public void FindFlatFacetsAtZIndex_FindsFlatFacets_Either_Orientation()
 {
     LoadSTL();
     Assert.Equal(2, LinAlgUtils.FindFlatFacetsAtZIndex(_stl, 10).Count);
     Assert.Equal(2, LinAlgUtils.FindFlatFacetsAtZIndex(_stl, -10).Count);
     Assert.Empty(LinAlgUtils.FindFlatFacetsAtZIndex(_stl, 2));
 }
 public void FindBottomFlatFacetsAtZIndex_FindsBottomFacets_IgnoresTopFacets()
 {
     LoadSTL();
     // Should Find the right facets at the top and bottom
     Assert.Equal(2, LinAlgUtils.FindBottomFlatFacetsAtZIndex(_stl, -10).Count);
     // Should ignore the facets facing the wrong direction
     Assert.Empty(LinAlgUtils.FindBottomFlatFacetsAtZIndex(_stl, 10));
 }
 public void FindFacetsIntersectingZIndex_IgnoresFlatFacets_FindsEdgesAndPoints()
 {
     LoadSTL();
     // there are technically 6 facets at this z, but 2 of them are flat
     Assert.Equal(4, LinAlgUtils.FindFacetsIntersectingZIndex(_stl, 10).Count);
     // sould also find single points
     Assert.Equal(4, LinAlgUtils.FindFacetsIntersectingZIndex(_stl, 8).Count);
 }
        public void CalculateZIntercept_GetsZValuesFromAnyTwoFacets()
        {
            // easy math, 45deg, all positive, from origin
            var v1 = new Vertex {
                X = 0, Y = 0, Z = 0
            };
            var v2 = new Vertex {
                X = 10, Y = 10, Z = 10
            };
            var p1 = new SlicePoint {
                X = 5, Y = 5
            };
            var z1 = 5;
            // crosses x- and y- axes, negative z-slope
            var v3 = new Vertex {
                X = -5, Y = -10, Z = 15
            };
            var v4 = new Vertex {
                X = 7, Y = 10, Z = 7
            };
            var p2 = new SlicePoint {
                X = 4, Y = 5
            };
            var z2 = 9;
            // crosses z-axis
            var v5 = new Vertex {
                X = 11, Y = 6, Z = -3
            };
            var v6 = new Vertex {
                X = 17, Y = -4, Z = 7
            };
            var p3 = new SlicePoint {
                X = 14, Y = 1
            };
            var z3 = 2;

            // Again, this should work regardless of direction
            var rp1 = LinAlgUtils.CalculateZIntercept(v1, v2, z1);
            var rp2 = LinAlgUtils.CalculateZIntercept(v1, v2, z1);

            Assert.True(rp1 == rp2 && rp1 == p1);

            rp1 = LinAlgUtils.CalculateZIntercept(v3, v4, z2);
            rp2 = LinAlgUtils.CalculateZIntercept(v4, v3, z2);
            Assert.True(rp1 == rp2 && rp1 == p2);

            rp1 = LinAlgUtils.CalculateZIntercept(v5, v6, z3);
            rp2 = LinAlgUtils.CalculateZIntercept(v6, v5, z3);
            Assert.True(rp1 == rp2 && rp1 == p3);
        }
Exemple #5
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        public Slice GetSliceAtZIndex(float z)
        {
            // cache this in the event you have to retrieve a single value more than once,
            // we don't want to have to do this math again
            if (!_slices.Keys.Contains(z))
            {
                var facets = LinAlgUtils.FindFacetsIntersectingZIndex(_stl, z);
                _slices[z] = new Slice
                {
                    Lines = facets.Select(f => LinAlgUtils.CreateLineFromFacetAtZIndex(f, z)).ToList()
                };
            }

            return(_slices[z]);
        }
        public void CalculateDimensionalValueAtIndex_CalculatesProperValuesAtMultipleAngles()
        {
            // easy math, 45dg all positive
            var p1 = new SlicePoint {
                X = 0, Y = 0
            };
            var p2 = new SlicePoint {
                X = 10, Y = 10
            };
            // crosses both axes
            var p3 = new SlicePoint {
                X = -3, Y = -1
            };
            var p4 = new SlicePoint {
                X = 10, Y = 7
            };
            // crosses Y-Axis, heading down
            var p5 = new SlicePoint {
                X = -5, Y = -2
            };
            var p6 = new SlicePoint {
                X = 16, Y = -14
            };

            // we shouldn't be using this for flat lines, but I'll make sure it works, regardless
            var p7 = new SlicePoint {
                X = 10, Y = 22
            };
            var p8 = new SlicePoint {
                X = 4, Y = 22
            };

            // Each time we should find the same value  regardless of which point is placed first
            Assert.Equal(5, LinAlgUtils.CalculateDimensionalValueAtIndex(p1, p2, 5));
            Assert.Equal(5, LinAlgUtils.CalculateDimensionalValueAtIndex(p2, p1, 5));

            Assert.Equal(3, LinAlgUtils.CalculateDimensionalValueAtIndex(p3, p4, 3.5f));
            Assert.Equal(3, LinAlgUtils.CalculateDimensionalValueAtIndex(p4, p3, 3.5f));

            Assert.Equal(-10, LinAlgUtils.CalculateDimensionalValueAtIndex(p5, p6, 9));
            Assert.Equal(-10, LinAlgUtils.CalculateDimensionalValueAtIndex(p6, p5, 9));

            Assert.Equal(22, LinAlgUtils.CalculateDimensionalValueAtIndex(p7, p8, 16));
            Assert.Equal(22, LinAlgUtils.CalculateDimensionalValueAtIndex(p8, p7, 16));
        }
 public void FindFacetsIntersectingZIndex_ReturnsAppropriateFacets()
 {
     LoadSTL();
     Assert.Equal(4, LinAlgUtils.FindFacetsIntersectingZIndex(_stl, 2).Count);
 }