NAME

CAD::Drawing::Manipulate::Transform - Matrix methods for CAD::Drawing

DESCRIPTION

Provides 3D transformation methods (based on traditional matrix algorithms) for Drawing.pm objects.

Coordinate System

All of these methods assume a RIGHT-HANDED coordinate system. If you are using a left-handed coordinate system, you are going to have trouble, trouble, trouble. We aren't making video games here!

AUTHOR

Eric L. Wilhelm <ewilhelm at cpan dot org>

http://scratchcomputing.com

COPYRIGHT

This module is copyright (C) 2004-2006 by Eric L. Wilhelm. Portions copyright (C) 2003 by Eric L. Wilhelm and A. Zahner Co.

LICENSE

This module is distributed under the same terms as Perl. See the Perl source package for details.

You may use this software under one of the following licenses:

(1) GNU General Public License
  (found at http://www.gnu.org/copyleft/gpl.html)
(2) Artistic License
  (found at http://www.perl.com/pub/language/misc/Artistic.html)

NO WARRANTY

This software is distributed with ABSOLUTELY NO WARRANTY. The author, his former employer, and any other contributors will in no way be held liable for any loss or damages resulting from its use.

Modifications

The source code of this module is made freely available and distributable under the GPL or Artistic License. Modifications to and use of this software must adhere to one of these licenses. Changes to the code should be noted as such and this notification (as well as the above copyright information) must remain intact on all copies of the code.

Additionally, while the author is actively developing this code, notification of any intended changes or extensions would be most helpful in avoiding repeated work for all parties involved. Please contact the author with any such development plans.

SEE ALSO

CAD::Drawing
CAD::Drawing::Calculate
CAD::Calc
Math::Vec
Math::Matrix

Methods

Transform

$drw->Transform($addr, \%opts);

Options:

normal_ready => [@normal_vec]  # no-questions-asked normal vector input

Non-OO Functions

build_matrix

Builds a linear transformation matrix according to %opts;

$mat = build_matrix(%opts);
Options:
LTM => $ltm                  # pass-through for pre-built matrices
R   => [$rX, $rY, $rZ]       # rotation about each axis
T   => [$tX, $tY, $tZ]       # translation along each axis
S   => [$sX, $sY, $sZ]       # scaling along each axis
Units:

Scaling is in decimal (e.g. $sX = 0.9 will scale by 90%)

NewMat

Calls Math::MatrixReal->new_from_rows([@_]) see Math::MatrixReal for methods which can be applied to the returned object.

$mat = NewMat(@rows);

transform_pt

Applies matrix multiplication to linearly transform @pt by $mat. This eliminates the tedium of making new matrices just to multiply one point.

@pt = transform_pt(\@pt, $mat);

rotation_matrices

Returns a list of matrices corresponding to ($rX, $rY, $rZ)

Rotation is in ccw radians about each axis (right-hand rule) except that they may be specified in degrees with $angle . "d"

@rotations = rotation_matrices($rX, $rY, $rZ);

Resulting matrix will perform rotations in Z,Y,X order.

translation_matrix

Builds a linear transformation tranlation matrix from @trans, where @trans = ($trX, $trY, $trZ).

$mat = translation_matrix(@trans);

scaling_matrix

Builds a linear tranformation matrix from @scales, where @scales = ($sX, $sY, $sZ).

$mat = scaling_matrix(@scales);