コード例 #1
0
ファイル: CollectorExtGeom.cs プロジェクト: eibre/RevitLookup
        Stream(ArrayList data, MeshTriangle meshTri)
        {
            data.Add(new Snoop.Data.ClassSeparator(typeof(MeshTriangle)));

            // TBD: not sure what get_index() is all about??

            data.Add(new Snoop.Data.Xyz("Vertex [0]", meshTri.get_Vertex(0)));
            data.Add(new Snoop.Data.Xyz("Vertex [1]", meshTri.get_Vertex(1)));
            data.Add(new Snoop.Data.Xyz("Vertex [2]", meshTri.get_Vertex(2)));
        }
コード例 #2
0
        /// <summary>
        /// Return the median point of a triangle by
        /// taking the average of its three vertices.
        /// </summary>
        XYZ MedianPoint(MeshTriangle triangle)
        {
            XYZ p = XYZ.Zero;

            p += triangle.get_Vertex(0);
            p += triangle.get_Vertex(1);
            p += triangle.get_Vertex(2);
            p *= 0.3333333333333333;
            return(p);
        }
コード例 #3
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        /// <summary>
        /// Calculates net volume.
        /// </summary>
        /// <param name="exporterIFC">
        /// The ExporterIFC object.
        /// </param>
        /// <param name="extrusionCreationData">
        /// The IFCExtrusionCreationData.
        /// </param>
        /// <param name="element">
        /// The element to calculate the value.
        /// </param>
        /// <param name="elementType">
        /// The element type.
        /// </param>
        /// <returns>
        /// True if the operation succeed, false otherwise.
        /// </returns>
        public override bool Calculate(ExporterIFC exporterIFC, IFCExtrusionCreationData extrusionCreationData, Element element, ElementType elementType)
        {
            double vol = 0;
            SolidMeshGeometryInfo geomInfo = GeometryUtil.GetSolidMeshGeometry(element);

            if (geomInfo.SolidsCount() > 0)
            {
                for (int ii = 0; ii < geomInfo.SolidsCount(); ++ii)
                {
                    vol += geomInfo.GetSolids()[ii].Volume;
                }
            }

            if (geomInfo.MeshesCount() > 0)
            {
                for (int jj = 0; jj < geomInfo.MeshesCount(); ++jj)
                {
                    Mesh geomMesh      = geomInfo.GetMeshes()[jj];
                    XYZ  arbitraryOrig = geomMesh.Vertices[0];
                    for (int i = 0; i < geomMesh.NumTriangles; ++i)
                    {
                        MeshTriangle meshTri = geomMesh.get_Triangle(i);
                        XYZ          v1      = meshTri.get_Vertex(0) - arbitraryOrig;
                        XYZ          v2      = meshTri.get_Vertex(1) - arbitraryOrig;
                        XYZ          v3      = meshTri.get_Vertex(2) - arbitraryOrig;
                        vol += v1.DotProduct(v2.CrossProduct(v3)) / 6.0f;
                    }
                }
            }

            m_Volume = UnitUtil.ScaleVolume(vol);
            if (m_Volume < MathUtil.Eps() * MathUtil.Eps() || m_Volume < MathUtil.Eps())
            {
                if (ParameterUtil.GetDoubleValueFromElementOrSymbol(element, "IfcQtyNetVolume", out m_Volume) == null)
                {
                    if (ParameterUtil.GetDoubleValueFromElementOrSymbol(element, "IfcNetVolume", out m_Volume) == null)
                    {
                        ParameterUtil.GetDoubleValueFromElementOrSymbol(element, "NetVolume", out m_Volume);
                    }
                }
                m_Volume = UnitUtil.ScaleVolume(m_Volume);
                if (m_Volume < MathUtil.Eps())
                {
                    return(false);
                }
                else
                {
                    return(true);
                }
            }
            else
            {
                return(true);
            }
        }
コード例 #4
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        private XYZ NormVect(MeshTriangle triangle)
        {
            XYZ vertex0 = triangle.get_Vertex(0);
            XYZ vertex1 = triangle.get_Vertex(1);
            XYZ vertex2 = triangle.get_Vertex(2);
            XYZ VecPoi1 = vertex1 - vertex0;
            XYZ VecPoi2 = vertex2 - vertex0;
            XYZ CP      = VecPoi1.CrossProduct(VecPoi2);
            XYZ Nor     = CP.Normalize();

            return(Nor);
        }
コード例 #5
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 void DrawMesh( Mesh mesh )
 {
   int n = mesh.NumTriangles;
   for( int i = 0; i < n; ++i )
   {
     MeshTriangle t = mesh.get_Triangle( i );
     XYZ p = t.get_Vertex( 0 );
     XYZ q = t.get_Vertex( 1 );
     XYZ r = t.get_Vertex( 2 );
     DrawInstanceTriangle( p, q, r );
     DrawSymbolTriangle( p, q, r );
   }
 }
コード例 #6
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        /// <summary>
        /// Return the area of a triangle as half of
        /// its height multiplied with its base length.
        /// </summary>
        double TriangleArea(MeshTriangle triangle)
        {
            XYZ a = triangle.get_Vertex(0);
            XYZ b = triangle.get_Vertex(1);
            XYZ c = triangle.get_Vertex(2);

            Line l = Line.CreateBound(a, b);

            double h = l.Project(c).Distance;

            double area = 0.5 * l.Length * h;

            return(area);
        }
コード例 #7
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        private void MeshData(GeometryObject obj)
        {
            Mesh mesh = obj as Mesh;

            if (null == mesh)
            {
                return;
            }
            StringBuilder str = new StringBuilder();

            for (int i = 0; i < mesh.NumTriangles; i++)
            {
                MeshTriangle triangular = mesh.get_Triangle(i);
                List <XYZ>   points     = new List <XYZ>();
                for (int n = 0; n < 3; n++)
                {
                    XYZ point = triangular.get_Vertex(n);
                    points.Add(point);
                    str.Append(point.ToString() + "\n");
                }
                XYZ iniPoint = points[0];
                points.Add(iniPoint);
            }
            TaskDialog td = new TaskDialog("vertex");

            td.MainContent = str.ToString();
            td.Show();
        }
コード例 #8
0
ファイル: ObjExporter.cs プロジェクト: alienwow/OBJExport
        /// <summary>
        /// 将给定三角形的顶点添加到顶点查找字典并发出三角形。
        /// Add the vertices of the given triangle to our
        /// vertex lookup dictionary and emit a triangle.
        /// </summary>
        void StoreTriangle(MeshTriangle triangle, ObjModel objModel)
        {
            var vFace = new VFace();

            for (int i = 0; i < 3; ++i)
            {
                XYZ p = triangle.get_Vertex(i);

                if (i == 0)
                {
                    vFace.Point1 = _vertices.AddVertex(new PointInt(p)) + 1;
                }
                else if (i == 1)
                {
                    vFace.Point2 = _vertices.AddVertex(new PointInt(p)) + 1;
                }
                else if (i == 2)
                {
                    vFace.Point3 = _vertices.AddVertex(new PointInt(p)) + 1;
                }
            }

            // 添加面数据
            objModel.Faces.Add(vFace);
        }
コード例 #9
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        /// <summary>
        /// Return an arbitrary point on a planar face,
        /// namely the midpoint of the first mesh triangle.
        /// </summary>
        XYZ PointOnFace(PlanarFace face)
        {
            XYZ  p    = new XYZ(0, 0, 0);
            Mesh mesh = face.Triangulate();

            for (int i = 0; i < mesh.NumTriangles;)
            {
                MeshTriangle triangle = mesh.get_Triangle(i);
                p += triangle.get_Vertex(0);
                p += triangle.get_Vertex(1);
                p += triangle.get_Vertex(2);
                p *= 0.3333333333333333;
                break;
            }
            return(p);
        }
コード例 #10
0
        /// <summary>
        /// generate data of a Mesh.
        /// </summary>
        /// <param name="obj">a geometry object of element.</param>
        private void AddMesh(GeometryObject obj)
        {
            Mesh       mesh   = obj as Mesh;
            List <XYZ> points = new List <XYZ>();

            // get all triangles of the mesh.
            for (int i = 0; i < mesh.NumTriangles; i++)
            {
                MeshTriangle trigangle = mesh.get_Triangle(i);

                for (int j = 0; j < 3; j++)
                {
                    // A vertex of the triangle.
                    Autodesk.Revit.DB.XYZ point = trigangle.get_Vertex(j);

                    double x = point.X;
                    double y = point.Y;
                    double z = point.Z;

                    points.Add(point);
                }

                Autodesk.Revit.DB.XYZ iniPoint = points[0];
                points.Add(iniPoint);

                m_curve3Ds.Add(points);
            }
        }
コード例 #11
0
        /// <summary>
        /// generate data of a Mesh
        /// </summary>
        /// <param name="obj"></param>
        /// <param name="transform"></param>
        private void AddMesh(GeometryObject obj, Transform transform)
        {
            Mesh mesh = obj as Mesh;

            if (null == mesh)
            {
                return;
            }

            //a face has a mesh, all meshes are made of triangles
            for (int i = 0; i < mesh.NumTriangles; i++)
            {
                MeshTriangle triangular = mesh.get_Triangle(i);
                List <XYZ>   points     = new List <XYZ>();
                try
                {
                    for (int n = 0; n < 3; n++)
                    {
                        Autodesk.Revit.DB.XYZ point    = triangular.get_Vertex(n);
                        Autodesk.Revit.DB.XYZ newPoint = MathUtil.GetBasis(point, transform);
                        points.Add(newPoint);
                    }
                    Autodesk.Revit.DB.XYZ iniPoint = points[0];
                    points.Add(iniPoint);
                    m_curve3Ds.Add(points);
                }
                catch
                {
                }
            }
        }
コード例 #12
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        public List <PlanarFace> GetMeshedFaces()
        {
            Mesh mesh = GetMesh();
            TessellatedShapeBuilder builder
                = new TessellatedShapeBuilder();

            builder.OpenConnectedFaceSet(false);

            List <XYZ> args = new List <XYZ>(3);

            XYZ[] triangleCorners = new XYZ[3];

            for (int i = 0; i < mesh.NumTriangles; ++i)
            {
                MeshTriangle triangle = mesh.get_Triangle(i);

                triangleCorners[0] = triangle.get_Vertex(0);
                triangleCorners[1] = triangle.get_Vertex(1);
                triangleCorners[2] = triangle.get_Vertex(2);

                TessellatedFace tesseFace
                    = new TessellatedFace(triangleCorners,
                                          ElementId.InvalidElementId);

                if (builder.DoesFaceHaveEnoughLoopsAndVertices(
                        tesseFace))
                {
                    builder.AddFace(tesseFace);
                }
            }

            builder.CloseConnectedFaceSet();

            TessellatedShapeBuilderResult result
                = builder.Build(
                      TessellatedShapeBuilderTarget.AnyGeometry,
                      TessellatedShapeBuilderFallback.Mesh,
                      ElementId.InvalidElementId);

            var geo = result.GetGeometricalObjects();

            var solids = GeoHelper.GetSolidsInModel(geo, GeoHelper.SolidVolumnConstraint.Any);
            var faces  = GeoHelper.GetSurfaces(solids.Keys);

            return(faces.OfType <PlanarFace>().ToList());
        }
コード例 #13
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        public void DrawFaceTriangleNormals(Face f)
        {
            Mesh mesh = f.Triangulate();
            int  n    = mesh.NumTriangles;

            string s = "{0} face triangulation returns "
                       + "mesh triangle{1} and normal vector{1}:";

            Debug.Print(
                s, n, Util.PluralSuffix(n));

            for (int i = 0; i < n; ++i)
            {
                MeshTriangle t = mesh.get_Triangle(i);

                XYZ p = (t.get_Vertex(0)
                         + t.get_Vertex(1)
                         + t.get_Vertex(2)) / 3;

                XYZ v = t.get_Vertex(1)
                        - t.get_Vertex(0);

                XYZ w = t.get_Vertex(2)
                        - t.get_Vertex(0);

                XYZ normal = v.CrossProduct(w).Normalize();

                Debug.Print(
                    "{0} {1} --> {2}", i,
                    Util.PointString(p),
                    Util.PointString(normal));

                CreateModelLine(_doc, p, p + normal);
            }
        }
コード例 #14
0
ファイル: ObjExporter.cs プロジェクト: sunjini/OBJExport
 /// <summary>
 /// Add the vertices of the given triangle to our
 /// vertex lookup dictionary and emit a triangle.
 /// </summary>
 void StoreTriangle(MeshTriangle triangle)
 {
     for (int i = 0; i < 3; ++i)
     {
         XYZ      p = triangle.get_Vertex(i);
         PointInt q = new PointInt(p);
         _triangles.Add(_vertices.AddVertex(q));
     }
 }
コード例 #15
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        private void MeshProcess(Mesh geomMesh)
        {
            try
            {
                uint iStartId = (uint)Lid_Vertices.Count;

                uint iNextId = iStartId / 3;
                fr_Progress.SetProBarData(geomMesh.NumTriangles);
                for (int i = 0; i < geomMesh.NumTriangles; i++)
                {
                    fr_Progress.AddValueProBarData(i + 1);
                    MeshTriangle triangle = geomMesh.get_Triangle(i);
                    XYZ          vertex   = triangle.get_Vertex(0);
                    Liu_Indices.Add(3);
                    AddVertex(iStartId, vertex, iNextId++);
                    vertex = triangle.get_Vertex(1);
                    AddVertex(iStartId, vertex, iNextId++);
                    vertex = triangle.get_Vertex(2);
                    AddVertex(iStartId, vertex, iNextId++);
                    XYZ normal = NormVect(triangle);
                    for (int inorms = 0; inorms < 3; inorms++)
                    {
                        Lid_Normals.Add(normal.X);
                        Lid_Normals.Add(normal.Y);
                        Lid_Normals.Add(normal.Z);
                        //Lid_TextureCoords.Add(normal.X);
                        //Lid_TextureCoords.Add(normal.Y);
                        //Lid_TextureCoords.Add(normal.Z);
                    }
                }
                Liu_FeatureIndex.Add((uint)geomMesh.NumTriangles * 3);
            }
            catch (Exception e)
            {
                string message;
                // Exception rised, report it by revit error reporting mechanism.
                message = "MeshProcess fails for Reason:" + Environment.NewLine;
                File.AppendAllText(@"C:\CadFaster\Revit\ExeWriter_log.txt", message);
                message = e.ToString();
                //File.AppendAllText(@"C:\CadFaster\Revit\ExeWriter_log.txt", message);
                //return Autodesk.Revit.UI.Result.Failed;
            }
            //End of MeshProcess
        }
コード例 #16
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        // must return an array to make mesh double sided
        public static Mesh3D[] RevitMeshToHelixMesh(Mesh rmesh)
        {
            var indicesFront = new List <int>();
            var indicesBack  = new List <int>();
            var vertices     = new List <Point3D>();

            for (int i = 0; i < rmesh.NumTriangles; ++i)
            {
                MeshTriangle tri = rmesh.get_Triangle(i);

                for (int k = 0; k < 3; ++k)
                {
                    Point3D newPoint = RevitPointToWindowsPoint(tri.get_Vertex(k));

                    bool newPointExists = false;
                    for (int l = 0; l < vertices.Count; ++l)
                    {
                        Point3D p = vertices[l];
                        if ((p.X == newPoint.X) && (p.Y == newPoint.Y) && (p.Z == newPoint.Z))
                        {
                            indicesFront.Add(l);
                            newPointExists = true;
                            break;
                        }
                    }

                    if (newPointExists)
                    {
                        continue;
                    }

                    indicesFront.Add(vertices.Count);
                    vertices.Add(newPoint);
                }

                int a = indicesFront[indicesFront.Count - 3];
                int b = indicesFront[indicesFront.Count - 2];
                int c = indicesFront[indicesFront.Count - 1];

                indicesBack.Add(c);
                indicesBack.Add(b);
                indicesBack.Add(a);
            }

            var meshes = new List <Mesh3D>
            {
                new Mesh3D(vertices, indicesFront),
                new Mesh3D(vertices, indicesBack)
            };

            return(meshes.ToArray());
        }
コード例 #17
0
        void GetMesh(
            Mesh mesh,
            out JtFace fInstance,
            out JtFace fSymbol)
        {
            int n = mesh.NumTriangles;

            fInstance = new JtFace(n);
            fSymbol   = InSymbol ? new JtFace(n) : null;
            for (int i = 0; i < n; ++i)
            {
                MeshTriangle t = mesh.get_Triangle(i);
                XYZ          p = t.get_Vertex(0);
                XYZ          q = t.get_Vertex(1);
                XYZ          r = t.get_Vertex(2);
                fInstance.Add(GetInstanceTriangle(p, q, r));
                if (InSymbol)
                {
                    fSymbol.Add(GetSymbolTriangle(p, q, r));
                }
            }
        }
コード例 #18
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        /// <summary>
        /// Calculates net surface area.
        /// </summary>
        /// <param name="exporterIFC">
        /// The ExporterIFC object.
        /// </param>
        /// <param name="extrusionCreationData">
        /// The IFCExtrusionCreationData.
        /// </param>
        /// <param name="element">
        /// The element to calculate the value.
        /// </param>
        /// <param name="elementType">
        /// The element type.
        /// </param>
        /// <returns>
        /// True if the operation succeed, false otherwise.
        /// </returns>
        public override bool Calculate(ExporterIFC exporterIFC, IFCExtrusionCreationData extrusionCreationData, Element element, ElementType elementType)
        {
            double areaSum = 0;
            SolidMeshGeometryInfo geomInfo = GeometryUtil.GetSolidMeshGeometry(element);

            if (geomInfo.SolidsCount() > 0)
            {
                for (int ii = 0; ii < geomInfo.SolidsCount(); ++ii)
                {
                    foreach (Face f in geomInfo.GetSolids()[ii].Faces)
                    {
                        areaSum += f.Area;
                    }
                }
            }

            if (geomInfo.MeshesCount() > 0)
            {
                for (int jj = 0; jj < geomInfo.MeshesCount(); ++jj)
                {
                    Mesh geomMesh      = geomInfo.GetMeshes()[jj];
                    XYZ  arbitraryOrig = geomMesh.Vertices[0];
                    for (int ii = 0; ii < geomMesh.NumTriangles; ++ii)
                    {
                        MeshTriangle meshTri = geomMesh.get_Triangle(ii);
                        double       a       = meshTri.get_Vertex(1).DistanceTo(meshTri.get_Vertex(0));
                        double       b       = meshTri.get_Vertex(2).DistanceTo(meshTri.get_Vertex(1));
                        double       c       = meshTri.get_Vertex(0).DistanceTo(meshTri.get_Vertex(2));
                        areaSum += (a + b + c) / 2.0;
                    }
                }
            }

            m_Area = UnitUtil.ScaleArea(areaSum);
            if (m_Area < MathUtil.Eps() * MathUtil.Eps() || m_Area < MathUtil.Eps())
            {
                if (ParameterUtil.GetDoubleValueFromElementOrSymbol(element, "IfcQtyNetSurfaceArea", out m_Area) == null)
                {
                    if (ParameterUtil.GetDoubleValueFromElementOrSymbol(element, "IfcNetSurfaceArea", out m_Area) == null)
                    {
                        ParameterUtil.GetDoubleValueFromElementOrSymbol(element, "NetSurfaceArea", out m_Area);
                    }
                }
                m_Area = UnitUtil.ScaleArea(m_Area);
                if (m_Area < MathUtil.Eps() * MathUtil.Eps() || m_Area < MathUtil.Eps())
                {
                    return(false);
                }
                else
                {
                    return(true);
                }
            }
            else
            {
                return(true);
            }
        }
コード例 #19
0
        /// <summary>
        /// Add the 2D projection of the given mesh triangles
        /// to the current element outline union
        /// </summary>
        static public bool AddToUnion(
            Polygons union,
            VertexLookup vl,
            Clipper c,
            Mesh m)
        {
            int n = m.NumTriangles;

            Polygons triangles = new Polygons(n);
            Polygon  triangle  = new Polygon(3);

            for (int i = 0; i < n; ++i)
            {
                MeshTriangle mt = m.get_Triangle(i);

                triangle.Clear();
                triangle.Add(vl.GetOrAdd(mt.get_Vertex(0)));
                triangle.Add(vl.GetOrAdd(mt.get_Vertex(1)));
                triangle.Add(vl.GetOrAdd(mt.get_Vertex(2)));
                triangles.Add(triangle);
            }
            return(c.AddPaths(triangles, PolyType.ptSubject, true));
        }
コード例 #20
0
        Stream(Mesh mesh)
        {
            for (int i = 0; i < mesh.NumTriangles; i++)
            {
                MeshTriangle mt = mesh.get_Triangle(i);

                Stream(mt.get_Vertex(0), mt.get_Vertex(1));
                Stream(mt.get_Vertex(1), mt.get_Vertex(2));
                Stream(mt.get_Vertex(2), mt.get_Vertex(0));
            }
        }
コード例 #21
0
ファイル: Triangle3D.cs プロジェクト: HoareLea/SAM_Revit
 public static Triangle3D ToSAM(this MeshTriangle meshTriangle)
 {
     return(new Triangle3D(meshTriangle.get_Vertex(0).ToSAM(), meshTriangle.get_Vertex(1).ToSAM(), meshTriangle.get_Vertex(2).ToSAM()));
 }
コード例 #22
0
        /// <summary>
        /// Get triangles in a solid with transform.
        /// </summary>
        /// <param name="solid">The solid contains triangulars</param>
        /// <param name="transform">The transformation.</param>
        private void GetTriangular(Document document, Solid solid, Transform transform)
        {
            // a solid has many faces
            FaceArray faces        = solid.Faces;
            bool      hasTransform = (null != transform);

            if (0 == faces.Size)
            {
                return;
            }

            foreach (Face face in faces)
            {
                if (face.Visibility != Visibility.Visible)
                {
                    continue;
                }
                Mesh mesh;

                if (null != m_Settings.Detail)
                {
                    mesh = face.Triangulate((double)m_Settings.Detail);
                }
                else
                {
                    mesh = face.Triangulate();
                }

                if (null == mesh)
                {
                    continue;
                }

                m_TriangularNumber += mesh.NumTriangles;

                PlanarFace planarFace = face as PlanarFace;

                // write face to stl file
                // a face has a mesh, all meshes are made of triangles
                for (int ii = 0; ii < mesh.NumTriangles; ii++)
                {
                    MeshTriangle          triangular = mesh.get_Triangle(ii);
                    double[]              xyz        = new double[9];
                    Autodesk.Revit.DB.XYZ normal     = new Autodesk.Revit.DB.XYZ();
                    try
                    {
                        Autodesk.Revit.DB.XYZ[] triPnts = new Autodesk.Revit.DB.XYZ[3];
                        for (int n = 0; n < 3; ++n)
                        {
                            double x, y, z;
                            Autodesk.Revit.DB.XYZ point = triangular.get_Vertex(n);
                            if (hasTransform)
                            {
                                point = transform.OfPoint(point);
                            }
                            if (m_Settings.ExportSharedCoordinates)
                            {
                                ProjectPosition ps = document.ActiveProjectLocation.GetProjectPosition(point);
                                x = ps.EastWest;
                                y = ps.NorthSouth;
                                z = ps.Elevation;
                            }
                            else
                            {
                                x = point.X;
                                y = point.Y;
                                z = point.Z;
                            }
                            if (m_Settings.Units != DisplayUnitType.DUT_UNDEFINED)
                            {
                                xyz[3 * n]     = UnitUtils.ConvertFromInternalUnits(x, m_Settings.Units);
                                xyz[3 * n + 1] = UnitUtils.ConvertFromInternalUnits(y, m_Settings.Units);
                                xyz[3 * n + 2] = UnitUtils.ConvertFromInternalUnits(z, m_Settings.Units);
                            }
                            else
                            {
                                xyz[3 * n]     = x;
                                xyz[3 * n + 1] = y;
                                xyz[3 * n + 2] = z;
                            }

                            var mypoint = new XYZ(xyz[3 * n], xyz[3 * n + 1], xyz[3 * n + 2]);
                            triPnts[n] = mypoint;
                        }

                        Autodesk.Revit.DB.XYZ pnt1 = triPnts[1] - triPnts[0];
                        normal = pnt1.CrossProduct(triPnts[2] - triPnts[1]);
                    }
                    catch (Exception ex)
                    {
                        m_TriangularNumber--;
                        STLDialogManager.ShowDebug(ex.Message);
                        continue;
                    }

                    if (m_Writer is SaveDataAsBinary && m_Settings.ExportColor)
                    {
                        Material material = document.GetElement(face.MaterialElementId) as Material;
                        if (material != null)
                        {
                            ((SaveDataAsBinary)m_Writer).Color = material.Color;
                        }
                    }

                    m_Writer.WriteSection(normal, xyz);
                }
            }
        }
コード例 #23
0
        public static void Execute1(
            ExternalCommandData commandData)
        {
            Transaction trans = null;

            UIDocument uidoc = commandData.Application
                               .ActiveUIDocument;

            Document doc = uidoc.Document;

            try
            {
                Selection choices = uidoc.Selection;

                Reference reference = choices.PickObject(
                    ObjectType.Face);

                Element el = doc.GetElement(
                    reference.ElementId);

                trans = new Transaction(doc, "Create elements");
                trans.Start();

                TessellatedShapeBuilder builder
                    = new TessellatedShapeBuilder();

                builder.OpenConnectedFaceSet(false);

                Face face = el.GetGeometryObjectFromReference(
                    reference) as Face;

                Mesh       mesh = face.Triangulate();
                List <XYZ> args = new List <XYZ>(3);

                XYZ offset = new XYZ();
                if (el.Location is LocationPoint)
                {
                    LocationPoint locationPoint = el.Location
                                                  as LocationPoint;
                    offset = locationPoint.Point;
                }

                for (int i = 0; i < mesh.NumTriangles; i++)
                {
                    MeshTriangle triangle = mesh.get_Triangle(
                        i);

                    XYZ p1 = triangle.get_Vertex(0);
                    XYZ p2 = triangle.get_Vertex(1);
                    XYZ p3 = triangle.get_Vertex(2);

                    p1 = p1.Add(offset);
                    p2 = p2.Add(offset);
                    p3 = p3.Add(offset);

                    args.Clear();
                    args.Add(p1);
                    args.Add(p2);
                    args.Add(p3);

                    TessellatedFace tesseFace
                        = new TessellatedFace(args,
                                              ElementId.InvalidElementId);

                    if (builder.DoesFaceHaveEnoughLoopsAndVertices(
                            tesseFace))
                    {
                        builder.AddFace(tesseFace);
                    }
                }

                builder.CloseConnectedFaceSet();

                //TessellatedShapeBuilderResult result
                //  = builder.Build(
                //    TessellatedShapeBuilderTarget.AnyGeometry,
                //    TessellatedShapeBuilderFallback.Mesh,
                //    ElementId.InvalidElementId ); // 2016

                builder.Target   = TessellatedShapeBuilderTarget.AnyGeometry;    // 2018
                builder.Fallback = TessellatedShapeBuilderFallback.Mesh;         // 2018

                builder.Build();                                                 // 2018

                TessellatedShapeBuilderResult result = builder.GetBuildResult(); // 2018

                ElementId categoryId = new ElementId(
                    BuiltInCategory.OST_GenericModel);

                //DirectShape ds = DirectShape.CreateElement(
                //  doc, categoryId,
                //  Assembly.GetExecutingAssembly().GetType()
                //  .GUID.ToString(), Guid.NewGuid().ToString() ); // 2016

                DirectShape ds = DirectShape.CreateElement(
                    doc, categoryId); // 2018

                ds.ApplicationId = Assembly.GetExecutingAssembly()
                                   .GetType().GUID.ToString();    // 2018

                ds.ApplicationDataId = Guid.NewGuid().ToString(); // 2018

                ds.SetShape(result.GetGeometricalObjects());

                ds.Name = "MyShape";

                trans.Commit();
            }
            catch (Exception ex)
            {
                if (trans != null)
                {
                    trans.RollBack();
                }

                Debug.Print(ex.Message);
            }
        }
コード例 #24
0
        private void DataProcess(Solid geomSolid, GeometryInstance instance)
        {
            try
            {
                uint ufaces    = 0;
                uint uVertices = 0;
                uint uPoints   = 0;
                uint iStartId  = (uint)d_VerticesList.Count;
                foreach (Face geomFace in geomSolid.Faces)
                {
                    iStartId = (uint)d_VerticesList.Count;
                    bool bNewFace = true;
                    ufaces++;
                    Mesh mesh = geomFace.Triangulate();
                    foreach (XYZ ii in mesh.Vertices)
                    {
                        uVertices++;

                        XYZ point = ii;
                        if (null != instance)
                        {
                            Transform instTransform    = instance.Transform;
                            XYZ       transformedPoint = instTransform.OfPoint(point);
                        }
                    }
                    uint iNextId = 0;
                    for (int i = 0; i < mesh.NumTriangles; i++)
                    {
                        MeshTriangle triangle = mesh.get_Triangle(i);
                        XYZ          vertex   = triangle.get_Vertex(0);
                        if (bNewFace)
                        {
                            iNextId  = iStartId / 3;
                            bNewFace = false;
                        }

                        u_IndicesList.Add(3);
                        AddVertex(iStartId, vertex, iNextId++);
                        vertex = triangle.get_Vertex(1);
                        AddVertex(iStartId, vertex, iNextId++);
                        vertex = triangle.get_Vertex(2);
                        AddVertex(iStartId, vertex, iNextId++);
                    }
                    XYZ        origin     = new XYZ(0, 0, 0);
                    XYZ        normal     = new XYZ(0, 0, 0);
                    XYZ        vector     = new XYZ(0, 0, 0);
                    PlanarFace planarFace = geomFace as PlanarFace;
                    if (null != planarFace)
                    {
                        origin = planarFace.Origin;
                        normal = planarFace.Normal;
                        vector = planarFace.get_Vector(0);
                    }
                    ConicalFace ConFace = geomFace as ConicalFace;
                    if (null != ConFace)
                    {
                        origin = ConFace.Origin;
                        normal = ConFace.Axis;
                        vector = ConFace.get_Radius(0);
                    }

                    HermiteFace HermiteFace = geomFace as HermiteFace;
                    if (null != HermiteFace)
                    {
                        origin = new XYZ(0, 0, 0); //HermiteFace.Points;
                        normal = new XYZ(0, 0, 0); //HermiteFace.TaAxis;
                        vector = new XYZ(0, 0, 0); //HermiteFace.get_Tangents(0);
                    }
                    RevolvedFace RevolFace = geomFace as RevolvedFace;
                    if (null != RevolFace)
                    {
                        origin = RevolFace.Origin;
                        normal = RevolFace.Axis;
                        vector = RevolFace.get_Radius(0);
                    }
                    RuledFace RulFace = geomFace as RuledFace;
                    if (null != RulFace)
                    {
                        origin = new XYZ(0, 0, 0);  // RulFace.get_Point;
                        normal = new XYZ(0, 0, 0);  ///RulFace.Axis;
                        vector = RulFace.get_Point(0);
                    }
                    CylindricalFace CylinFace = geomFace as CylindricalFace;
                    if (null != CylinFace)
                    {
                        origin = CylinFace.Origin;
                        normal = CylinFace.Axis;
                        vector = CylinFace.get_Radius(0);
                    }
                    uint featuresCount = 0;
                    for (int s = d_NormalsList.Count; s < d_VerticesList.Count; s += 3)
                    {
                        d_NormalsList.Add(normal.X);
                        d_NormalsList.Add(normal.Y);
                        d_NormalsList.Add(normal.Z);
                        d_TextureCoordsList.Add(normal.X);
                        d_TextureCoordsList.Add(normal.Y);
                        d_TextureCoordsList.Add(normal.Z);
                        featuresCount++;
                    }
                    u_FeaturesIndList.Add(featuresCount);
                }

                foreach (Edge edge in geomSolid.Edges)
                {
                    foreach (XYZ ii in edge.Tessellate())
                    {
                        uPoints++;
                        XYZ point = ii;
                        if (null != instance)
                        {
                            Transform instTransform    = instance.Transform;
                            XYZ       transformedPoint = instTransform.OfPoint(point);
                        }
                    }
                }//foreach (Face geomFace in geomSolid.Faces)
                 //string Osa = element.Name.ToString() + element.Id.ToString();
            }
            catch (Exception e)
            {
                string message;
                // Exception rised, report it by revit error reporting mechanism.
                message = e.ToString();
                File.AppendAllText(@"C:\CadFaster\Revit\ExeWriter_log.txt", message);
                //return Autodesk.Revit.UI.Result.Failed;
            }
            //End of DataProcess
        }
コード例 #25
0
ファイル: Command.cs プロジェクト: dangwalsh/ExportObj
 /// <summary>
 /// Add the vertices of the given triangle to our
 /// vertex lookup dictionary and emit a triangle.
 /// </summary>
 void StoreTriangle(MeshTriangle triangle)
 {
     for (int i = 0; i < 3; ++i)
     {
         XYZ p = triangle.get_Vertex(i);
         PointInt q = new PointInt(p);
         _triangles.Add(_vertices.AddVertex(q));
     }
 }
コード例 #26
0
        public Result Execute(
            ExternalCommandData commandData,
            ref string message,
            ElementSet elements)
        {
            UIApplication uiapp = commandData.Application;
            UIDocument    uidoc = uiapp.ActiveUIDocument;
            Application   app   = uiapp.Application;
            Document      doc   = uidoc.Document;

            double scale = 304.8;

            #region TEST

            ////cut line endpoints
            //XYZ v1 = new XYZ(0, 2000, 0)/scale;
            //XYZ v2 = new XYZ(6018, 2000, 0) / scale;


            ////rhino cut line endpoints
            //         rg.Point3d rv0 = new rg.Point3d(0, 2000, 0);
            //         rg.Point3d rv1 = new rg.Point3d(6018, 2000, 0);
            //rg.Point3d rv2 = new rg.Point3d(0, 2000, 1);

            ////rhino cut plane
            //rg.Plane cutPlane = new rg.Plane(rv0, rv1, rv2);



            ////wip points
            //rg.Point3d rv3 = new rg.Point3d(857, 203, 4597);
            //rg.Point3d rv4 = new rg.Point3d(857, 6221, 4597);
            //rg.Point3d rv5 = new rg.Point3d(9818, 6221, 4597);


            //         //wip plane
            //         rg.Plane rhinoPlane = new rg.Plane(rv3, rv4, rv5);

            //         rg.Line intLine;

            //         var result = rg.Intersect.Intersection.PlanePlane(cutPlane, rhinoPlane, out intLine);

            //         using (Transaction t = new Transaction(doc, "Project Line"))
            //         {
            //             t.Start();

            //             SketchPlane sp = SketchPlane.Create(doc, RhinoToRevitPlane(cutPlane));

            //             doc.Create.NewModelCurve(RhinoToRevitLine(intLine), sp);

            //             t.Commit();
            //         }

            //         TaskDialog.Show("r", "Done");

            #endregion


            #region Revit

            //	SELECT THE LINE TO PROJECT AND CONSTRUCT THE PLANE TO INTERSECT THE MESH
            Reference lineToProject = uidoc.Selection.PickObject(ObjectType.Element, "Select cut Line");
            Element   lineElement   = doc.GetElement(lineToProject);

            CurveElement  curveLine    = lineElement as CurveElement;
            LocationCurve lineLocation = lineElement.Location as LocationCurve;

            Line line = lineLocation.Curve as Line;

            rg.Line rhinoCutLine = new rg.Line(RevitToRhinoPoint(line.GetEndPoint(0)), RevitToRhinoPoint(line.GetEndPoint(1)));

            XYZ perpDir = line.Direction.CrossProduct(XYZ.BasisZ).Normalize();

            Plane cutPlane = Plane.CreateByNormalAndOrigin(perpDir, line.GetEndPoint(0));

            // GET THE MESH GEOMETRY

            Reference meshRef = uidoc.Selection.PickObject(ObjectType.Element, "Select Mesh");
            Element   e       = doc.GetElement(meshRef);

            Options opt = new Options();
            opt.ComputeReferences        = true;
            opt.IncludeNonVisibleObjects = false;
            opt.View = doc.ActiveView;

            GeometryElement geomElem = e.get_Geometry(opt);

            Mesh geomMesh = null;

            foreach (GeometryObject geomObj in geomElem)
            {
                GeometryInstance gi = geomObj as GeometryInstance;

                if (gi != null)
                {
                    foreach (GeometryObject element in gi.GetInstanceGeometry())
                    {
                        geomMesh = element as Mesh;
                    }
                }
                else
                {
                    geomMesh = geomObj as Mesh;
                }
            }


            int counter = 0;

            using (Transaction t = new Transaction(doc, "Project Line"))
            {
                t.Start();
                SketchPlane sp = SketchPlane.Create(doc, cutPlane);

                XYZ spOrigin = sp.GetPlane().Origin;
                Debug.Write($"Sketch plane origin: {spOrigin}\n");

                XYZ spNormal = sp.GetPlane().Normal;
                Debug.Write($"Sketch plane normal: {spNormal}\n");

                Line spX = Line.CreateBound(spOrigin, spOrigin + XYZ.BasisZ * 100);
                Debug.Write($"line start: {spX.GetEndParameter(0)}\n");
                Debug.Write($"line end: {spX.GetEndParameter(1)}\n");

                ModelCurve mc = doc.Create.NewModelCurve(spX, sp);
                Debug.Write($"mc: {mc.Id}\n");

                List <XYZ> intersectionPoints = new List <XYZ>();

                for (int i = 0; i < geomMesh.NumTriangles; i++)
                {
                    MeshTriangle triangle = geomMesh.get_Triangle(i);
                    XYZ          vertex1  = triangle.get_Vertex(0);
                    XYZ          vertex2  = triangle.get_Vertex(1);
                    XYZ          vertex3  = triangle.get_Vertex(2);

                    rg.Point3d rhinoVertex1 = RevitToRhinoPoint(vertex1);
                    rg.Point3d rhinoVertex2 = RevitToRhinoPoint(vertex2);
                    rg.Point3d rhinoVertex3 = RevitToRhinoPoint(vertex3);

                    List <rg.Line> rhinoEdges = new List <rg.Line> {
                        new rg.Line(rhinoVertex1, rhinoVertex2), new rg.Line(rhinoVertex1, rhinoVertex2), new rg.Line(rhinoVertex1, rhinoVertex2)
                    };

                    XYZ[] pts = new XYZ[2];

                    int ptscount = 0;

                    foreach (rg.Line edge in rhinoEdges)
                    {
                        double a = 0;
                        double b = 0;

                        bool result = rg.Intersect.Intersection.LineLine(edge, rhinoCutLine, out a, out b);

                        if (result)
                        {
                            intersectionPoints.Add(RhinoToRevitPoint(edge.PointAt(a)));
                            pts[ptscount] = RhinoToRevitPoint(edge.PointAt(a));
                            ptscount      = 1;
                            counter++;
                        }
                    }

                    if (pts[0] != null)
                    {
                        try
                        {
                            Line temp = Line.CreateBound(pts[0], pts[0] + XYZ.BasisZ * 100);
                            //Line li = Line.CreateBound(pts[0], new XYZ(pts[0].X, pts[0].Y, pts[0].Z +100));
                            doc.Create.NewModelCurve(temp, sp);
                        }
                        catch { }
                    }
                }


                t.Commit();
            }
            TaskDialog.Show("Intersections found", counter.ToString());

            #endregion

            return(Result.Succeeded);
        }
コード例 #27
0
        void SubDivideSoffits_CreateFireRatedLayers(Document doc)
        {
            try
            {
                #region Get Soffits
                List <Element> Soffits = new FilteredElementCollector(doc).OfCategory(BuiltInCategory.OST_Floors).ToElements().Where(m => !(m is ElementType)).ToList();

                #endregion

                //Subdivide
                foreach (Element Soffit in Soffits.Where(m => m.Name.ToLower().Contains("eave")))
                {
                    #region Get Soffit Geometry
                    Options ops = new Options();
                    ops.DetailLevel = ViewDetailLevel.Fine;
                    ops.IncludeNonVisibleObjects = true;
                    GeometryElement Geo = Soffit.get_Geometry(ops);

                    #endregion

                    foreach (var item in Geo)
                    {
                        if (item is Solid)
                        {
                            #region Get one of the Main Faces, it doesn't really matter if it is top or bottom
                            Solid       GSol = item as Solid;
                            List <Face> Fs   = new List <Face>();
                            foreach (Face f in GSol.Faces)
                            {
                                Fs.Add(f);
                            }
                            Face F = Fs.Where(m => m.Area == Fs.Max(a => a.Area)).First();
                            #endregion

                            #region Triangulate the Face with max detail
                            Mesh M = F.Triangulate(1);
                            #endregion

                            #region Create Variables for: the curves that will define the new Soffits, List of Custom Triangle Class, List of Custom Pair of Triangle Class
                            List <List <Curve> > LLC       = new List <List <Curve> >();
                            List <Triangle>      Triangles = new List <Triangle>();
                            List <TrianglePair>  TPairs    = new List <TrianglePair>();

                            #endregion

                            #region Loop Through Triangles & Add Them to the list of My Triangle Class
                            for (int i = 0; i < M.NumTriangles; i++)
                            {
                                List <Curve> LC = new List <Curve>();

                                #region Make List of Curves From Triangle
                                MeshTriangle MT     = M.get_Triangle(i);
                                List <Curve> Curves = new List <Curve>();
                                Curve        C      = Line.CreateBound(MT.get_Vertex(0), MT.get_Vertex(1)) as Curve;
                                Curves.Add(C);
                                C = Line.CreateBound(MT.get_Vertex(1), MT.get_Vertex(2)) as Curve;
                                Curves.Add(C);
                                C = Line.CreateBound(MT.get_Vertex(2), MT.get_Vertex(0)) as Curve;
                                Curves.Add(C);
                                #endregion

                                Triangle T = new Triangle();
                                T.Sides = new List <Curve>();
                                T.Sides = Curves;

                                T.Vertices = new List <XYZ>();
                                T.Vertices.Add(MT.get_Vertex(0));
                                T.Vertices.Add(MT.get_Vertex(1));
                                T.Vertices.Add(MT.get_Vertex(2));
                                Triangles.Add(T);
                            }
                            #endregion

                            #region Loop Through Triangles And Create Trapezoid Pairs To Catch The Segments, Getting Rid of The Shared sides
                            bool GO = true;
                            do
                            {
                                Triangle TKeeper1 = new Triangle();
                                Triangle TKeeper2 = new Triangle();

                                foreach (Triangle T in Triangles)
                                {
                                    TKeeper1 = new Triangle();
                                    foreach (Triangle T2 in Triangles)
                                    {
                                        TKeeper2 = new Triangle();
                                        if (T != T2)
                                        {
                                            if (FindCurvesFacing(T, T2) != null)
                                            {
                                                if (FindCurvesFacing(T, T2)[0].Length == T.Sides.Min(c => c.Length) ||
                                                    FindCurvesFacing(T, T2)[1].Length == T2.Sides.Min(c => c.Length))
                                                {
                                                    continue;
                                                }
                                                Curve[] Cs = FindCurvesFacing(T, T2);
                                                T.Sides.Remove(Cs[0]);
                                                T2.Sides.Remove(Cs[1]);
                                                if (T.Sides.Count() == 2 && T2.Sides.Count() == 2)
                                                {
                                                    TKeeper1 = T;
                                                    TKeeper2 = T2;
                                                    goto ADDANDGOROUND;
                                                }
                                            }
                                        }
                                    }
                                }
                                GO = false;
ADDANDGOROUND:
                                if (GO)
                                {
                                    Triangles.Remove(TKeeper1);
                                    Triangles.Remove(TKeeper2);
                                    TrianglePair TP = new TrianglePair();
                                    TP.T1 = TKeeper1;
                                    TP.T2 = TKeeper2;
                                    TPairs.Add(TP);
                                }
                            } while(GO);

                            #endregion

                            #region Create Curve Loops From Triangle Pairs
                            foreach (TrianglePair TPair in TPairs)
                            {
                                List <Curve> Cs = new List <Curve>();

                                Cs.AddRange(TPair.T1.Sides);
                                Cs.AddRange(TPair.T2.Sides);

                                LLC.Add(Cs);
                            }
                            #endregion

                            double    Offset = Convert.ToDouble(Soffit.LookupParameter("Height Offset From Level").AsValueString());
                            FloorType FT     = (Soffit as Floor).FloorType;
                            Level     Lvl    = doc.GetElement((Soffit as Floor).LevelId) as Level;

                            #region Delete Old Soffit If All Went Well
                            using (Transaction T = new Transaction(doc, "Delete Soffit"))
                            {
                                T.Start();
                                doc.Delete(Soffit.Id);
                                T.Commit();
                            }
                            #endregion

                            #region Sort The Lists of Curves and Create The New Segments
                            foreach (List <Curve> LC in LLC)
                            {
                                List <Curve> LCSorted = new List <Curve>();
                                try
                                {
                                    LCSorted = SortCurvesContiguous(LC, false);
                                }

                                #region Exception Details if Curves Could not be sorted
                                catch (Exception EXC)
                                {
                                    string exmsge = EXC.Message;
                                }

                                #endregion

                                CurveArray CA = new CurveArray();
                                foreach (Curve C in LCSorted)
                                {
                                    CA.Append(C);
                                }

                                using (Transaction T = new Transaction(doc, "Make Segment"))
                                {
                                    T.Start();
                                    Floor newFloor = doc.Create.NewFloor(CA, FT, Lvl, false);
                                    newFloor.LookupParameter("Height Offset From Level").SetValueString(Offset.ToString());
                                    T.Commit();
                                }
                            }
                            #endregion
                        }
                    }
                }
                //refresh collection
                Soffits = new FilteredElementCollector(doc).OfCategory(BuiltInCategory.OST_Floors).ToElements().Where(m => !(m is ElementType)).ToList();
                //test soffits for needing fire rating
                foreach (Element Soffit in Soffits.Where(m => m.Name.ToLower().Contains("eave")))
                {
                    #region Get Soffit Geometry
                    Options ops = new Options();
                    ops.DetailLevel = ViewDetailLevel.Fine;
                    ops.IncludeNonVisibleObjects = true;
                    GeometryElement Geo = Soffit.get_Geometry(ops);

                    #endregion

                    foreach (var item in Geo)
                    {
                        if (item is Solid)
                        {
                            #region Find boundary Void Element
                            List <Element> MaybeBoundary  = new FilteredElementCollector(doc).OfCategory(BuiltInCategory.OST_Floors).ToElements().Where(m => !(m is ElementType)).ToList();
                            Element        BoundryElement = MaybeBoundary.Where(m => !(m is FloorType) && m.Name == "Boundary").First();

                            #endregion

                            #region Get Intersection of Boundary and eave
                            PolygonAnalyser   com    = new PolygonAnalyser();
                            List <CurveArray> CArray = com.Execute(BoundryElement as Floor, Soffit as Floor);

                            Level L = doc.GetElement(Soffit.LevelId) as Level;

                            #endregion

                            foreach (CurveArray CA in CArray)
                            {
                                #region Sort The Curves
                                IList <Curve> CAL = new List <Curve>();
                                foreach (Curve C in CA)
                                {
                                    CAL.Add(C);
                                }

                                List <Curve> Curves       = SortCurvesContiguous(CAL, false);
                                List <XYZ>   NewCurveEnds = new List <XYZ>();

                                #endregion

                                #region Close the loop if nesesary
                                CurveLoop CL = new CurveLoop();
                                foreach (Curve curv in Curves)
                                {
                                    CL.Append(curv);
                                }
                                if (CL.IsOpen())
                                {
                                    Curves.Add(Line.CreateBound(CL.First().GetEndPoint(0), CL.Last().GetEndPoint(1)) as Curve);
                                }
                                #endregion

                                #region Recreate a Curve Array
                                Curves = SortCurvesContiguous(Curves, false);

                                CurveArray CA2 = new CurveArray();

                                int i = 0;
                                foreach (Curve c in Curves)
                                {
                                    CA2.Insert(c, i);
                                    i += 1;
                                }

                                #endregion

                                #region Create The New Fire Rated Layer element
                                FloorType   ft = new FilteredElementCollector(doc).WhereElementIsElementType().OfCategory(BuiltInCategory.OST_Floors).ToElements().Where(m => m.Name == "Fire Rated Layer").First() as FloorType;
                                Transaction T  = new Transaction(doc, "Fire Rated Layer Creation");
                                try
                                {
                                    T.Start();
                                    Floor  F  = doc.Create.NewFloor(CA2, ft, L, false);
                                    string s  = Soffit.LookupParameter("Height Offset From Level").AsValueString();
                                    double si = Convert.ToDouble(s);
                                    si = si + (Convert.ToDouble(Soffit.LookupParameter("Thickness").AsValueString()));
                                    F.LookupParameter("Height Offset From Level").SetValueString(si.ToString());
                                    T.Commit();
                                }
                                catch (Exception EX)
                                {
                                    T.RollBack();
                                    string EXmsg = EX.Message;
                                }

                                #endregion
                            }
                        }
                    }
                }
            }
            catch (Exception ex)
            {
                string mesg = ex.Message;
            }
        }
コード例 #28
0
        public static void Execute(
            ExternalCommandData commandData)
        {
            UIApplication uiapp   = commandData.Application;
            UIDocument    uidoc   = uiapp.ActiveUIDocument;
            Document      doc     = uidoc.Document;
            Selection     choices = uidoc.Selection;

            try
            {
                Reference reference = choices.PickObject(
                    ObjectType.Face);

                Element el = doc.GetElement(
                    reference.ElementId);

                Face face = el.GetGeometryObjectFromReference(
                    reference) as Face;

                Mesh mesh = face.Triangulate();

                var familyInstance = el as FamilyInstance;

                if (null != familyInstance)
                {
                    var t = familyInstance
                            .GetTotalTransform();

                    mesh = mesh.get_Transformed(t);
                }

                using (Transaction trans = new Transaction(doc))
                {
                    trans.Start("Create DirectShape from Face");

                    TessellatedShapeBuilder builder
                        = new TessellatedShapeBuilder();

                    builder.OpenConnectedFaceSet(false);

                    List <XYZ> args = new List <XYZ>(3);

                    XYZ[] triangleCorners = new XYZ[3];

                    for (int i = 0; i < mesh.NumTriangles; ++i)
                    {
                        MeshTriangle triangle = mesh.get_Triangle(i);

                        triangleCorners[0] = triangle.get_Vertex(0);
                        triangleCorners[1] = triangle.get_Vertex(1);
                        triangleCorners[2] = triangle.get_Vertex(2);

                        TessellatedFace tesseFace
                            = new TessellatedFace(triangleCorners,
                                                  ElementId.InvalidElementId);

                        if (builder.DoesFaceHaveEnoughLoopsAndVertices(
                                tesseFace))
                        {
                            builder.AddFace(tesseFace);
                        }
                    }

                    builder.CloseConnectedFaceSet();

                    //TessellatedShapeBuilderResult result
                    //  = builder.Build(
                    //    TessellatedShapeBuilderTarget.AnyGeometry,
                    //    TessellatedShapeBuilderFallback.Mesh,
                    //    ElementId.InvalidElementId ); // 2016

                    builder.Target   = TessellatedShapeBuilderTarget.AnyGeometry;    // 2018
                    builder.Fallback = TessellatedShapeBuilderFallback.Mesh;         // 2018

                    builder.Build();                                                 // 2018

                    TessellatedShapeBuilderResult result = builder.GetBuildResult(); // 2018

                    ElementId categoryId = new ElementId(
                        BuiltInCategory.OST_GenericModel);

                    //DirectShape ds = DirectShape.CreateElement(
                    //  doc, categoryId,
                    //  Assembly.GetExecutingAssembly().GetType()
                    //    .GUID.ToString(), Guid.NewGuid().ToString() ); // 2016

                    DirectShape ds = DirectShape.CreateElement(
                        doc, categoryId); // 2018

                    ds.ApplicationId = Assembly.GetExecutingAssembly()
                                       .GetType().GUID.ToString();    // 2018

                    ds.ApplicationDataId = Guid.NewGuid().ToString(); // 2018

                    ds.SetShape(result.GetGeometricalObjects());

                    ds.Name = "MyShape";

                    trans.Commit();
                }
            }
            catch (Exception ex)
            {
                Debug.Print(ex.Message);
            }
        }
コード例 #29
0
ファイル: ExtensionRevit.cs プロジェクト: Jamesbdsas/RevitSDK
        /// <summary>
        /// Builds the geometry based on the selected element.
        /// </summary>
        private void FillGeometryOfSelectedElement()
        {
            List <Triangle> triangles = new List <Triangle>();

            Options opt = ThisMainExtension.Revit.ActiveDocument.Application.Create.NewGeometryOptions();

            opt.DetailLevel = ViewDetailLevel.Fine;

            GeometryElement gel = ThisMainExtension.Data.SelectedElement.get_Geometry(opt);

            foreach (GeometryObject geoObject in gel)
            {
                Solid s = geoObject as Solid;
                if (null != s)
                {
                    foreach (Face f in s.Faces)
                    {
                        Mesh m = f.Triangulate();

                        for (int i = 0; i < m.NumTriangles; i++)
                        {
                            MeshTriangle mt = m.get_Triangle(i);

                            XYZ pt1 = mt.get_Vertex(0);
                            XYZ pt2 = mt.get_Vertex(1);
                            XYZ pt3 = mt.get_Vertex(2);

                            triangles.Add(new Triangle(new REX.Common.Geometry.REXxyz(pt1.X, pt1.Y, pt1.Z),
                                                       new REX.Common.Geometry.REXxyz(pt2.X, pt2.Y, pt2.Z),
                                                       new REX.Common.Geometry.REXxyz(pt3.X, pt3.Y, pt3.Z)));
                        }
                    }
                    continue;
                }

                GeometryInstance inst = geoObject as GeometryInstance;
                if (null != inst)
                {
                    foreach (GeometryObject o in inst.SymbolGeometry)
                    {
                        s = o as Solid;

                        if (s != null)
                        {
                            foreach (Face f in s.Faces)
                            {
                                Mesh m = f.Triangulate();

                                m = m.get_Transformed(inst.Transform);


                                for (int i = 0; i < m.NumTriangles; i++)
                                {
                                    MeshTriangle mt = m.get_Triangle(i);

                                    XYZ pt1 = mt.get_Vertex(0);
                                    XYZ pt2 = mt.get_Vertex(1);
                                    XYZ pt3 = mt.get_Vertex(2);

                                    triangles.Add(new Triangle(new REX.Common.Geometry.REXxyz(pt1.X, pt1.Y, pt1.Z),
                                                               new REX.Common.Geometry.REXxyz(pt2.X, pt2.Y, pt2.Z),
                                                               new REX.Common.Geometry.REXxyz(pt3.X, pt3.Y, pt3.Z)));
                                }
                            }
                        }
                    }
                }
            }

            ThisMainExtension.Data.SelectedElementGeometry = triangles;
        }
コード例 #30
0
        private void Stream(ArrayList data, MeshTriangle meshTri)
        {
            data.Add(new Snoop.Data.ClassSeparator(typeof(MeshTriangle)));

            // TBD: not sure what get_index() is all about??

            data.Add(new Snoop.Data.Xyz("Vertex [0]", meshTri.get_Vertex(0)));
            data.Add(new Snoop.Data.Xyz("Vertex [1]", meshTri.get_Vertex(1)));
            data.Add(new Snoop.Data.Xyz("Vertex [2]", meshTri.get_Vertex(2)));
        }
コード例 #31
0
        /// <summary>
        /// Create a new list of geometry objects from the
        /// given input. As input, we supply the result of
        /// Room.GetClosedShell. The output is the exact
        /// same solid lacking whatever flaws are present
        /// in the input solid.
        /// </summary>
        static IList <GeometryObject> CopyGeometry(
            GeometryElement geo,
            ElementId materialId,
            List <IntPoint3d> coords,
            List <TriangleIndices> indices)
        {
            TessellatedShapeBuilderResult result = null;

            TessellatedShapeBuilder builder
                = new TessellatedShapeBuilder();

            // Need to include the key in the value, otherwise
            // no way to access it later, cf.
            // https://stackoverflow.com/questions/1619090/getting-a-keyvaluepair-directly-from-a-dictionary

            Dictionary <XYZ, KeyValuePair <XYZ, int> > pts
                = new Dictionary <XYZ, KeyValuePair <XYZ, int> >(
                      new XyzEqualityComparer());

            int nSolids = 0;
            //int nFaces = 0;
            int nTriangles = 0;
            //int nVertices = 0;
            List <XYZ> vertices = new List <XYZ>(3);

            foreach (GeometryObject obj in geo)
            {
                Solid solid = obj as Solid;

                if (null != solid)
                {
                    if (0 < solid.Volume)
                    {
                        ++nSolids;

                        builder.OpenConnectedFaceSet(false);

                        #region Create a new solid based on tessellation of the invalid room closed shell solid
#if CREATE_NEW_SOLID_USING_TESSELATION
                        Debug.Assert(
                            SolidUtils.IsValidForTessellation(solid),
                            "expected a valid solid for room closed shell");

                        SolidOrShellTessellationControls controls
                            = new SolidOrShellTessellationControls()
                            {
                            //
                            // Summary:
                            //     A positive real number specifying how accurately a triangulation should approximate
                            //     a solid or shell.
                            //
                            // Exceptions:
                            //   T:Autodesk.Revit.Exceptions.ArgumentOutOfRangeException:
                            //     When setting this property: The given value for accuracy must be greater than
                            //     0 and no more than 30000 feet.
                            // This statement is not true. I set Accuracy = 0.003 and an exception was thrown.
                            // Setting it to 0.006 was acceptable. 0.03 is a bit over 9 mm.
                            //
                            // Remarks:
                            //     The maximum distance from a point on the triangulation to the nearest point on
                            //     the solid or shell should be no greater than the specified accuracy. This constraint
                            //     may be approximately enforced.
                            Accuracy = 0.03,
                            //
                            // Summary:
                            //     An number between 0 and 1 (inclusive) specifying the level of detail for the
                            //     triangulation of a solid or shell.
                            //
                            // Exceptions:
                            //   T:Autodesk.Revit.Exceptions.ArgumentOutOfRangeException:
                            //     When setting this property: The given value for levelOfDetail must lie between
                            //     0 and 1 (inclusive).
                            //
                            // Remarks:
                            //     Smaller values yield coarser triangulations (fewer triangles), while larger values
                            //     yield finer triangulations (more triangles).
                            LevelOfDetail = 0.1,
                            //
                            // Summary:
                            //     A non-negative real number specifying the minimum allowed angle for any triangle
                            //     in the triangulation, in radians.
                            //
                            // Exceptions:
                            //   T:Autodesk.Revit.Exceptions.ArgumentOutOfRangeException:
                            //     When setting this property: The given value for minAngleInTriangle must be at
                            //     least 0 and less than 60 degrees, expressed in radians. The value 0 means to
                            //     ignore the minimum angle constraint.
                            //
                            // Remarks:
                            //     A small value can be useful when triangulating long, thin objects, in order to
                            //     keep the number of triangles small, but it can result in long, thin triangles,
                            //     which are not acceptable for all applications. If the value is too large, this
                            //     constraint may not be satisfiable, causing the triangulation to fail. This constraint
                            //     may be approximately enforced. A value of 0 means to ignore the minimum angle
                            //     constraint.
                            MinAngleInTriangle = 3 * Math.PI / 180.0,
                            //
                            // Summary:
                            //     A positive real number specifying the minimum allowed value for the external
                            //     angle between two adjacent triangles, in radians.
                            //
                            // Exceptions:
                            //   T:Autodesk.Revit.Exceptions.ArgumentOutOfRangeException:
                            //     When setting this property: The given value for minExternalAngleBetweenTriangles
                            //     must be greater than 0 and no more than 30000 feet.
                            //
                            // Remarks:
                            //     A small value yields more smoothly curved triangulated surfaces, usually at the
                            //     expense of an increase in the number of triangles. Note that this setting has
                            //     no effect for planar surfaces. This constraint may be approximately enforced.
                            MinExternalAngleBetweenTriangles = 0.2 * Math.PI
                            };

                        TriangulatedSolidOrShell shell
                            = SolidUtils.TessellateSolidOrShell(solid, controls);

                        int n = shell.ShellComponentCount;

                        Debug.Assert(1 == n,
                                     "expected just one shell component in room closed shell");

                        TriangulatedShellComponent component
                            = shell.GetShellComponent(0);

                        int coordsBase  = coords.Count;
                        int indicesBase = indices.Count;

                        n = component.VertexCount;

                        for (int i = 0; i < n; ++i)
                        {
                            XYZ v = component.GetVertex(i);
                            coords.Add(new IntPoint3d(v));
                        }

                        n = component.TriangleCount;

                        for (int i = 0; i < n; ++i)
                        {
                            TriangleInShellComponent t
                                = component.GetTriangle(i);

                            vertices.Clear();

                            vertices.Add(component.GetVertex(t.VertexIndex0));
                            vertices.Add(component.GetVertex(t.VertexIndex1));
                            vertices.Add(component.GetVertex(t.VertexIndex2));

                            indices.Add(new TriangleIndices(
                                            coordsBase + t.VertexIndex0,
                                            coordsBase + t.VertexIndex1,
                                            coordsBase + t.VertexIndex2));

                            TessellatedFace tf = new TessellatedFace(
                                vertices, materialId);

                            if (builder.DoesFaceHaveEnoughLoopsAndVertices(tf))
                            {
                                builder.AddFace(tf);
                                ++nTriangles;
                            }
                        }
#else
                        // Iterate over the individual solid faces

                        foreach (Face f in solid.Faces)
                        {
                            vertices.Clear();

                            #region Use face triangulation
#if USE_FACE_TRIANGULATION
                            Mesh mesh = f.Triangulate();
                            int  n    = mesh.NumTriangles;

                            for (int i = 0; i < n; ++i)
                            {
                                MeshTriangle triangle = mesh.get_Triangle(i);

                                XYZ p1 = triangle.get_Vertex(0);
                                XYZ p2 = triangle.get_Vertex(1);
                                XYZ p3 = triangle.get_Vertex(2);

                                vertices.Clear();
                                vertices.Add(p1);
                                vertices.Add(p2);
                                vertices.Add(p3);

                                TessellatedFace tf
                                    = new TessellatedFace(
                                          vertices, materialId);

                                if (builder.DoesFaceHaveEnoughLoopsAndVertices(tf))
                                {
                                    builder.AddFace(tf);
                                    ++nTriangles;
                                }
                            }
#endif // USE_FACE_TRIANGULATION
                            #endregion // Use face triangulation

                            #region Use original solid and its EdgeLoops
#if USE_EDGELOOPS
                            // This returns arbitrarily ordered and
                            // oriented edges, so no solid can be
                            // generated.

                            foreach (EdgeArray loop in f.EdgeLoops)
                            {
                                foreach (Edge e in loop)
                                {
                                    XYZ p = e.AsCurve().GetEndPoint(0);
                                    XYZ q = p;

                                    if (pts.ContainsKey(p))
                                    {
                                        KeyValuePair <XYZ, int> kv = pts[p];
                                        q = kv.Key;
                                        int n = kv.Value;
                                        pts[p] = new KeyValuePair <XYZ, int>(
                                            q, ++n);

                                        Debug.Print("Ignoring vertex at {0} "
                                                    + "with distance {1} to existing "
                                                    + "vertex {2}",
                                                    p, p.DistanceTo(q), q);
                                    }
                                    else
                                    {
                                        pts[p] = new KeyValuePair <XYZ, int>(
                                            p, 1);
                                    }

                                    vertices.Add(q);
                                    ++nVertices;
                                }
                            }
#endif // USE_EDGELOOPS
                            #endregion // Use original solid and its EdgeLoops

                            #region Use original solid and GetEdgesAsCurveLoops
#if USE_AS_CURVE_LOOPS
                            // The solids generated by this have some weird
                            // normals, so they do not render correctly in
                            // the Forge viewer. Revert to triangles again.

                            IList <CurveLoop> loops
                                = f.GetEdgesAsCurveLoops();

                            foreach (CurveLoop loop in loops)
                            {
                                foreach (Curve c in loop)
                                {
                                    XYZ p = c.GetEndPoint(0);
                                    XYZ q = p;

                                    if (pts.ContainsKey(p))
                                    {
                                        KeyValuePair <XYZ, int> kv = pts[p];
                                        q = kv.Key;
                                        int n = kv.Value;
                                        pts[p] = new KeyValuePair <XYZ, int>(
                                            q, ++n);

                                        Debug.Print("Ignoring vertex at {0} "
                                                    + "with distance {1} to existing "
                                                    + "vertex {2}",
                                                    p, p.DistanceTo(q), q);
                                    }
                                    else
                                    {
                                        pts[p] = new KeyValuePair <XYZ, int>(
                                            p, 1);
                                    }

                                    vertices.Add(q);
                                    ++nVertices;
                                }
                            }
#endif // USE_AS_CURVE_LOOPS
                            #endregion // Use original solid and GetEdgesAsCurveLoops

                            builder.AddFace(new TessellatedFace(
                                                vertices, materialId));

                            ++nFaces;
                        }
#endif // CREATE_NEW_SOLID_USING_TESSELATION
                        #endregion // Create a new solid based on tessellation of the invalid room closed shell solid

                        builder.CloseConnectedFaceSet();
                        builder.Target   = TessellatedShapeBuilderTarget.AnyGeometry; // Solid failed
                        builder.Fallback = TessellatedShapeBuilderFallback.Mesh;      // use Abort if target is Solid
                        builder.Build();
                        result = builder.GetBuildResult();

                        // Debug printout log of current solid's glTF facet data

                        n = coords.Count - coordsBase;

                        Debug.Print("{0} glTF vertex coordinates "
                                    + "in millimetres:", n);

                        Debug.Print(string.Join(" ", coords
                                                .TakeWhile <IntPoint3d>((p, i) => coordsBase <= i)
                                                .Select <IntPoint3d, string>(p => p.ToString())));

                        n = indices.Count - indicesBase;

                        Debug.Print("{0} glTF triangles:", n);

                        Debug.Print(string.Join(" ", indices
                                                .TakeWhile <TriangleIndices>((ti, i) => indicesBase <= i)
                                                .Select <TriangleIndices, string>(ti => ti.ToString())));
                    }
                }
            }
            return(result.GetGeometricalObjects());
        }
コード例 #32
0
ファイル: Intersections.cs プロジェクト: JefftownGH/ReviTab
        public Result Execute(
            ExternalCommandData commandData,
            ref string message,
            ElementSet elements)
        {
            UIApplication uiapp = commandData.Application;
            UIDocument    uidoc = uiapp.ActiveUIDocument;
            Application   app   = uiapp.Application;
            Document      doc   = uidoc.Document;



            //WALLS FACES
            List <PlanarFace> wallFaces = new List <PlanarFace>();

            //WALLS
            Reference wallRef = uidoc.Selection.PickObject(ObjectType.Element, "Select a Wall");

            Element wall = doc.GetElement(wallRef);

            LocationCurve lc = wall.Location as LocationCurve;

            Line wallLine = lc.Curve as Line;

            XYZ perpDir = wallLine.Direction.CrossProduct(XYZ.BasisZ);

            Options opt = new Options();

            opt.ComputeReferences        = true;
            opt.IncludeNonVisibleObjects = false;
            opt.View = doc.ActiveView;

            GeometryElement geomElem = doc.GetElement(wallRef).get_Geometry(opt);

            foreach (GeometryObject geomObj in geomElem)
            {
                Solid geomSolid = geomObj as Solid;
                foreach (Face geomFace in geomSolid.Faces)
                {
                    XYZ faceNormal = geomFace.ComputeNormal(new UV(0.5, 0.5));

                    //select only the vertical faces
                    if (faceNormal.CrossProduct(perpDir).IsAlmostEqualTo(XYZ.Zero))
                    {
                        PlanarFace pf = geomFace as PlanarFace;
                        wallFaces.Add(pf);
                    }
                }
            }


            //GET MESH
            Reference meshRef = uidoc.Selection.PickObject(ObjectType.Element, "Select Mesh");
            Element   e       = doc.GetElement(meshRef);

            GeometryElement geomElemSurvey = e.get_Geometry(opt);

            Mesh geomMesh = null;

            foreach (GeometryObject geomObj in geomElemSurvey)
            {
                try
                {
                    GeometryInstance gi = geomObj as GeometryInstance;
                    foreach (GeometryObject element in gi.GetInstanceGeometry())
                    {
                        geomMesh = element as Mesh;
                    }
                }
                catch
                {
                    geomMesh = geomObj as Mesh;
                }
            }


            using (Transaction t = new Transaction(doc, "Find intersection"))
            {
                t.Start();

                List <XYZ> intPts = new List <XYZ>();

                for (int i = 0; i < geomMesh.NumTriangles; i++)
                {
                    MeshTriangle triangle = geomMesh.get_Triangle(i);
                    XYZ          vertex1  = triangle.get_Vertex(0);
                    XYZ          vertex2  = triangle.get_Vertex(1);
                    XYZ          vertex3  = triangle.get_Vertex(2);

                    Line[] edgeList = new Line[3];

                    try
                    {
                        Line[] edges = new Line[] { Line.CreateBound(vertex1, vertex2), Line.CreateBound(vertex1, vertex3), Line.CreateBound(vertex2, vertex3) };

                        for (int k = 0; k < edgeList.Length; k++)
                        {
                            edgeList[k] = edges[k];
                        }
                    }
                    catch { }


                    //		        Plane facePlane = Plane.CreateByThreePoints(vertex1, vertex2, vertex3);
                    //		        SketchPlane sp = SketchPlane.Create(doc, facePlane);
                    //		        doc.Create.NewModelCurve(edge12, sp);
                    //		        doc.Create.NewModelCurve(edge13, sp);
                    //		        doc.Create.NewModelCurve(edge23, sp);



                    foreach (PlanarFace pf in wallFaces)
                    {
                        XYZ[] pts = new XYZ[2];

                        int count = 0;

                        if (edgeList[0] != null)
                        {
                            foreach (Line edge in edgeList)
                            {
                                IntersectionResultArray intersections = null;
                                SetComparisonResult     scr           = pf.Intersect(edge, out intersections);



                                if (scr == SetComparisonResult.Overlap && intersections.Size == 1)
                                {
                                    for (int j = 0; j < intersections.Size; j++)
                                    {
                                        //TaskDialog.Show("r", intersections.get_Item(i));
                                    }

                                    //TaskDialog.Show("r", intersections.Size.ToString());

                                    IntersectionResult iResult = intersections.get_Item(0);
                                    intPts.Add(iResult.XYZPoint);
                                    pts[count] = iResult.XYZPoint;
                                    count      = 1;

                                    if (pts.Length == 2 && pts[1] != null)
                                    {
                                        //		                TaskDialog.Show("r", String.Format("{0}\n{1}",pts[0], pts[1]));
                                        try
                                        {
                                            Plane       wallPlane = Plane.CreateByNormalAndOrigin(pf.FaceNormal, pf.Origin);
                                            SketchPlane spWall    = SketchPlane.Create(doc, wallPlane);
                                            doc.Create.NewModelCurve(Line.CreateBound(pts[0], pts[1]), spWall);
                                        }
                                        catch { }
                                    }
                                }
                            }
                        }
                    }
                }

                t.Commit();
            }

            return(Result.Succeeded);
        }