp_Ax1 &  A1, 
const Standard_Real  Ang  
)  const 
Rotates an axis placement. <A1> is the axis of the rotation . Ang is the angular value of the rotation in radians.
void gp_Ax3::Scale  (  const gp_Pnt &  P, 
const Standard_Real  S  
) 
gp_Ax3 gp_Ax3::Scaled  (  const gp_Pnt &  P, 
const Standard_Real  S  
)  const 
Applies a scaling transformation on the axis placement. The "Location" point of the axisplacement is modified. Warnings : If the scale <S> 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.
void gp_Ax3::SetAxis  (  const gp_Ax1 &  A1  ) 
Assigns the origin and "main Direction" of the axis A1 to this coordinate system, then recomputes its "X Direction" and "Y Direction". Note:
void gp_Ax3::SetDirection  (  const gp_Dir &  V  ) 
Changes the main direction of this coordinate system, then recomputes its "X Direction" and "Y Direction". Note:
void gp_Ax3::SetLocation  (  const gp_Pnt &  P  ) 
Changes the "Location" point (origin) of <me>.
void gp_Ax3::SetXDirection  (  const gp_Dir &  Vx  ) 
Changes the "Xdirection" of <me>. The main direction "Direction" is not modified, the "Ydirection" is modified. If <Vx> is not normal to the main direction then <XDirection> is computed as follows XDirection = Direction ^ (Vx ^ Direction). Raises ConstructionError if <Vx> is parallel (same or opposite orientation) to the main direction of <me>
void gp_Ax3::SetYDirection  (  const gp_Dir &  Vy  ) 
Changes the "Ydirection" of <me>. The main direction is not modified but the "Xdirection" is changed. If <Vy> is not normal to the main direction then "YDirection" is computed as follows YDirection = Direction ^ (<Vy> ^ Direction). Raises ConstructionError if <Vy> is parallel to the main direction of <me>
void gp_Ax3::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 <me> is the cross product between the "XDirection" and the "YDirection" after transformation.
void gp_Ax3::Translate  (  const gp_Vec &  V  ) 
Translates an axis plaxement in the direction of the vector <V>. The magnitude of the translation is the vector's magnitude.
Translates an axis placement from the point <P1> to the point <P2>.
const gp_Dir& gp_Ax3::XDirection  (  )  const 
Returns the "XDirection" of <me>.
void gp_Ax3::XReverse  (  ) 
Reverses the X direction of <me>.
const gp_Dir& gp_Ax3::YDirection  (  )  const 
Returns the "YDirection" of <me>.
void gp_Ax3::YReverse  (  ) 
Reverses the Y direction of <me>.
void gp_Ax3::ZReverse  (  ) 
Reverses the Z direction of <me>.