Files
EgtGeomKernel/VolZmap.cpp
T
Dario Sassi d21f27ae2d EgtGeomKernel 1.6l10 :
- migliorie a Zmap.
2016-02-01 07:42:49 +00:00

1035 lines
35 KiB
C++

//----------------------------------------------------------------------------
// EgalTech 2015-2015
//----------------------------------------------------------------------------
// File : VolZmap.cpp Data : 22.01.15 Versione : 1.6a4
// Contenuto : Implementazione della classe Volume Zmap.
//
//
//
// Modifiche : 22.01.15 DS Creazione modulo.
//
//
//----------------------------------------------------------------------------
//--------------------------- Include ----------------------------------------
#include "stdafx.h"
#include "VolZmap.h"
#include "GeoObjFactory.h"
#include "NgeWriter.h"
#include "NgeReader.h"
#include "\EgtDev\Include\EGkIntervals.h"
using namespace std ;
//----------------------------------------------------------------------------
GEOOBJ_REGISTER( VOL_ZMAP, NGE_V_ZMP, VolZmap) ;
//----------------------------------------------------------------------------
VolZmap::VolZmap(void)
: m_nStatus( TO_VERIFY), m_nTempProp()
{
m_dStep = 0 ;
m_nNx = 0 ;
m_nNy = 0 ;
m_nDim = 0 ;
}
//----------------------------------------------------------------------------
VolZmap::~VolZmap( void)
{
}
//----------------------------------------------------------------------------
VolZmap*
VolZmap::Clone( void) const
{
// alloco oggetto
VolZmap* pVzm = new(nothrow) VolZmap ;
if ( pVzm != nullptr) {
if ( ! pVzm->CopyFrom( *this)) {
delete pVzm ;
return nullptr ;
}
}
return pVzm ;
}
//----------------------------------------------------------------------------
bool
VolZmap::CopyFrom( const IGeoObj* pGObjSrc)
{
const VolZmap* pVzm = dynamic_cast<const VolZmap*>( pGObjSrc) ;
if ( pVzm == nullptr)
return false ;
return CopyFrom( *pVzm) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::CopyFrom( const VolZmap& vzmSrc)
{
if ( &vzmSrc == this)
return true ;
m_OGrMgr.Reset() ;
m_LocalFrame = vzmSrc.m_LocalFrame ;
m_dStep = vzmSrc.m_dStep ;
m_nDim = vzmSrc.m_nDim ;
m_nNx = vzmSrc.m_nNx ;
m_nNy = vzmSrc.m_nNy ;
m_ZValues = vzmSrc.m_ZValues ;
m_nStatus = vzmSrc.m_nStatus ;
m_nTempProp = vzmSrc.m_nTempProp ;
return true ;
}
//----------------------------------------------------------------------------
GeoObjType
VolZmap::GetType( void) const
{
return static_cast<GeoObjType>( GEOOBJ_GETTYPE( VolZmap)) ;
}
//----------------------------------------------------------------------------
const string&
VolZmap::GetTitle( void) const
{
static const string sTitle = "Zmap" ;
return sTitle ;
}
//----------------------------------------------------------------------------
bool
VolZmap::Dump( string& sOut, bool bMM, const char* szNewLine) const
{
return false ;
}
//----------------------------------------------------------------------------
int
VolZmap::GetNgeId( void) const
{
return GEOOBJ_GETNGEID( VolZmap) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::Save( NgeWriter& ngeOut) const
{
// parametri di scrittura: sistema di riferimento, minimo incremento, numero di passi
// in direzione x e y, e per ogni casella, numero di valori e valori
if ( ! ngeOut.WriteFrame( m_LocalFrame, ";", true))
return false ;
if ( ! ngeOut.WriteDouble( m_dStep, ",", false))
return false ;
if ( ! ngeOut.WriteInt( m_nNx, ",", false))
return false ;
if ( ! ngeOut.WriteInt( m_nNy, ";", true))
return false ;
// ciclo sui dexel
for ( unsigned int i = 0 ; i < m_nDim ; ++ i) {
// numero di estremi
int nDim = int( m_ZValues[i].size()) ;
if ( ! ngeOut.WriteInt( nDim, ",", false))
return false ;
// se dexel nullo
if ( nDim == 0) {
// scrivo un valore dummy
if ( ! ngeOut.WriteDouble( 0, ";", true))
return false ;
}
// altrimenti
else {
for ( unsigned int k = 0 ; k < m_ZValues[i].size() ; ++ k) {
bool bEndL = ( k == m_ZValues[i].size() - 1) ;
if ( ! ngeOut.WriteDouble( m_ZValues[i][k], ( bEndL ? ";" : ","), bEndL))
return false ;
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::Load( NgeReader& ngeIn)
{
m_nStatus = TO_VERIFY ;
// parametri di lettura: sistema di riferimento, minimo incremento, numero di passi
// in direzione x e y, e per ogni casella, numero di valori e valori
if ( ! ngeIn.ReadFrame( m_LocalFrame, ";", true))
return false ;
if ( ! ngeIn.ReadDouble( m_dStep, ",", false))
return false ;
int nTemp ;
if ( ! ngeIn.ReadInt( nTemp, ",", false))
return false ;
m_nNx = nTemp ;
if ( ! ngeIn.ReadInt( nTemp, ";", true))
return false ;
m_nNy = nTemp ;
// dimensione del vettore di dexel
m_nDim = m_nNx * m_nNy ;
m_ZValues.resize(m_nDim) ;
// ciclo sui dexel
for ( unsigned int i = 0 ; i < m_nDim ; ++ i) {
// leggo il numero di estremi nel dexel
if ( ! ngeIn.ReadInt( nTemp, ",", false))
return false ;
// devono essere pari
if ( ( nTemp % 2) != 0)
return false ;
// se dexel nullo
if ( nTemp == 0) {
// leggo un valore dummy
double dDummy ;
if ( ! ngeIn.ReadDouble( dDummy, ",", true))
return false ;
}
// altrimenti
else {
// dimensiono l'array
m_ZValues[i].resize(nTemp) ;
// leggo i valori
for ( unsigned int k = 0 ; k < m_ZValues[i].size() ; ++ k) {
bool bEndL = ( k == m_ZValues[i].size() - 1) ;
if ( ! ngeIn.ReadDouble( m_ZValues[i][k], ( bEndL ? ";" : ","), bEndL))
return false ;
}
}
}
m_nStatus = OK ;
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetLocalBBox( BBox3d& b3Loc, int nFlag) const
{
// verifico lo stato
if ( m_nStatus != OK)
return false ;
// reset box
b3Loc.Reset() ;
// ciclo sui dexel
double dY = 0.5 * m_dStep ;
for ( size_t i = 0 ; i < m_nNy ; ++ i) {
double dX = 0.5 * m_dStep ;
for ( size_t j = 0 ; j < m_nNx ; ++ j) {
size_t nPos = j + i * m_nNx ;
if ( m_ZValues[nPos].size() > 0) {
Point3d ptP = m_LocalFrame.Orig() + dX * m_LocalFrame.VersX() + dY * m_LocalFrame.VersY() ;
b3Loc.Add( ptP + m_ZValues[nPos][0] * m_LocalFrame.VersZ()) ;
b3Loc.Add( ptP + m_ZValues[nPos][m_ZValues[nPos].size()-1] * m_LocalFrame.VersZ()) ;
}
dX += m_dStep ;
}
dY += m_dStep ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetBBox( const Frame3d& frRef, BBox3d& b3Ref, int nFlag) const
{
// verifico lo stato
if ( m_nStatus != OK)
return false ;
// reset box
b3Ref.Reset() ;
// trasformo il riferimento locale tramite quello passato
Frame3d frUse = m_LocalFrame ;
frUse.ToGlob( frRef) ;
// ciclo sui dexel
double dY = 0.5 * m_dStep ;
for ( size_t i = 0 ; i < m_nNy ; ++ i) {
double dX = 0.5 * m_dStep ;
for ( size_t j = 0 ; j < m_nNx ; ++ j) {
size_t nPos = j + i * m_nNx ;
if ( m_ZValues[nPos].size() > 0) {
Point3d ptP = frUse.Orig() + dX * frUse.VersX() + dY * frUse.VersY() ;
b3Ref.Add( ptP + m_ZValues[nPos][0] * frUse.VersZ()) ;
b3Ref.Add( ptP + m_ZValues[nPos][m_ZValues[nPos].size()-1] * frUse.VersZ()) ;
}
dX += m_dStep ;
}
dY += m_dStep ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::Translate( const Vector3d& vtMove)
{
// verifico lo stato
if ( m_nStatus != OK)
return false ;
// imposto ricalcolo della grafica
m_OGrMgr.Reset() ;
// traslo il riferimento
m_LocalFrame.Translate( vtMove) ;
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::Rotate( const Point3d& ptAx, const Vector3d& vtAx, double dCosAng, double dSinAng)
{
// verifico lo stato
if ( m_nStatus != OK)
return false ;
// imposto ricalcolo della grafica
m_OGrMgr.Reset() ;
// ruoto il riferimento
return m_LocalFrame.Rotate( ptAx, vtAx, dCosAng, dSinAng) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::Scale( const Frame3d& frRef, double dCoeffX, double dCoeffY, double dCoeffZ)
{
// verifico lo stato
if ( m_nStatus != OK)
return false ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::Mirror( const Point3d& ptOn, const Vector3d& vtNorm)
{
// verifico lo stato
if ( m_nStatus != OK)
return false ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::Shear( const Point3d& ptOn, const Vector3d& vtNorm, const Vector3d& vtDir, double dCoeff)
{
// verifico lo stato
if ( m_nStatus != OK)
return false ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::ToGlob( const Frame3d& frRef)
{
// verifico lo stato
if ( m_nStatus != OK)
return false ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::ToLoc( const Frame3d& frRef)
{
// verifico lo stato
if ( m_nStatus != OK)
return false ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::LocToLoc( const Frame3d& frOri, const Frame3d& frDest)
{
// verifico lo stato
if ( m_nStatus != OK)
return false ;
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::CreateMap( const Point3d& ptO, double dPrec, double dLengthX, double dLengthY, double dLengthZ)
{
// Controlli sui parametri
if ( dPrec < EPS_SMALL || dLengthX < EPS_SMALL || dLengthY < EPS_SMALL || dLengthZ < EPS_SMALL)
return false ;
m_LocalFrame.Set( ptO, X_AX, Y_AX, Z_AX) ;
m_dStep = dPrec ;
m_nNx = static_cast <unsigned int> ( ceil( dLengthX / m_dStep)) ;
m_nNy = static_cast <unsigned int> ( ceil( dLengthY / m_dStep)) ;
m_nDim = m_nNx * m_nNy ;
m_ZValues.resize( m_nDim) ;
for ( int i = 0 ; i < int( m_nDim) ; i++) {
m_ZValues[i].resize(2) ;
m_ZValues[i][0] = 0 ;
m_ZValues[i][1] = dLengthZ ;
}
m_nStatus = OK ;
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::SubtractIntervals( unsigned int nI, unsigned int nJ, double dMin, double dMax)
{
unsigned int nPos ;
//unsigned int nKD ;
//unsigned int nKU ;
//unsigned int nDelta ; // Variazione di dimensione del vettore
// Controllo che dMin e dMax non siano quasi coincidenti
if ( abs( dMax - dMin) < EPS_SMALL)
return true ;
// Controllo che dMin < dMax
if ( dMax < dMin ) {
double dTemp = dMax ;
dMax = dMin ;
dMin = dMax ;
}
// Calcolo nPos
nPos = nJ*m_nNx + nI ; // O nJ*m_Nx + nI + 1 ?
unsigned int i = 0 ;
while ( i < m_ZValues[nPos].size() - 1) {
if ( m_ZValues[nPos].size() == 0)
return true ;
// Casi:
// Intervallo da sottrarre è tutto a sinistra di quello corrente, non vi è intersezione
if ( m_ZValues[nPos][i] > dMax - EPS_SMALL) {
}
// Intersezione
else if ( m_ZValues[nPos][i + 1] > dMax + EPS_SMALL) {
// L'intervallo corrente corrente viene limitato a sinistra
if ( m_ZValues[nPos][i] > dMin - EPS_SMALL) {
m_ZValues[nPos][i] = dMax ;
}
// L'intervallo si divide in due intervalli
else {
m_ZValues[nPos].resize( m_ZValues[nPos].size() + 2) ;
for ( size_t j = m_ZValues[nPos].size() - 1 ; j >= i + 3 ; -- j)
m_ZValues[nPos][j] = m_ZValues[nPos][j - 2] ;
m_ZValues[nPos][i + 1] = dMin ;
m_ZValues[nPos][i + 2] = dMax ;
i = i + 2 ;
}
}
else {
// L'intervallo corrente viene eliminato
if ( m_ZValues[nPos][i] > dMin - EPS_SMALL) {
for ( unsigned int j = i ; j < m_ZValues[nPos].size() - 2 ; ++ j)
m_ZValues[nPos][j] = m_ZValues[nPos][j + 2] ;
m_ZValues[nPos].resize( m_ZValues[nPos].size() - 2) ;
i = i - 2 ;
}
// L'intervallo corrente viene limitato a destra
else if ( m_ZValues[nPos][i + 1] > dMin + EPS_SMALL) {
m_ZValues[nPos][i + 1] = dMin ;
}
// L'intervallo da sottrarre è tutto a destra di quello corrente, non vi è intersezione
else {
}
}
i = i + 2 ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::SubtractIntervals( const Point3d& ptP, double dMin, double dMax) // ptP è espresso nel sistema locale e viene convertito in quello intrinseco (localFrame)
{
Point3d ptPL = ptP ;
ptPL.ToLoc( m_LocalFrame) ; // ptPL è ora espresso rispetto al sistema di riferimento intrinseco.
double dX, dY, dZ ; // Coordinate di ptPL nel sistema intrinseco
double dhMin, dhMax ; // Altezze dMin e dMax RIESPRESSE nel sistema intrinseco (dMin e dMax sono altezze rispetto a ptP)
dX = ptPL.x ; dY = ptPL.y ; dZ = ptPL.z ;
dhMin = dZ + dMin ; dhMax = dZ + dMax ;
// Cerco il punto della griglia più vicino
double integerPartX = floor( dX / m_dStep) ;
double integerPartY = floor( dY / m_dStep) ;
unsigned int i = static_cast <unsigned int> (integerPartX) ; // Indici del punto di griglia più vicino.
unsigned int j = static_cast <unsigned int> (integerPartY) ; // i = 0, 1, ..., m_Nx - 1 ; j = 0, 1, ..., m_Ny - 1
// Controllo se le coordinate x e y del punto dato siano all'interno della griglia:
// se sono dentro la griglia chiamo l'altra subtract
if ( dX < m_dStep*m_nNx && dY < m_dStep*m_nNy
&& dX >= 0 && dY >= 0) { // Mettendo > - qlc può sempre capitare un punto compreso fra - qlc e 0 e si esce dai limiti dell vector
return SubtractIntervals( i, j, dhMin, dhMax) ;
}
// altrimenti non succede niente
else {
return true ;
}
}
//----------------------------------------------------------------------------
bool
VolZmap::AddIntervals( unsigned int nI, unsigned int nJ, double dMin, double dMax)
{
unsigned int nPos ;
//unsigned int nKD ;
//unsigned int nKU ;
//unsigned int nDelta ; // Variazione di dimensione del vettore
// Controllo che dMin e dMax non siano quasi coincidenti
if ( abs( dMax - dMin) < EPS_SMALL)
return true ;
// Controllo che dMin < dMax
if ( dMax < dMin ) {
double dTemp = dMax ;
dMax = dMin ;
dMin = dMax ;
}
// Calcolo nPos
nPos = nJ*m_nNx + nI ; // O nJ*m_Nx + nI + 1 ?
if ( m_ZValues[nPos].size() == 0) {
m_ZValues[nPos].resize( 2) ;
m_ZValues[nPos][0] = dMin ;
m_ZValues[nPos][1] = dMax ;
return true ;
}
unsigned int i = 0 ;
while ( i < m_ZValues[nPos].size() - 1) {
if ( i > 0) {
// Caso in cui un intervallo precedente sconfini in quello corrente
if ( m_ZValues[nPos][i] < m_ZValues[nPos][i - 1] + EPS_SMALL) {
// Se l'intervallo corrente non è contenuto totalmente si esegue l'istruzione successiva
if ( m_ZValues[nPos][i - 1] < m_ZValues[nPos][i + 1] + EPS_SMALL)
m_ZValues[nPos][i - 1] = m_ZValues[nPos][i + 1] ;
for ( unsigned int j = i ; j < m_ZValues[nPos].size() - 2 ; ++ j)
m_ZValues[nPos][j] = m_ZValues[nPos][j + 2] ;
m_ZValues[nPos].resize( m_ZValues[nPos].size() - 2) ;
i = i - 2 ;
}
}
// Caso in cui devo aggiungere un intervallo a sinistra dell'intervallo corrente
if ( m_ZValues[nPos][i] > dMax + EPS_SMALL) {
m_ZValues[nPos].resize( m_ZValues[nPos].size() + 2) ;
for ( size_t j = m_ZValues[nPos].size() - 1 ; j >= i + 2 ; -- j)
m_ZValues[nPos][j] = m_ZValues[nPos][j - 2] ;
m_ZValues[nPos][i] = dMin ;
m_ZValues[nPos][i + 1] = dMax ;
i = i + 2 ;
}
// Casi d'intersezione:
else if ( m_ZValues[nPos][i + 1] > dMax - EPS_SMALL) {
// Se l'intervallo da aggiungere sconfina a sinistra modifico il minimo dell'intervalo corrente
if (m_ZValues[nPos][i] > dMin - EPS_SMALL) {
m_ZValues[nPos][i] = dMin ;
}
}
else {
// Se l'intervallo corrente è tutto contenuto nell'intervallo da aggungere modifico gli estremi
if ( m_ZValues[nPos][i] > dMin + EPS_SMALL) {
m_ZValues[nPos][i] = dMin ;
m_ZValues[nPos][i + 1] = dMax ;
}
// Se l'intervallo da aggiungere sconfina a destra modifico il massimo dell'intervallo corrente
else if ( m_ZValues[nPos][i + 1] > dMin - EPS_SMALL) {
m_ZValues[nPos][i + 1] = dMax ;
}
else {
// Aggiungo intervallo a destra dell'ultimo intervallo
if ( i == m_ZValues[nPos].size() - 2) {
m_ZValues[nPos].resize( m_ZValues[nPos].size() + 2) ;
m_ZValues[nPos][i + 2] = dMin ;
m_ZValues[nPos][i + 3] = dMax ;
i = i + 2 ;
}
}
}
i = i + 2 ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AddIntervals( const Point3d& ptP, double dMin, double dMax) // ptP è espresso nel sistema locale e viene convertito in quello intrinseco (localFrame)
{
Point3d ptPL = ptP ;
ptPL.ToLoc( m_LocalFrame) ; // ptPL è ora espresso rispetto al sistema di riferimento intrinseco.
double dX, dY, dZ ; // Coordinate di ptPL nel sistema intrinseco
double dhMin, dhMax ; // Altezze dMin e dMax RIESPRESSE nel sistema intrinseco (dMin e dMax sono altezze rispetto a ptP)
dX = ptPL.x ; dY = ptPL.y ; dZ = ptPL.z ;
dhMin = dZ + dMin ; dhMax = dZ + dMax ;
// Cerco il punto della griglia più vicino
double integerPartX = floor( dX / m_dStep) ;
double integerPartY = floor( dY / m_dStep) ;
unsigned int i = static_cast <unsigned int> (integerPartX) ; // Indici del punto di griglia più vicino.
unsigned int j = static_cast <unsigned int> (integerPartY) ; // i = 0, 1, ..., m_Nx - 1 ; j = 0, 1, ..., m_Ny - 1
// Controllo se le coordinate x e y del punto dato siano all'interno della griglia:
// se sono dentro la griglia chiamo l'altra subtract
if ( dX < m_dStep*m_nNx && dY < m_dStep*m_nNy
&& dX >= 0 && dY >= 0) { // Mettendo > - qlc può sempre capitare un punto compreso fra - qlc e 0 e si esce dai limiti dell vector
return AddIntervals( i, j, dhMin, dhMax) ;
}
// altrimenti non succede niente
else {
return false ;
}
}
//----------------------------------------------------------------------------
bool
VolZmap::GetDexelLines( int nDir, int nPos1, int nPos2, POLYLINELIST& lstPL) const
{
// per ora solo perpendicolari a XY (1)
if ( nDir != 1)
return false ;
// verifiche sugli indici
if ( nPos1 < 0 || nPos1 >= int( m_nNx) || nPos2 < 0 || nPos2 >= int( m_nNy))
return false ;
int nPos = nPos1 + nPos2 * m_nNx ;
if ( nPos < 0 || nPos >= int( m_ZValues.size()))
return false ;
// calcolo coordinate punto
double dX = m_dStep * ( 0.5 + nPos1) ;
double dY = m_dStep * ( 0.5 + nPos2) ;
Point3d ptP = m_LocalFrame.Orig() + dX * m_LocalFrame.VersX() + dY * m_LocalFrame.VersY() ;
// creo le polilinee
for ( int i = 1 ; i < int( m_ZValues[nPos].size()) ; i += 2) {
// aggiungo polilinea a lista
lstPL.emplace_back() ;
// inserisco punti estremi
lstPL.back().AddUPoint( 0, ptP + m_ZValues[nPos][i-1] * m_LocalFrame.VersZ()) ;
lstPL.back().AddUPoint( 1, ptP + m_ZValues[nPos][i] * m_LocalFrame.VersZ()) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetAllTriangles( TRIA3DLIST& lstTria) const
{
const int DIM_CHUNK = 4 ;
for ( int i = 0 ; i < int( m_nNx) ; i += DIM_CHUNK) {
int nDimChunkX = min( DIM_CHUNK, int( m_nNx) - i) ;
for ( int j = 0 ; j < int( m_nNy) ; j += DIM_CHUNK) {
int nDimChunkY = min( DIM_CHUNK, int( m_nNy) - j) ;
GetChunkPrisms( i, j, nDimChunkX, nDimChunkY, lstTria) ;
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetChunkPrisms( int nPos1, int nPos2, int nDim1, int nDim2, TRIA3DLIST& lstTria) const
{
// determino se è un semplice parallelepipedo
bool bIsSimple = true ;
double dBotZ ;
double dTopZ ;
for ( int i = 0 ; i < nDim1 && bIsSimple ; ++ i) {
for ( int j = 0 ; j < nDim2 && bIsSimple ; ++ j) {
int nPos = ( nPos1 + i) + ( nPos2 + j) * m_nNx ;
if ( nPos > int( m_nDim) ||
int( m_ZValues[nPos].size()) != 2)
bIsSimple = false ;
else if ( i == 0 && j == 0) {
dBotZ = m_ZValues[nPos][0] ;
dTopZ = m_ZValues[nPos][1] ;
}
else if ( abs( m_ZValues[nPos][0] - dBotZ) > EPS_SMALL ||
abs( m_ZValues[nPos][1] - dTopZ) > EPS_SMALL)
bIsSimple = false ;
}
}
// se semplice parallelepipedo
if ( bIsSimple) {
CalcChunkPrisms( nPos1, nPos2, nDim1, nDim2, lstTria) ;
}
// altrimenti
else {
// elaboro ogni singolo dexel
for ( int i = 0 ; i < nDim1 ; ++ i) {
for ( int j = 0 ; j < nDim2 ; ++ j) {
CalcDexelPrisms( nPos1 + i, nPos2 + j, lstTria) ;
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::CalcChunkPrisms( int nPos1, int nPos2, int nDim1, int nDim2, TRIA3DLIST& lstTria) const
{
// verifiche sugli indici
if ( nPos1 < 0 || nPos1 + nDim1 > int( m_nNx) || nPos2 < 0 || nPos2 + nDim2 > int( m_nNy))
return false ;
int nPos = nPos1 + nPos2 * m_nNx ;
if ( nPos < 0 || nPos >= int( m_nDim))
return false ;
// calcolo coordinate punti
double dX = m_dStep * nPos1 ;
double dY = m_dStep * nPos2 ;
Point3d ptP1 = m_LocalFrame.Orig() + dX * m_LocalFrame.VersX() + dY * m_LocalFrame.VersY() ;
Point3d ptP2 = ptP1 + nDim1 * m_dStep * m_LocalFrame.VersX() ;
Point3d ptP3 = ptP2 + nDim2 * m_dStep * m_LocalFrame.VersY() ;
Point3d ptP4 = ptP1 + nDim2 * m_dStep * m_LocalFrame.VersY() ;
// creo le facce sopra e sotto
Vector3d vtDZt = m_ZValues[nPos][1] * m_LocalFrame.VersZ() ;
Vector3d vtDZb = m_ZValues[nPos][0] * m_LocalFrame.VersZ() ;
// faccia superiore P1t->P2t->P3t->P4t : sempre visibile
lstTria.emplace_back() ;
lstTria.back().Set( ptP1 + vtDZt, ptP2 + vtDZt, ptP3 + vtDZt, m_LocalFrame.VersZ()) ;
lstTria.emplace_back() ;
lstTria.back().Set( ptP3 + vtDZt, ptP4 + vtDZt, ptP1 + vtDZt, m_LocalFrame.VersZ()) ;
// faccia inferiore P1b->P4b->P3b->P2b : sempre visibile
lstTria.emplace_back() ;
lstTria.back().Set( ptP1 + vtDZb, ptP4 + vtDZb, ptP3 + vtDZb, - m_LocalFrame.VersZ()) ;
lstTria.emplace_back() ;
lstTria.back().Set( ptP3 + vtDZb, ptP2 + vtDZb, ptP1 + vtDZb, - m_LocalFrame.VersZ()) ;
// creo le facce laterali
for ( int j = 0 ; j < nDim2 ; ++ j) {
int nPosD = nPos + nDim1 - 1 + j * m_nNx ;
int nPosEst = ( nPos1 + nDim1 - 1 < int( m_nNx - 1) ? nPosD + 1 : - 1) ;
Point3d ptP2D = ptP2 + j * m_dStep * m_LocalFrame.VersY() ;
Point3d ptP3D = ptP2D + m_dStep * m_LocalFrame.VersY() ;
AddDexelSideFace( nPosD, nPosEst, ptP2D, ptP3D, m_LocalFrame.VersZ(), m_LocalFrame.VersX(), lstTria) ;
}
for ( int i = 0 ; i < nDim1 ; ++ i) {
int nPosD = nPos + ( nDim2 - 1) * m_nNx + i ;
int nPosNord = ( nPos2 + nDim2 - 1 < int( m_nNy - 1) ? nPosD + m_nNx : - 1) ;
Point3d ptP4D = ptP4 + i * m_dStep * m_LocalFrame.VersX() ;
Point3d ptP3D = ptP4D + m_dStep * m_LocalFrame.VersX() ;
AddDexelSideFace( nPosD, nPosNord, ptP3D, ptP4D, m_LocalFrame.VersZ(), m_LocalFrame.VersY(), lstTria) ;
}
for ( int j = 0 ; j < nDim2 ; ++ j) {
int nPosD = nPos + j * m_nNx ;
int nPosWest = ( nPos1 > 0 ? nPosD - 1 : - 1) ;
Point3d ptP1D = ptP1 + j * m_dStep * m_LocalFrame.VersY() ;
Point3d ptP4D = ptP1D + m_dStep * m_LocalFrame.VersY() ;
AddDexelSideFace( nPosD, nPosWest, ptP4D, ptP1D, m_LocalFrame.VersZ(), - m_LocalFrame.VersX(), lstTria) ;
}
for ( int i = 0 ; i < nDim1 ; ++ i) {
int nPosD = nPos + i ;
int nPosSud = ( nPos2 > 0 ? nPosD - m_nNx : - 1) ;
Point3d ptP1D = ptP1 + i * m_dStep * m_LocalFrame.VersX() ;
Point3d ptP2D = ptP1D + m_dStep * m_LocalFrame.VersX() ;
AddDexelSideFace( nPosD, nPosSud, ptP1D, ptP2D, m_LocalFrame.VersZ(), - m_LocalFrame.VersY(), lstTria) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::CalcDexelPrisms( int nPos1, int nPos2, TRIA3DLIST& lstTria) const
{
// verifiche sugli indici
if ( nPos1 < 0 || nPos1 >= int( m_nNx) || nPos2 < 0 || nPos2 >= int( m_nNy))
return false ;
int nPos = nPos1 + nPos2 * m_nNx ;
if ( nPos < 0 || nPos >= int( m_nDim))
return false ;
// calcolo coordinate punto
double dX = m_dStep * nPos1 ;
double dY = m_dStep * nPos2 ;
Point3d ptP1 = m_LocalFrame.Orig() + dX * m_LocalFrame.VersX() + dY * m_LocalFrame.VersY() ;
Point3d ptP2 = ptP1 + m_dStep * m_LocalFrame.VersX() ;
Point3d ptP3 = ptP2 + m_dStep * m_LocalFrame.VersY() ;
Point3d ptP4 = ptP1 + m_dStep * m_LocalFrame.VersY() ;
// creo le facce sopra e sotto di ogni intervallo (sempre visibili)
for ( int i = 1 ; i < int( m_ZValues[nPos].size()) ; i += 2) {
Vector3d vtDZt = m_ZValues[nPos][i] * m_LocalFrame.VersZ() ;
Vector3d vtDZb = m_ZValues[nPos][i-1] * m_LocalFrame.VersZ() ;
// faccia superiore P1t->P2t->P3t->P4t : sempre visibile
lstTria.emplace_back() ;
lstTria.back().Set( ptP1 + vtDZt, ptP2 + vtDZt, ptP3 + vtDZt, m_LocalFrame.VersZ()) ;
lstTria.emplace_back() ;
lstTria.back().Set( ptP3 + vtDZt, ptP4 + vtDZt, ptP1 + vtDZt, m_LocalFrame.VersZ()) ;
// faccia inferiore P1b->P4b->P3b->P2b : sempre visibile
lstTria.emplace_back() ;
lstTria.back().Set( ptP1 + vtDZb, ptP4 + vtDZb, ptP3 + vtDZb, - m_LocalFrame.VersZ()) ;
lstTria.emplace_back() ;
lstTria.back().Set( ptP3 + vtDZb, ptP2 + vtDZb, ptP1 + vtDZb, - m_LocalFrame.VersZ()) ;
}
// creo le facce laterali
int nPosEst = ( nPos1 < int( m_nNx - 1) ? nPos + 1 : - 1) ;
AddDexelSideFace( nPos, nPosEst, ptP2, ptP3, m_LocalFrame.VersZ(), m_LocalFrame.VersX(), lstTria) ;
int nPosNord = ( nPos2 < int( m_nNy - 1) ? nPos + m_nNx : - 1) ;
AddDexelSideFace( nPos, nPosNord, ptP3, ptP4, m_LocalFrame.VersZ(), m_LocalFrame.VersY(), lstTria) ;
int nPosWest = ( nPos1 > 0 ? nPos - 1 : - 1) ;
AddDexelSideFace( nPos, nPosWest, ptP4, ptP1, m_LocalFrame.VersZ(), - m_LocalFrame.VersX(), lstTria) ;
int nPosSud = ( nPos2 > 0 ? nPos - m_nNx : - 1) ;
AddDexelSideFace( nPos, nPosSud, ptP1, ptP2, m_LocalFrame.VersZ(), - m_LocalFrame.VersY(), lstTria) ;
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AddDexelSideFace( int nPos, int nPosAdj, const Point3d& ptP, const Point3d& ptQ,
const Vector3d& vtZ, const Vector3d& vtNorm, TRIA3DLIST& lstTria) const
{
Intervals intFace ;
for ( int i = 1 ; i < int( m_ZValues[nPos].size()) ; i += 2)
intFace.Add( m_ZValues[nPos][i-1], m_ZValues[nPos][i]) ;
if ( nPosAdj > 0) {
for ( int i = 1 ; i < int( m_ZValues[nPosAdj].size()) ; i += 2)
intFace.Subtract( m_ZValues[nPosAdj][i-1], m_ZValues[nPosAdj][i]) ;
}
double dMin, dMax ;
bool bFound = intFace.GetFirst( dMin, dMax) ;
while ( bFound) {
Vector3d vtDZt = dMax * vtZ ;
Vector3d vtDZb = dMin * vtZ ;
lstTria.emplace_back() ;
lstTria.back().Set( ptP + vtDZb, ptQ + vtDZb, ptQ + vtDZt, vtNorm) ;
lstTria.emplace_back() ;
lstTria.back().Set( ptQ + vtDZt, ptP + vtDZt, ptP + vtDZb, vtNorm) ;
bFound = intFace.GetNext( dMin, dMax) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::SetTool( const string& pToolName, unsigned int nToolType, const CurveComposite* pToolOutline)
{
m_sToolName = pToolName ;
m_nToolType = nToolType ;
m_ToolOutline.CopyFrom( pToolOutline) ;
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::MillingStep( const Point3d& ptPs, const Point3d& ptPe, const Vector3d& vtDs, const Vector3d& vtDe)
{
// Dimensioni dell'utensile
BBox3d Bounding ;
m_ToolOutline.GetLocalBBox( Bounding) ;
double dHeight = Bounding.GetMax().y - Bounding.GetMin().y ;
double dRadius = Bounding.GetMax().x - Bounding.GetMin().x ;
// Porto i dati del movimento nel riferimento intrinseco
Point3d ptLs = ptPs ;
ptLs.ToLoc( m_LocalFrame) ;
Point3d ptLe = ptPe ;
ptLe.ToLoc( m_LocalFrame) ;
Vector3d vtLs = vtDs ;
vtLs.ToLoc( m_LocalFrame) ;
Vector3d vtLe = vtDe ;
vtLe.ToLoc( m_LocalFrame) ;
// Direzione utensile costante e come asse Z dello Zmap
if ( AreSameVectorApprox( vtLs, vtLe) && vtLs.IsZplus()) {
// Movimento diretto come direzione utensile
if ( AreSamePointXYApprox( ptLs, ptLe))
return MillingDrill(ptLs, ptLe, dHeight, dRadius) ;
// Movimento perpendicolare a direzione utensile
else if ( abs( ptLe.z - ptLs.z) < EPS_SMALL)
return MillingPerp(ptLs, ptLe, dHeight, dRadius) ;
// Movimento generico (per ora non gestito)
else
return false ;
}
// Altri casi, non gestiti
else
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::MillingDrill( const Point3d& ptLs, const Point3d& ptLe, double dHeight, double dRadius)
{
// Bounding box
double dMinX = min( ptLs.x, ptLe.x) - dRadius ;
double dMinY = min( ptLs.y, ptLe.y) - dRadius ;
double dMaxX = max( ptLs.x, ptLe.x) + dRadius ;
double dMaxY = max( ptLs.y, ptLe.y) + dRadius ;
// Verifico interferisca con lo Zmap
if ( dMaxX < EPS_SMALL || dMinX > m_nNx * m_dStep - EPS_SMALL)
return true ;
if ( dMaxY < EPS_SMALL || dMinY > m_nNy * m_dStep - EPS_SMALL)
return true ;
// Determino i limiti sugli indici
unsigned int nStartI = ( dMinX < EPS_SMALL ? 0 : static_cast <unsigned int> ( dMinX / m_dStep)) ;
unsigned int nEndI = ( dMaxX > m_nNx * m_dStep - EPS_SMALL ? m_nNx - 1 : static_cast <unsigned int> ( dMaxX / m_dStep)) ;
unsigned int nStartJ = ( dMinY < EPS_SMALL ? 0 : static_cast <unsigned int> ( dMinY / m_dStep)) ;
unsigned int nEndJ = ( dMaxY > m_nNy * m_dStep - EPS_SMALL ? m_nNy - 1 : static_cast <unsigned int> ( dMaxY / m_dStep)) ;
// Determino quote estreme del tagliente
double dMax = ptLs.z - dHeight ;
double dMin = ptLe.z - dHeight ;
// Limite sul quadrato del raggio
double dSqRad = ( dRadius + EPS_SMALL) * ( dRadius + EPS_SMALL) ;
// Ciclo sui punti nei limiti
for ( unsigned int i = nStartI ; i <= nEndI ; ++ i) {
double dX = ( i + 0.5) * m_dStep ;
for ( unsigned int j = nStartJ ; j <= nEndJ ; ++ j) {
double dY = ( j + 0.5) * m_dStep ;
// punto
Point3d ptQ( dX, dY, 0) ;
// determino il quadrato della distanza
double dSqDist = SqDistXY( ptQ, ptLe) ;
// se distanza nei limiti, taglio
if ( dSqDist < dSqRad)
SubtractIntervals( i, j, dMin, dMax) ;
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::MillingPerp( Point3d& ptLs, Point3d& ptLe, double dHeight, double dRadius)
{
// Bounding box
double dMinX = min( ptLs.x, ptLe.x) - dRadius ;
double dMinY = min( ptLs.y, ptLe.y) - dRadius ;
double dMaxX = max( ptLs.x, ptLe.x) + dRadius ;
double dMaxY = max( ptLs.y, ptLe.y) + dRadius ;
// Verifico interferisca con lo Zmap
if ( dMaxX < EPS_SMALL || dMinX > m_nNx * m_dStep - EPS_SMALL)
return true ;
if ( dMaxY < EPS_SMALL || dMinY > m_nNy * m_dStep - EPS_SMALL)
return true ;
// Determino i limiti sugli indici
unsigned int nStartI = ( dMinX < EPS_SMALL ? 0 : static_cast <unsigned int> ( dMinX / m_dStep)) ;
unsigned int nEndI = ( dMaxX > m_nNx * m_dStep - EPS_SMALL ? m_nNx - 1 : static_cast <unsigned int> ( dMaxX / m_dStep)) ;
unsigned int nStartJ = ( dMinY < EPS_SMALL ? 0 : static_cast <unsigned int> ( dMinY / m_dStep)) ;
unsigned int nEndJ = ( dMaxY > m_nNy * m_dStep - EPS_SMALL ? m_nNy - 1 : static_cast <unsigned int> ( dMaxY / m_dStep)) ;
// Determino quote estreme del tagliente
double dMax = ptLs.z ;
double dMin = ptLs.z - dHeight ; // Questa andrà eliminata in futuro oppure la teniamo e la usiamo al bisogno
// Limite sul quadrato del raggio
double dSqRad = ( dRadius + EPS_SMALL) * ( dRadius + EPS_SMALL) ;
// Segmento di movimento (nel piano griglia)
Point3d ptStart( ptLs.x, ptLs.y, 0) ;
Point3d ptEnd( ptLe.x, ptLe.y, 0) ;
double dLen ;
Vector3d vtDir ;
DirDist( ptStart, ptEnd, vtDir, dLen) ;
// Ciclo sui punti nei limiti
for ( unsigned int i = nStartI ; i <= nEndI ; ++ i) {
double dX = ( i + 0.5) * m_dStep ;
for ( unsigned int j = nStartJ ; j <= nEndJ ; ++ j) {
double dY = ( j + 0.5) * m_dStep ;
// punto
Point3d ptQ( dX, dY, 0) ;
// determino il quadrato della distanza del punto dal segmento
double dProiez = vtDir * ( ptQ - ptStart) ;
if ( dProiez < 0)
dProiez = 0 ;
else if ( dProiez > dLen)
dProiez = dLen ;
Point3d ptMinDist = ptStart + vtDir * dProiez ;
double dSqDist = SqDistXY( ptQ, ptMinDist) ;
// se distanza nei limiti, taglio
if ( dSqDist < dSqRad)
SubtractIntervals( i, j, dMin, dMax) ;
}
}
return true ;
}