/*************************************************************************** * Copyright (c) Shsi Seger (shaise at gmail) 2017 * * * * 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 #include #include #include #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) struct Point3D { Point3D() {} Point3D(float x, float y, float z) : x(x), y(y), z(z) {} Point3D(Base::Vector3d & vec) : x(vec[0]), y(vec[1]), z(vec[2]) {} Point3D(Base::Placement & pl) : x(pl.getPosition()[0]), y(pl.getPosition()[1]), z(pl.getPosition()[2]) {} 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); } struct Triangle3D { Triangle3D() {} Triangle3D(Point3D & p1, Point3D & p2, Point3D & p3) { points[0] = p1; points[1] = p2; points[2] = p3; } Point3D points[3]; }; struct cLineSegment { cLineSegment() {} 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; }; struct Model3D { Model3D(float px, float py, float res) : pos_x(px), pos_y(py), resolution(res) {} void SetFacetPoints(MeshCore::MeshGeomFacet & facet, Point3D & p1, Point3D & p2, Point3D & p3) { facet._aclPoints[0][0] = p1.x * resolution + pos_x; facet._aclPoints[0][1] = p1.y * resolution + pos_y; facet._aclPoints[0][2] = p1.z; facet._aclPoints[1][0] = p2.x * resolution + pos_x; facet._aclPoints[1][1] = p2.y * resolution + pos_y; facet._aclPoints[1][2] = p2.z; facet._aclPoints[2][0] = p3.x * resolution + pos_x; facet._aclPoints[2][1] = p3.y * resolution + pos_y; facet._aclPoints[2][2] = p3.z; facet.CalcNormal(); } inline void AddQuad(Point3D & p1, Point3D & p2, Point3D & p3, Point3D & p4) { MeshCore::MeshGeomFacet facet; SetFacetPoints(facet, p1, p2, p3); mesh.addFacet(facet); SetFacetPoints(facet, p1, p3, p4); mesh.addFacet(facet); } float pos_x, pos_y, resolution; Mesh::MeshObject mesh; }; class cSimTool { public: enum Type { FLAT = 0, CHAMFER, ROUND }; cSimTool() {} cSimTool(Type t, float rad, float tipang = 180) : type(t), radius(rad), tipAngle(tipang) { InitTool(); } ~cSimTool() {} void InitTool(); Type type; float tipAngle; float radius; float dradius; float chamRatio; float GetToolProfileAt(float pos); }; template class Array2D { public: Array2D() : data(nullptr) {} ~Array2D() { if (data != nullptr) delete[] data; } void Init(int x, int y) { data = new T[x * y]; height = y; } T *operator [] (int i) { return data + i * height; } private: T *data; int height; }; class cStock { public: cStock(float px, float py, float pz, float lx, float ly, float lz, float res); ~cStock(); void Tesselate(Mesh::MeshObject & mesh); 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); } 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); int TesselTop(int x, int y); int TesselBot(int x, int y); int TesselSidesX(int yp); int TesselSidesY(int xp); Array2D m_stock; Array2D 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 facets; }; class cVolSim { public: cVolSim(); ~cVolSim(); void CreateStock(); private: cStock *stock; }; #endif // PATHSIMULATOR_VolSim_H