Files
EgtMachKernel/CamData.h
T
Dario Sassi 3cd21182d3 EgtMachKernel :
- aggiunta gestione archi su piani diversi da XY
- disposizione rimette sempre anche i sottopezzi al loro posto
- aggiunti attacchi e uscite a fresature
- aggiunta prima versione calcolo collegamenti tra lavorazioni evitando collisioni
- modifiche a simulazione per tavole mobili con sottopezzi e pezzi.
2016-05-30 08:55:15 +00:00

149 lines
6.9 KiB
C++

//----------------------------------------------------------------------------
// EgalTech 2015-2015
//----------------------------------------------------------------------------
// File : CamData.h Data : 10.06.15 Versione : 1.6f2
// Contenuto : Dichiarazione della classe CamData.
//
//
//
// Modifiche : 10.06.15 DS Creazione modulo.
//
//
//----------------------------------------------------------------------------
#pragma once
#include "/EgtDev/Include/EGkVector3d.h"
#include "/EgtDev/Include/EGkUserObj.h"
#include "/EgtDev/Include/EGkSelection.h"
//----------------------------------------------------------------------------
class CamData : public IUserObj
{
public : // IUserObj
virtual CamData* Clone( void) const ;
virtual const std::string& GetClassName( void) const ;
virtual bool Dump( std::string& sOut, bool bMM = true, const char* szNewLine = "\n") const ;
virtual bool SetOwner( int nId, IGeomDB* pGDB) ;
virtual int GetOwner( void) const ;
virtual IGeomDB* GetGeomDB( void) const ;
virtual bool ToSave( void) const { return true ; }
virtual bool Save( STRVECTOR& vString) const ;
virtual bool Load( const STRVECTOR& vString, int nBaseGdbId) ;
virtual bool GetDrawPolyLines( POLYLINELIST& lstPL) const ;
virtual bool Translate( const Vector3d& vtMove) ;
virtual bool Rotate( const Point3d& ptAx, const Vector3d& vtAx, double dAngDeg)
{ double dAngRad = dAngDeg * DEGTORAD ;
return Rotate( ptAx, vtAx, cos( dAngRad), sin( dAngRad)) ; }
virtual bool Rotate( const Point3d& ptAx, const Vector3d& vtAx, double dCosAng, double dSinAng) ;
virtual bool Scale( const Frame3d& frRef, double dCoeffX, double dCoeffY, double dCoeffZ) ;
virtual bool Mirror( const Point3d& ptOn, const Vector3d& vtNorm) ;
virtual bool Shear( const Point3d& ptOn, const Vector3d& vtNorm, const Vector3d& vtDir, double dCoeff) ;
virtual bool ToGlob( const Frame3d& frRef) ;
virtual bool ToLoc( const Frame3d& frRef) ;
virtual bool LocToLoc( const Frame3d& frOri, const Frame3d& frDest) ;
public :
CamData( void) ;
bool SetMoveType( int nMove) ;
bool SetToolDir( const Vector3d& vtDir) ;
bool SetCorrDir( const Vector3d& vtDir) ;
bool SetAuxDir( const Vector3d& vtDir) ;
bool SetEndPoint( const Point3d& ptEnd) ;
bool SetCenter( const Point3d& ptCen) ;
bool SetAngCen( double dAngCen) ;
bool SetNormDir( const Vector3d& vtDir) ;
bool SetFeed( double dFeed) ;
bool SetFlag( int nFlag) ;
bool SetAxes( int nStatus, const DBLVECTOR& vAxVal) ;
bool ChangeAxesMask( int nMask) ;
bool ResetAxes( void)
{ m_nAxesStatus = AS_NONE ; return true ; }
bool SetAxesCen( const Point3d ptAxCen) ;
bool SetAxesRad( double dRad) ;
bool SetAxesAngCen( double dAngCen) ;
bool SetAxesNormDir( const Vector3d& vtDir) ;
const int GetMoveType( void) const
{ return m_nMove ; }
const bool IsArc( void) const
{ return ( m_nMove == 2 || m_nMove == 3) ; }
const Vector3d& GetToolDir( void) const
{ return m_vtTool ; }
const Vector3d& GetCorrDir( void) const
{ return m_vtCorr ; }
const Vector3d& GetAuxDir( void) const
{ return m_vtAux ; }
const Point3d& GetEndPoint( void) const
{ return m_ptEnd ; }
const Point3d& GetCenter( void) const
{ return m_ptCen ; }
double GetAngCen( void) const
{ return m_dAngCen ; }
const Vector3d& GetNormDir( void) const
{ return m_vtN ; }
double GetFeed( void) const
{ return m_dFeed ; }
int GetFlag( void) const
{ return m_nFlag ; }
int GetAxesStatus( void) const
{ return m_nAxesStatus ; }
int GetAxesMask( void) const
{ return m_nAxesMask ; }
const DBLVECTOR& GetAxesVal( void) const
{ return m_vMachAxes ; }
const Point3d& GetAxesCen( void) const
{ return m_ptMachCen ; }
const double GetAxesRad( void) const
{ return m_dMachRad ; }
const double GetAxesAngCen( void) const
{ return m_dMachAngCen ; }
const Vector3d& GetAxisNormDir( void) const
{ return m_vtMachN ; }
public :
enum { AS_NONE = 0,
AS_OK = 1,
AS_OUTSTROKE = 2,
AS_DIR_ERR = 3,
AS_ERR = 4} ;
enum { MSK_L1 = 1,
MSK_L2 = 2,
MSK_L3 = 4,
MSK_R1 = 8,
MSK_R2 = 16,
MSK_R3 = 32,
MSK_R4 = 64} ;
private :
void ResetObjGraphics( void) ;
private :
int m_nOwnerId ;
IGeomDB* m_pGeomDB ;
int m_nMove ; // tipo movimento (0=rapido, 1=lineare, 2=arco CW, 3=arco CCW)
int m_nCorre ; // tipo correzione (0, 41, 42, 141, 142, 40)
Vector3d m_vtTool ; // versore fresa
Vector3d m_vtCorr ; // versore correzione
Vector3d m_vtAux ; // versore ausiliario
Point3d m_ptEnd ; // punto finale
Point3d m_ptCen ; // centro per archi
double m_dAngCen ; // angolo al centro per archi
Vector3d m_vtN ; // vettore normale al piano di giacitura per archi
double m_dFeed ; // velocità di avanzamento in lavorazione
int m_nFlag ; // flag per usi vari
int m_nAxesStatus ; // stato dei valori degli assi
int m_nAxesMask ; // mask di emissione degli assi (bit a bit)
DBLVECTOR m_vMachAxes ; // valori degli assi macchina
Point3d m_ptMachCen ; // centro arco espresso in assi macchina
double m_dMachRad ; // raggio arco espresso in macchina
double m_dMachAngCen ; // angolo al centro per archi espresso in macchina
Vector3d m_vtMachN ; // vettore normale al piano di giacitura per archi espresso in macchina
} ;
//----------------------------------------------------------------------------
inline const CamData* GetCamData( const IUserObj* pUserObj)
{ return dynamic_cast<const CamData*>( pUserObj) ; }
inline CamData* GetCamData( IUserObj* pUserObj)
{ return dynamic_cast< CamData*>( pUserObj) ; }