Esempio n. 1
0
 public ExoStrut(bool IsEnd, double SetRadius, double SetHullRadius, LineCurve SetStrut, Plane SetPlane)
 {
     Radius     = SetRadius;
     HullRadius = SetHullRadius;
     Strut      = SetStrut;
     Strut.PerpendicularFrameAt(0.0, out HullPlane);
     Normal = Normal;
     if (IsEnd)
     {
         Strut.Reverse();
         HullPlane.Origin = Strut.PointAtStart;
         Normal          *= -1;
     }
     FixPlane = HullPlane;
 }
Esempio n. 2
0
        public static void Main()
        {
            List <Curve> L = new List <Curve>();

            int           S  = 0;
            List <double> Rs = new List <double>();
            List <double> Re = new List <double>();
            double        D  = 0;
            double        ND = 0;
            int           RP = 0;
            bool          O  = false;

            double Sides = (double)S;
            double Tol   = RhinoDoc.ActiveDoc.ModelAbsoluteTolerance;

            List <ExoNode>  ExoNodes  = new List <ExoNode>();
            List <ExoStrut> ExoStruts = new List <ExoStrut>();

            //ExoNodes.Add(new ExoNode());
            Rhino.Collections.Point3dList NodeLookup = new Rhino.Collections.Point3dList();
            int IdxL = 0;

            ExoNodes.Add(new ExoNode(L[0].PointAtStart));
            NodeLookup.Add(ExoNodes[0].Point3d);

            //cycle through each input curve to find unique nodes and assign struts to each node
            foreach (Curve StartL in L)
            {
                //strut as linecurve, and
                LineCurve StartLC = new LineCurve(StartL.PointAtStart, StartL.PointAtEnd);
                Plane     StartPlane;
                StartLC.PerpendicularFrameAt(0, out StartPlane);

                //create paired struts for each input curve
                for (int I = 0; I <= 1; I++)
                {
                    Point3d TestPoint;
                    double  StrutRadius;
                    bool    IsEnd;

                    //set variables based on whether the strut is the start or end strut
                    if (I == 0)
                    {
                        IsEnd     = false;
                        TestPoint = StartL.PointAtStart;
                        if (Rs.Count - 1 > IdxL)
                        {
                            StrutRadius = Rs[IdxL];
                        }
                        else
                        {
                            StrutRadius = Rs.Last();
                        }
                    }
                    else
                    {
                        IsEnd     = true;
                        TestPoint = StartL.PointAtEnd;
                        if (Re.Count - 1 > IdxL)
                        {
                            StrutRadius = Re[IdxL];
                        }
                        else
                        {
                            StrutRadius = Re.Last();
                        }
                    }

                    //register new nodes
                    int TestIndex = NodeLookup.ClosestIndex(TestPoint);
                    int NodeIndex = -1;
                    if (ExoNodes[TestIndex].Point3d.DistanceTo(TestPoint) < Tol)
                    {
                        NodeIndex = TestIndex;
                        ExoNodes[TestIndex].StrutIndices.Add(ExoStruts.Count);
                    }
                    else
                    {
                        NodeIndex = ExoNodes.Count;
                        ExoNodes.Add(new ExoNode(TestPoint));
                        ExoNodes.Last().StrutIndices.Add(ExoStruts.Count);
                    }

                    int LastStrut = ExoNodes[NodeIndex].StrutIndices.Last();
                    //register new struts
                    ExoStruts.Add(new ExoStrut(IsEnd, StrutRadius, StrutRadius / Math.Cos(Math.PI / Sides),
                                               StartLC, StartPlane));

                    //test each new strut in a given node against all of the other struts in a given node to calculate both local
                    //and global vertex offsets, both for hulling operation and for relocating vertices post-hull
                    if (ExoNodes[NodeIndex].StrutIndices.Count > 1)
                    {
                        foreach (int StrutIndex in ExoNodes[NodeIndex].StrutIndices)
                        {
                            if (StrutIndex != LastStrut)
                            {
                                double Radius     = Math.Max(ExoStruts[LastStrut].HullRadius, ExoStruts[StrutIndex].HullRadius);
                                double Theta      = Vector3d.VectorAngle(ExoStruts[LastStrut].Normal, ExoStruts[StrutIndex].Normal);
                                double TestOffset = Radius * Math.Cos(Theta * 0.5) / Math.Sin(Theta * 0.5);
                                if (TestOffset > ExoNodes[NodeIndex].HullOffset)
                                {
                                    ExoNodes[NodeIndex].HullOffset = TestOffset;
                                }
                                if (ExoNodes[NodeIndex].MaxRadius < Radius)
                                {
                                    ExoNodes[NodeIndex].MaxRadius = Radius;
                                }

                                double Offset1 = 0;
                                double Offset2 = 0;

                                ExoTools.OffsetCalculator(Theta, ExoStruts[LastStrut].HullRadius,
                                                          ExoStruts[StrutIndex].HullRadius, ref Offset1, ref Offset2);

                                Offset1 = Math.Max(ND, Offset1);
                                Offset2 = Math.Max(ND, Offset1);

                                if (ExoStruts[LastStrut].FixOffset < Offset1)
                                {
                                    ExoStruts[LastStrut].FixOffset = Offset1;
                                }
                                if (ExoStruts[StrutIndex].FixOffset < Offset1)
                                {
                                    ExoStruts[StrutIndex].FixOffset = Offset2;
                                }

                                double KnuckleMinSet = Math.Min(ExoStruts[LastStrut].Radius, ExoStruts[StrutIndex].Radius);
                                if (ExoNodes[NodeIndex].KnuckleMin <Tol || ExoNodes[NodeIndex].KnuckleMin> KnuckleMinSet)
                                {
                                    ExoNodes[NodeIndex].KnuckleMin = KnuckleMinSet;
                                }
                            }
                        }
                    }
                }
                IdxL += 1;
            }

            foreach (ExoNode HullNode in ExoNodes)
            {
                if (HullNode.StrutIndices.Count == 2)
                {
                    if (Vector3d.VectorAngle(ExoStruts[HullNode.StrutIndices[0]].Normal, ExoStruts[HullNode.StrutIndices[1]].Normal) - Math.PI < RhinoDoc.ActiveDoc.ModelAbsoluteTolerance)
                    {
                        HullNode.HullOffset = HullNode.MaxRadius * 0.5;
                    }
                }

                for (int HV = 0; HV < S; HV++)
                {
                    foreach (int StrutIdx in HullNode.StrutIndices)
                    {
                        if (HV == 0)
                        {
                            ExoStruts[StrutIdx].HullPlane.Origin = ExoStruts[StrutIdx].HullPlane.Origin + (ExoStruts[StrutIdx].Normal * HullNode.HullOffset);
                            HullNode.HullPoints.Add(HullNode.Point3d + (-ExoStruts[StrutIdx].Normal * (HullNode.HullOffset * 0.5)));
                            HullNode.HullVertexStrut.Add(-1);
                        }
                        HullNode.HullPoints.Add(ExoStruts[StrutIdx].HullPlane.PointAt(Math.Cos((HV / Sides) * Math.PI * 2) * ExoStruts[StrutIdx].Radius, Math.Sin((HV / Sides) * Math.PI * 2) * ExoStruts[StrutIdx].Radius));
                        HullNode.HullVertexStrut.Add(StrutIdx);
                    }
                }

                HullNode.HullVertexLookup.AddRange(HullNode.HullPoints);
            }
        }