EgtGeomKernel :
- piccoli aggiustamenti.
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@@ -306,10 +306,10 @@ class VolZmap : public IVolZmap, public IGeoObjRW
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bool GenTool_Drilling( int nGrid, const Point3d& ptS, const Point3d& ptE, const Vector3d& vtToolDir) ;
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bool GenTool_Milling( int nGrid, const Point3d& ptS, const Point3d& ptE, const Vector3d& vtToolDir) ;
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// lavorazioni a 5 assi
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bool GenTool_5AxisMilling( int nGrid, const PNTVECTOR& ptS, const PNTVECTOR& ptE, const VCT3DVECTOR& vtLs, const VCT3DVECTOR& vtLe, int nToolNum, int n5AxisType = VolZmap::Move5Axis::ACROSS) ;
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bool Cyl_5AxisMilling( int nGrid, const PNTVECTOR& ptS, const PNTVECTOR& ptE, const VCT3DVECTOR& vtLs, const VCT3DVECTOR& vtLe, int nToolNum, double dHeightCorr = 0, int n5AxisType = VolZmap::Move5Axis::ACROSS) ;
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bool CylBall_5AxisMilling( int nGrid, const PNTVECTOR& ptS, const PNTVECTOR& ptE, const VCT3DVECTOR& vtLs, const VCT3DVECTOR& vtLe, int nToolNum, int n5AxisType = VolZmap::Move5Axis::ACROSS) ;
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bool Conus_5AxisMilling( int nGrid, const PNTVECTOR& ptS, const PNTVECTOR& ptE, const VCT3DVECTOR& vtLs, const VCT3DVECTOR& vtLe, int nToolNum, int n5AxisType = VolZmap::Move5Axis::ACROSS) ;
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bool GenTool_5AxisMilling( int nGrid, const PNTVECTOR& ptS, const PNTVECTOR& ptE, const VCT3DVECTOR& vtLs, const VCT3DVECTOR& vtLe, int nToolNum, int n5AxisType = ACROSS) ;
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bool Cyl_5AxisMilling( int nGrid, const PNTVECTOR& ptS, const PNTVECTOR& ptE, const VCT3DVECTOR& vtLs, const VCT3DVECTOR& vtLe, int nToolNum, double dHeightCorr = 0, int n5AxisType = ACROSS) ;
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bool CylBall_5AxisMilling( int nGrid, const PNTVECTOR& ptS, const PNTVECTOR& ptE, const VCT3DVECTOR& vtLs, const VCT3DVECTOR& vtLe, int nToolNum, int n5AxisType = ACROSS) ;
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bool Conus_5AxisMilling( int nGrid, const PNTVECTOR& ptS, const PNTVECTOR& ptE, const VCT3DVECTOR& vtLs, const VCT3DVECTOR& vtLe, int nToolNum, int n5AxisType = ACROSS) ;
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// COMPONENTI
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// Asse di simmetria diretto come l'asse Z
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+1
-1
@@ -2217,7 +2217,7 @@ VolZmap::Comp_5AxisMilling( int nGrid, const PNTVECTOR& ptS, const PNTVECTOR& pt
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if ( ! bForward && vStartEnds.size() > 1) {
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// salvo la prima intersezione dubbia e comincio a scorrere al contrario per trovare l'ultima e capire se è dello stesso tipo della prima
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if( ! bAllSameType || true) { // DEBUG !!!!!!!!!!!
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if( ! bAllSameType || false) { // DEBUG se a true !!!!!!!!!!!
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bUseOnlyExtremes = false ;
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// calcolo le intersezioni anche sugli altri due spilloni passanti per un punto a metà tra due dei vari intervalli
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// ho almeno due intervalli; prendo un punto a metà tra la fine del primo e l'inzio del secondo
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