Esempio n. 1
0
        public Tabs(LineStrip boundary, float toolRadius, bool inside = false)
        {
            originalBoundary = new Slice(new LineStrip[] { boundary }, new Plane(Vector3.UnitZ, Vector3.Zero));
            float offset = toolRadius;
            if (inside)
            {
                offset = -offset;
            }
            Slice slice = new Slice(originalBoundary);
            slice.Offset(offset);
            this.boundary = slice.GetLines(Slice.LineType.Outside).First(s => true);
            this.toolRadius = toolRadius;

            float length = this.boundary.Length(LineStrip.Type.Closed);
            int numTabs = (int)(length / desiredSpacing);
            if (numTabs < minTabs)
            {
                numTabs = 0;
            }

            float tabSpacing = length / numTabs;

            tabLocations = new List<Vector3>();
            foreach (var point in this.boundary.PointsAlongLine(tabSpacing, tabSpacing / 2.0f))
            {
                tabLocations.Add(point);
            }
        }
Esempio n. 2
0
 public void GenerateTabPaths(float toolRadius)
 {
     tabs.Clear();
     try
     {
         Slice s = new Slice(this, new Plane(Vector3.UnitZ, new Vector3(0, 0, MinPoint.Z + 0.002f)));
         foreach (var line in s.GetLines(Slice.LineType.Outside))
         {
             tabs.Add(new TabsGUI(line, toolRadius, false));
         }
         foreach (var line in s.GetLines(Slice.LineType.Hole))
         {
             tabs.Add(new TabsGUI(line, toolRadius, true));
         }
     }
     catch (Exception)
     {
     }
     this.Offset = offset; // Force the offset update in the tabs
 }