Ejemplo n.º 1
0
bool CSketch::FilletAtPoint(const gp_Pnt& p, double rad)
{
	std::list<TopoDS_Shape> faces;
	bool fillet_done = false;

	if(ConvertSketchToFaceOrWire(this, faces, true))
	{
		for(std::list<TopoDS_Shape>::iterator It2 = faces.begin(); It2 != faces.end(); It2++)
		{
			TopoDS_Shape& shape = *It2;
			if(shape.ShapeType() != TopAbs_FACE)continue;
			const TopoDS_Face& face = TopoDS::Face(shape);
			BRepFilletAPI_MakeFillet2d fillet(face);
			TopoDS_Vertex Vertex;
			if(!FindClosestVertex(p, face, Vertex))continue;
			fillet.AddFillet(Vertex, rad);
			if(fillet.Status() != ChFi2d_IsDone)continue;
			const TopoDS_Shape& new_shape = fillet.Shape();
			if(new_shape.ShapeType() != TopAbs_FACE)continue;
			const TopoDS_Face& new_face = TopoDS::Face(new_shape);
			HeeksObj* new_object = new CSketch();
			if(ConvertFaceToSketch2(new_face, new_object, FaceToSketchTool::deviation))
			{
				*this = *((CSketch*)new_object);
				delete new_object;
				fillet_done = true;
			}
		}
	}

	return fillet_done;
}
	// Input:
	//		poly - general polygon
	//		threshold - smaller threshold, smaller grid
	// Output:
	//		mesh - result mesh
	void Triangulation(CP_GeneralPolygon2D &poly, bool isClockwise, CP_Mesh3D &mesh) {
		CP_MeshTriangle3D *pTriangle = NULL;
		vector<CP_MeshVertex3D*> candidateVertexArray;

		int numOfEdge = poly.GetEdgeSize();
		if (numOfEdge == 0)
			return;
		for (int i = 0; i < poly.GetVertSize(); ++i) 
			mesh.AddVert(poly.GetVert(i));

		while (numOfEdge > 3) {
			GenEdge *edge0 = poly.GetEdge(0);
			CP_MeshVertex3D *L11 = edge0->m_pStart;
			CP_MeshVertex3D *L12 = edge0->m_pEnd;
			for (int k = 1; k < numOfEdge; ++k) {
				GenEdge *edgeK = poly.GetEdge(k);
				CP_MeshVertex3D *Lk2 = edgeK->m_pEnd;

				// Test if Lk2 in the left side of v_L11_L12
				if (!isClockwise && !IsLk2LeftOfL11L12(L11, L12, Lk2) ||
					isClockwise && !IsLk2RightOfL11L12(L11, L12, Lk2)) 
					continue;

				// Test if any edge in polygon intersect with line_L11_Lk2 or line_L12_Lk2
				CP_LineSegment3D line_L11_Lk2(L11->m_point, Lk2->m_point);
				CP_LineSegment3D line_L12_Lk2(L12->m_point, Lk2->m_point);
				CP_LineSegment3D lineJ;
				int j = 1;
				for (; j < numOfEdge; ++j) {
					GenEdge *edgeJ = poly.GetEdge(j);
					lineJ.m_startPt = edgeJ->m_pStart->m_point;
					lineJ.m_endPt = edgeJ->m_pEnd->m_point;
					if (!curve_basic::IsLinesegOverlap(&lineJ, &line_L11_Lk2) &&
						!curve_basic::IsLinesegOverlap(&lineJ, &line_L12_Lk2)) 
					{
					if (curve_basic::IsLinesegIntersect(&lineJ, &line_L11_Lk2) || 
						curve_basic::IsLinesegIntersect(&lineJ, &line_L12_Lk2))
						break;
					}
					
				}
				if (j != numOfEdge)
					continue;

				candidateVertexArray.push_back(Lk2); // Add Lk2 into candidate points when condition satisfied
			}		

			// Find closest vertex
			if (candidateVertexArray.size() == 0) {
				Anticlockwise(poly);
				continue;
			}
			int index = FindClosestVertex(L11, L12, candidateVertexArray);
			CP_MeshVertex3D *L02 = candidateVertexArray[index];
			candidateVertexArray.clear();

			// Create triangle and add to array
			pTriangle = new CP_MeshTriangle3D(L11, L12, L02);
			mesh.AddTriangle(pTriangle);

			// Reshape
			ReshapePoly(poly, L11, L12, L02);
			numOfEdge = poly.GetEdgeSize();
			// return;
		}

		// Add the last triangle into array
		pTriangle = new CP_MeshTriangle3D(poly.GetEdge(0), poly.GetEdge(1));
		mesh.AddTriangle(pTriangle);
		// Optimize
		// m_optimizedStructure.mf_optimize(&m_triangleArray, &m_vertexArray, threshold);
	}