/// <summary> /// 判断点是否嵌入了表面所在的板件 /// </summary> /// <param name="pt"></param> /// <param name="peakValue">嵌入板件的深度值,按照设计这个值应当是负值</param> /// <param name="associateDist">判定时的容差,为正值</param> /// <returns></returns> private bool IsDistEnough(PartFace anotherFace, Point3d pt, double peakValue, double associateDist) { //先把世界坐标系下的pt转换成mp坐标系下 pt = pt.TransformBy(Matrix3d.AlignCoordinateSystem(anotherFace.Part.MovedMPPoint, anotherFace.Part.MovedMPXAxis, anotherFace.Part.MovedMPYAxis, anotherFace.Part.MovedMPZAxis, Point3d.Origin, Vector3d.XAxis, Vector3d.YAxis, Vector3d.ZAxis)); //取有效数字两个,是为了避免精确计算的情况下的误差导致判断错误 double z = System.Math.Round(pt.Z, 2); //面5和面6的判断不同,这是因为Z的正方向发生了变化 double zlimitDown = 0 - peakValue; double zlimitUp = associateDist - peakValue; if (anotherFace.FaceNumber == 6) { zlimitUp = associateDist + this.Part.Thickness + peakValue; zlimitDown = this.Part.Thickness + peakValue; } if (z >= zlimitDown && z <= zlimitUp) { return(true); } else { return(false); } }
public Plane Plane { get; set; }//面所在的CAD平面,用于一些面的关系的判断,如平行、距离 /// <summary> /// /// </summary> /// <param name="anotherFace"></param> /// <param name="dist">容忍距离值,包含容差,通常为1</param> /// <param name="IsDado">是否为开槽类的关联机加工</param> /// <returns></returns> public bool IsAssocaitedWithAnotherFace(PartFace anotherFace, double dist) { /* * 判断原则 * 1、两个面平行且距离小于某个固定值 * 2A、指令面的所有顶点,投影到被关联面,至少有一个点位于关联面的内部 * 2B、(改进算法)指令面的两个对角点,如果投影后都在另一个面内部,则认为是关联的, * 如果不是都在则有可能一个或两个都不在内部 * 做一条线段链接起来,和另一面的四条边做交点 * 如果有一个交点则是关联的 * 3、如果是开槽关联,则上述两条不适用 */ //如果他们是同一个板件的不同面,永远都是不关联的 if (this.Part == anotherFace.Part) return false; //如果两个面不平行,那也是不关联的 //TODO:这里用到了Plane属于CAD的实体,是否会造成内存泄漏? if (!anotherFace.Plane.IsParallelTo(this.Plane)) { return false; } //如果两个面的距离大于一定距离也就不关联 if (anotherFace.Plane.DistanceTo(this.Point1) > dist) { return false; } //如果是开槽这样的关联,就需要注意的: //1、两个板件得有交集 //2、距离值较大 //3、嵌入值如何界定? //计算所在面的四个点,共有几个点落在另一个面的板件范围内 int PtInPartsCount = this.Points.Count(pt => anotherFace.IsPointIn(pt, dist)); //对于所关联的面是面5、面6或者是4个边,对点的数量要求也不同 if (anotherFace.IsHorizontalFace && PtInPartsCount == 4) { return true; } else if (!anotherFace.IsHorizontalFace) { if (PtInPartsCount <= 2) { //对于没有一个点在内部的情况,要判断对角线与板件四边的投影线是否有交点 return anotherFace.IsLineCrossBorder(this.Point1, this.Point3); } else { //三个以上的,就必然了 return true; } } return false; }
private void SetFaces() { Point3d p1 = Point3d.Origin; Point3d p2 = Point3d.Origin; Point3d p3 = Point3d.Origin; Point3d p4 = Point3d.Origin; Point3d p5 = Point3d.Origin; Point3d p6 = Point3d.Origin; Point3d p7 = Point3d.Origin; Point3d p8 = Point3d.Origin; if (!this.MachinePoint.IsRotated) { p1 = new Point3d(0, 0, 0); p2 = new Point3d(0, 0, Thickness); p3 = new Point3d(0, Width, 0); p4 = new Point3d(0, Width, Thickness); p5 = new Point3d(Length, Width, 0); p6 = new Point3d(Length, Width, Thickness); p7 = new Point3d(Length, 0, 0); p8 = new Point3d(Length, 0, Thickness); } else { p1 = new Point3d(0, 0, 0); p2 = new Point3d(0, 0, Thickness); p3 = new Point3d(0, Length, 0); p4 = new Point3d(0, Length, Thickness); p5 = new Point3d(Width, Length, 0); p6 = new Point3d(Width, Length, Thickness); p7 = new Point3d(Width, 0, 0); p8 = new Point3d(Width, 0, Thickness); } //将p1-p8从MP坐标系转换成为世界坐标系下的坐标 p1 = p1.TransformBy(Matrix3d.AlignCoordinateSystem(new Point3d(), Vector3d.XAxis, Vector3d.YAxis, Vector3d.ZAxis, MPPoint, MPXAxis, MPYAxis, MPZAxis)); p2 = p2.TransformBy(Matrix3d.AlignCoordinateSystem(new Point3d(), Vector3d.XAxis, Vector3d.YAxis, Vector3d.ZAxis, MPPoint, MPXAxis, MPYAxis, MPZAxis)); p3 = p3.TransformBy(Matrix3d.AlignCoordinateSystem(new Point3d(), Vector3d.XAxis, Vector3d.YAxis, Vector3d.ZAxis, MPPoint, MPXAxis, MPYAxis, MPZAxis)); p4 = p4.TransformBy(Matrix3d.AlignCoordinateSystem(new Point3d(), Vector3d.XAxis, Vector3d.YAxis, Vector3d.ZAxis, MPPoint, MPXAxis, MPYAxis, MPZAxis)); p5 = p5.TransformBy(Matrix3d.AlignCoordinateSystem(new Point3d(), Vector3d.XAxis, Vector3d.YAxis, Vector3d.ZAxis, MPPoint, MPXAxis, MPYAxis, MPZAxis)); p6 = p6.TransformBy(Matrix3d.AlignCoordinateSystem(new Point3d(), Vector3d.XAxis, Vector3d.YAxis, Vector3d.ZAxis, MPPoint, MPXAxis, MPYAxis, MPZAxis)); p7 = p7.TransformBy(Matrix3d.AlignCoordinateSystem(new Point3d(), Vector3d.XAxis, Vector3d.YAxis, Vector3d.ZAxis, MPPoint, MPXAxis, MPYAxis, MPZAxis)); p8 = p8.TransformBy(Matrix3d.AlignCoordinateSystem(new Point3d(), Vector3d.XAxis, Vector3d.YAxis, Vector3d.ZAxis, MPPoint, MPXAxis, MPYAxis, MPZAxis)); p1 = MathHelper.GetRotatedAndMovedPoint(p1, TXRotation, TYRotation, TZRotation, CenterVector); p2 = MathHelper.GetRotatedAndMovedPoint(p2, TXRotation, TYRotation, TZRotation, CenterVector); p3 = MathHelper.GetRotatedAndMovedPoint(p3, TXRotation, TYRotation, TZRotation, CenterVector); p4 = MathHelper.GetRotatedAndMovedPoint(p4, TXRotation, TYRotation, TZRotation, CenterVector); p5 = MathHelper.GetRotatedAndMovedPoint(p5, TXRotation, TYRotation, TZRotation, CenterVector); p6 = MathHelper.GetRotatedAndMovedPoint(p6, TXRotation, TYRotation, TZRotation, CenterVector); p7 = MathHelper.GetRotatedAndMovedPoint(p7, TXRotation, TYRotation, TZRotation, CenterVector); p8 = MathHelper.GetRotatedAndMovedPoint(p8, TXRotation, TYRotation, TZRotation, CenterVector); //注意这些点的顺序,按顺时针或逆时针,不要乱序 FaceOne = new PartFace(p1, p2, p8, p7, 1, this); FaceTwo = new PartFace(p3, p4, p6, p5, 2, this); FaceThree = new PartFace(p1, p2, p4, p3, 3, this); FaceFour = new PartFace(p5, p6, p8, p7, 4, this); FaceFive = new PartFace(p1, p3, p5, p7, 5, this); FaceSix = new PartFace(p2, p4, p6, p8, 6, this); Faces.Clear(); Faces.Add(FaceOne); Faces.Add(FaceTwo); Faces.Add(FaceThree); Faces.Add(FaceFour); Faces.Add(FaceFive); Faces.Add(FaceSix); }
/// <summary> /// 判断点是否嵌入了表面所在的板件 /// </summary> /// <param name="pt"></param> /// <param name="peakValue">嵌入板件的深度值,按照设计这个值应当是负值</param> /// <param name="associateDist">判定时的容差,为正值</param> /// <returns></returns> private bool IsDistEnough(PartFace anotherFace, Point3d pt, double peakValue, double associateDist) { //先把世界坐标系下的pt转换成mp坐标系下 pt = pt.TransformBy(Matrix3d.AlignCoordinateSystem(anotherFace.Part.MovedMPPoint, anotherFace.Part.MovedMPXAxis, anotherFace.Part.MovedMPYAxis, anotherFace.Part.MovedMPZAxis, Point3d.Origin, Vector3d.XAxis, Vector3d.YAxis, Vector3d.ZAxis)); //取有效数字两个,是为了避免精确计算的情况下的误差导致判断错误 double z = System.Math.Round(pt.Z, 2); //面5和面6的判断不同,这是因为Z的正方向发生了变化 double zlimitDown = 0 - peakValue; double zlimitUp = associateDist - peakValue; if (anotherFace.FaceNumber == 6) { zlimitUp = associateDist + this.Part.Thickness + peakValue; zlimitDown = this.Part.Thickness + peakValue; } if (z >= zlimitDown && z <= zlimitUp) return true; else return false; }
/// <summary> /// 判断当前面是否与某个面相关联 /// </summary> /// <param name="face">判断是否关联的面</param> /// <param name="associateDist">容忍值,就是容差</param> /// <param name="peakValue">距离值,属于特定的距离判定</param> /// <returns></returns> internal bool IsAssocaitedWithAnotherFace(PartFace anotherFace, double associateDist, double peakValue) { /* * 判断原则 * 1、两个面平行且距离小于某个固定值 * 2、指令面的所有顶点,投影到被关联面,至少有一个点位于关联面的内部 * 3、如果是开槽关联,则上述两条不适用 */ //如果他们是同一个板件的不同面,永远都是不关联的 if (this.Part == anotherFace.Part) return false; //如果两个面不平行,那也是不关联的 //TODO:这里用到了Plane属于CAD的实体,是否会造成内存泄漏? if (!anotherFace.Plane.IsParallelTo(this.Plane)) { return false; } //如果面试四个水平边,也不进行判断,(考虑到开槽、层板孔指令的适用范围) if (anotherFace.IsHorizontalFace) return false; ////不再做距离关联,距离的判断放到点的判断中 ////如果两个面的距离大于一定距离也就不关联 //if (anotherFace.Plane.DistanceTo(this.Point1) > dist) //{ // return false; //} //需要判断两件事情: //1、距离的判断,如嵌入的深度等等 //2、板件是否嵌入,嵌入一个点还是两个点等等 if (!IsDistEnough(anotherFace, this.Point1, peakValue, associateDist)) return false; //用using,使用完就销毁掉这些对象 using (Line line1 = new Line(this.Point1, this.Point4)) using (Line line2 = new Line(this.Point2, this.Point3)) using (Line fLine1 = new Line(anotherFace.Point1, anotherFace.Point2)) using (Line fLine2 = new Line(anotherFace.Point2, anotherFace.Point3)) using (Line fLine3 = new Line(anotherFace.Point3, anotherFace.Point4)) using (Line fLine4 = new Line(anotherFace.Point4, anotherFace.Point1)) { using (Line line1Project = line1.GetOrthoProjectedCurve(anotherFace.Plane) as Line) using (Line line2Project = line2.GetOrthoProjectedCurve(anotherFace.Plane) as Line) { Line[] lines = new Line[] { fLine1, fLine2, fLine3, fLine4 }; foreach (Line l in lines) { Point3dCollection pts1 = new Point3dCollection(); Point3dCollection pts2 = new Point3dCollection(); l.IntersectWith(line1Project, Intersect.OnBothOperands, pts1, IntPtr.Zero, IntPtr.Zero); if (pts1.Count > 0) return true; l.IntersectWith(line2Project, Intersect.OnBothOperands, pts2, IntPtr.Zero, IntPtr.Zero); if (pts2.Count > 0) return true; } } } return false; }
} //面所在的CAD平面,用于一些面的关系的判断,如平行、距离 /// <summary> /// /// </summary> /// <param name="anotherFace"></param> /// <param name="dist">容忍距离值,包含容差,通常为1</param> /// <param name="IsDado">是否为开槽类的关联机加工</param> /// <returns></returns> public bool IsAssocaitedWithAnotherFace(PartFace anotherFace, double dist) { /* * 判断原则 * 1、两个面平行且距离小于某个固定值 * 2A、指令面的所有顶点,投影到被关联面,至少有一个点位于关联面的内部 * 2B、(改进算法)指令面的两个对角点,如果投影后都在另一个面内部,则认为是关联的, * 如果不是都在则有可能一个或两个都不在内部 * 做一条线段链接起来,和另一面的四条边做交点 * 如果有一个交点则是关联的 * 3、如果是开槽关联,则上述两条不适用 */ //如果他们是同一个板件的不同面,永远都是不关联的 if (this.Part == anotherFace.Part) { return(false); } //如果两个面不平行,那也是不关联的 //TODO:这里用到了Plane属于CAD的实体,是否会造成内存泄漏? if (!anotherFace.Plane.IsParallelTo(this.Plane)) { return(false); } //如果两个面的距离大于一定距离也就不关联 if (anotherFace.Plane.DistanceTo(this.Point1) > dist) { return(false); } //如果是开槽这样的关联,就需要注意的: //1、两个板件得有交集 //2、距离值较大 //3、嵌入值如何界定? //计算所在面的四个点,共有几个点落在另一个面的板件范围内 int PtInPartsCount = this.Points.Count(pt => anotherFace.IsPointIn(pt, dist)); //对于所关联的面是面5、面6或者是4个边,对点的数量要求也不同 if (anotherFace.IsHorizontalFace && PtInPartsCount == 4) { return(true); } else if (!anotherFace.IsHorizontalFace) { if (PtInPartsCount <= 2) { //对于没有一个点在内部的情况,要判断对角线与板件四边的投影线是否有交点 return(anotherFace.IsLineCrossBorder(this.Point1, this.Point3)); } else { //三个以上的,就必然了 return(true); } } return(false); }
/// <summary> /// 判断当前面是否与某个面相关联 /// </summary> /// <param name="face">判断是否关联的面</param> /// <param name="associateDist">容忍值,就是容差</param> /// <param name="peakValue">距离值,属于特定的距离判定</param> /// <returns></returns> internal bool IsAssocaitedWithAnotherFace(PartFace anotherFace, double associateDist, double peakValue) { /* * 判断原则 * 1、两个面平行且距离小于某个固定值 * 2、指令面的所有顶点,投影到被关联面,至少有一个点位于关联面的内部 * 3、如果是开槽关联,则上述两条不适用 */ //如果他们是同一个板件的不同面,永远都是不关联的 if (this.Part == anotherFace.Part) { return(false); } //如果两个面不平行,那也是不关联的 //TODO:这里用到了Plane属于CAD的实体,是否会造成内存泄漏? if (!anotherFace.Plane.IsParallelTo(this.Plane)) { return(false); } //如果面试四个水平边,也不进行判断,(考虑到开槽、层板孔指令的适用范围) if (anotherFace.IsHorizontalFace) { return(false); } ////不再做距离关联,距离的判断放到点的判断中 ////如果两个面的距离大于一定距离也就不关联 //if (anotherFace.Plane.DistanceTo(this.Point1) > dist) //{ // return false; //} //需要判断两件事情: //1、距离的判断,如嵌入的深度等等 //2、板件是否嵌入,嵌入一个点还是两个点等等 if (!IsDistEnough(anotherFace, this.Point1, peakValue, associateDist)) { return(false); } //用using,使用完就销毁掉这些对象 using (Line line1 = new Line(this.Point1, this.Point4)) using (Line line2 = new Line(this.Point2, this.Point3)) using (Line fLine1 = new Line(anotherFace.Point1, anotherFace.Point2)) using (Line fLine2 = new Line(anotherFace.Point2, anotherFace.Point3)) using (Line fLine3 = new Line(anotherFace.Point3, anotherFace.Point4)) using (Line fLine4 = new Line(anotherFace.Point4, anotherFace.Point1)) { using (Line line1Project = line1.GetOrthoProjectedCurve(anotherFace.Plane) as Line) using (Line line2Project = line2.GetOrthoProjectedCurve(anotherFace.Plane) as Line) { Line[] lines = new Line[] { fLine1, fLine2, fLine3, fLine4 }; foreach (Line l in lines) { Point3dCollection pts1 = new Point3dCollection(); Point3dCollection pts2 = new Point3dCollection(); l.IntersectWith(line1Project, Intersect.OnBothOperands, pts1, IntPtr.Zero, IntPtr.Zero); if (pts1.Count > 0) { return(true); } l.IntersectWith(line2Project, Intersect.OnBothOperands, pts2, IntPtr.Zero, IntPtr.Zero); if (pts2.Count > 0) { return(true); } } } } return(false); }