// testing that the isinside function works OK public static void isinside_test(GLWindow g) { Random r = new Random(); // generate lots of random points int N = 100; List <GeoPoint> points = new List <GeoPoint>(); for (int n = 0; n < N; n++) { GeoPoint p = new GeoPoint(0.001 * (float)r.Next(0, 1000), 0.001 * (float)r.Next(0, 1000), 0); points.Add(p); } // draw a triangle Geo.Point p1 = new Geo.Point(0.1, 0.1, 0); Geo.Point p2 = new Geo.Point(0.8, 0.1, 0); Geo.Point p3 = new Geo.Point(0.2, 0.6, 0); GeoLine l1 = new GeoLine(p1, p2); GeoLine l2 = new GeoLine(p1, p3); GeoLine l3 = new GeoLine(p3, p2); l1.color = System.Drawing.Color.RoyalBlue; l2.color = System.Drawing.Color.RoyalBlue; l3.color = System.Drawing.Color.RoyalBlue; g.addGeom(l1); g.addGeom(l2); g.addGeom(l3); // p.color = System.Drawing.Color.Aqua; // draw points Geo.Tri t = new Geo.Tri(p2, p3, p1); foreach (GeoPoint p in points) { if (DropCutter.isinside(t, p.p)) { p.color = System.Drawing.Color.Aqua; } else { p.color = System.Drawing.Color.Red; } g.addGeom(p); } }
public static void stlmachine(STLSurf s, GeoCollection g) { List <Point> pointlist = new List <Point>(); // seems to work... // foreach (Geo.Tri t in s.tris) // System.Console.WriteLine("loop1 triangles " + t); // System.Console.ReadKey(); // recalculate normal data // create bounding box data foreach (Tri t in s.tris) { t.recalc_normals(); // FIXME why don't new values stick?? t.calc_bbox(); // FIXME: why doen't bb-data 'stick' ?? } /* * // FIXME: if we check bb-data here it is gone!!(??) * foreach (Geo.Tri t in s.tris) * { * System.Console.WriteLine("loop2 triangles " + t); * System.Console.WriteLine("loop2 direct maxx" + t.bb.maxx + " minx:" + t.bb.minx); * } * System.Console.ReadKey(); */ // find bounding box (this should probably be done in the STLSurf class?) double minx = 0, maxx = 10, miny = 0, maxy = 10; // generate XY pattern (a general zigzag-strategy, needed also for pocketing) // store in a list called pointlist double Nx = 30; double Ny = 40; double dx = (maxx - minx) / (double)(Nx - 1); double dy = (maxy - miny) / (double)(Ny - 1); double x = minx; for (int n = 0; n < Nx; n++) { if (n % 2 == 0) { double y = miny; for (int m = 0; m < Ny; m++) { pointlist.Add(new Point(x, y, 5)); // System.Console.WriteLine("x:"+x+" y:"+y); y += dy; // go forward in the y-axis direction // System.Console.ReadKey(); } } else { double y = maxy; for (int m = 0; m < Ny; m++) { pointlist.Add(new Point(x, y, 5)); //System.Console.WriteLine("x:" + x + " y:" + y); y -= dy; // go backward in the y-axis direction //System.Console.ReadKey(); } } x += dx; } // drop cutter (i.e. add z-data) double R = 1, r = 0.2; // this is the cutter definition Cutter cu = new Cutter(R, r); List <Point> drop_points = new List <Point>(); double redundant = 0; // number of unneccesary calls to drop-cutter double checks = 0; // number of relevant calls // build the kd-tree Stopwatch st = new Stopwatch(); Console.WriteLine("Building kd-tree. Stopwatch start"); st.Start(); kd_node root; root = kdtree.build_kdtree(s.tris); st.Stop(); Console.WriteLine("Elapsed = {0}", st.Elapsed.ToString()); // FIXME: these calls to drop-cutter are independent of each other // thus the points could/should be divided into many subsets // and each subset is processed by a seprarate thread // this should give a substantial speedup on multi-core cpus Console.WriteLine("Running drop-cutter. Stopwatch start"); st.Start(); foreach (Point p in pointlist) // loop through each point { double?v1 = null, v2 = null, v3 = null, z_new = null, f = null, e1 = null, e2 = null, e3 = null; // store the possible z-values in this list // the highest one of these should be chosen in the end List <double> zlist = new List <double>(); // find triangles under cutter using kd-tree int mode = 1; List <Tri> tris_to_search = new List <Tri>(); if (mode == 0) { tris_to_search = s.tris; } else if (mode == 1) { kdtree.search_kdtree(tris_to_search, p, cu, root); } //Console.WriteLine("searching {0} tris",tris_to_search.Count); //Console.ReadKey(); // loop through each triangle foreach (Tri t in tris_to_search) { checks++; t.calc_bbox(); // FIXME: why do we have to re-calculate bb-data here?? //System.Console.WriteLine("testing triangle" + t); // here are four ways the triangle bounding box can be // outside the cutter bounding box // redundant could be used to test the performance of bucketing/kd-tree if (t.bb.minx > (p.x + cu.R)) { redundant++; continue; } else if (t.bb.maxx < (p.x - cu.R)) { redundant++; continue; } if (t.bb.miny > (p.y + cu.R)) { redundant++; continue; } if (t.bb.maxy < (p.y - cu.R)) { redundant++; continue; } // test cutter against each vertex v1 = DropCutter.VertexTest(cu, p, t.p[0]); v2 = DropCutter.VertexTest(cu, p, t.p[1]); v3 = DropCutter.VertexTest(cu, p, t.p[2]); if (v2 != null) { zlist.Add((double)v2); } if (v1 != null) { zlist.Add((double)v1); } if (v3 != null) { zlist.Add((double)v3); } // test cutter against facet f = DropCutter.FacetTest(cu, p, t); if (f != null) { zlist.Add((double)f); } // test cutter against each edge e1 = DropCutter.EdgeTest(cu, p, t.p[0], t.p[1]); e2 = DropCutter.EdgeTest(cu, p, t.p[1], t.p[2]); e3 = DropCutter.EdgeTest(cu, p, t.p[0], t.p[2]); if (e1 != null) { zlist.Add((double)e1); } if (e2 != null) { zlist.Add((double)e2); } if (e3 != null) { zlist.Add((double)e3); } // now we have some suggestions for z in zlist // by sorting it we get the highest one at the end of the list zlist.Sort(); // if there's anything in the list, return the last element if (zlist.Count > 0) { z_new = zlist[zlist.Count - 1]; } } // end triangle loop // we've gone through all triangles for this XY-location // if we found a z-value, let's add the valid cutter location // to a list drop_points if (z_new != null) { drop_points.Add(new Point(p.x, p.y, (double)z_new)); } } // end point-list loop st.Stop(); Console.WriteLine("Elapsed = {0}", st.Elapsed.ToString()); // print some statistics: System.Console.WriteLine("checked: " + checks + " redundant: " + redundant); double fraction = (100 * (double)(checks - redundant) / (double)checks); System.Console.WriteLine("relevant: " + (checks - redundant) + " (" + fraction.ToString("N3") + "%)"); // FIXME: now a toolpath object should be created // that has rapids/feeds according to the points calculated above int i = 1; Point p0 = new Point(); // this is needed so we get decimal points, not commas System.Globalization.CultureInfo glob = new System.Globalization.CultureInfo("en-GB"); Thread.CurrentThread.CurrentCulture = new System.Globalization.CultureInfo("en-GB"); foreach (Point p in drop_points) { if (i == 1) // first move { p0 = new Point(p.x, p.y, 12); camtest.outfile.WriteLine("Cylinder"); camtest.outfile.WriteLine("{0},{1},{2}", p0.x.ToString("0.000", glob), p0.y.ToString("0.000", glob), p0.z.ToString("0.000", glob)); camtest.outfile.WriteLine("{0}", 0.01.ToString("0.000", glob)); camtest.outfile.WriteLine("{0},{1},{2}", p.x.ToString("0.000", glob), p.y.ToString("0.000", glob), p.z.ToString("0.000", glob)); Line l = new Line(p0, p); g.add(l); // ADD geometry to toolpath p0 = p; } else { camtest.outfile.WriteLine("Cylinder"); camtest.outfile.WriteLine("{0},{1},{2}", p0.x.ToString("0.000", glob), p0.y.ToString("0.000", glob), p0.z.ToString("0.000", glob)); camtest.outfile.WriteLine("{0}", 0.01.ToString("0.000", glob)); camtest.outfile.WriteLine("{0},{1},{2}", p.x.ToString("0.000", glob), p.y.ToString("0.000", glob), p.z.ToString("0.000", glob)); Line l = new Line(p0, p); g.add(l); // ADD geometry to toolpath p0 = p; } i++; } }
public static void stlmachine(GLWindow g, STLSurf s) { List <Geo.Point> pointlist = new List <Geo.Point>(); // seems to work... // foreach (Geo.Tri t in s.tris) // System.Console.WriteLine("loop1 triangles " + t); // System.Console.ReadKey(); // recalculate normal data // create bounding box data foreach (Geo.Tri t in s.tris) { t.recalc_normals(); // FIXME why don't new values stick?? t.calc_bbox(); // FIXME: why doen't bb-data 'stick' ?? } /* * // FIXME: if we check bb-data here it is gone!!(??) * foreach (Geo.Tri t in s.tris) * { * System.Console.WriteLine("loop2 triangles " + t); * System.Console.WriteLine("loop2 direct maxx" + t.bb.maxx + " minx:" + t.bb.minx); * } * System.Console.ReadKey(); */ // find bounding box (this should probably be done in the STLSurf class?) double minx = 0, maxx = 10, miny = 0, maxy = 10; // generate XY pattern (a general zigzag-strategy, needed also for pocketing) double Nx = 50; double Ny = 50; double dx = (maxx - minx) / (double)(Nx - 1); double dy = (maxy - miny) / (double)(Ny - 1); double x = minx; for (int n = 0; n < Nx; n++) { if (n % 2 == 0) { double y = miny; for (int m = 0; m < Ny; m++) { pointlist.Add(new Geo.Point(x, y, 5)); // System.Console.WriteLine("x:"+x+" y:"+y); y += dy; // System.Console.ReadKey(); } } else { double y = maxy; for (int m = 0; m < Ny; m++) { pointlist.Add(new Geo.Point(x, y, 5)); //System.Console.WriteLine("x:" + x + " y:" + y); y -= dy; //System.Console.ReadKey(); } } x += dx; } // drop cutter (i.e. add z-data) double R = 1, r = 0.2; Cutter cu = new Cutter(R, r); List <Geo.Point> drop_points = new List <Geo.Point>(); double redundant = 0; double checks = 0; foreach (Geo.Point p in pointlist) { double? v1 = null, v2 = null, v3 = null, z_new = null, f = null, e1 = null, e2 = null, e3 = null; List <double> zlist = new List <double>(); foreach (Geo.Tri t in s.tris) { checks++; t.calc_bbox(); // why do we have to re-calculate bb-data here?? //System.Console.WriteLine("testing triangle" + t); if (t.bb.minx > (p.x + cu.R)) { redundant++; continue; } else if (t.bb.maxx < (p.x - cu.R)) { redundant++; continue; } if (t.bb.miny > (p.y + cu.R)) { redundant++; continue; } if (t.bb.maxy < (p.y - cu.R)) { redundant++; continue; } v1 = DropCutter.VertexTest(cu, p, t.p[0]); v2 = DropCutter.VertexTest(cu, p, t.p[1]); v3 = DropCutter.VertexTest(cu, p, t.p[2]); if (v2 != null) { zlist.Add((double)v2); } if (v1 != null) { zlist.Add((double)v1); } if (v3 != null) { zlist.Add((double)v3); } f = DropCutter.FacetTest(cu, p, t); if (f != null) { zlist.Add((double)f); } e1 = DropCutter.EdgeTest(cu, p, t.p[0], t.p[1]); e2 = DropCutter.EdgeTest(cu, p, t.p[1], t.p[2]); e3 = DropCutter.EdgeTest(cu, p, t.p[0], t.p[2]); if (e1 != null) { zlist.Add((double)e1); } if (e2 != null) { zlist.Add((double)e2); } if (e3 != null) { zlist.Add((double)e3); } /* * if (zlist.Count > 1) * { * System.Console.Write("Before: "); * foreach (double d in zlist) * System.Console.Write(d.ToString() + " "); * System.Console.Write("\n"); * } */ zlist.Sort(); /* * if (zlist.Count > 2) * { * System.Console.Write("After: "); * foreach (double d in zlist) * System.Console.Write(d.ToString() + " "); * System.Console.Write("\n"); * } */ // System.Console.Write("Sorted: "); // foreach (double d in zlist) // System.Console.Write(d.ToString() + " "); // System.Console.Write("\n"); if (zlist.Count > 0) { z_new = zlist[zlist.Count - 1]; } /* * if (zlist.Count > 1) * System.Console.WriteLine("chosen: " + z_new); */ // System.Console.ReadKey(); } // end triangle loop if (z_new != null) { drop_points.Add(new Geo.Point(p.x, p.y, (double)z_new)); } } // end point-list loop System.Console.WriteLine("checked: " + checks + " redundant: " + redundant); System.Console.WriteLine("relevant: " + (checks - redundant) + " (" + 100 * (double)(checks - redundant) / (double)checks + "%)"); // check to see that STL has not changed // display drop-points int i = 1; Geo.Point p0 = new Geo.Point(); foreach (Geo.Point p in drop_points) { if (i == 1) // first move { p0 = new Geo.Point(p.x, p.y, 10); GeoLine l = new GeoLine(p0, p); l.color = System.Drawing.Color.Yellow; g.addGeom(l); p0 = p; } else // don't do anything for last move { GeoLine l = new GeoLine(p0, p); l.color = System.Drawing.Color.Magenta; g.addGeom(l); p0 = p; } i++; /* * GeoPoint pg = new GeoPoint(p); * pg.color = System.Drawing.Color.Aqua; * g.addGeom(pg); */ } // display zigzag and points /* * i = 1; * foreach (Geo.Point p in pointlist) * { * if (i == 1) * { * p0 = new Geo.Point(p.x, p.y, 10); * GeoLine l = new GeoLine(p0, p); * l.color = System.Drawing.Color.Yellow; * g.addGeom(l); * p0 = p; * } * else * { * GeoLine l = new GeoLine(p0, p); * l.color = System.Drawing.Color.Cyan; * g.addGeom(l); * p0 = p; * } * i++; * } */ // dummy test: /* * foreach (Geo.Tri t in s.tris) * { * GeoPoint p = new GeoPoint(t.p[0].x, t.p[0].y, t.p[0].z); * pointlist.Add(p); * } */ }