コード例 #1
0
ファイル: Approximation.cpp プロジェクト: KimK/FreeCAD
void CylinderFit::ProjectToCylinder()
{
    Base::Vector3f cBase(GetBase());
    Base::Vector3f cAxis(GetAxis());

    for (std::list< Base::Vector3f >::iterator it = _vPoints.begin(); it != _vPoints.end(); ++it) {
        Base::Vector3f& cPnt = *it;
        if (cPnt.DistanceToLine(cBase, cAxis) > 0) {
            Base::Vector3f proj;
            cBase.ProjectToPlane(cPnt, cAxis, proj);
            Base::Vector3f diff = cPnt - proj;
            diff.Normalize();
            cPnt = proj + diff * _fRadius;
        }
        else {
            // Point is on the cylinder axis, so it can be moved in
            // any direction perpendicular to the cylinder axis
            Base::Vector3f cMov(cPnt);
            do {
                float x = ((float)rand() / (float)RAND_MAX);
                float y = ((float)rand() / (float)RAND_MAX);
                float z = ((float)rand() / (float)RAND_MAX);
                cMov.Move(x,y,z);
            }
            while (cMov.DistanceToLine(cBase, cAxis) == 0);

            Base::Vector3f proj;
            cMov.ProjectToPlane(cPnt, cAxis, proj);
            Base::Vector3f diff = cPnt - proj;
            diff.Normalize();
            cPnt = proj + diff * _fRadius;
        }
    }
}
コード例 #2
0
ファイル: Mesh.cpp プロジェクト: PrLayton/SeriousFractal
void MeshObject::offsetSpecial(float fSize, float zmax, float zmin)
{
    std::vector<Base::Vector3f> normals = _kernel.CalcVertexNormals();

    unsigned int i = 0;
    // go through all the vertex normals
    for (std::vector<Base::Vector3f>::iterator It= normals.begin();It != normals.end();It++,i++) {
        Base::Vector3f Pnt = _kernel.GetPoint(i);
        if (Pnt.z < zmax && Pnt.z > zmin) {
            Pnt.z = 0;
            _kernel.MovePoint(i,Pnt.Normalize() * fSize);
        }
        else {
            // and move each mesh point in the normal direction
            _kernel.MovePoint(i,It->Normalize() * fSize);
        }
    }
}
コード例 #3
0
void MeshAlgos::offsetSpecial(MeshCore::MeshKernel* Mesh, float fSize, float zmax, float zmin)
{
  std::vector<Base::Vector3f> normals = Mesh->CalcVertexNormals();

  unsigned int i = 0;
  // go throug all the Vertex normales
  for(std::vector<Base::Vector3f>::iterator It= normals.begin();It != normals.end();++It,i++)
  {
    Base::Vector3f Pnt = Mesh->GetPoint(i);

    if(Pnt.z < zmax && Pnt.z > zmin)
    {
      Pnt.z = 0;
      Mesh->MovePoint(i,Pnt.Normalize() * fSize);
    }else
      // and move each mesh point in the normal direction
      Mesh->MovePoint(i,It->Normalize() * fSize);
  }
}
コード例 #4
0
void MeshAlgos::LoftOnCurve(MeshCore::MeshKernel &ResultMesh, const TopoDS_Shape &Shape, const std::vector<Base::Vector3f> &poly, const Base::Vector3f & up, float MaxSize)
{
  TopExp_Explorer Ex;
  Standard_Real fBegin, fEnd;
  std::vector<MeshGeomFacet> cVAry;
  std::map<TopoDS_Vertex,std::vector<Base::Vector3f>,_VertexCompare> ConnectMap;

  for (Ex.Init(Shape, TopAbs_EDGE); Ex.More(); Ex.Next())
  {
    // get the edge and the belonging Vertexes
    TopoDS_Edge Edge = (TopoDS_Edge&)Ex.Current();
    TopoDS_Vertex V1, V2;
    TopExp::Vertices(Edge, V1, V2);
    bool bBegin = false,bEnd = false;
    // geting the geometric curve and the interval
    GeomLProp_CLProps prop(BRep_Tool::Curve(Edge,fBegin,fEnd),1,0.0000000001);
    int res = int((fEnd - fBegin)/MaxSize);
    // do at least 2 segments
    if(res < 2) 
      res = 2;
    gp_Dir Tangent;

    std::vector<Base::Vector3f> prePoint(poly.size());
    std::vector<Base::Vector3f> actPoint(poly.size());
    
    // checking if there is already a end to conect
    if(ConnectMap.find(V1) != ConnectMap.end() ){
      bBegin = true;
      prePoint = ConnectMap[V1];
    }
    
    if(ConnectMap.find(V2) != ConnectMap.end() )
      bEnd = true;

    for (long i = 0; i < res; i++)
    {

      // get point and tangent at the position, up is fix for the moment
      prop.SetParameter(fBegin + ((fEnd - fBegin) * float(i)) / float(res-1));
      prop.Tangent(Tangent);
      Base::Vector3f Tng((float)Tangent.X(),
                         (float)Tangent.Y(),
                         (float)Tangent.Z());
      Base::Vector3f Ptn((float)prop.Value().X(),
                         (float)prop.Value().Y(),
                         (float)prop.Value().Z());
      Base::Vector3f Up (up);
      // normalize and calc the third vector of the plane coordinatesystem
      Tng.Normalize(); 
      Up.Normalize();
      Base::Vector3f Third(Tng%Up);

//      Base::Console().Log("Pos: %f %f %f \n",Ptn.x,Ptn.y,Ptn.z);

      unsigned int l=0;
      std::vector<Base::Vector3f>::const_iterator It;

      // got through the profile
      for(It=poly.begin();It!=poly.end();++It,l++)
        actPoint[l] = ((Third*It->x)+(Up*It->y)+(Tng*It->z)+Ptn);

      if(i == res-1 && !bEnd)
        // remeber the last row to conect to a otger edge with the same vertex
        ConnectMap[V2] = actPoint;

      if(i==1 && bBegin)
        // using the end of an other edge as start 
        prePoint = ConnectMap[V1];

      if(i==0 && !bBegin)
          // remember the first row for conection to a edge with the same vertex
          ConnectMap[V1] = actPoint;

      if(i ) // not the first row or somthing to conect to
      {
        for(l=0;l<actPoint.size();l++)
        {
          if(l) // not first point in row 
          {
            if(i == res-1 && bEnd) // if last row and a end to conect
              actPoint = ConnectMap[V2];

            Base::Vector3f p1 = prePoint[l-1],
                     p2 = actPoint[l-1],
                     p3 = prePoint[l],
                     p4 = actPoint[l];

            cVAry.push_back(MeshGeomFacet(p1,p2,p3));
            cVAry.push_back(MeshGeomFacet(p3,p2,p4));
          }
        }
      }

      prePoint = actPoint;
    }
  }

  ResultMesh.AddFacets(cVAry);

}
コード例 #5
0
void CurveProjectorWithToolMesh::makeToolMesh( const TopoDS_Edge& aEdge,std::vector<MeshGeomFacet> &cVAry )
{
  Standard_Real fBegin, fEnd;
  Handle(Geom_Curve) hCurve = BRep_Tool::Curve(aEdge,fBegin,fEnd);
  float fLen   = float(fEnd - fBegin);
  Base::Vector3f cResultPoint;

  unsigned long ulNbOfPoints = 15,PointCount=0/*,uCurFacetIdx*/;

  std::vector<LineSeg> LineSegs;

  MeshFacetIterator It(_Mesh);

  Base::SequencerLauncher seq("Building up tool mesh...", ulNbOfPoints+1);  

  std::map<unsigned long,std::vector<Base::Vector3f> > FaceProjctMap;
 
  for (unsigned long i = 0; i < ulNbOfPoints; i++)
  {
    seq.next();
    gp_Pnt gpPt = hCurve->Value(fBegin + (fLen * float(i)) / float(ulNbOfPoints-1));
    Base::Vector3f LinePoint((float)gpPt.X(),
                             (float)gpPt.Y(),
                             (float)gpPt.Z());

    Base::Vector3f ResultNormal;

    // go through the whole Mesh
    for(It.Init();It.More();It.Next())
    {
      // try to project (with angle) to the face
      if (It->IntersectWithLine (Base::Vector3f((float)gpPt.X(),(float)gpPt.Y(),(float)gpPt.Z()),
          It->GetNormal(), cResultPoint) )
      {
        if(Base::Distance(LinePoint,cResultPoint) < 0.5)
          ResultNormal += It->GetNormal();
      }
    }
    LineSeg s;
    s.p = Base::Vector3f((float)gpPt.X(),
                         (float)gpPt.Y(),
                         (float)gpPt.Z());
    s.n = ResultNormal.Normalize();
    LineSegs.push_back(s);
  }

  Base::Console().Log("Projection map [%d facets with %d points]\n",FaceProjctMap.size(),PointCount);


  // build up the new mesh
  Base::Vector3f lp(FLOAT_MAX,0,0), ln, p1, p2, p3, p4,p5,p6;
  float ToolSize = 0.2f;

  for (std::vector<LineSeg>::iterator It2=LineSegs.begin(); It2!=LineSegs.end();++It2)
  {
    if(lp.x != FLOAT_MAX)
    {
      p1 = lp       + (ln       * (-ToolSize));
      p2 = lp       + (ln       *  ToolSize);
      p3 = lp;
      p4 = (*It2).p;
      p5 = (*It2).p + ((*It2).n * (-ToolSize));
      p6 = (*It2).p + ((*It2).n *  ToolSize);

      cVAry.push_back(MeshGeomFacet(p3,p2,p6));
      cVAry.push_back(MeshGeomFacet(p3,p6,p4));
      cVAry.push_back(MeshGeomFacet(p1,p3,p4));
      cVAry.push_back(MeshGeomFacet(p1,p4,p5));

    }

    lp = (*It2).p;
    ln = (*It2).n;
  }



}