CAM: apply precommit

This commit is contained in:
Adrian Insaurralde Avalos
2024-09-03 14:54:36 -04:00
parent 261ef09348
commit a17a3cf6d7
337 changed files with 26842 additions and 25585 deletions

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@@ -1,26 +1,26 @@
/**************************************************************************
* Copyright (c) 2017 Shai Seger <shaise at gmail> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************
* Volumetric Path simulation engine *
***************************************************************************/
* Copyright (c) 2017 Shai Seger <shaise at gmail> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************
* Volumetric Path simulation engine *
***************************************************************************/
#ifndef PATHSIMULATOR_VolSim_H
#define PATHSIMULATOR_VolSim_H
@@ -32,155 +32,239 @@
#define SIM_EPSILON 0.00001
#define SIM_TESSEL_TOP 1
#define SIM_TESSEL_BOT 2
#define SIM_WALK_RES 0.6 // step size in pixel units (to make sure all pixels in the path are visited)
#define SIM_TESSEL_TOP 1
#define SIM_TESSEL_BOT 2
#define SIM_WALK_RES \
0.6 // step size in pixel units (to make sure all pixels in the path are visited)
struct toolShapePoint {
float radiusPos;
float heightPos;
struct toolShapePoint
{
float radiusPos;
float heightPos;
struct less_than{
bool operator()(const toolShapePoint &a, const toolShapePoint &b){
return a.radiusPos < b.radiusPos;
}
};
struct less_than
{
bool operator()(const toolShapePoint& a, const toolShapePoint& b)
{
return a.radiusPos < b.radiusPos;
}
};
};
struct Point3D
{
Point3D() : x(0), y(0), z(0), sina(0), cosa(0) {}
Point3D(float x, float y, float z) : x(x), y(y), z(z), sina(0), cosa(0) {}
explicit Point3D(Base::Vector3d & vec) : x(vec[0]), y(vec[1]), z(vec[2]), sina(0), cosa(0) {}
explicit Point3D(Base::Placement & pl) : x(pl.getPosition()[0]), y(pl.getPosition()[1]), z(pl.getPosition()[2]), sina(0), cosa(0) {}
inline void set(float px, float py, float pz) { x = px; y = py; z = pz; }
inline void Add(Point3D & p) { x += p.x; y += p.y; z += p.z; }
inline void Rotate() { float tx = x; x = x * cosa - y * sina; y = tx * sina + y * cosa; }
void UpdateCmd(Path::Command & cmd);
void SetRotationAngle(float angle);
void SetRotationAngleRad(float angle);
float x, y, z;
float sina, cosa;
Point3D()
: x(0)
, y(0)
, z(0)
, sina(0)
, cosa(0)
{}
Point3D(float x, float y, float z)
: x(x)
, y(y)
, z(z)
, sina(0)
, cosa(0)
{}
explicit Point3D(Base::Vector3d& vec)
: x(vec[0])
, y(vec[1])
, z(vec[2])
, sina(0)
, cosa(0)
{}
explicit Point3D(Base::Placement& pl)
: x(pl.getPosition()[0])
, y(pl.getPosition()[1])
, z(pl.getPosition()[2])
, sina(0)
, cosa(0)
{}
inline void set(float px, float py, float pz)
{
x = px;
y = py;
z = pz;
}
inline void Add(Point3D& p)
{
x += p.x;
y += p.y;
z += p.z;
}
inline void Rotate()
{
float tx = x;
x = x * cosa - y * sina;
y = tx * sina + y * cosa;
}
void UpdateCmd(Path::Command& cmd);
void SetRotationAngle(float angle);
void SetRotationAngleRad(float angle);
float x, y, z;
float sina, cosa;
};
// some vector manipulations
inline static Point3D operator + (const Point3D & a, const Point3D & b) { return Point3D(a.x + b.x, a.y + b.y, a.z + b.z); }
inline static Point3D operator - (const Point3D & a, const Point3D & b) { return Point3D(a.x - b.x, a.y - b.y, a.z - b.z); }
inline static Point3D operator * (const Point3D & a, double b) { return Point3D(a.x * b, a.y * b, a.z * b); }
inline static Point3D operator / (const Point3D & a, double b) { return a * (1.0f / b); }
inline static double dot(const Point3D & a, const Point3D & b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
inline static double length(const Point3D & a) { return sqrtf(dot(a, a)); }
inline static Point3D unit(const Point3D & a) { return a / length(a); }
inline static Point3D operator+(const Point3D& a, const Point3D& b)
{
return Point3D(a.x + b.x, a.y + b.y, a.z + b.z);
}
inline static Point3D operator-(const Point3D& a, const Point3D& b)
{
return Point3D(a.x - b.x, a.y - b.y, a.z - b.z);
}
inline static Point3D operator*(const Point3D& a, double b)
{
return Point3D(a.x * b, a.y * b, a.z * b);
}
inline static Point3D operator/(const Point3D& a, double b)
{
return a * (1.0f / b);
}
inline static double dot(const Point3D& a, const Point3D& b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline static double length(const Point3D& a)
{
return sqrtf(dot(a, a));
}
inline static Point3D unit(const Point3D& a)
{
return a / length(a);
}
struct Triangle3D
{
Triangle3D() {}
Triangle3D(Point3D & p1, Point3D & p2, Point3D & p3)
{
points[0] = p1;
points[1] = p2;
points[2] = p3;
}
Point3D points[3];
Triangle3D()
{}
Triangle3D(Point3D& p1, Point3D& p2, Point3D& p3)
{
points[0] = p1;
points[1] = p2;
points[2] = p3;
}
Point3D points[3];
};
struct cLineSegment
{
cLineSegment() : len(0), lenXY(0) {}
cLineSegment(Point3D & p1, Point3D & p2) { SetPoints(p1, p2); }
void SetPoints(Point3D & p1, Point3D & p2);
void PointAt(float dist, Point3D & retp);
Point3D pStart;
Point3D pDir;
Point3D pDirXY;
float len;
float lenXY;
cLineSegment()
: len(0)
, lenXY(0)
{}
cLineSegment(Point3D& p1, Point3D& p2)
{
SetPoints(p1, p2);
}
void SetPoints(Point3D& p1, Point3D& p2);
void PointAt(float dist, Point3D& retp);
Point3D pStart;
Point3D pDir;
Point3D pDirXY;
float len;
float lenXY;
};
class cSimTool
{
public:
cSimTool(const TopoDS_Shape& toolShape, float res);
~cSimTool() {}
~cSimTool()
{}
float GetToolProfileAt(float pos);
bool isInside(const TopoDS_Shape& toolShape, Base::Vector3d pnt, float res);
float GetToolProfileAt(float pos);
bool isInside(const TopoDS_Shape& toolShape, Base::Vector3d pnt, float res);
/* m_toolShape has to be populated with linearly increased
radiusPos to get the tool profile at given position */
std::vector <toolShapePoint> m_toolShape;
/* m_toolShape has to be populated with linearly increased
radiusPos to get the tool profile at given position */
std::vector<toolShapePoint> m_toolShape;
float radius;
float length;
float length;
};
template <class T>
template<class T>
class Array2D
{
public:
Array2D() : data(nullptr), height(0) {}
Array2D()
: data(nullptr)
, height(0)
{}
~Array2D()
{
if (data)
delete[] data;
}
~Array2D()
{
if (data) {
delete[] data;
}
}
void Init(int x, int y)
{
data = new T[x * y];
height = y;
}
void Init(int x, int y)
{
data = new T[x * y];
height = y;
}
T *operator [] (int i) { return data + i * height; }
T* operator[](int i)
{
return data + i * height;
}
private:
T *data;
int height;
T* data;
int height;
};
class cStock
{
public:
cStock(float px, float py, float pz, float lx, float ly, float lz, float res);
~cStock();
void Tessellate(Mesh::MeshObject & meshOuter, Mesh::MeshObject & meshInner);
cStock(float px, float py, float pz, float lx, float ly, float lz, float res);
~cStock();
void Tessellate(Mesh::MeshObject& meshOuter, Mesh::MeshObject& meshInner);
void CreatePocket(float x, float y, float rad, float height);
void ApplyLinearTool(Point3D & p1, Point3D & p2, cSimTool &tool);
void ApplyCircularTool(Point3D & p1, Point3D & p2, Point3D & cent, cSimTool &tool, bool isCCW);
inline Point3D ToInner(Point3D & p) {
return Point3D((p.x - m_px) / m_res, (p.y - m_py) / m_res, p.z);
}
void ApplyLinearTool(Point3D& p1, Point3D& p2, cSimTool& tool);
void ApplyCircularTool(Point3D& p1, Point3D& p2, Point3D& cent, cSimTool& tool, bool isCCW);
inline Point3D ToInner(Point3D& p)
{
return Point3D((p.x - m_px) / m_res, (p.y - m_py) / m_res, p.z);
}
private:
float FindRectTop(int & xp, int & yp, int & x_size, int & y_size, bool scanHoriz);
void FindRectBot(int & xp, int & yp, int & x_size, int & y_size, bool scanHoriz);
void SetFacetPoints(MeshCore::MeshGeomFacet & facet, Point3D & p1, Point3D & p2, Point3D & p3);
void AddQuad(Point3D & p1, Point3D & p2, Point3D & p3, Point3D & p4, std::vector<MeshCore::MeshGeomFacet> & facets);
int TesselTop(int x, int y);
int TesselBot(int x, int y);
int TesselSidesX(int yp);
int TesselSidesY(int xp);
Array2D<float> m_stock;
Array2D<char> m_attr;
float m_px, m_py, m_pz; // stock zero position
float m_lx, m_ly, m_lz; // stock dimensions
float m_res; // resoulution
float m_plane; // stock plane height
int m_x, m_y; // stock array size
std::vector<MeshCore::MeshGeomFacet> facetsOuter;
std::vector<MeshCore::MeshGeomFacet> facetsInner;
float FindRectTop(int& xp, int& yp, int& x_size, int& y_size, bool scanHoriz);
void FindRectBot(int& xp, int& yp, int& x_size, int& y_size, bool scanHoriz);
void SetFacetPoints(MeshCore::MeshGeomFacet& facet, Point3D& p1, Point3D& p2, Point3D& p3);
void AddQuad(Point3D& p1,
Point3D& p2,
Point3D& p3,
Point3D& p4,
std::vector<MeshCore::MeshGeomFacet>& facets);
int TesselTop(int x, int y);
int TesselBot(int x, int y);
int TesselSidesX(int yp);
int TesselSidesY(int xp);
Array2D<float> m_stock;
Array2D<char> m_attr;
float m_px, m_py, m_pz; // stock zero position
float m_lx, m_ly, m_lz; // stock dimensions
float m_res; // resoulution
float m_plane; // stock plane height
int m_x, m_y; // stock array size
std::vector<MeshCore::MeshGeomFacet> facetsOuter;
std::vector<MeshCore::MeshGeomFacet> facetsInner;
};
class cVolSim
{
public:
cVolSim();
~cVolSim();
void CreateStock();
cVolSim();
~cVolSim();
void CreateStock();
private:
cStock *stock;
cStock* stock;
};
#endif // PATHSIMULATOR_VolSim_H