// SPDX-License-Identifier: LGPL-2.1-or-later /************************************************************************** * Copyright (c) 2017 Shai Seger * * * * 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 toolShapePoint { float radiusPos; float heightPos; 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; }; // 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() : 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() {} 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 m_toolShape; float radius; float length; }; template class Array2D { public: Array2D() : data(nullptr) , height(0) {} ~Array2D() { if (data) { 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 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); } 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& facets ); 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 facetsOuter; std::vector facetsInner; }; class cVolSim { public: cVolSim(); ~cVolSim(); void CreateStock(); private: cStock* stock; }; #endif // PATHSIMULATOR_VolSim_H