Пример #1
0
int StepFileWriter::ExportCurveLoop(SBezierLoop *loop, bool inner) {
    if(loop->l.n < 1) oops();

    List<int> listOfTrims;
    ZERO(&listOfTrims);

    SBezier *sb = &(loop->l.elem[loop->l.n - 1]);

    // Generate "exactly closed" contours, with the same vertex id for the
    // finish of a previous edge and the start of the next one. So we need
    // the finish of the last Bezier in the loop before we start our process.
    fprintf(f, "#%d=CARTESIAN_POINT('',(%.10f,%.10f,%.10f));\n",
        id, CO(sb->Finish()));
    fprintf(f, "#%d=VERTEX_POINT('',#%d);\n", id+1, id);
    int lastFinish = id + 1, prevFinish = lastFinish;
    id += 2;

    for(sb = loop->l.First(); sb; sb = loop->l.NextAfter(sb)) {
        int curveId = ExportCurve(sb);

        int thisFinish;
        if(loop->l.NextAfter(sb) != NULL) {
            fprintf(f, "#%d=CARTESIAN_POINT('',(%.10f,%.10f,%.10f));\n",
                id, CO(sb->Finish()));
            fprintf(f, "#%d=VERTEX_POINT('',#%d);\n", id+1, id);
            thisFinish = id + 1;
            id += 2;
        } else {
            thisFinish = lastFinish;
        }

        fprintf(f, "#%d=EDGE_CURVE('',#%d,#%d,#%d,%s);\n",
            id, prevFinish, thisFinish, curveId, ".T.");
        fprintf(f, "#%d=ORIENTED_EDGE('',*,*,#%d,.T.);\n",
            id+1, id);

        int oe = id+1;
        listOfTrims.Add(&oe);
        id += 2;

        prevFinish = thisFinish;
    }

    fprintf(f, "#%d=EDGE_LOOP('',(", id);
    int *oe;
    for(oe = listOfTrims.First(); oe; oe = listOfTrims.NextAfter(oe)) {
        fprintf(f, "#%d", *oe);
        if(listOfTrims.NextAfter(oe) != NULL) fprintf(f, ",");
    }
    fprintf(f, "));\n");

    int fb = id + 1;
        fprintf(f, "#%d=%s('',#%d,.T.);\n",
            fb, inner ? "FACE_BOUND" : "FACE_OUTER_BOUND", id);

    id += 2;
    listOfTrims.Clear();

    return fb;
}
Пример #2
0
void SBezierLoop::GetBoundingProjd(Vector u, Vector orig,
                                   double *umin, double *umax)
{
    SBezier *sb;
    for(sb = l.First(); sb; sb = l.NextAfter(sb)) {
        sb->GetBoundingProjd(u, orig, umin, umax);
    }
}
Пример #3
0
void SBezierLoop::Reverse(void) {
    l.Reverse();
    SBezier *sb;
    for(sb = l.First(); sb; sb = l.NextAfter(sb)) {
        // If we didn't reverse each curve, then the next curve in list would
        // share your start, not your finish.
        sb->Reverse();
    }
}
Пример #4
0
bool SSurface::IsCylinder(Vector *axis, Vector *center, double *r,
                          Vector *start, Vector *finish)
{
    SBezier sb;
    if(!IsExtrusion(&sb, axis)) return false;
    if(!sb.IsCircle(*axis, center, r)) return false;

    *start = sb.ctrl[0];
    *finish = sb.ctrl[2];
    return true;
}
Пример #5
0
void SBezierLoop::MakePwlInto(SContour *sc, double chordTol) {
    SBezier *sb;
    for(sb = l.First(); sb; sb = l.NextAfter(sb)) {
        sb->MakePwlInto(sc, chordTol);
        // Avoid double points at join between Beziers; except that
        // first and last points should be identical.
        if(l.NextAfter(sb) != NULL) {
            sc->l.RemoveLast(1);
        }
    }
    // Ensure that it's exactly closed, not just within a numerical tolerance.
    if((sc->l.elem[sc->l.n - 1].p).Equals(sc->l.elem[0].p)) {
        sc->l.elem[sc->l.n - 1] = sc->l.elem[0];
    }
}
Пример #6
0
//-----------------------------------------------------------------------------
// Assemble curves in sbl into a single loop. The curves may appear in any
// direction (start to finish, or finish to start), and will be reversed if
// necessary. The curves in the returned loop are removed from sbl, even if
// the loop cannot be closed.
//-----------------------------------------------------------------------------
SBezierLoop SBezierLoop::FromCurves(SBezierList *sbl,
                                    bool *allClosed, SEdge *errorAt)
{
    SBezierLoop loop;
    ZERO(&loop);

    if(sbl->l.n < 1) return loop;
    sbl->l.ClearTags();
  
    SBezier *first = &(sbl->l.elem[0]);
    first->tag = 1;
    loop.l.Add(first);
    Vector start = first->Start();
    Vector hanging = first->Finish();
    int auxA = first->auxA;

    sbl->l.RemoveTagged();

    while(sbl->l.n > 0 && !hanging.Equals(start)) {
        int i;
        bool foundNext = false;
        for(i = 0; i < sbl->l.n; i++) {
            SBezier *test = &(sbl->l.elem[i]);

            if((test->Finish()).Equals(hanging) && test->auxA == auxA) {
                test->Reverse();
                // and let the next test catch it
            }
            if((test->Start()).Equals(hanging) && test->auxA == auxA) {
                test->tag = 1;
                loop.l.Add(test);
                hanging = test->Finish();
                sbl->l.RemoveTagged();
                foundNext = true;
                break;
            }
        }
        if(!foundNext) {
            // The loop completed without finding the hanging edge, so
            // it's an open loop
            errorAt->a = hanging;
            errorAt->b = start;
            *allClosed = false;
            return loop;
        }
    }
    if(hanging.Equals(start)) {
        *allClosed = true;
    } else {    
        // We ran out of edges without forming a closed loop.
        errorAt->a = hanging;
        errorAt->b = start;
        *allClosed = false;
    }

    return loop;
}
Пример #7
0
//-----------------------------------------------------------------------------
// If our list contains multiple identical Beziers (in either forward or
// reverse order), then cull them.
//-----------------------------------------------------------------------------
void SBezierList::CullIdenticalBeziers(void) {
    int i, j;

    l.ClearTags();
    for(i = 0; i < l.n; i++) {
        SBezier *bi = &(l.elem[i]), bir;
        bir = *bi;
        bir.Reverse();

        for(j = i + 1; j < l.n; j++) {
            SBezier *bj = &(l.elem[j]);
            if(bj->Equals(bi) ||
               bj->Equals(&bir))
            {
                bi->tag = 1;
                bj->tag = 1;
            }
        }
    }
    l.RemoveTagged();
}
Пример #8
0
void Entity::GenerateEdges(SEdgeList *el, bool includingConstruction) {
    if(construction && !includingConstruction) return;

    SBezierList sbl;
    ZERO(&sbl);
    GenerateBezierCurves(&sbl);

    int i, j;
    for(i = 0; i < sbl.l.n; i++) {
        SBezier *sb = &(sbl.l.elem[i]);

        List<Vector> lv;
        ZERO(&lv);
        sb->MakePwlInto(&lv);
        for(j = 1; j < lv.n; j++) {
            el->AddEdge(lv.elem[j-1], lv.elem[j], style.v);
        }
        lv.Clear();
    }

    sbl.Clear();
}
Пример #9
0
void VectorFileWriter::BezierAsNonrationalCubic(SBezier *sb, int depth) {
    Vector t0 = sb->TangentAt(0), t1 = sb->TangentAt(1);
    // The curve is correct, and the first derivatives are correct, at the
    // endpoints.
    SBezier bnr = SBezier::From(
                        sb->Start(),
                        sb->Start().Plus(t0.ScaledBy(1.0/3)),
                        sb->Finish().Minus(t1.ScaledBy(1.0/3)),
                        sb->Finish());

    double tol = SS.ChordTolMm() / SS.exportScale;
    // Arbitrary choice, but make it a little finer than pwl tolerance since
    // it should be easier to achieve that with the smooth curves.
    tol /= 2;

    bool closeEnough = true;
    int i;
    for(i = 1; i <= 3; i++) {
        double t = i/4.0;
        Vector p0 = sb->PointAt(t),
               pn = bnr.PointAt(t);
        double d = (p0.Minus(pn)).Magnitude();
        if(d > tol) {
            closeEnough = false;
        }
    }
    
    if(closeEnough || depth > 3) {
        Bezier(&bnr);
    } else {
        SBezier bef, aft;
        sb->SplitAt(0.5, &bef, &aft);
        BezierAsNonrationalCubic(&bef, depth+1);
        BezierAsNonrationalCubic(&aft, depth+1);
    }
}
Пример #10
0
void SShell::MakeFromRevolutionOf(SBezierLoopSet *sbls, Vector pt, Vector axis, RgbaColor color, Group *group)
{
    SBezierLoop *sbl;

    int i0 = surface.n, i;

    // Normalize the axis direction so that the direction of revolution
    // ends up parallel to the normal of the sketch, on the side of the
    // axis where the sketch is.
    Vector pto;
    double md = VERY_NEGATIVE;
    for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) {
        SBezier *sb;
        for(sb = sbl->l.First(); sb; sb = sbl->l.NextAfter(sb)) {
            // Choose the point farthest from the axis; we'll get garbage
            // if we choose a point that lies on the axis, for example.
            // (And our surface will be self-intersecting if the sketch
            // spans the axis, so don't worry about that.)
            Vector p = sb->Start();
            double d = p.DistanceToLine(pt, axis);
            if(d > md) {
                md = d;
                pto = p;
            }
        }
    }
    Vector ptc = pto.ClosestPointOnLine(pt, axis),
           up  = (pto.Minus(ptc)).WithMagnitude(1),
           vp  = (sbls->normal).Cross(up);
    if(vp.Dot(axis) < 0) {
        axis = axis.ScaledBy(-1);
    }

    // Now we actually build and trim the surfaces.
    for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) {
        int i, j;
        SBezier *sb, *prev;
        List<Revolved> hsl = {};

        for(sb = sbl->l.First(); sb; sb = sbl->l.NextAfter(sb)) {
            Revolved revs;
            for(j = 0; j < 4; j++) {
                if(sb->deg == 1 &&
                        (sb->ctrl[0]).DistanceToLine(pt, axis) < LENGTH_EPS &&
                        (sb->ctrl[1]).DistanceToLine(pt, axis) < LENGTH_EPS)
                {
                    // This is a line on the axis of revolution; it does
                    // not contribute a surface.
                    revs.d[j].v = 0;
                } else {
                    SSurface ss = SSurface::FromRevolutionOf(sb, pt, axis,
                                  (PI/2)*j,
                                  (PI/2)*(j+1));
                    ss.color = color;
                    if(sb->entity != 0) {
                        hEntity he;
                        he.v = sb->entity;
                        hEntity hface = group->Remap(he, Group::REMAP_LINE_TO_FACE);
                        if(SK.entity.FindByIdNoOops(hface) != NULL) {
                            ss.face = hface.v;
                        }
                    }
                    revs.d[j] = surface.AddAndAssignId(&ss);
                }
            }
            hsl.Add(&revs);
        }

        for(i = 0; i < sbl->l.n; i++) {
            Revolved revs  = hsl.elem[i],
                     revsp = hsl.elem[WRAP(i-1, sbl->l.n)];

            sb   = &(sbl->l.elem[i]);
            prev = &(sbl->l.elem[WRAP(i-1, sbl->l.n)]);

            for(j = 0; j < 4; j++) {
                SCurve sc;
                Quaternion qs = Quaternion::From(axis, (PI/2)*j);
                // we want Q*(x - p) + p = Q*x + (p - Q*p)
                Vector ts = pt.Minus(qs.Rotate(pt));

                // If this input curve generate a surface, then trim that
                // surface with the rotated version of the input curve.
                if(revs.d[j].v) {
                    sc = {};
                    sc.isExact = true;
                    sc.exact = sb->TransformedBy(ts, qs, 1.0);
                    (sc.exact).MakePwlInto(&(sc.pts));
                    sc.surfA = revs.d[j];
                    sc.surfB = revs.d[WRAP(j-1, 4)];

                    hSCurve hcb = curve.AddAndAssignId(&sc);

                    STrimBy stb;
                    stb = STrimBy::EntireCurve(this, hcb, true);
                    (surface.FindById(sc.surfA))->trim.Add(&stb);
                    stb = STrimBy::EntireCurve(this, hcb, false);
                    (surface.FindById(sc.surfB))->trim.Add(&stb);
                }

                // And if this input curve and the one after it both generated
                // surfaces, then trim both of those by the appropriate
                // circle.
                if(revs.d[j].v && revsp.d[j].v) {
                    SSurface *ss = surface.FindById(revs.d[j]);

                    sc = {};
                    sc.isExact = true;
                    sc.exact = SBezier::From(ss->ctrl[0][0],
                                             ss->ctrl[0][1],
                                             ss->ctrl[0][2]);
                    sc.exact.weight[1] = ss->weight[0][1];
                    (sc.exact).MakePwlInto(&(sc.pts));
                    sc.surfA = revs.d[j];
                    sc.surfB = revsp.d[j];

                    hSCurve hcc = curve.AddAndAssignId(&sc);

                    STrimBy stb;
                    stb = STrimBy::EntireCurve(this, hcc, false);
                    (surface.FindById(sc.surfA))->trim.Add(&stb);
                    stb = STrimBy::EntireCurve(this, hcc, true);
                    (surface.FindById(sc.surfB))->trim.Add(&stb);
                }
            }
        }

        hsl.Clear();
    }

    for(i = i0; i < surface.n; i++) {
        SSurface *srf = &(surface.elem[i]);

        // Revolution of a line; this is potentially a plane, which we can
        // rewrite to have degree (1, 1).
        if(srf->degm == 1 && srf->degn == 2) {
            // close start, far start, far finish
            Vector cs, fs, ff;
            double d0, d1;
            d0 = (srf->ctrl[0][0]).DistanceToLine(pt, axis);
            d1 = (srf->ctrl[1][0]).DistanceToLine(pt, axis);

            if(d0 > d1) {
                cs = srf->ctrl[1][0];
                fs = srf->ctrl[0][0];
                ff = srf->ctrl[0][2];
            } else {
                cs = srf->ctrl[0][0];
                fs = srf->ctrl[1][0];
                ff = srf->ctrl[1][2];
            }

            // origin close, origin far
            Vector oc = cs.ClosestPointOnLine(pt, axis),
                   of = fs.ClosestPointOnLine(pt, axis);

            if(oc.Equals(of)) {
                // This is a plane, not a (non-degenerate) cone.
                Vector oldn = srf->NormalAt(0.5, 0.5);

                Vector u = fs.Minus(of), v;

                v = (axis.Cross(u)).WithMagnitude(1);

                double vm = (ff.Minus(of)).Dot(v);
                v = v.ScaledBy(vm);

                srf->degm = 1;
                srf->degn = 1;
                srf->ctrl[0][0] = of;
                srf->ctrl[0][1] = of.Plus(u);
                srf->ctrl[1][0] = of.Plus(v);
                srf->ctrl[1][1] = of.Plus(u).Plus(v);
                srf->weight[0][0] = 1;
                srf->weight[0][1] = 1;
                srf->weight[1][0] = 1;
                srf->weight[1][1] = 1;

                if(oldn.Dot(srf->NormalAt(0.5, 0.5)) < 0) {
                    swap(srf->ctrl[0][0], srf->ctrl[1][0]);
                    swap(srf->ctrl[0][1], srf->ctrl[1][1]);
                }
                continue;
            }

            if(fabs(d0 - d1) < LENGTH_EPS) {
                // This is a cylinder; so transpose it so that we'll recognize
                // it as a surface of extrusion.
                SSurface sn = *srf;

                // Transposing u and v flips the normal, so reverse u to
                // flip it again and put it back where we started.
                sn.degm = 2;
                sn.degn = 1;
                int dm, dn;
                for(dm = 0; dm <= 1; dm++) {
                    for(dn = 0; dn <= 2; dn++) {
                        sn.ctrl  [dn][dm] = srf->ctrl  [1-dm][dn];
                        sn.weight[dn][dm] = srf->weight[1-dm][dn];
                    }
                }

                *srf = sn;
                continue;
            }
        }

    }

}
Пример #11
0
void SShell::MakeFromExtrusionOf(SBezierLoopSet *sbls, Vector t0, Vector t1, RgbaColor color)
{
    // Make the extrusion direction consistent with respect to the normal
    // of the sketch we're extruding.
    if((t0.Minus(t1)).Dot(sbls->normal) < 0) {
        swap(t0, t1);
    }

    // Define a coordinate system to contain the original sketch, and get
    // a bounding box in that csys
    Vector n = sbls->normal.ScaledBy(-1);
    Vector u = n.Normal(0), v = n.Normal(1);
    Vector orig = sbls->point;
    double umax = 1e-10, umin = 1e10;
    sbls->GetBoundingProjd(u, orig, &umin, &umax);
    double vmax = 1e-10, vmin = 1e10;
    sbls->GetBoundingProjd(v, orig, &vmin, &vmax);
    // and now fix things up so that all u and v lie between 0 and 1
    orig = orig.Plus(u.ScaledBy(umin));
    orig = orig.Plus(v.ScaledBy(vmin));
    u = u.ScaledBy(umax - umin);
    v = v.ScaledBy(vmax - vmin);

    // So we can now generate the top and bottom surfaces of the extrusion,
    // planes within a translated (and maybe mirrored) version of that csys.
    SSurface s0, s1;
    s0 = SSurface::FromPlane(orig.Plus(t0), u, v);
    s0.color = color;
    s1 = SSurface::FromPlane(orig.Plus(t1).Plus(u), u.ScaledBy(-1), v);
    s1.color = color;
    hSSurface hs0 = surface.AddAndAssignId(&s0),
              hs1 = surface.AddAndAssignId(&s1);

    // Now go through the input curves. For each one, generate its surface
    // of extrusion, its two translated trim curves, and one trim line. We
    // go through by loops so that we can assign the lines correctly.
    SBezierLoop *sbl;
    for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) {
        SBezier *sb;
        List<TrimLine> trimLines = {};

        for(sb = sbl->l.First(); sb; sb = sbl->l.NextAfter(sb)) {
            // Generate the surface of extrusion of this curve, and add
            // it to the list
            SSurface ss = SSurface::FromExtrusionOf(sb, t0, t1);
            ss.color = color;
            hSSurface hsext = surface.AddAndAssignId(&ss);

            // Translate the curve by t0 and t1 to produce two trim curves
            SCurve sc = {};
            sc.isExact = true;
            sc.exact = sb->TransformedBy(t0, Quaternion::IDENTITY, 1.0);
            (sc.exact).MakePwlInto(&(sc.pts));
            sc.surfA = hs0;
            sc.surfB = hsext;
            hSCurve hc0 = curve.AddAndAssignId(&sc);

            sc = {};
            sc.isExact = true;
            sc.exact = sb->TransformedBy(t1, Quaternion::IDENTITY, 1.0);
            (sc.exact).MakePwlInto(&(sc.pts));
            sc.surfA = hs1;
            sc.surfB = hsext;
            hSCurve hc1 = curve.AddAndAssignId(&sc);

            STrimBy stb0, stb1;
            // The translated curves trim the flat top and bottom surfaces.
            stb0 = STrimBy::EntireCurve(this, hc0, false);
            stb1 = STrimBy::EntireCurve(this, hc1, true);
            (surface.FindById(hs0))->trim.Add(&stb0);
            (surface.FindById(hs1))->trim.Add(&stb1);

            // The translated curves also trim the surface of extrusion.
            stb0 = STrimBy::EntireCurve(this, hc0, true);
            stb1 = STrimBy::EntireCurve(this, hc1, false);
            (surface.FindById(hsext))->trim.Add(&stb0);
            (surface.FindById(hsext))->trim.Add(&stb1);

            // And form the trim line
            Vector pt = sb->Finish();
            sc = {};
            sc.isExact = true;
            sc.exact = SBezier::From(pt.Plus(t0), pt.Plus(t1));
            (sc.exact).MakePwlInto(&(sc.pts));
            hSCurve hl = curve.AddAndAssignId(&sc);
            // save this for later
            TrimLine tl;
            tl.hc = hl;
            tl.hs = hsext;
            trimLines.Add(&tl);
        }

        int i;
        for(i = 0; i < trimLines.n; i++) {
            TrimLine *tl = &(trimLines.elem[i]);
            SSurface *ss = surface.FindById(tl->hs);

            TrimLine *tlp = &(trimLines.elem[WRAP(i-1, trimLines.n)]);

            STrimBy stb;
            stb = STrimBy::EntireCurve(this, tl->hc, true);
            ss->trim.Add(&stb);
            stb = STrimBy::EntireCurve(this, tlp->hc, false);
            ss->trim.Add(&stb);

            (curve.FindById(tl->hc))->surfA = ss->h;
            (curve.FindById(tlp->hc))->surfB = ss->h;
        }
        trimLines.Clear();
    }
}
Пример #12
0
//-----------------------------------------------------------------------------
// Report our trim curves. If a trim curve is exact and sbl is not null, then
// add its exact form to sbl. Otherwise, add its piecewise linearization to
// sel.
//-----------------------------------------------------------------------------
void SSurface::MakeSectionEdgesInto(SShell *shell,
                                    SEdgeList *sel, SBezierList *sbl)
{
    STrimBy *stb;
    for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) {
        SCurve *sc = shell->curve.FindById(stb->curve);
        SBezier *sb = &(sc->exact);

        if(sbl && sc->isExact && (sb->deg != 1 || !sel)) {
            double ts, tf;
            if(stb->backwards) {
                sb->ClosestPointTo(stb->start,  &tf);
                sb->ClosestPointTo(stb->finish, &ts);
            } else {
                sb->ClosestPointTo(stb->start,  &ts);
                sb->ClosestPointTo(stb->finish, &tf);
            }
            SBezier junk_bef, keep_aft;
            sb->SplitAt(ts, &junk_bef, &keep_aft);
            // In the kept piece, the range that used to go from ts to 1
            // now goes from 0 to 1; so rescale tf appropriately.
            tf = (tf - ts)/(1 - ts);

            SBezier keep_bef, junk_aft;
            keep_aft.SplitAt(tf, &keep_bef, &junk_aft);

            sbl->l.Add(&keep_bef);
        } else if(sbl && !sel && !sc->isExact) {
            // We must approximate this trim curve, as piecewise cubic sections.
            SSurface *srfA = shell->surface.FindById(sc->surfA),
                      *srfB = shell->surface.FindById(sc->surfB);

            Vector s = stb->backwards ? stb->finish : stb->start,
                   f = stb->backwards ? stb->start : stb->finish;

            int sp, fp;
            for(sp = 0; sp < sc->pts.n; sp++) {
                if(s.Equals(sc->pts.elem[sp].p)) break;
            }
            if(sp >= sc->pts.n) return;
            for(fp = sp; fp < sc->pts.n; fp++) {
                if(f.Equals(sc->pts.elem[fp].p)) break;
            }
            if(fp >= sc->pts.n) return;
            // So now the curve we want goes from elem[sp] to elem[fp]

            while(sp < fp) {
                // Initially, we'll try approximating the entire trim curve
                // as a single Bezier segment
                int fpt = fp;

                for(;;) {
                    // So construct a cubic Bezier with the correct endpoints
                    // and tangents for the current span.
                    Vector st = sc->pts.elem[sp].p,
                           ft = sc->pts.elem[fpt].p,
                           sf = ft.Minus(st);
                    double m = sf.Magnitude() / 3;

                    Vector stan = ExactSurfaceTangentAt(st, srfA, srfB, sf),
                           ftan = ExactSurfaceTangentAt(ft, srfA, srfB, sf);

                    SBezier sb = SBezier::From(st,
                                               st.Plus (stan.WithMagnitude(m)),
                                               ft.Minus(ftan.WithMagnitude(m)),
                                               ft);

                    // And test how much this curve deviates from the
                    // intermediate points (if any).
                    int i;
                    bool tooFar = false;
                    for(i = sp + 1; i <= (fpt - 1); i++) {
                        Vector p = sc->pts.elem[i].p;
                        double t;
                        sb.ClosestPointTo(p, &t, false);
                        Vector pp = sb.PointAt(t);
                        if((pp.Minus(p)).Magnitude() > SS.ChordTolMm()/2) {
                            tooFar = true;
                            break;
                        }
                    }

                    if(tooFar) {
                        // Deviates by too much, so try a shorter span
                        fpt--;
                        continue;
                    } else {
                        // Okay, so use this piece and break.
                        sbl->l.Add(&sb);
                        break;
                    }
                }

                // And continue interpolating, starting wherever the curve
                // we just generated finishes.
                sp = fpt;
            }
        } else {
            if(sel) MakeTrimEdgesInto(sel, AS_XYZ, sc, stb);
        }
    }
}
Пример #13
0
hEntity GraphicsWindow::SplitCubic(hEntity he, Vector pinter) {
    // Save the original endpoints, since we're about to delete this entity.
    Entity *e01 = SK.GetEntity(he);
    SBezierList sbl;
    ZERO(&sbl);
    e01->GenerateBezierCurves(&sbl);

    hEntity hep0 = e01->point[0],
            hep1 = e01->point[3+e01->extraPoints],
            hep0n = Entity::NO_ENTITY, // the new start point
            hep1n = Entity::NO_ENTITY, // the new finish point
            hepin = Entity::NO_ENTITY; // the intersection point

    // The curve may consist of multiple cubic segments. So find which one
    // contains the intersection point.
    double t;
    int i, j;
    for(i = 0; i < sbl.l.n; i++) {
        SBezier *sb = &(sbl.l.elem[i]);
        if(sb->deg != 3) oops();

        sb->ClosestPointTo(pinter, &t, false);
        if(pinter.Equals(sb->PointAt(t))) {
            // Split that segment at the intersection.
            SBezier b0i, bi1, b01 = *sb;
            b01.SplitAt(t, &b0i, &bi1);

            // Add the two cubic segments this one gets split into.
            hRequest r0i = AddRequest(Request::CUBIC, false),
                     ri1 = AddRequest(Request::CUBIC, false);
            // Don't get entities till after adding, realloc issues

            Entity *e0i = SK.GetEntity(r0i.entity(0)),
                   *ei1 = SK.GetEntity(ri1.entity(0));

            for(j = 0; j <= 3; j++) {
                SK.GetEntity(e0i->point[j])->PointForceTo(b0i.ctrl[j]);
            }
            for(j = 0; j <= 3; j++) {
                SK.GetEntity(ei1->point[j])->PointForceTo(bi1.ctrl[j]);
            }

            Constraint::ConstrainCoincident(e0i->point[3], ei1->point[0]);
            if(i == 0) hep0n = e0i->point[0];
            hep1n = ei1->point[3];
            hepin = e0i->point[3];
        } else {
            hRequest r = AddRequest(Request::CUBIC, false);
            Entity *e = SK.GetEntity(r.entity(0));

            for(j = 0; j <= 3; j++) {
                SK.GetEntity(e->point[j])->PointForceTo(sb->ctrl[j]);
            }

            if(i == 0) hep0n = e->point[0];
            hep1n = e->point[3];
        }
    }

    sbl.Clear();

    ReplacePointInConstraints(hep0, hep0n);
    ReplacePointInConstraints(hep1, hep1n);
    return hepin;
}
Пример #14
0
void SBezierList::ScaleSelfBy(double s) {
    SBezier *sb;
    for(sb = l.First(); sb; sb = l.NextAfter(sb)) {
        sb->ScaleSelfBy(s);
    }
}
Пример #15
0
void SSurface::AddExactIntersectionCurve(SBezier *sb, SSurface *srfB,
                                         SShell *agnstA, SShell *agnstB, SShell *into)
{
    SCurve sc = {};
    // Important to keep the order of (surfA, surfB) consistent; when we later
    // rewrite the identifiers, we rewrite surfA from A and surfB from B.
    sc.surfA = h;
    sc.surfB = srfB->h;
    sc.exact = *sb;
    sc.isExact = true;

    // Now we have to piecewise linearize the curve. If there's already an
    // identical curve in the shell, then follow that pwl exactly, otherwise
    // calculate from scratch.
    SCurve split, *existing = NULL, *se;
    SBezier sbrev = *sb;
    sbrev.Reverse();
    bool backwards = false;
    for(se = into->curve.First(); se; se = into->curve.NextAfter(se)) {
        if(se->isExact) {
            if(sb->Equals(&(se->exact))) {
                existing = se;
                break;
            }
            if(sbrev.Equals(&(se->exact))) {
                existing = se;
                backwards = true;
                break;
            }
        }
    }
    if(existing) {
        SCurvePt *v;
        for(v = existing->pts.First(); v; v = existing->pts.NextAfter(v)) {
            sc.pts.Add(v);
        }
        if(backwards) sc.pts.Reverse();
        split = sc;
        sc = {};
    } else {
        sb->MakePwlInto(&(sc.pts));
        // and split the line where it intersects our existing surfaces
        split = sc.MakeCopySplitAgainst(agnstA, agnstB, this, srfB);
        sc.Clear();
    }

    // Test if the curve lies entirely outside one of the
    SCurvePt *scpt;
    bool withinA = false, withinB = false;
    for(scpt = split.pts.First(); scpt; scpt = split.pts.NextAfter(scpt)) {
        double tol = 0.01;
        Point2d puv;
        ClosestPointTo(scpt->p, &puv);
        if(puv.x > -tol && puv.x < 1 + tol &&
           puv.y > -tol && puv.y < 1 + tol)
        {
            withinA = true;
        }
        srfB->ClosestPointTo(scpt->p, &puv);
        if(puv.x > -tol && puv.x < 1 + tol &&
           puv.y > -tol && puv.y < 1 + tol)
        {
            withinB = true;
        }
        // Break out early, no sense wasting time if we already have the answer.
        if(withinA && withinB) break;
    }
    if(!(withinA && withinB)) {
        // Intersection curve lies entirely outside one of the surfaces, so
        // it's fake.
        split.Clear();
        return;
    }

#if 0
    if(sb->deg == 2) {
        dbp(" ");
        SCurvePt *prev = NULL, *v;
        dbp("split.pts.n = %d", split.pts.n);
        for(v = split.pts.First(); v; v = split.pts.NextAfter(v)) {
            if(prev) {
                Vector e = (prev->p).Minus(v->p).WithMagnitude(0);
                SS.nakedEdges.AddEdge((prev->p).Plus(e), (v->p).Minus(e));
            }
            prev = v;
        }
    }
#endif // 0
    ssassert(!(sb->Start()).Equals(sb->Finish()),
             "Unexpected zero-length edge");

    split.source = SCurve::Source::INTERSECTION;
    into->curve.AddAndAssignId(&split);
}
Пример #16
0
void SolveSpace::ExportLinesAndMesh(SEdgeList *sel, SBezierList *sbl, SMesh *sm,
                                    Vector u, Vector v, Vector n,
                                        Vector origin, double cameraTan,
                                    VectorFileWriter *out)
{
    double s = 1.0 / SS.exportScale;

    // Project into the export plane; so when we're done, z doesn't matter,
    // and x and y are what goes in the DXF.
    SEdge *e;
    for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) {
        // project into the specified csys, and apply export scale
        (e->a) = e->a.InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
        (e->b) = e->b.InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
    }

    SBezier *b;
    if(sbl) {
        for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) {
            *b = b->InPerspective(u, v, n, origin, cameraTan);
            int i;
            for(i = 0; i <= b->deg; i++) {
                b->ctrl[i] = (b->ctrl[i]).ScaledBy(s);
            }
        }
    }

    // If cutter radius compensation is requested, then perform it now
    if(fabs(SS.exportOffset) > LENGTH_EPS) {
        // assemble those edges into a polygon, and clear the edge list
        SPolygon sp;
        ZERO(&sp);
        sel->AssemblePolygon(&sp, NULL);
        sel->Clear();

        SPolygon compd;
        ZERO(&compd);
        sp.normal = Vector::From(0, 0, -1);
        sp.FixContourDirections();
        sp.OffsetInto(&compd, SS.exportOffset*s);
        sp.Clear();

        compd.MakeEdgesInto(sel);
        compd.Clear();
    }

    // Now the triangle mesh; project, then build a BSP to perform
    // occlusion testing and generated the shaded surfaces.
    SMesh smp;
    ZERO(&smp);
    if(sm) {
        Vector l0 = (SS.lightDir[0]).WithMagnitude(1),
               l1 = (SS.lightDir[1]).WithMagnitude(1);
        STriangle *tr;
        for(tr = sm->l.First(); tr; tr = sm->l.NextAfter(tr)) {
            STriangle tt = *tr;
            tt.a = (tt.a).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
            tt.b = (tt.b).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);
            tt.c = (tt.c).InPerspective(u, v, n, origin, cameraTan).ScaledBy(s);

            // And calculate lighting for the triangle
            Vector n = tt.Normal().WithMagnitude(1);
            double lighting = SS.ambientIntensity +
                                  max(0, (SS.lightIntensity[0])*(n.Dot(l0))) +
                                  max(0, (SS.lightIntensity[1])*(n.Dot(l1)));
            double r = min(1, REDf  (tt.meta.color)*lighting),
                   g = min(1, GREENf(tt.meta.color)*lighting),
                   b = min(1, BLUEf (tt.meta.color)*lighting);
            tt.meta.color = RGBf(r, g, b);
            smp.AddTriangle(&tt);
        }
    }

    // Use the BSP routines to generate the split triangles in paint order.
    SBsp3 *bsp = SBsp3::FromMesh(&smp);
    SMesh sms;
    ZERO(&sms);
    bsp->GenerateInPaintOrder(&sms);
    // And cull the back-facing triangles
    STriangle *tr;
    sms.l.ClearTags();
    for(tr = sms.l.First(); tr; tr = sms.l.NextAfter(tr)) {
        Vector n = tr->Normal();
        if(n.z < 0) {
            tr->tag = 1;
        }
    }
    sms.l.RemoveTagged();

    // And now we perform hidden line removal if requested
    SEdgeList hlrd;
    ZERO(&hlrd);
    if(sm && !SS.GW.showHdnLines) {
        SKdNode *root = SKdNode::From(&smp);

        // Generate the edges where a curved surface turns from front-facing
        // to back-facing.
        if(SS.GW.showEdges) {
            root->MakeCertainEdgesInto(sel, SKdNode::TURNING_EDGES,
                        false, NULL, NULL);
        }

        root->ClearTags();
        int cnt = 1234;

        SEdge *se;
        for(se = sel->l.First(); se; se = sel->l.NextAfter(se)) {
            if(se->auxA == Style::CONSTRAINT) {
                // Constraints should not get hidden line removed; they're
                // always on top.
                hlrd.AddEdge(se->a, se->b, se->auxA);
                continue;
            }

            SEdgeList out;
            ZERO(&out);
            // Split the original edge against the mesh
            out.AddEdge(se->a, se->b, se->auxA);
            root->OcclusionTestLine(*se, &out, cnt);
            // the occlusion test splits unnecessarily; so fix those
            out.MergeCollinearSegments(se->a, se->b);
            cnt++;
            // And add the results to our output
            SEdge *sen;
            for(sen = out.l.First(); sen; sen = out.l.NextAfter(sen)) {
                hlrd.AddEdge(sen->a, sen->b, sen->auxA);
            }
            out.Clear();
        }

        sel = &hlrd;
    }

    // We kept the line segments and Beziers separate until now; but put them
    // all together, and also project everything into the xy plane, since not
    // all export targets ignore the z component of the points.
    for(e = sel->l.First(); e; e = sel->l.NextAfter(e)) {
        SBezier sb = SBezier::From(e->a, e->b);
        sb.auxA = e->auxA;
        sbl->l.Add(&sb);
    }
    for(b = sbl->l.First(); b; b = sbl->l.NextAfter(b)) {
        for(int i = 0; i <= b->deg; i++) {
            b->ctrl[i].z = 0;
        }
    }

    // If possible, then we will assemble these output curves into loops. They
    // will then get exported as closed paths.
    SBezierLoopSetSet sblss;
    ZERO(&sblss);
    SBezierList leftovers;
    ZERO(&leftovers);
    SSurface srf = SSurface::FromPlane(Vector::From(0, 0, 0),
                                       Vector::From(1, 0, 0),
                                       Vector::From(0, 1, 0));
    SPolygon spxyz;
    ZERO(&spxyz);
    bool allClosed;
    SEdge notClosedAt;
    sbl->l.ClearTags();
    sblss.FindOuterFacesFrom(sbl, &spxyz, &srf,
                             SS.ChordTolMm()*s,
                             &allClosed, &notClosedAt,
                             NULL, NULL,
                             &leftovers);
    for(b = leftovers.l.First(); b; b = leftovers.l.NextAfter(b)) {
        sblss.AddOpenPath(b);
    }

    // Now write the lines and triangles to the output file
    out->Output(&sblss, &sms);

    leftovers.Clear();
    spxyz.Clear();
    sblss.Clear();
    smp.Clear();
    sms.Clear();
    hlrd.Clear();
}