Allow Revolve and Helix end surface selection and constraints. (#584)

pull/586/head
phkahler 2020-04-22 19:55:18 -04:00 committed by GitHub
parent 45eb246865
commit 700b5d6719
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3 changed files with 54 additions and 5 deletions

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@ -561,12 +561,18 @@ void Group::Generate(IdList<Entity,hEntity> *entity,
AddParam(param, h.param(5), axis_dir.y);
AddParam(param, h.param(6), axis_dir.z);
// Get some arbitrary point in the sketch, that will be used
// as a reference when defining end faces.
hEntity pt = { 0 };
// Not using range-for here because we're changing the size of entity in the loop.
for(i = 0; i < entity->n; i++) {
Entity *e = &(entity->Get(i));
if(e->group != opA)
continue;
if(e->IsPoint()) pt = e->h;
e->CalculateNumerical(/*forExport=*/false);
hEntity he = e->h;
// one copy for each end of the revolved surface
@ -587,7 +593,7 @@ void Group::Generate(IdList<Entity,hEntity> *entity,
// MakeLatheCircles(entity, param, he, axis_pos, axis_dir);
MakeLatheSurfacesSelectable(entity, he, axis_dir);
}
MakeRevolveEndFaces(entity, pt);
return;
}
@ -607,12 +613,18 @@ void Group::Generate(IdList<Entity,hEntity> *entity,
// distance to translate along the rotation axis
AddParam(param, h.param(7), 20);
// Get some arbitrary point in the sketch, that will be used
// as a reference when defining end faces.
hEntity pt = { 0 };
// Not using range-for here because we're changing the size of entity in the loop.
for(i = 0; i < entity->n; i++) {
Entity *e = &(entity->Get(i));
if((e->group.v != opA.v) && !(e->h == predef.origin))
continue;
if(e->IsPoint()) pt = e->h;
e->CalculateNumerical(/*forExport=*/false);
// one copy for each end of the helix
@ -644,6 +656,7 @@ void Group::Generate(IdList<Entity,hEntity> *entity,
}
}
}
MakeRevolveEndFaces(entity, pt);
return;
}
@ -927,6 +940,32 @@ void Group::MakeLatheSurfacesSelectable(IdList<Entity, hEntity> *el, hEntity in,
}
}
void Group::MakeRevolveEndFaces(IdList<Entity,hEntity> *el, hEntity pt)
{
if(pt.v == 0) return;
Group *src = SK.GetGroup(opA);
Vector n = src->polyLoops.normal;
// When there is no loop normal (e.g. if the loop is broken), use normal of workplane
// as fallback, to avoid breaking constraints depending on the faces.
if(n.Equals(Vector::From(0.0, 0.0, 0.0)) && src->type == Group::Type::DRAWING_WORKPLANE) {
n = SK.GetEntity(src->h.entity(0))->Normal()->NormalN();
}
Entity en = {};
en.type = Entity::Type::FACE_NORMAL_PT;
en.group = h;
en.numNormal = Quaternion::From(0, n.x, n.y, n.z);
en.point[0] = Remap(pt, REMAP_LATHE_END);
en.h = Remap(Entity::NO_ENTITY, REMAP_LATHE_END);
el->Add(&en);
en.point[0] = Remap(pt, REMAP_LATHE_START);
en.h = Remap(Entity::NO_ENTITY, REMAP_LATHE_START);
el->Add(&en);
}
void Group::MakeExtrusionTopBottomFaces(IdList<Entity,hEntity> *el, hEntity pt)
{
if(pt.v == 0) return;

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@ -285,6 +285,7 @@ public:
void MakeExtrusionLines(EntityList *el, hEntity in);
void MakeLatheCircles(IdList<Entity,hEntity> *el, IdList<Param,hParam> *param, hEntity in, Vector pt, Vector axis);
void MakeLatheSurfacesSelectable(IdList<Entity, hEntity> *el, hEntity in, Vector axis);
void MakeRevolveEndFaces(IdList<Entity,hEntity> *el, hEntity pt);
void MakeExtrusionTopBottomFaces(EntityList *el, hEntity pt);
void CopyEntity(EntityList *el,
Entity *ep, int timesApplied, int remap,

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@ -677,11 +677,20 @@ void SShell::MakeFromHelicalRevolutionOf(SBezierLoopSet *sbls, Vector pt, Vector
s0 = SSurface::FromPlane(orig.RotatedAbout(pt, axis, angles).Plus(axis.ScaledBy(dists)),
u.RotatedAbout(axis, angles), v.RotatedAbout(axis, angles));
s0.color = color;
hEntity face0 = group->Remap(Entity::NO_ENTITY, Group::REMAP_LATHE_END);
s0.face = face0.v;
s1 = SSurface::FromPlane(
orig.Plus(u).RotatedAbout(pt, axis, anglef).Plus(axis.ScaledBy(distf)),
u.ScaledBy(-1).RotatedAbout(axis, anglef), v.RotatedAbout(axis, anglef));
s1.color = color;
hSSurface hs0 = surface.AddAndAssignId(&s0), hs1 = surface.AddAndAssignId(&s1);
hEntity face1 = group->Remap(Entity::NO_ENTITY, Group::REMAP_LATHE_START);
s1.face = face1.v;
hSSurface hs0 = surface.AddAndAssignId(&s0);
hSSurface hs1 = surface.AddAndAssignId(&s1);
// Now we actually build and trim the swept surfaces. One loop at a time.
for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) {