- in DiceCut piccola correzione per Turn

- in LapJoint in lavorazione tipo BH permessa U passante non parallela agli assi principali
This commit is contained in:
luca.mazzoleni
2025-02-20 09:43:11 +01:00
parent c82a27ebae
commit 2fa3ea24a5
2 changed files with 12 additions and 8 deletions
+1 -1
View File
@@ -407,7 +407,7 @@ function DiceCut.GetDice( nParent, BBoxRawPart, ptCPlanes, vtNPlanes, bGetOrtoPl
local dNzLimDwnUp = BL.GetNzLimDownUp( BBoxRawPart)
-- se non c'è testa da sotto e normali senza componenti in Y con faccia quasi verticale e trave non alta, uso per offset i limiti dei tagli di testa e coda
if not BD.DOWN_HEAD and abs( vtNPlanes:getY()) < 0.1 and vtNPlanes:getZ() < 0.7071 and ( not vtNBond or abs( vtNBond:getY()) < 0.1) and BBoxRawPart:getDimZ() < BD.MIN_DIM_HBEAM then
if not BD.TURN and not BD.DOWN_HEAD and abs( vtNPlanes:getY()) < 0.1 and vtNPlanes:getZ() < 0.7071 and ( not vtNBond or abs( vtNBond:getY()) < 0.1) and BBoxRawPart:getDimZ() < BD.MIN_DIM_HBEAM then
OffsetO = dOrthoMaxDim or BD.MAX_DIM_HTCUT
end