Beispiel #1
0
/* approximates a bezier curve with a set of circular arcs by dividing where
 * the bezier's deviation from its approximating biarc is at a maximum, then
 * recursively calling on the subsections until it is approximated to
 * tolerance by the biarc
 */
HIDDEN void
approx_bezier(const ON_BezierCurve& bezier, const ON_Arc& biarc, const struct bn_tol *tol, std::vector<ON_Arc>& approx)
{
    fastf_t t = 0.0, step = 0.0;
    fastf_t crv = 0.0, err = 0.0, max_t = 0.0, max_err = 0.0;
    ON_3dPoint test;
    ON_3dVector d1, d2;

    // walk the bezier curve at interval given by step
    for (t = 0; t <= 1.0; t += step) {
	bezier.Ev2Der(t, test, d1, d2);
	err = fabs((test - biarc.Center()).Length() - biarc.Radius());
	// find the maximum point of deviation
	if (err > max_err) {
	    max_t = t;
	    max_err = err;
	}
	crv = CURVATURE(d1, d2);
	// step size decreases as |crv| -> 1
	step = GETSTEPSIZE(1.0 - fabs(crv));
    }

    if (max_err + VDIVIDE_TOL < tol->dist) {
	// max deviation is less than the given tolerance, add the biarc approximation
	approx.push_back(biarc);
    } else {
	ON_BezierCurve head, tail;
	// split bezier at point of maximum deviation and recurse on the new subsections
	bezier.Split(max_t, head, tail);
	approx_bezier(head, make_biarc(head), tol, approx);
	approx_bezier(tail, make_biarc(tail), tol, approx);
    }
}
Beispiel #2
0
static ON_BOOL32 NurbsCurveArc ( const ON_Arc& arc, int dim, ON_NurbsCurve& nurb )
{ 
  if ( !arc.IsValid() )
    return false;
  // makes a quadratic nurbs arc
  const ON_3dPoint center = arc.Center();
  double angle = arc.AngleRadians();
  ON_Interval dom = arc.DomainRadians();
  const double angle0 = dom[0];
  const double angle1 = dom[1];
  ON_3dPoint start_point = arc.StartPoint();
  //ON_3dPoint mid_point   = arc.PointAt(angle0 + 0.5*angle);
  ON_3dPoint end_point   = arc.IsCircle() ? start_point : arc.EndPoint();

  ON_4dPoint CV[9];
  double knot[10];

	double a, b, c, w, winv;
	double *cv;
	int    j, span_count, cv_count;

	a = (0.5 + ON_SQRT_EPSILON)*ON_PI;

	if (angle <= a)
		span_count = 1;
	else if (angle <= 2.0*a)
		span_count = 2;
	else if (angle <= 3.0*a)
		span_count = 4; // TODO - make a 3 span case
	else
		span_count = 4;

	cv_count = 2*span_count + 1;
	
	switch(span_count) {
	case 1:
    CV[0] = start_point;
    CV[1] = arc.PointAt(angle0 + 0.50*angle);
    CV[2] = end_point;
		break;
	case 2:
    CV[0] = start_point;
    CV[1] = arc.PointAt(angle0 + 0.25*angle);
    CV[2] = arc.PointAt(angle0 + 0.50*angle);
    CV[3] = arc.PointAt(angle0 + 0.75*angle);
    CV[4] = end_point;
		angle *= 0.5;
		break;
	default: // 4 spans
    CV[0] = start_point;
    CV[1] = arc.PointAt(angle0 + 0.125*angle);
    CV[2] = arc.PointAt(angle0 + 0.250*angle);
    CV[3] = arc.PointAt(angle0 + 0.375*angle);
    CV[4] = arc.PointAt(angle0 + 0.500*angle);
    CV[5] = arc.PointAt(angle0 + 0.625*angle);
    CV[6] = arc.PointAt(angle0 + 0.750*angle);
    CV[7] = arc.PointAt(angle0 + 0.875*angle);
    CV[8] = end_point;
		angle *= 0.25;
		break;
	}

	a = cos(0.5*angle);
	b = a - 1.0;
	//c = (radius > 0.0) ? radius*angle : angle;
  c = angle;

	span_count *= 2;
	knot[0] = knot[1] = angle0; //0.0;
	for (j = 1; j < span_count; j += 2) {
    CV[j].x += b * center.x;
    CV[j].y += b * center.y;
    CV[j].z += b * center.z;
    CV[j].w = a;
		CV[j+1].w = 1.0;
		knot[j+1] = knot[j+2] = knot[j-1] + c;
	}
  knot[cv_count-1] = knot[cv_count] = angle1;
  for ( j = 1; j < span_count; j += 2 ) {
    w = CV[j].w;
    winv = 1.0/w;
    a = CV[j].x*winv;
    b = ArcDeFuzz(a);
    if ( a != b ) {
      CV[j].x = b*w;
    }
    a = CV[j].y*winv;
    b = ArcDeFuzz(a);
    if ( a != b ) {
      CV[j].y = b*w;
    }
    a = CV[j].z*winv;
    b = ArcDeFuzz(a);
    if ( a != b ) {
      CV[j].z = b*w;
    }
  }

  nurb.m_dim = (dim==2) ? 2 : 3;
  nurb.m_is_rat = 1;
  nurb.m_order = 3;
  nurb.m_cv_count = cv_count;
  nurb.m_cv_stride = (dim==2 ? 3 : 4);
  nurb.ReserveCVCapacity( nurb.m_cv_stride*cv_count );
  nurb.ReserveKnotCapacity( cv_count+1 );
  for ( j = 0; j < cv_count; j++ ) {
    cv = nurb.CV(j);
    cv[0] = CV[j].x;
    cv[1] = CV[j].y;
    if ( dim == 2 ) {
      cv[2] = CV[j].w;
    }
    else {
      cv[2] = CV[j].z;
      cv[3] = CV[j].w;
    }
    nurb.m_knot[j] = knot[j];
  }
  nurb.m_knot[cv_count] = knot[cv_count];
  return true;
}