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Flip Normal in Transform Using Mate Connector?

owen_sparksowen_sparks Member, Developers Posts: 2,629 PRO
Hi folks.
I'm after some help with flipping a normal in a transform.  I'm using either a sketch point or a MC as an input, and then the UIHint.OPPOSITE_DIRECTION driving definition.isFlipped

For the sketch point we have this code working just fine (thanks previous helpers):-
try silent //Build Transform as if target is Sketch Point
   {
     var skPlane = evOwnerSketchPlane(context, {
         "entity" : TargetPoints[i]
         });
                               
     skPlane.origin = evVertexPoint(context, {
          "vertex" : TargetPoints[i]
         });
                               
     if (definition.isFlipped)
          {
              skPlane.normal *= -1;
              skPlane.x *= -1;
          }
      skPlane.x = rotationAround(line(skPlane.origin, skPlane.normal), (-definition.rotation)).linear * skPlane.x;
      Mytransform  = toWorld(coordSystem(skPlane));
                               
      debug(context, "LoopCounter:- " ~ i);
      debug(context, "is a Sketch Vertex");
   }

Now I'd like to do the same thing for the MC version:-
Try silent //Build Transform as if target is Mate Connector
   {
      Mytransform  = toWorld(evMateConnector(context, {
         "mateConnector" : TargetPoints[i]       
         }));
                               
      if (definition.isFlipped)
         {
            //<> WHAT GOES HERE?
          }
                                   
      debug(context, "LoopCounter:- " ~ i);
      debug(context, "is a Mate Connector");
   }
Thanks,
Owen.

Business Systems and Configuration Controller
HWM-Water Ltd

Best Answers

  • konstantin_shiriazdanovkonstantin_shiriazdanov Posts: 961 ✭✭✭✭✭
    Accepted Answer
    evMateConnector returns coordSystem, isn't it? And after it is evaluated it is the right moment to flip it's zAxis.
  • owen_sparksowen_sparks Posts: 2,629 PRO
    Accepted Answer
    Ah-ha, you're right. 
    Eventually found this in the documentation:-
    So this works exactly as needed:-

    var cSys is CoordSystem = evMateConnector(context, {
             "mateConnector" : TargetPoints[i]       
              });
                                       
          if (definition.isFlipped)
             {
                cSys.zAxis*=-1;
             }
                                   
          Mytransform  = toWorld(cSys);

    Thanks for taking the time to help the neewbies :+1:
    Cheers,
    Owen S.


    Business Systems and Configuration Controller
    HWM-Water Ltd

Answers

  • konstantin_shiriazdanovkonstantin_shiriazdanov Member Posts: 961 ✭✭✭✭✭
    You should flip zAxis of coord system before constructing transform.
    cSys.zAxis*=-1;
  • owen_sparksowen_sparks Member, Developers Posts: 2,629 PRO
    Thanks for the help. 
    At the moment I don't even create a coordinate system, the transform is used as a parameter for the instantiator.
    var instantiator = newInstantiator(id + i + "instantiate");
                            
                                        //addInstance(instantiator, HeatsertVoidForM3x5_4mmx8mm::build, {  "transform" : toWorld(coordSystem(skPlane))} );
                                        const shapeInstance = addInstance(instantiator, imports[toString( definition.MiscSelected)], {  "transform" : Mytransform} );
                           
                            instantiate(context, instantiator);
    So as it stands I don't belive I have anything to flip?
    Owen S.

    Business Systems and Configuration Controller
    HWM-Water Ltd
  • konstantin_shiriazdanovkonstantin_shiriazdanov Member Posts: 961 ✭✭✭✭✭
    edited December 2019
    Anyway you pass some coord system to transform, its z axis should be flipped earlier
    You have coord sys here:
    {  "transform" : toWorld(coordSystem(skPlane))} );

  • owen_sparksowen_sparks Member, Developers Posts: 2,629 PRO
    Anyway you pass some coord system to transform, its z axis should be flipped earlier
    You have coord sys here:
    {  "transform" : toWorld(coordSystem(skPlane))} );


    Hi again.  Sorry to be a pain. I knew I should have posted the full code. :(:)   The coordsystem above is in the part of the code that accepts sketch points.  If the user selects a MC then that part of the code will never run and we go straight from evaluating the mate connector to instancing a part.  So in summary this is all we have to work with so far.:-

    Mytransform  = toWorld(evMateConnector(context, {
                                        "mateConnector" : TargetPoints[i]       
                                        }));

    var instantiator = newInstantiator(id + i + "instantiate");
                            
    const shapeInstance = addInstance(instantiator, imports[toString( definition.LoggerInputSelected)], {  "transform" : Mytransform} );
                           
    instantiate(context, instantiator);
    So I'm clueless as to how to achieve the desired flip.
    Owen S.


    Business Systems and Configuration Controller
    HWM-Water Ltd
  • konstantin_shiriazdanovkonstantin_shiriazdanov Member Posts: 961 ✭✭✭✭✭
    Accepted Answer
    evMateConnector returns coordSystem, isn't it? And after it is evaluated it is the right moment to flip it's zAxis.
  • owen_sparksowen_sparks Member, Developers Posts: 2,629 PRO
    Accepted Answer
    Ah-ha, you're right. 
    Eventually found this in the documentation:-
    So this works exactly as needed:-

    var cSys is CoordSystem = evMateConnector(context, {
             "mateConnector" : TargetPoints[i]       
              });
                                       
          if (definition.isFlipped)
             {
                cSys.zAxis*=-1;
             }
                                   
          Mytransform  = toWorld(cSys);

    Thanks for taking the time to help the neewbies :+1:
    Cheers,
    Owen S.


    Business Systems and Configuration Controller
    HWM-Water Ltd
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