EgtGeomKernel :
- correzione a creazione arco con Set2PNB quando deltaN < epsilon - dump di CurveComposite limitato a 1000 entità - correzione in Zmap a calcolo spillone con movimento ortogonale di sfera.
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+25
-55
@@ -4760,38 +4760,21 @@ VolZmap::CompPar_Milling( unsigned int nGrid, double dLenX, double dLenY, double
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bool
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VolZmap::CompBall_Milling( unsigned int nGrid, const Point3d & ptLs, const Point3d & ptLe, double dRad)
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{
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// Verifico interferisca
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unsigned int nStartI, nStartJ, nEndI, nEndJ ;
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bool bInterf = BBoxComponent( nGrid, ptLs, ptLe, V_NULL, nStartI, nStartJ, nEndI, nEndJ, dRad, 0, 0) ;
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if ( ! bInterf)
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if ( ! bInterf)
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return true ;
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// Vettore modivemnto
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Vector3d vtV = ptLe - ptLs ;
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double dLengthPath = vtV.Len() ;
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vtV.Normalize() ;
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Vector3d vtW ;
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// Costruisco sistema di riferimento
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if ( vtV.x * vtV.x > 0.09)
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vtW.Set( - ( vtV.y + vtV.z) / vtV.x, 1, 1) ;
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else if ( vtV.y * vtV.y > 0.09)
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vtW.Set( 1, - ( vtV.x + vtV.z) / vtV.y, 1) ;
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else
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vtW.Set( 1, 1, - ( vtV.x + vtV.y) / vtV.z) ;
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//Point3d ptOnX = ptLs + vtW ;
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Frame3d CylFrame ; CylFrame.Set( ptLs, vtV, vtW) ;
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// Riferimento per cilindro inviluppo della sfera lungo il movimento
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Frame3d CylFrame ;
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CylFrame.Set( ptLs, vtV) ;
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double dSqRad = dRad * dRad ;
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double dMin, dMax ;
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Vector3d vtNmin, vtNmax ;
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for ( unsigned int i = nStartI ; i <= nEndI ; ++ i) {
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for ( unsigned int j = nStartJ ; j <= nEndJ ; ++ j) {
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@@ -4803,62 +4786,49 @@ VolZmap::CompBall_Milling( unsigned int nGrid, const Point3d & ptLs, const Point
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double dStSqDXY = SqDistXY( ptC, ptLs) ;
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double dEnSqDXY = SqDistXY( ptC, ptLe) ;
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// Prima sfera
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// Sfera in posizione start
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if ( dStSqDXY < dSqRad) {
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dMin = ptLs.z - sqrt( dSqRad - dStSqDXY) ;
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dMax = ptLs.z + sqrt( dSqRad - dStSqDXY) ;
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Point3d ptIntMin( dX, dY, dMin) ;
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Point3d ptIntMax( dX, dY, dMax) ;
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vtNmin = ptLs - ptIntMin ;
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vtNmax = ptLs - ptIntMax ;
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double dMin = ptLs.z - sqrt( dSqRad - dStSqDXY) ;
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double dMax = ptLs.z + sqrt( dSqRad - dStSqDXY) ;
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Vector3d vtNmin = ptLs - Point3d( dX, dY, dMin) ;
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vtNmin.Normalize() ;
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Vector3d vtNmax = ptLs - Point3d( dX, dY, dMax) ;
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vtNmax.Normalize() ;
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SubtractIntervals( nGrid, i, j, dMin, dMax, vtNmin, vtNmax) ;
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}
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// Seconda sfera
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// Sfera in posizione end
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if ( dEnSqDXY < dSqRad) {
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dMin = ptLe.z - sqrt( dSqRad - dEnSqDXY) ;
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dMax = ptLe.z + sqrt( dSqRad - dEnSqDXY) ;
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Point3d ptIntMin( dX, dY, dMin) ;
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Point3d ptIntMax( dX, dY, dMax) ;
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vtNmin = ptLe - ptIntMin ;
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vtNmax = ptLe - ptIntMax ;
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double dMin = ptLe.z - sqrt( dSqRad - dEnSqDXY) ;
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double dMax = ptLe.z + sqrt( dSqRad - dEnSqDXY) ;
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Vector3d vtNmin = ptLe - Point3d( dX, dY, dMin) ;
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vtNmin.Normalize() ;
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Vector3d vtNmax = ptLe - Point3d( dX, dY, dMax) ;
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vtNmax.Normalize() ;
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SubtractIntervals( nGrid, i, j, dMin, dMax, vtNmin, vtNmax) ;
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}
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// Cilindro inviluppo della sfera
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Point3d ptInt1, ptInt2 ;
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Vector3d vtN1, vtN2 ;
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// Cilindro
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if ( IntersLineCylinder( ptC, Z_AX, CylFrame, dLengthPath, dRad, false, false, ptInt1, ptInt2, vtN1, vtN2)) {
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if ( ptInt1.z < ptInt2.z) {
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dMin = ptInt1.z ;
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dMax = ptInt2.z ;
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vtNmin = vtN1 ;
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vtNmax = vtN2 ;
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double dMin = ptInt1.z ;
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double dMax = ptInt2.z ;
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Vector3d vtNmin = vtN1 ;
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Vector3d vtNmax = vtN2 ;
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if ( ptInt1.z > ptInt2.z) {
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swap( dMin, dMax) ;
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swap( vtNmin, vtNmax) ;
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}
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else {
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dMin = ptInt2.z ;
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dMax = ptInt1.z ;
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vtNmin = vtN2 ;
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vtNmax = vtN1 ;
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}
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SubtractIntervals( nGrid, i, j, dMin, dMax, vtNmin, vtNmax) ;
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}
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}
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}
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return true ;
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}
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