Ejemplo n.º 1
0
        public FlatFace(Face sourceFace, FlatBody flatBody)
        {
            this.sourceFace = sourceFace;
            this.flatBody = flatBody;
            rank = rankIndex++;

            loops = new List<FlatLoop>();
            foreach (Loop loop in sourceFace.Loops)
                loops.Add(new FlatLoop(loop, this));
        }
Ejemplo n.º 2
0
        public FlatFace(Face sourceFace, FlatBody flatBody)
        {
            this.sourceFace = sourceFace;
            this.flatBody   = flatBody;
            rank            = rankIndex++;

            loops = new List <FlatLoop>();
            foreach (Loop loop in sourceFace.Loops)
            {
                loops.Add(new FlatLoop(loop, this));
            }
        }
Ejemplo n.º 3
0
        /*
         * LoopUnfold attempts to add as many FlatFaces to a FlatBody as it can.  If interference checking is off, it will add all of the
         * faces of the body. (Actually, the shell, as we do not handle voids).  We expect for the seed face of the FlatBody to already
         * be created, so we have some FlatFins from which to propogate.
         *
         * If interference checking is on, multiple flat bodies are required to avoid collisions.  Therefore
         * we return the list of FlatFins on the completed FlatBody that need to start as the seeds for additional FlatBodies.  By returning
         * the FlatFins on the base, rather than just the faces, we can easily transfrom the adjacent FlatFace to line up with that FlatFin
         * by making it the seed face for the next FlatBody.
         */

        // TBD add tab code would go here, created extra flatfaces, but we need to consider the tabs as part of the collision detection???

        private List <FlatFin> LoopUnfold(FlatBody flatBody)
        {
            Debug.Assert(flatBody.FlatFaces.Count > 0);              // should only be one, but more is harmless if we optimize with seeds of several flatfaces

            List <FlatFin> remainingFins = new List <FlatFin>();

            while (flatBody.OpenFins.Count > 0)
            {
                if (AddInHelper.IsEscDown)
                {
                    break;
                }

                FlatFace       testFace        = null;
                List <FlatFin> interferingFins = new List <FlatFin>();

                foreach (FlatFin baseFin in flatBody.OpenFins)                    // OpenFins sorts itself to present the most desirable edge (the longest)
                {
                    testFace            = new FlatFace(baseFin.FlatFace.SourceFace.GetAdjacentFace(baseFin.SourceFin.Edge), flatBody);
                    baseFin.AdjacentFin = baseFin.OtherFlatFin(testFace);                      // make symmetric? Careful: FlatFace.Render() relies on the assumption it is not

                    testFace.Transform = Matrix.CreateMapping(AddInHelper.CreateFrame(baseFin.Start, (baseFin.End - baseFin.Start).Direction, -Direction.DirZ)) *
                                         Matrix.CreateMapping(AddInHelper.CreateFrame(baseFin.AdjacentFin.SourceEnd, (baseFin.AdjacentFin.SourceStart - baseFin.AdjacentFin.SourceEnd).Direction, baseFin.AdjacentFin.FlatFace.SourcePlane.Frame.DirZ)).Inverse;

                    if (isDetectingCollisions && flatBody.FaceInterferes(testFace))                      // FaceInterferes only gets called if isDetectingCollisions == True
                    {
                        interferingFins.Add(baseFin);
                    }
                    else
                    {
                        flatBody.AddFace(testFace);
                        baseFin.IsInternal             = true;
                        baseFin.AdjacentFin.IsInternal = true;
                        break;
                    }
                }

                foreach (FlatFin baseFin in interferingFins)
                {
                    flatBody.OpenFins.Remove(baseFin);
                    remainingFins.Add(baseFin);
                }
            }

            return(remainingFins);
        }
Ejemplo n.º 4
0
        private void LoopFlatBodies(Face startFace)
        {
            List <FlatFin> remainingFins = new List <FlatFin>();
            FlatFin        nextFin       = null;

            while (true)
            {
                FlatBody flatBody = new FlatBody(this);
                flatBodies.Add(flatBody);

                FlatFace baseFace = new FlatFace(startFace, flatBody);

                FlatLoop flatLoop = null;
                foreach (FlatLoop testLoop in baseFace.Loops)
                {
                    if (testLoop.SourceLoop.IsOuter)
                    {
                        flatLoop = testLoop;
                        break;
                    }
                }
                Debug.Assert(flatLoop != null);

                Point startPoint = flatLoop.SourcePoints[0];
                Point endPoint   = flatLoop.SourcePoints[1];
                Frame startFrame = Frame.Create(startPoint, (endPoint - startPoint).Direction, baseFace.SourcePlane.Frame.DirZ);

                Frame endFrame;
                if (nextFin == null)                 // Pick the origin on the first pass, otherwise place it where it overlaps
                {
                    endFrame = Frame.Create(Point.Origin, Direction.DirX, -Direction.DirZ);
                }
                else                 // use the location of the open fin on the FlatBody where it couldn't be placed
                {
                    endFrame = Frame.Create(nextFin.End, (nextFin.Start - nextFin.End).Direction, -Direction.DirZ);
                }

                baseFace.Transform = Matrix.CreateMapping(endFrame) * Matrix.CreateMapping(startFrame).Inverse;
                flatBody.AddFace(baseFace);

                remainingFins.AddRange(LoopUnfold(flatBody));                  // Most of the unfolding work is here

                List <FlatFin> cleanRemainingFins = new List <FlatFin>();
                foreach (FlatFin flatFin in remainingFins)
                {
                    if (!FlatFaceExists(flatFin.AdjacentFin.FlatFace.SourceFace))
                    {
                        cleanRemainingFins.Add(flatFin);
                    }
                }
                remainingFins = cleanRemainingFins;

                if (remainingFins.Count == 0)
                {
                    return;
                }
                else
                {
                    nextFin = remainingFins[0];
                    remainingFins.Remove(nextFin);
                    startFace = nextFin.AdjacentFin.FlatFace.SourceFace;
                }
            }
        }