Autodesk Forge元素相对于世界坐标系的旋转



如何获得元素相对于世界坐标系的旋转?我通过以下方式获得一个元素的信息:

this.viewerComponent.viewer.impl.hitTest(event.layerX, event.layerY, false);

此功能的结果是以下

{distance: 186476.22640731235, point: X.Vector3, face: X.Face3, faceIndex: 0, fragId: 372, …}
distance: 186476.22640731235
point: X.Vector3 {x: 70297.79662079967, y: 8922.73091035225, z: 9109.446866256267}
face: X.Face3 {a: 0, b: 1, c: 2, normal: X.Vector3, vertexNormals: Array(0), …}
faceIndex: 0
fragId: 372
dbId: 1959
object: X.Mesh
eulerOrder: (...)
useQuaternion: (...)
uuid: "A3D04442-BB20-4E0C-B371-3A987D212255"
name: ""
type: "Mesh"
parent: undefined
children: []
up: X.Vector3 {x: 0, y: 1, z: 0}
position: X.Vector3 {x: 0, y: 0, z: 0}
rotation: X.Euler {_x: 0, _y: 0, _z: 0, _order: "XYZ", onChangeCallback: ƒ}
quaternion: X.Quaternion {_x: 0, _y: 0, _z: 0, _w: 1, onChangeCallback: ƒ}
scale: X.Vector3 {x: 1, y: 1, z: 1}
rotationAutoUpdate: true
matrix: X.Matrix4
elements: Float32Array(16) [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
__proto__: Object
matrixWorld: X.Matrix4
elements: Float32Array(16) [10, 0, 0, 0, 0, 10, 0, 0, 0, 0, 10, 0, 79719.9609375, -6109.12646484375, 
1962.4998779296875, 1]
__proto__: Object
matrixAutoUpdate: true
matrixWorldNeedsUpdate: false
visible: true
castShadow: false
receiveShadow: false
frustumCulled: true
renderOrder: 0
userData: {}
geometry: h {id: 2265, attributes: {…}, __webglInit: undefined, byteSize: 28, vb: Float32Array(6), 
…}
material: X.LineBasicMaterial {uuid: "E36F7B3D-C885-475C-9AA6-A3D1024F7687", name: "", type:                     
"LineBasicMaterial", side: 0, opacity: 1, …}
isTemp: true
dbId: 529
modelId: 1
fragId: 2264
hide: false
isLine: true
isWideLine: false
isPoint: false
themingColor: undefined
id: 1
__proto__: X.Object3D

如图所示,我们有信息矩阵(连接到元素协调系统的局部协调系统(和matrixWorld,matrixWorld应该是元素->全局协调系统的变换矩阵。我现在如何从矩阵世界中得到角度,以知道elmenent相对于世界坐标系的旋转是什么。

希望清楚我想要什么,提前谢谢。

如果我理解正确,您可以尝试:

//Getting fragment info by fragId if necessary
//const matrixWorld = new THREE.Matrix4();
//const fragProxy = NOP_VIEWER.impl.getFragmentProxy(NOP_VIEWER.model, fragId)
//fragProxy.getWorldMatrix(matrixWorld);
const position = new THREE.Vector3();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3();
matrixWorld.decompose( position, quaternion, scale );

点击此处查看更多提取旋转

谢谢。我也采取了类似的方法。您的解决方案可能也会起作用。

public onMouseMove(event) {
var snapper = new 
Autodesk.Viewing.Extensions.Snapping.Snapper(this.viewerComponent.viewer, {});
const hitTestResult = this.viewerComponent.viewer.impl.snappingHitTest(event.layerX, 
event.layerY);
snapper.snapping3D(hitTestResult);
// Arrow
const geometry = new THREE.CylinderGeometry(1, 800, 2000, 100);
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
const mesh = new THREE.Mesh(geometry, material);
mesh.rotateZ(this.arcSinFunction(normal.x, normal.y, normal.z, 0, 1, 0)[0]);
mesh.name = 'section-mesh';
mesh.position.set(snapper.getSnapResult().intersectPoint.x, 
snapper.getSnapResult().intersectPoint.y, snapper.getSnapResult().intersectPoint.z);
if (!this.viewerComponent.viewer.overlays.hasScene('section-scene')) {
this.viewerComponent.viewer.overlays.addScene('section-scene');
}
this.viewerComponent.viewer.overlays.addMesh([mesh, mesh_test], 'section-scene');
}
public arcSinFunction(n1: number, n2: number, n3: number, u1: number, u2: number, 
u3: 
number): Array<number> {
var zähler: number = Math.abs(n1 * u1 + n2 * u2 + n3 * u3);
// console.log(zähler);
var nenner: number = (Math.sqrt(n1 * n1 + n2 * n2 + n3 * n3)) * (Math.sqrt(u1 * u1 + 
u2 * u2 + u3 * u3));
// console.log(nenner);
var resultRadian: number = Math.asin(zähler / nenner);
// console.log(resultRadian);
var pi = Math.PI;
var resultDegree = resultRadian * (180 / pi);
// console.log(resultDegree);
var res: Array<number> = [resultRadian, resultDegree];
// console.log(res);
return res;
}

向致以最良好的问候

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