// a function for displaying the normals in an STL file public static void draw_stl_normals(GLWindow g, STLSurf s) { // draw triangle normas foreach (Geo.Tri t in s.tris) { // from STL file Geo.Point p1 = new Geo.Point(t.p[0].x, t.p[0].y, t.p[0].z); Geo.Point p2 = new Geo.Point(t.p[0].x + t.n.x, t.p[0].y + t.n.y, t.p[0].z + t.n.z); GeoLine l = new GeoLine(p1, p2); l.color = System.Drawing.Color.Green; g.addGeom(l); // calculate yourself: Vector v1 = new Vector(t.p[0].x - t.p[1].x, t.p[0].y - t.p[1].y, t.p[0].z - t.p[1].z); Vector v2 = new Vector(t.p[0].x - t.p[2].x, t.p[0].y - t.p[2].y, t.p[0].z - t.p[2].z); Vector n; n = v1.Cross(v2); // the normal is in the direction of the cross product between the edge vectors n = (1 / n.Length()) * n; // normalize to length==1 p1 = new Geo.Point(t.p[0].x, t.p[0].y, t.p[0].z); p2 = new Geo.Point(t.p[0].x + n.x, t.p[0].y + n.y, t.p[0].z + n.z); l = new GeoLine(p1, p2); l.color = System.Drawing.Color.Blue; g.addGeom(l); } }
// a function for displaying the normals in an STL file public static void draw_stl_normals(GLWindow g, STLSurf s) { // draw triangle normas foreach (Geo.Tri t in s.tris) { // from STL file Geo.Point p1 = new Geo.Point(t.p[0].x, t.p[0].y, t.p[0].z); Geo.Point p2 = new Geo.Point(t.p[0].x + t.n.x, t.p[0].y + t.n.y, t.p[0].z + t.n.z); GeoLine l = new GeoLine(p1, p2); l.color = System.Drawing.Color.Green; g.addGeom(l); // calculate yourself: Vector v1 = new Vector(t.p[0].x - t.p[1].x, t.p[0].y - t.p[1].y, t.p[0].z - t.p[1].z); Vector v2 = new Vector(t.p[0].x - t.p[2].x, t.p[0].y - t.p[2].y, t.p[0].z - t.p[2].z); Vector n; n = v1.Cross(v2); // the normal is in the direction of the cross product between the edge vectors n = (1 / n.Length()) * n; // normalize to length==1 p1 = new Geo.Point(t.p[0].x, t.p[0].y, t.p[0].z); p2 = new Geo.Point(t.p[0].x + n.x, t.p[0].y + n.y, t.p[0].z + n.z); l = new GeoLine(p1, p2); l.color = System.Drawing.Color.Blue; g.addGeom(l); } }
// 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); } }
// test for bounding box function public static void bbox_test(GLWindow g) { // draw a triangle Geo.Point p1 = new Geo.Point(0.1, 0.1, 0); Geo.Point p2 = new Geo.Point(0.8, 0.3, 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); // create triangle and calculate bounding box Geo.Tri t = new Geo.Tri(p1, p2, p3); t.calc_bbox(); Geo.Point a = new Geo.Point(t.bb.minx, t.bb.miny, 0); Geo.Point b = new Geo.Point(t.bb.maxx, t.bb.miny, 0); Geo.Point c = new Geo.Point(t.bb.maxx, t.bb.maxy, 0); Geo.Point d = new Geo.Point(t.bb.minx, t.bb.maxy, 0); GeoLine h1 = new GeoLine(a, b); GeoLine h2 = new GeoLine(b, c); GeoLine h3 = new GeoLine(c, d); GeoLine h4 = new GeoLine(d, a); h1.color = System.Drawing.Color.Red; h2.color = System.Drawing.Color.Red; h3.color = System.Drawing.Color.Red; h4.color = System.Drawing.Color.Red; g.addGeom(h1); g.addGeom(h2); g.addGeom(h3); g.addGeom(h4); // check that the points are OK GeoPoint v1 = new GeoPoint(t.bb.minx, t.bb.miny, 0); v1.color = System.Drawing.Color.Green; g.addGeom(v1); GeoPoint v2 = new GeoPoint(t.bb.maxx, t.bb.maxy, 0); v2.color = System.Drawing.Color.Azure; g.addGeom(v2); }
// test for bounding box function public static void bbox_test(GLWindow g) { // draw a triangle Geo.Point p1 = new Geo.Point(0.1, 0.1, 0); Geo.Point p2 = new Geo.Point(0.8, 0.3, 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); // create triangle and calculate bounding box Geo.Tri t = new Geo.Tri(p1, p2, p3); t.calc_bbox(); Geo.Point a = new Geo.Point(t.bb.minx, t.bb.miny, 0); Geo.Point b = new Geo.Point(t.bb.maxx, t.bb.miny, 0); Geo.Point c = new Geo.Point(t.bb.maxx, t.bb.maxy, 0); Geo.Point d = new Geo.Point(t.bb.minx, t.bb.maxy, 0); GeoLine h1 = new GeoLine(a, b); GeoLine h2 = new GeoLine(b, c); GeoLine h3 = new GeoLine(c, d); GeoLine h4 = new GeoLine(d, a); h1.color = System.Drawing.Color.Red; h2.color = System.Drawing.Color.Red; h3.color = System.Drawing.Color.Red; h4.color = System.Drawing.Color.Red; g.addGeom(h1); g.addGeom(h2); g.addGeom(h3); g.addGeom(h4); // check that the points are OK GeoPoint v1 = new GeoPoint(t.bb.minx, t.bb.miny, 0); v1.color = System.Drawing.Color.Green; g.addGeom(v1); GeoPoint v2 = new GeoPoint(t.bb.maxx, t.bb.maxy, 0); v2.color = System.Drawing.Color.Azure; g.addGeom(v2); }
// 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(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); } */ }
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); * } */ }