/// <summary> /// 创建SWBody对象 /// </summary> /// <param name="body"></param> /// <returns></returns> private static SWBody CreateSWBody(Body2 body) { if (body == null) { return(null); } SWBody swBody = new SWBody(); swBody.Name = body.Name; //提取Face Face2 face = body.GetFirstFace(); while (face != null) { swBody.Faces.Add(CreateSWFace(face)); face = face.GetNextFace(); } //提取Edge object[] edges = body.GetEdges(); if (edges != null) { foreach (object objEdge in edges) { if (objEdge != null) { swBody.Edges.Add(CreateSWEdge((Edge)objEdge)); } } } //提取Vertex object[] vertices = body.GetVertices(); if (vertices != null) { foreach (object objVertex in vertices) { if (objVertex != null) { swBody.Vertices.Add(CreateSWVertex((Vertex)objVertex)); } } } return(swBody); }
public List <Segment> Tessellate() { List <Segment> segments = new List <Segment>(); PartDoc swPart = (PartDoc)swModel; System.Object vBodies; System.Array aBodies; /* Acquiring solid's bodies */ vBodies = swPart.GetBodies2((int)swBodyType_e.swAllBodies, false); aBodies = (System.Array)vBodies; int iNumBodies = aBodies.Length; int iNumSolidBodies = 0; int iNumSheetBodies = 0; Body2 swBody; for (int b = 0; b < iNumBodies; b++) { swBody = (Body2)aBodies.GetValue(b); int nBodyType = swBody.GetType(); if (nBodyType == (int)swBodyType_e.swSheetBody) { iNumSheetBodies++; } if (nBodyType == (int)swBodyType_e.swSolidBody) { iNumSolidBodies++; Face2 swFace = null; Tessellation swTessellation = null; bool bResult = false; swTessellation = (Tessellation)swBody.GetTessellation(null); swTessellation.NeedFaceFacetMap = true; swTessellation.NeedVertexParams = true; swTessellation.NeedVertexNormal = true; swTessellation.ImprovedQuality = true; /* Proper Tesselation */ swTessellation.MatchType = (int)swTesselationMatchType_e.swTesselationMatchFacetTopology; bResult = swTessellation.Tessellate(); int[] aFacetIds; int iNumFacetIds; int[] aFinIds; int[] aVertexIds; double[] aVertexCoords1; double[] aVertexCoords2; swFace = (Face2)swBody.GetFirstFace(); /* Getting all solid's triangles */ while (swFace != null) { aFacetIds = (int[])swTessellation.GetFaceFacets(swFace); iNumFacetIds = aFacetIds.Length; for (int iFacetIdIdx = 0; iFacetIdIdx < iNumFacetIds; iFacetIdIdx++) { aFinIds = (int[])swTessellation.GetFacetFins(aFacetIds[iFacetIdIdx]); for (int iFinIdx = 0; iFinIdx < 3; iFinIdx++) { aVertexIds = (int[])swTessellation.GetFinVertices(aFinIds[iFinIdx]); aVertexCoords1 = (double[])swTessellation.GetVertexPoint(aVertexIds[0]); aVertexCoords2 = (double[])swTessellation.GetVertexPoint(aVertexIds[1]); /* Creating segments */ segments.Add(new Segment(aVertexCoords1, aVertexCoords2)); } } swFace = (Face2)swFace.GetNextFace(); } } } return(segments); }
/// Convert a SolidWorks component to Wavefront OBJ mesh /// public static void Convert(Component2 swComp, ref string asciitext, bool saveUV, ref UserProgressBar swProgress) { StringBuilder textbuilder = new StringBuilder(); Body2 swBody = default(Body2); object[] vBodies = null; object[] vBodiesSolid = null; object[] vBodiesSheet = null; object vBodyInfo; int[] BodiesInfo = null; int j = 0; ModelDoc2 swModel; swModel = (ModelDoc2)swComp.GetModelDoc(); vBodiesSolid = (object[])swComp.GetBodies3((int)swBodyType_e.swSolidBody, out vBodyInfo); vBodiesSheet = (object[])swComp.GetBodies3((int)swBodyType_e.swSheetBody, out vBodyInfo); BodiesInfo = (int[])vBodyInfo; if (vBodiesSolid != null && vBodiesSheet == null) { vBodies = vBodiesSolid; } if (vBodiesSolid == null && vBodiesSheet != null) { vBodies = vBodiesSheet; } if (vBodiesSolid != null && vBodiesSheet != null) { vBodies = vBodiesSheet.Concat(vBodiesSolid).ToArray(); } // vBodies = (object[])swComp.GetBodies3((int)swBodyType_e.swSolidBody, out vBodyInfo); if (vBodies != null) { int iNumBodies = vBodies.Length; int iNumSolidBodies = 0; int iNumSheetBodies = 0; int iNumTesselatedBodies = 0; if (iNumBodies > 0) { asciitext += "# Wavefront .OBJ file for tesselated shape: " + swComp.Name2 + " path: " + swModel.GetPathName() + "\n\n"; } int group_vstride = 0; int group_nstride = 0; // Loop through bodies for (j = 0; j <= vBodies.Length - 1; j++) { swBody = (Body2)vBodies[j]; int nBodyType = (int)swBody.GetType(); if (nBodyType == (int)swBodyType_e.swSheetBody) { iNumSheetBodies++; } if (nBodyType == (int)swBodyType_e.swSolidBody) { iNumSolidBodies++; } if ((nBodyType == (int)swBodyType_e.swSheetBody || nBodyType == (int)swBodyType_e.swSolidBody) && !swBody.Name.StartsWith("COLL.") && swBody.Visible) { iNumTesselatedBodies++; CultureInfo bz = new CultureInfo("en-BZ"); //asciitext += "g body_" + iNumTesselatedBodies + "\n"; textbuilder.Append("g body_" + iNumTesselatedBodies + "\n"); Face2 swFace = null; Tessellation swTessellation = null; bool bResult = false; // Pass in null so the whole body will be tessellated swTessellation = (Tessellation)swBody.GetTessellation(null); // Set up the Tessellation object swTessellation.NeedFaceFacetMap = true; swTessellation.NeedVertexParams = true; swTessellation.NeedVertexNormal = true; swTessellation.ImprovedQuality = true; // How to handle matches across common edges swTessellation.MatchType = (int)swTesselationMatchType_e.swTesselationMatchFacetTopology; // Do it if (swProgress != null) { swProgress.UpdateTitle("Exporting (tesselate process) ..."); } bResult = swTessellation.Tessellate(); // Get the number of vertices and facets //System.Windows.Forms.MessageBox.Show("Body n." + j + " vert.num=" + swTessellation.GetVertexCount()); //Debug.Print("Number of vertices: " + swTessellation.GetVertexCount()); //Debug.Print("Number of facets: " + swTessellation.GetFacetCount()); // Now get the facet data per face int[] aFacetIds; int iNumFacetIds; int[] aFinIds; int[] aVertexIds; double[] aNormal; double[] aVertexCoords1; double[] aVertexCoords2; double[] aVertexParams; int numv = swTessellation.GetVertexCount(); // Write all vertexes string mline; for (int iv = 0; iv < numv; iv++) { if ((swProgress != null) && (iv % 200 == 0)) { swProgress.UpdateTitle("Exporting (write " + iv + "-th vertex in .obj) ..."); } aVertexCoords1 = (double[])swTessellation.GetVertexPoint(iv); mline = "v " + (aVertexCoords1[0] * ChScale.L).ToString("f6", bz) + " " + (aVertexCoords1[1] * ChScale.L).ToString("f6", bz) + " " + (aVertexCoords1[2] * ChScale.L).ToString("f6", bz) + "\n"; textbuilder.Append(mline); } // Write all normals for (int iv = 0; iv < numv; iv++) { if ((swProgress != null) && (iv % 200 == 0)) { swProgress.UpdateTitle("Exporting (write " + iv + "-th normal in .obj) ..."); } aNormal = (double[])swTessellation.GetVertexNormal(iv); mline = "vn " + aNormal[0].ToString("f3", bz) + " " + aNormal[1].ToString("f3", bz) + " " + aNormal[2].ToString("f3", bz) + "\n"; textbuilder.Append(mline); } if (nBodyType == (int)swBodyType_e.swSheetBody) // for sheets, save two-sided triangles { for (int iv = 0; iv < numv; iv++) { if ((swProgress != null) && (iv % 200 == 0)) { swProgress.UpdateTitle("Exporting (write " + iv + "-th normal in .obj) ..."); } aNormal = (double[])swTessellation.GetVertexNormal(iv); mline = "vn " + (-aNormal[0]).ToString("f3", bz) + " " + (-aNormal[1]).ToString("f3", bz) + " " + (-aNormal[2]).ToString("f3", bz) + "\n"; textbuilder.Append(mline); } } // Write all UV (also with '0' as third value, for compatibility with some OBJ reader) if (saveUV) { for (int iv = 0; iv < numv; iv++) { if ((swProgress != null) && (iv % 200 == 0)) { swProgress.UpdateTitle("Exporting (write " + iv + "-th UV in .obj) ..."); } aVertexParams = (double[])swTessellation.GetVertexParams(iv); mline = "vt " + aVertexParams[0].ToString("f4", bz) + " " + aVertexParams[1].ToString("f4", bz) + " " + "0" + "\n"; textbuilder.Append(mline); } } // Loop over faces swFace = (Face2)swBody.GetFirstFace(); while (swFace != null) { aFacetIds = (int[])swTessellation.GetFaceFacets(swFace); iNumFacetIds = aFacetIds.Length; for (int iFacetIdIdx = 0; iFacetIdIdx < iNumFacetIds; iFacetIdIdx++) { if ((swProgress != null) && (iFacetIdIdx % 100 == 0)) { swProgress.UpdateTitle("Exporting (write " + iFacetIdIdx + "-th face in .obj) ..."); } mline = "f"; aFinIds = (int[])swTessellation.GetFacetFins(aFacetIds[iFacetIdIdx]); // There should always be three fins per facet for (int iFinIdx = 0; iFinIdx < 3; iFinIdx++) { aVertexIds = (int[])swTessellation.GetFinVertices(aFinIds[iFinIdx]); // Three fins per face, two vertexes each fin, // only the 1st vertex of two is needed (because of sharing) if (saveUV) { mline += " " + (aVertexIds[0] + group_vstride + 1) + "/" + (aVertexIds[0] + group_vstride + 1) + "/" + (aVertexIds[0] + group_nstride + 1); } else { mline += " " + (aVertexIds[0] + group_vstride + 1) + "//" + (aVertexIds[0] + group_nstride + 1); } } mline += "\n"; textbuilder.Append(mline); } swFace = (Face2)swFace.GetNextFace(); } swFace = (Face2)swBody.GetFirstFace(); if (nBodyType == (int)swBodyType_e.swSheetBody) // for sheets, save two-sided triangles { while (swFace != null) { aFacetIds = (int[])swTessellation.GetFaceFacets(swFace); iNumFacetIds = aFacetIds.Length; for (int iFacetIdIdx = 0; iFacetIdIdx < iNumFacetIds; iFacetIdIdx++) { if ((swProgress != null) && (iFacetIdIdx % 100 == 0)) { swProgress.UpdateTitle("Exporting (write " + iFacetIdIdx + "-th face in .obj) ..."); } mline = "f"; aFinIds = (int[])swTessellation.GetFacetFins(aFacetIds[iFacetIdIdx]); for (int iFinIdx = 2; iFinIdx >= 0; iFinIdx--) { aVertexIds = (int[])swTessellation.GetFinVertices(aFinIds[iFinIdx]); if (saveUV) { mline += " " + (aVertexIds[0] + group_vstride + 1) + "/" + (aVertexIds[0] + group_vstride + 1) + "/" + (aVertexIds[0] + swTessellation.GetVertexCount() + group_nstride + 1); } else { mline += " " + (aVertexIds[0] + group_vstride + 1) + "//" + (aVertexIds[0] + swTessellation.GetVertexCount() + group_nstride + 1); } } mline += "\n"; textbuilder.Append(mline); } swFace = (Face2)swFace.GetNextFace(); } } group_vstride += swTessellation.GetVertexCount(); group_nstride += swTessellation.GetVertexCount(); if (nBodyType == (int)swBodyType_e.swSheetBody) // for sheets: two-sided triangles { group_nstride += swTessellation.GetVertexCount(); } } } // end loop on bodies } // not null body asciitext += textbuilder.ToString(); }
private Model.BodyglTFModel GetglTFBodyModel(Body2 swBody) { BodyglTFModel BodyModel = new BodyglTFModel(); if (swBody == null) { return(null); } try { var BodyMaterial = (double[])swBody.MaterialPropertyValues2; if (BodyMaterial != null) { BodyModel.BodyMaterialValue = BodyMaterial; } #region 网格化 Tessellation swTessellation = swBody.GetTessellation(null); if (swTessellation != null) { swTessellation.NeedFaceFacetMap = true; swTessellation.NeedVertexParams = true; swTessellation.NeedVertexNormal = true; swTessellation.ImprovedQuality = true; // How to handle matches across common edges swTessellation.MatchType = (int)swTesselationMatchType_e.swTesselationMatchFacetTopology; // Do it bool bResult = swTessellation.Tessellate(); } else { return(null); } #endregion Face2 swFace = (Face2)swBody.GetFirstFace(); while (swFace != null) { Model.FaceglTFModel FaceModel = new FaceglTFModel(); var FaceMaterial = swFace.MaterialPropertyValues; if (FaceMaterial != null) { FaceModel.FaceMaterialValue = FaceMaterial; } #region 面的三角化 int[] aFacetIds = (int[])swTessellation.GetFaceFacets(swFace); int iNumFacetIds = aFacetIds.Length; for (int iFacetIdIdx = 0; iFacetIdIdx < iNumFacetIds; iFacetIdIdx++) { int[] aFinIds = (int[])swTessellation.GetFacetFins(aFacetIds[iFacetIdIdx]); // There should always be three fins per facet FaceVertexModel model = new FaceVertexModel(); List <double[]> points = new List <double[]>(); for (int iFinIdx = 0; iFinIdx < 3; iFinIdx++) { int[] aVertexIds = (int[])swTessellation.GetFinVertices(aFinIds[iFinIdx]); // Should always be two vertices per fin double[] aVertexCoords1 = (double[])swTessellation.GetVertexPoint(aVertexIds[0]); double[] aVertexCoords2 = (double[])swTessellation.GetVertexPoint(aVertexIds[1]); var v1 = new VERTEX(Convert.ToSingle(aVertexCoords1[0]), Convert.ToSingle(aVertexCoords1[1]), Convert.ToSingle(aVertexCoords1[2])); var v2 = new VERTEX(Convert.ToSingle(aVertexCoords2[0]), Convert.ToSingle(aVertexCoords2[1]), Convert.ToSingle(aVertexCoords2[2])); bool isContain = false; foreach (var item in points) { if ((Math.Abs(item[0] - aVertexCoords1[0]) + Math.Abs(item[1] - aVertexCoords1[1]) + Math.Abs(item[2] - aVertexCoords1[2])) < 0.00001) { isContain = true; } } if (!isContain) { points.Add(aVertexCoords1); } isContain = false; foreach (var item in points) { if ((Math.Abs(item[0] - aVertexCoords2[0]) + Math.Abs(item[1] - aVertexCoords2[1]) + Math.Abs(item[2] - aVertexCoords2[2])) < 0.00001) { isContain = true; } } if (!isContain) { points.Add(aVertexCoords2); } // Create a line //swModel.CreateLine2(aVertexCoords1[0], aVertexCoords1[1], aVertexCoords1[2], aVertexCoords2[0], aVertexCoords2[1], aVertexCoords2[2]); } if (points.Count == 3) { model.a = new VERTEX(Convert.ToSingle(points[0][0]), Convert.ToSingle(points[0][1]), Convert.ToSingle(points[0][2])); model.b = new VERTEX(Convert.ToSingle(points[1][0]), Convert.ToSingle(points[1][1]), Convert.ToSingle(points[1][2])); model.c = new VERTEX(Convert.ToSingle(points[2][0]), Convert.ToSingle(points[2][1]), Convert.ToSingle(points[2][2])); FaceModel.FaceTri.Add(model); } } if (FaceModel.FaceTri.Count > 0) { BodyModel.FaceList.Add(FaceModel); } swFace = (Face2)swFace.GetNextFace(); #endregion } } catch (Exception ex) { } return(BodyModel); }