2009-03-29 06:05:28 +00:00
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//-----------------------------------------------------------------------------
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// Anything involving surfaces and sets of surfaces (i.e., shells); except
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// for the real math, which is in ratpoly.cpp.
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//-----------------------------------------------------------------------------
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#include "../solvespace.h"
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SSurface SSurface::FromExtrusionOf(SBezier *sb, Vector t0, Vector t1) {
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SSurface ret;
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ZERO(&ret);
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ret.degm = sb->deg;
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ret.degn = 1;
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int i;
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for(i = 0; i <= ret.degm; i++) {
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ret.ctrl[i][0] = (sb->ctrl[i]).Plus(t0);
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ret.weight[i][0] = sb->weight[i];
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ret.ctrl[i][1] = (sb->ctrl[i]).Plus(t1);
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ret.weight[i][1] = sb->weight[i];
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}
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return ret;
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}
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bool SSurface::IsExtrusion(SBezier *of, Vector *alongp) {
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int i;
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if(degn != 1) return false;
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Vector along = (ctrl[0][1]).Minus(ctrl[0][0]);
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for(i = 0; i <= degm; i++) {
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if((fabs(weight[i][1] - weight[i][0]) < LENGTH_EPS) &&
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((ctrl[i][1]).Minus(ctrl[i][0])).Equals(along))
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{
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continue;
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}
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return false;
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}
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// yes, we are a surface of extrusion; copy the original curve and return
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if(of) {
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for(i = 0; i <= degm; i++) {
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of->weight[i] = weight[i][0];
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of->ctrl[i] = ctrl[i][0];
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}
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of->deg = degm;
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*alongp = along;
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}
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return true;
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}
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2009-04-15 02:55:18 +00:00
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bool SSurface::IsCylinder(Vector *axis, Vector *center, double *r,
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Vector *start, Vector *finish)
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2009-03-29 06:05:28 +00:00
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{
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SBezier sb;
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if(!IsExtrusion(&sb, axis)) return false;
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2009-04-15 02:55:18 +00:00
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if(!sb.IsCircle(*axis, center, r)) return false;
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2009-03-29 06:05:28 +00:00
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2009-04-15 02:55:18 +00:00
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*start = sb.ctrl[0];
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2009-03-29 06:05:28 +00:00
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*finish = sb.ctrl[2];
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return true;
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}
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2009-04-29 02:42:44 +00:00
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SSurface SSurface::FromRevolutionOf(SBezier *sb, Vector pt, Vector axis,
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double thetas, double thetaf)
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{
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SSurface ret;
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ZERO(&ret);
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ret.degm = sb->deg;
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ret.degn = 2;
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double dtheta = fabs(WRAP_SYMMETRIC(thetaf - thetas, 2*PI));
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// We now wish to revolve the curve about the z axis
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int i;
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for(i = 0; i <= ret.degm; i++) {
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Vector p = sb->ctrl[i];
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Vector ps = p.RotatedAbout(pt, axis, thetas),
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pf = p.RotatedAbout(pt, axis, thetaf);
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Vector c = ps.ClosestPointOnLine(pt, axis);
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Vector rs = ps.Minus(c),
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rf = pf.Minus(c);
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Vector ts = axis.Cross(rs),
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tf = axis.Cross(rf);
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Vector ct = Vector::AtIntersectionOfLines(ps, ps.Plus(ts),
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pf, pf.Plus(tf),
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NULL, NULL, NULL);
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ret.ctrl[i][0] = ps;
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ret.ctrl[i][1] = ct;
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ret.ctrl[i][2] = pf;
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ret.weight[i][0] = sb->weight[i];
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ret.weight[i][1] = sb->weight[i]*cos(dtheta/2);
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ret.weight[i][2] = sb->weight[i];
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}
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return ret;
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}
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2009-03-29 06:05:28 +00:00
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SSurface SSurface::FromPlane(Vector pt, Vector u, Vector v) {
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SSurface ret;
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ZERO(&ret);
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ret.degm = 1;
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ret.degn = 1;
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ret.weight[0][0] = ret.weight[0][1] = 1;
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ret.weight[1][0] = ret.weight[1][1] = 1;
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ret.ctrl[0][0] = pt;
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ret.ctrl[0][1] = pt.Plus(u);
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ret.ctrl[1][0] = pt.Plus(v);
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ret.ctrl[1][1] = pt.Plus(v).Plus(u);
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return ret;
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}
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SSurface SSurface::FromTransformationOf(SSurface *a, Vector t, Quaternion q,
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bool includingTrims)
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{
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SSurface ret;
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ZERO(&ret);
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ret.h = a->h;
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ret.color = a->color;
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ret.face = a->face;
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ret.degm = a->degm;
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ret.degn = a->degn;
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int i, j;
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for(i = 0; i <= 3; i++) {
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for(j = 0; j <= 3; j++) {
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ret.ctrl[i][j] = (q.Rotate(a->ctrl[i][j])).Plus(t);
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ret.weight[i][j] = a->weight[i][j];
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}
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}
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if(includingTrims) {
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STrimBy *stb;
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for(stb = a->trim.First(); stb; stb = a->trim.NextAfter(stb)) {
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STrimBy n = *stb;
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n.start = (q.Rotate(n.start)) .Plus(t);
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n.finish = (q.Rotate(n.finish)).Plus(t);
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ret.trim.Add(&n);
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}
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}
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return ret;
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}
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void SSurface::GetAxisAlignedBounding(Vector *ptMax, Vector *ptMin) {
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*ptMax = Vector::From(VERY_NEGATIVE, VERY_NEGATIVE, VERY_NEGATIVE);
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*ptMin = Vector::From(VERY_POSITIVE, VERY_POSITIVE, VERY_POSITIVE);
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int i, j;
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for(i = 0; i <= degm; i++) {
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for(j = 0; j <= degn; j++) {
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(ctrl[i][j]).MakeMaxMin(ptMax, ptMin);
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}
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}
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}
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bool SSurface::LineEntirelyOutsideBbox(Vector a, Vector b, bool segment) {
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Vector amax, amin;
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GetAxisAlignedBounding(&amax, &amin);
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if(!Vector::BoundingBoxIntersectsLine(amax, amin, a, b, segment)) {
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// The line segment could fail to intersect the bbox, but lie entirely
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// within it and intersect the surface.
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if(a.OutsideAndNotOn(amax, amin) && b.OutsideAndNotOn(amax, amin)) {
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return true;
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}
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}
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return false;
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}
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2009-04-14 04:19:23 +00:00
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//-----------------------------------------------------------------------------
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// Generate the piecewise linear approximation of the trim stb, which applies
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// to the curve sc.
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//-----------------------------------------------------------------------------
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void SSurface::MakeTrimEdgesInto(SEdgeList *sel, bool asUv,
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SCurve *sc, STrimBy *stb)
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{
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Vector prev, prevuv, ptuv;
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bool inCurve = false, empty = true;
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double u = 0, v = 0;
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int i, first, last, increment;
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if(stb->backwards) {
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first = sc->pts.n - 1;
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last = 0;
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increment = -1;
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} else {
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first = 0;
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last = sc->pts.n - 1;
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increment = 1;
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}
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for(i = first; i != (last + increment); i += increment) {
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Vector *pt = &(sc->pts.elem[i]);
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if(asUv) {
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ClosestPointTo(*pt, &u, &v);
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ptuv = Vector::From(u, v, 0);
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if(inCurve) {
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sel->AddEdge(prevuv, ptuv, sc->h.v, stb->backwards);
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empty = false;
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}
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prevuv = ptuv;
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} else {
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if(inCurve) {
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sel->AddEdge(prev, *pt, sc->h.v, stb->backwards);
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empty = false;
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}
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prev = *pt;
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}
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if(pt->Equals(stb->start)) inCurve = true;
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if(pt->Equals(stb->finish)) inCurve = false;
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}
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if(inCurve) dbp("trim was unterminated");
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if(empty) dbp("trim was empty");
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}
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//-----------------------------------------------------------------------------
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// Generate all of our trim curves, in piecewise linear form. We can do
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// so in either uv or xyz coordinates. And if requested, then we can use
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// the split curves from useCurvesFrom instead of the curves in our own
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// shell.
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//-----------------------------------------------------------------------------
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2009-03-29 06:05:28 +00:00
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void SSurface::MakeEdgesInto(SShell *shell, SEdgeList *sel, bool asUv,
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SShell *useCurvesFrom)
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{
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STrimBy *stb;
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for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) {
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SCurve *sc = shell->curve.FindById(stb->curve);
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// We have the option to use the curves from another shell; this
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// is relevant when generating the coincident edges while doing the
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// Booleans, since the curves from the output shell will be split
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// against any intersecting surfaces (and the originals aren't).
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if(useCurvesFrom) {
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sc = useCurvesFrom->curve.FindById(sc->newH);
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}
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2009-04-14 04:19:23 +00:00
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MakeTrimEdgesInto(sel, asUv, sc, stb);
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}
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}
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//-----------------------------------------------------------------------------
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// Report our trim curves. If a trim curve is exact and sbl is not null, then
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// add its exact form to sbl. Otherwise, add its piecewise linearization to
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// sel.
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//-----------------------------------------------------------------------------
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void SSurface::MakeSectionEdgesInto(SShell *shell,
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SEdgeList *sel, SBezierList *sbl)
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{
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STrimBy *stb;
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for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) {
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SCurve *sc = shell->curve.FindById(stb->curve);
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SBezier *sb = &(sc->exact);
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if(sbl && sc->isExact && sb->deg != 1) {
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double ts, tf;
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if(stb->backwards) {
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sb->ClosestPointTo(stb->start, &tf);
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sb->ClosestPointTo(stb->finish, &ts);
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2009-03-29 06:05:28 +00:00
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} else {
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2009-04-14 04:19:23 +00:00
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sb->ClosestPointTo(stb->start, &ts);
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sb->ClosestPointTo(stb->finish, &tf);
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2009-03-29 06:05:28 +00:00
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}
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2009-04-14 04:19:23 +00:00
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SBezier junk_bef, keep_aft;
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sb->SplitAt(ts, &junk_bef, &keep_aft);
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// In the kept piece, the range that used to go from ts to 1
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// now goes from 0 to 1; so rescale tf appropriately.
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tf = (tf - ts)/(1 - ts);
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2009-03-29 06:05:28 +00:00
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2009-04-14 04:19:23 +00:00
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SBezier keep_bef, junk_aft;
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keep_aft.SplitAt(tf, &keep_bef, &junk_aft);
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sbl->l.Add(&keep_bef);
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} else {
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MakeTrimEdgesInto(sel, false, sc, stb);
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2009-03-29 06:05:28 +00:00
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}
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}
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}
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void SSurface::TriangulateInto(SShell *shell, SMesh *sm) {
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SEdgeList el;
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ZERO(&el);
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MakeEdgesInto(shell, &el, true);
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SPolygon poly;
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ZERO(&poly);
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if(el.AssemblePolygon(&poly, NULL, true)) {
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int i, start = sm->l.n;
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// Curved surfaces are triangulated in such a way as to minimize
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// deviation between edges and surface; but doesn't matter for planes.
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poly.UvTriangulateInto(sm, (degm == 1 && degn == 1) ? NULL : this);
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STriMeta meta = { face, color };
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for(i = start; i < sm->l.n; i++) {
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STriangle *st = &(sm->l.elem[i]);
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st->meta = meta;
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st->an = NormalAt(st->a.x, st->a.y);
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st->bn = NormalAt(st->b.x, st->b.y);
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st->cn = NormalAt(st->c.x, st->c.y);
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st->a = PointAt(st->a.x, st->a.y);
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st->b = PointAt(st->b.x, st->b.y);
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st->c = PointAt(st->c.x, st->c.y);
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// Works out that my chosen contour direction is inconsistent with
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// the triangle direction, sigh.
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st->FlipNormal();
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}
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} else {
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dbp("failed to assemble polygon to trim nurbs surface in uv space");
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}
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el.Clear();
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poly.Clear();
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}
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//-----------------------------------------------------------------------------
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// Reverse the parametrisation of one of our dimensions, which flips the
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// normal. We therefore must reverse all our trim curves too. The uv
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// coordinates change, but trim curves are stored as xyz so nothing happens
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//-----------------------------------------------------------------------------
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void SSurface::Reverse(void) {
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int i, j;
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for(i = 0; i < (degm+1)/2; i++) {
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for(j = 0; j <= degn; j++) {
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SWAP(Vector, ctrl[i][j], ctrl[degm-i][j]);
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SWAP(double, weight[i][j], weight[degm-i][j]);
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}
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}
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STrimBy *stb;
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for(stb = trim.First(); stb; stb = trim.NextAfter(stb)) {
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stb->backwards = !stb->backwards;
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SWAP(Vector, stb->start, stb->finish);
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}
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}
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void SSurface::Clear(void) {
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trim.Clear();
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}
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void SShell::MakeFromExtrusionOf(SBezierLoopSet *sbls, Vector t0, Vector t1,
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int color)
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{
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ZERO(this);
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// Make the extrusion direction consistent with respect to the normal
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// of the sketch we're extruding.
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if((t0.Minus(t1)).Dot(sbls->normal) < 0) {
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SWAP(Vector, t0, t1);
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}
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// Define a coordinate system to contain the original sketch, and get
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// a bounding box in that csys
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Vector n = sbls->normal.ScaledBy(-1);
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Vector u = n.Normal(0), v = n.Normal(1);
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Vector orig = sbls->point;
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double umax = 1e-10, umin = 1e10;
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sbls->GetBoundingProjd(u, orig, &umin, &umax);
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double vmax = 1e-10, vmin = 1e10;
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sbls->GetBoundingProjd(v, orig, &vmin, &vmax);
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// and now fix things up so that all u and v lie between 0 and 1
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orig = orig.Plus(u.ScaledBy(umin));
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orig = orig.Plus(v.ScaledBy(vmin));
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u = u.ScaledBy(umax - umin);
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v = v.ScaledBy(vmax - vmin);
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// So we can now generate the top and bottom surfaces of the extrusion,
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// planes within a translated (and maybe mirrored) version of that csys.
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SSurface s0, s1;
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s0 = SSurface::FromPlane(orig.Plus(t0), u, v);
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s0.color = color;
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s1 = SSurface::FromPlane(orig.Plus(t1).Plus(u), u.ScaledBy(-1), v);
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s1.color = color;
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hSSurface hs0 = surface.AddAndAssignId(&s0),
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hs1 = surface.AddAndAssignId(&s1);
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// Now go through the input curves. For each one, generate its surface
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// of extrusion, its two translated trim curves, and one trim line. We
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// go through by loops so that we can assign the lines correctly.
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SBezierLoop *sbl;
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for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) {
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SBezier *sb;
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typedef struct {
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hSCurve hc;
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hSSurface hs;
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} TrimLine;
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List<TrimLine> trimLines;
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ZERO(&trimLines);
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for(sb = sbl->l.First(); sb; sb = sbl->l.NextAfter(sb)) {
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// Generate the surface of extrusion of this curve, and add
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// it to the list
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SSurface ss = SSurface::FromExtrusionOf(sb, t0, t1);
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ss.color = color;
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hSSurface hsext = surface.AddAndAssignId(&ss);
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// Translate the curve by t0 and t1 to produce two trim curves
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SCurve sc;
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ZERO(&sc);
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sc.isExact = true;
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sc.exact = sb->TransformedBy(t0, Quaternion::IDENTITY);
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(sc.exact).MakePwlInto(&(sc.pts));
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sc.surfA = hs0;
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sc.surfB = hsext;
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hSCurve hc0 = curve.AddAndAssignId(&sc);
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ZERO(&sc);
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sc.isExact = true;
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sc.exact = sb->TransformedBy(t1, Quaternion::IDENTITY);
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(sc.exact).MakePwlInto(&(sc.pts));
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sc.surfA = hs1;
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sc.surfB = hsext;
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hSCurve hc1 = curve.AddAndAssignId(&sc);
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STrimBy stb0, stb1;
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// The translated curves trim the flat top and bottom surfaces.
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stb0 = STrimBy::EntireCurve(this, hc0, false);
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stb1 = STrimBy::EntireCurve(this, hc1, true);
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(surface.FindById(hs0))->trim.Add(&stb0);
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(surface.FindById(hs1))->trim.Add(&stb1);
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// The translated curves also trim the surface of extrusion.
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stb0 = STrimBy::EntireCurve(this, hc0, true);
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stb1 = STrimBy::EntireCurve(this, hc1, false);
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(surface.FindById(hsext))->trim.Add(&stb0);
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(surface.FindById(hsext))->trim.Add(&stb1);
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// And form the trim line
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Vector pt = sb->Finish();
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ZERO(&sc);
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sc.isExact = true;
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sc.exact = SBezier::From(pt.Plus(t0), pt.Plus(t1));
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(sc.exact).MakePwlInto(&(sc.pts));
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hSCurve hl = curve.AddAndAssignId(&sc);
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// save this for later
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TrimLine tl;
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tl.hc = hl;
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tl.hs = hsext;
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trimLines.Add(&tl);
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}
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int i;
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for(i = 0; i < trimLines.n; i++) {
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TrimLine *tl = &(trimLines.elem[i]);
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SSurface *ss = surface.FindById(tl->hs);
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TrimLine *tlp = &(trimLines.elem[WRAP(i-1, trimLines.n)]);
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STrimBy stb;
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stb = STrimBy::EntireCurve(this, tl->hc, true);
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ss->trim.Add(&stb);
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stb = STrimBy::EntireCurve(this, tlp->hc, false);
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ss->trim.Add(&stb);
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(curve.FindById(tl->hc))->surfA = ss->h;
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(curve.FindById(tlp->hc))->surfB = ss->h;
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}
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trimLines.Clear();
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}
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}
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2009-04-29 02:42:44 +00:00
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void SShell::MakeFromRevolutionOf(SBezierLoopSet *sbls, Vector pt, Vector axis,
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int color)
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{
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ZERO(this);
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// Normalize the axis direction so that the direction of revolution
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// ends up parallel to the normal of the sketch, on the side of the
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// axis where the sketch is.
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Vector pto = sbls->point,
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ptc = pto.ClosestPointOnLine(pt, axis),
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up = (pto.Minus(ptc)).WithMagnitude(1),
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vp = (sbls->normal).Cross(up);
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if(vp.Dot(axis) < 0) {
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axis = axis.ScaledBy(-1);
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}
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SBezierLoop *sbl;
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for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) {
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int i, j;
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SBezier *sb, *prev;
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typedef struct {
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hSSurface d[4];
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} Revolved;
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List<Revolved> hsl;
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ZERO(&hsl);
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for(sb = sbl->l.First(); sb; sb = sbl->l.NextAfter(sb)) {
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Revolved revs;
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for(j = 0; j < 4; j++) {
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SSurface ss = SSurface::FromRevolutionOf(sb, pt, axis,
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(PI/2)*j,
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(PI/2)*(j+1));
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ss.color = color;
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revs.d[j] = surface.AddAndAssignId(&ss);
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}
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hsl.Add(&revs);
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}
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for(i = 0; i < sbl->l.n; i++) {
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Revolved revs = hsl.elem[i],
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revsp = hsl.elem[WRAP(i-1, sbl->l.n)];
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sb = &(sbl->l.elem[i]);
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prev = &(sbl->l.elem[WRAP(i-1, sbl->l.n)]);
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for(j = 0; j < 4; j++) {
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Quaternion qs = Quaternion::From(axis, (PI/2)*j);
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// we want Q*(x - p) + p = Q*x + (p - Q*p)
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Vector ts = pt.Minus(qs.Rotate(pt));
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SCurve sc;
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ZERO(&sc);
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sc.isExact = true;
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sc.exact = sb->TransformedBy(ts, qs);
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(sc.exact).MakePwlInto(&(sc.pts));
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sc.surfA = revs.d[j];
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sc.surfB = revs.d[WRAP(j-1, 4)];
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hSCurve hcb = curve.AddAndAssignId(&sc);
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STrimBy stb;
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stb = STrimBy::EntireCurve(this, hcb, true);
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(surface.FindById(sc.surfA))->trim.Add(&stb);
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stb = STrimBy::EntireCurve(this, hcb, false);
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(surface.FindById(sc.surfB))->trim.Add(&stb);
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SSurface *ss = surface.FindById(sc.surfA);
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ZERO(&sc);
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sc.isExact = true;
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sc.exact = SBezier::From(ss->ctrl[0][0],
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ss->ctrl[0][1],
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ss->ctrl[0][2]);
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sc.exact.weight[1] = ss->weight[0][1];
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(sc.exact).MakePwlInto(&(sc.pts));
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sc.surfA = revs.d[j];
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sc.surfB = revsp.d[j];
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hSCurve hcc = curve.AddAndAssignId(&sc);
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stb = STrimBy::EntireCurve(this, hcc, false);
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(surface.FindById(sc.surfA))->trim.Add(&stb);
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stb = STrimBy::EntireCurve(this, hcc, true);
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(surface.FindById(sc.surfB))->trim.Add(&stb);
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}
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}
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hsl.Clear();
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}
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}
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2009-03-29 06:05:28 +00:00
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void SShell::MakeFromCopyOf(SShell *a) {
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MakeFromTransformationOf(a, Vector::From(0, 0, 0), Quaternion::IDENTITY);
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}
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void SShell::MakeFromTransformationOf(SShell *a, Vector t, Quaternion q) {
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SSurface *s;
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for(s = a->surface.First(); s; s = a->surface.NextAfter(s)) {
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SSurface n;
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n = SSurface::FromTransformationOf(s, t, q, true);
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surface.Add(&n); // keeping the old ID
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}
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SCurve *c;
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for(c = a->curve.First(); c; c = a->curve.NextAfter(c)) {
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SCurve n;
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n = SCurve::FromTransformationOf(c, t, q);
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curve.Add(&n); // keeping the old ID
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}
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}
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void SShell::MakeEdgesInto(SEdgeList *sel) {
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SSurface *s;
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for(s = surface.First(); s; s = surface.NextAfter(s)) {
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s->MakeEdgesInto(this, sel, false);
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}
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}
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2009-04-14 04:19:23 +00:00
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void SShell::MakeSectionEdgesInto(Vector n, double d,
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SEdgeList *sel, SBezierList *sbl)
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{
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SSurface *s;
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for(s = surface.First(); s; s = surface.NextAfter(s)) {
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if(s->CoincidentWithPlane(n, d)) {
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s->MakeSectionEdgesInto(this, sel, sbl);
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}
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}
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}
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2009-03-29 06:05:28 +00:00
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void SShell::TriangulateInto(SMesh *sm) {
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SSurface *s;
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for(s = surface.First(); s; s = surface.NextAfter(s)) {
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s->TriangulateInto(this, sm);
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}
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}
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void SShell::Clear(void) {
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SSurface *s;
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for(s = surface.First(); s; s = surface.NextAfter(s)) {
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s->Clear();
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}
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surface.Clear();
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SCurve *c;
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for(c = curve.First(); c; c = curve.NextAfter(c)) {
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c->Clear();
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}
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curve.Clear();
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}
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