feat: P2 B-Rep 内核 + 建模操作
- brep: 完整 B-Rep 数据结构(Vertex/Edge/Loop/Face/Shell/Body) - brep: 实体工厂(box/cylinder/sphere) - brep: 建模操作(extrude/revolve/sweep/loft) - brep: 拓扑查询(face_edges/edge_faces/vertex_edges) - brep: 网格转换(to_mesh) - 新增 vde_brep 模块,更新聚合库
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#include "vde/brep/modeling.h"
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#include <cmath>
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#include <algorithm>
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namespace vde::brep {
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namespace {
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// Helper: create planar surface from 4 corner points
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curves::NurbsSurface make_plane_surface(const Point3D& p0, const Point3D& p1,
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const Point3D& p2, const Point3D& p3) {
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std::vector<std::vector<Point3D>> grid = {{p0, p3}, {p1, p2}};
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return curves::NurbsSurface(grid, {0,0,1,1}, {0,0,1,1}, {}, 1, 1);
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}
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// Helper: approximate a circle as NURBS
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curves::NurbsCurve make_circle_nurbs(const Point3D& center, const Vector3D& normal, double r) {
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double w = std::sqrt(2.0) / 2.0;
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Vector3D u = std::abs(normal.x()) < 0.9 ? Vector3D::UnitX().cross(normal).normalized()
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: Vector3D::UnitY().cross(normal).normalized();
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Vector3D v = normal.cross(u).normalized();
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std::vector<Point3D> cp = {
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center + u * r,
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center + (u+v) * r * w,
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center + v * r,
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center + (-u+v) * r * w,
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center - u * r,
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center + (-u-v) * r * w,
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center - v * r,
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center + (u-v) * r * w,
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center + u * r
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};
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std::vector<double> knots = {0,0,0,0.25,0.25,0.5,0.5,0.75,0.75,1,1,1};
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std::vector<double> weights = {1,w,1,w,1,w,1,w,1};
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return curves::NurbsCurve(cp, knots, weights, 2);
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}
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} // namespace
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BrepModel make_box(double w, double h, double d) {
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double hw=w/2, hh=h/2, hd=d/2;
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BrepModel model;
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// 8 vertices
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int v[8];
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v[0]=model.add_vertex({-hw,-hh,-hd}); v[1]=model.add_vertex({ hw,-hh,-hd});
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v[2]=model.add_vertex({ hw, hh,-hd}); v[3]=model.add_vertex({-hw, hh,-hd});
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v[4]=model.add_vertex({-hw,-hh, hd}); v[5]=model.add_vertex({ hw,-hh, hd});
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v[6]=model.add_vertex({ hw, hh, hd}); v[7]=model.add_vertex({-hw, hh, hd});
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// 12 edges (simplified with 6 quad faces)
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std::vector<std::vector<int>> face_quads = {
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{0,1,2,3}, {4,5,6,7}, {0,1,5,4}, {2,3,7,6}, {1,2,6,5}, {0,3,7,4}
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};
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Point3D corners[6][4] = {
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{{-hw,-hh,-hd},{hw,-hh,-hd},{hw,hh,-hd},{-hw,hh,-hd}}, // front
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{{-hw,-hh,hd},{hw,-hh,hd},{hw,hh,hd},{-hw,hh,hd}}, // back
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{{-hw,-hh,-hd},{hw,-hh,-hd},{hw,-hh,hd},{-hw,-hh,hd}}, // bottom
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{{-hw,hh,-hd},{hw,hh,-hd},{hw,hh,hd},{-hw,hh,hd}}, // top
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{{hw,-hh,-hd},{hw,hh,-hd},{hw,hh,hd},{hw,-hh,hd}}, // right
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{{-hw,-hh,-hd},{-hw,hh,-hd},{-hw,hh,hd},{-hw,-hh,hd}}, // left
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};
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std::vector<int> face_ids;
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for (int i = 0; i < 6; ++i) {
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int s = model.add_surface(make_plane_surface(corners[i][0], corners[i][1],
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corners[i][2], corners[i][3]));
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std::vector<int> edges;
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for (int j = 0; j < 4; ++j) {
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int va = face_quads[i][j], vb = face_quads[i][(j+1)%4];
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int e = model.add_edge(va, vb);
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edges.push_back(e);
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}
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int loop = model.add_loop(edges, true);
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int f = model.add_face(s, {loop});
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face_ids.push_back(f);
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}
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int shell = model.add_shell(face_ids, true);
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model.add_body({shell}, "box");
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return model;
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}
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BrepModel make_cylinder(double radius, double height, int segments) {
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BrepModel model;
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// Bottom and top center
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int v_bot = model.add_vertex({0,0,-height/2});
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int v_top = model.add_vertex({0,0,height/2});
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// Circular edge vertices
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std::vector<int> v_bot_ring(segments), v_top_ring(segments);
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for (int i = 0; i < segments; ++i) {
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double a = 2*M_PI*i/segments;
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double x = radius*std::cos(a), y = radius*std::sin(a);
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v_bot_ring[i] = model.add_vertex({x,y,-height/2});
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v_top_ring[i] = model.add_vertex({x,y,height/2});
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}
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// Bottom face
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std::vector<int> bot_edges;
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for (int i = 0; i < segments; ++i) {
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int e = model.add_edge(v_bot_ring[i], v_bot_ring[(i+1)%segments]);
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bot_edges.push_back(e);
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}
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int bot_loop = model.add_loop(bot_edges, true);
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int bot_surf = model.add_surface(curves::NurbsSurface(
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{{{-radius,-radius,-height/2},{radius,-radius,-height/2}},
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{{-radius,radius,-height/2},{radius,radius,-height/2}}},
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{0,0,1,1},{0,0,1,1},{},1,1));
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int bot_face = model.add_face(bot_surf, {bot_loop});
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// Top face
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std::vector<int> top_edges;
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for (int i = 0; i < segments; ++i) {
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int e = model.add_edge(v_top_ring[(i+1)%segments], v_top_ring[i]);
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top_edges.push_back(e);
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}
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int top_loop = model.add_loop(top_edges, true);
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int top_surf_id = model.add_surface(curves::NurbsSurface(
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{{{-radius,-radius,height/2},{radius,-radius,height/2}},
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{{-radius,radius,height/2},{radius,radius,height/2}}},
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{0,0,1,1},{0,0,1,1},{},1,1));
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int top_face = model.add_face(top_surf_id, {top_loop});
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// Side faces (quad per segment)
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std::vector<int> side_faces;
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for (int i = 0; i < segments; ++i) {
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int j = (i+1)%segments;
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int e1 = model.add_edge(v_bot_ring[i], v_top_ring[i]);
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int e2 = model.add_edge(v_top_ring[i], v_top_ring[j]);
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int e3 = model.add_edge(v_top_ring[j], v_bot_ring[j]);
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int e4 = model.add_edge(v_bot_ring[j], v_bot_ring[i]);
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std::vector<int> side_edges = {e1, e2, e3, e4};
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int loop = model.add_loop(side_edges, true);
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double a0 = 2*M_PI*i/segments, a1 = 2*M_PI*j/segments;
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Point3D p0(radius*std::cos(a0), radius*std::sin(a0), -height/2);
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Point3D p1(radius*std::cos(a1), radius*std::sin(a1), -height/2);
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Point3D p2(radius*std::cos(a1), radius*std::sin(a1), height/2);
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Point3D p3(radius*std::cos(a0), radius*std::sin(a0), height/2);
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int surf = model.add_surface(make_plane_surface(p0,p1,p2,p3));
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side_faces.push_back(model.add_face(surf, {loop}));
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}
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std::vector<int> all_faces;
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all_faces.push_back(bot_face);
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all_faces.push_back(top_face);
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all_faces.insert(all_faces.end(), side_faces.begin(), side_faces.end());
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int shell = model.add_shell(all_faces, true);
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model.add_body({shell}, "cylinder");
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return model;
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}
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BrepModel make_sphere(double radius, int seg_u, int seg_v) {
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BrepModel model;
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int v_top = model.add_vertex({0,0,radius});
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int v_bot = model.add_vertex({0,0,-radius});
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// Lat/lon vertices
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std::vector<std::vector<int>> ring_verts(seg_v+1);
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for (int j = 1; j < seg_v; ++j) {
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double phi = M_PI * j / seg_v;
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double z = radius * std::cos(phi);
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double r = radius * std::sin(phi);
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for (int i = 0; i < seg_u; ++i) {
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double theta = 2*M_PI*i/seg_u;
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ring_verts[j].push_back(model.add_vertex({r*std::cos(theta), r*std::sin(theta), z}));
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}
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}
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// Equatorial ring for the first row
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for (int i = 0; i < seg_u; ++i) {
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double theta = 2*M_PI*i/seg_u;
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ring_verts[0].push_back(model.add_vertex(
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{radius*std::cos(theta), radius*std::sin(theta), 0}));
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}
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std::vector<int> all_faces;
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// Top cap (triangles to v_top)
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for (int i = 0; i < seg_u; ++i) {
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int j = (i+1)%seg_u;
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int e1 = model.add_edge(v_top, ring_verts[1][i]);
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int e2 = model.add_edge(ring_verts[1][i], ring_verts[1][j]);
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int e3 = model.add_edge(ring_verts[1][j], v_top);
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int loop = model.add_loop({e1,e2,e3}, true);
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// Spherical patch surface (simplified as plane)
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Point3D cp[3] = {{0,0,radius}, model.vertex(ring_verts[1][i]).point,
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model.vertex(ring_verts[1][j]).point};
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auto grid = std::vector<std::vector<Point3D>>{{cp[0], cp[2]}, {cp[0], cp[1]}};
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int surf = model.add_surface(curves::NurbsSurface(grid,{0,0,1,1},{0,0,1,1},{},1,1));
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all_faces.push_back(model.add_face(surf, {loop}));
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}
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// Middle quads
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for (int row = 1; row < seg_v-1; ++row) {
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for (int i = 0; i < seg_u; ++i) {
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int j = (i+1)%seg_u;
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int v0=ring_verts[row][i], v1=ring_verts[row][j];
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int v2=ring_verts[row+1][j], v3=ring_verts[row+1][i];
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int e1=model.add_edge(v0,v1), e2=model.add_edge(v1,v2);
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int e3=model.add_edge(v2,v3), e4=model.add_edge(v3,v0);
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int loop=model.add_loop({e1,e2,e3,e4}, true);
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Point3D p0=model.vertex(v0).point, p1=model.vertex(v1).point;
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Point3D p2=model.vertex(v2).point, p3=model.vertex(v3).point;
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int surf=model.add_surface(make_plane_surface(p0,p1,p2,p3));
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all_faces.push_back(model.add_face(surf, {loop}));
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}
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}
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// Bottom cap
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int last_row = seg_v-1;
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for (int i = 0; i < seg_u; ++i) {
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int j = (i+1)%seg_u;
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int e1=model.add_edge(ring_verts[last_row][i], v_bot);
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int e2=model.add_edge(v_bot, ring_verts[last_row][j]);
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int e3=model.add_edge(ring_verts[last_row][j], ring_verts[last_row][i]);
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int loop=model.add_loop({e1,e2,e3}, true);
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auto grid = std::vector<std::vector<Point3D>>{
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{{0,0,-radius}, model.vertex(ring_verts[last_row][j]).point},
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{{0,0,-radius}, model.vertex(ring_verts[last_row][i]).point}};
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int surf=model.add_surface(curves::NurbsSurface(grid,{0,0,1,1},{0,0,1,1},{},1,1));
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all_faces.push_back(model.add_face(surf, {loop}));
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}
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int shell=model.add_shell(all_faces, true);
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model.add_body({shell}, "sphere");
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return model;
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}
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BrepModel extrude(const curves::NurbsCurve& profile, const Vector3D& dir) {
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BrepModel result;
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const auto& cp = profile.control_points();
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int n = static_cast<int>(cp.size());
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// Bottom face vertices
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std::vector<int> bot_verts, top_verts;
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for (int i = 0; i < n; ++i) {
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bot_verts.push_back(result.add_vertex(cp[i]));
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top_verts.push_back(result.add_vertex(cp[i] + dir));
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}
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// Bottom face edges
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std::vector<int> bot_edges;
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for (int i = 0; i < n; ++i) {
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int j = (i+1)%n;
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bot_edges.push_back(result.add_edge(bot_verts[i], bot_verts[j]));
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}
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int bot_loop = result.add_loop(bot_edges, true);
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// Bottom surface (planar)
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// ... simplified: use bounding box plane
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Point3D bmin=cp[0], bmax=cp[0];
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for (const auto& p : cp) { bmin=bmin.cwiseMin(p); bmax=bmax.cwiseMax(p); }
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curves::NurbsSurface bot_surf({{{bmin.x(),bmin.y(),bmin.z()},{bmax.x(),bmin.y(),bmin.z()}},
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{{bmin.x(),bmax.y(),bmin.z()},{bmax.x(),bmax.y(),bmin.z()}}},
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{0,0,1,1},{0,0,1,1},{},1,1);
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int bot_surf_id = result.add_surface(bot_surf);
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result.add_face(bot_surf_id, {bot_loop});
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// Top face (same edges, reversed)
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std::vector<int> top_edges;
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for (int i = 0; i < n; ++i) {
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int j = (i+1)%n;
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top_edges.push_back(result.add_edge(top_verts[j], top_verts[i]));
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}
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int top_loop = result.add_loop(top_edges, true);
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curves::NurbsSurface top_surf({{{bmin.x()+dir.x(),bmin.y()+dir.y(),bmin.z()+dir.z()},
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{bmax.x()+dir.x(),bmin.y()+dir.y(),bmin.z()+dir.z()}},
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{{bmin.x()+dir.x(),bmax.y()+dir.y(),bmin.z()+dir.z()},
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{bmax.x()+dir.x(),bmax.y()+dir.y(),bmin.z()+dir.z()}}},
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{0,0,1,1},{0,0,1,1},{},1,1);
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int top_surf_id = result.add_surface(top_surf);
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result.add_face(top_surf_id, {top_loop});
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// Side faces
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std::vector<int> all_faces = {0, 1};
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for (int i = 0; i < n; ++i) {
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int j = (i+1)%n;
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int e1 = result.add_edge(bot_verts[i], top_verts[i]);
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int e2 = result.add_edge(top_verts[i], top_verts[j]);
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int e3 = result.add_edge(top_verts[j], bot_verts[j]);
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int e4 = result.add_edge(bot_verts[j], bot_verts[i]);
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int loop = result.add_loop({e1, e2, e3, e4}, true);
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Point3D p0=cp[i], p1=cp[j], p2=cp[j]+dir, p3=cp[i]+dir;
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int surf = result.add_surface(make_plane_surface(p0,p1,p2,p3));
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all_faces.push_back(result.add_face(surf, {loop}));
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}
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int shell = result.add_shell(all_faces, true);
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result.add_body({shell}, "extrude");
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return result;
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}
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BrepModel revolve(const curves::NurbsCurve& profile,
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const Point3D& axis_origin, const Vector3D& axis_dir, double angle) {
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// Simplified: create surface of revolution and wrap in B-Rep
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auto surf = curves::NurbsSurface::revolve(profile, axis_origin, axis_dir, angle); (void)surf;
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BrepModel result;
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// Discrete approximation
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const int samples = 32;
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int n = static_cast<int>(profile.control_points().size());
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Vector3D ax = axis_dir.normalized();
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// Build vertices in rings
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std::vector<std::vector<int>> rings(samples+1);
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for (int i = 0; i <= samples; ++i) {
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double theta = angle * i / samples;
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Eigen::AngleAxis<double> rot(theta, ax);
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for (int j = 0; j < n; ++j) {
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Vector3D rel = profile.control_points()[j] - axis_origin;
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rings[i].push_back(result.add_vertex(axis_origin + rot * rel));
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}
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}
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std::vector<int> all_faces;
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for (int i = 0; i < samples; ++i) {
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for (int j = 0; j < n-1; ++j) {
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int v00=rings[i][j], v10=rings[i+1][j];
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int v11=rings[i+1][j+1], v01=rings[i][j+1];
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int e1=result.add_edge(v00,v10), e2=result.add_edge(v10,v11);
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int e3=result.add_edge(v11,v01), e4=result.add_edge(v01,v00);
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int loop=result.add_loop({e1,e2,e3,e4}, true);
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Point3D p0=result.vertex(v00).point, p1=result.vertex(v10).point;
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Point3D p2=result.vertex(v11).point, p3=result.vertex(v01).point;
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int s=result.add_surface(make_plane_surface(p0,p1,p2,p3));
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all_faces.push_back(result.add_face(s, {loop}));
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}
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}
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int shell=result.add_shell(all_faces, true);
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result.add_body({shell}, "revolve");
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return result;
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}
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BrepModel sweep(const curves::NurbsCurve& profile, const curves::NurbsCurve& path) {
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BrepModel result;
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int samples = static_cast<int>(std::max(16.0, path.control_points().size() * 2.0));
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const auto& pcp = profile.control_points();
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int pn = static_cast<int>(pcp.size());
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// Sample path positions and frames
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std::vector<Point3D> positions;
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std::vector<Vector3D> tangents;
|
||||
auto [t0, t1] = path.domain();
|
||||
for (int i = 0; i <= samples; ++i) {
|
||||
double t = t0 + (t1-t0)*i/samples;
|
||||
positions.push_back(path.evaluate(t));
|
||||
auto dt = path.derivative(t, 1);
|
||||
tangents.push_back(dt.norm() > 1e-10 ? dt.normalized() : Vector3D::UnitZ());
|
||||
}
|
||||
|
||||
// Build profile at each sample position
|
||||
std::vector<std::vector<int>> profile_rings(samples+1);
|
||||
for (int i = 0; i <= samples; ++i) {
|
||||
// Build local frame
|
||||
Vector3D T = tangents[i];
|
||||
Vector3D N = std::abs(T.x()) < 0.9 ? Vector3D::UnitX().cross(T).normalized()
|
||||
: Vector3D::UnitY().cross(T).normalized();
|
||||
Vector3D B = T.cross(N);
|
||||
|
||||
for (int j = 0; j < pn; ++j) {
|
||||
Point3D p = positions[i] + pcp[j].x()*N + pcp[j].y()*B + pcp[j].z()*T;
|
||||
profile_rings[i].push_back(result.add_vertex(p));
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<int> all_faces;
|
||||
for (int i = 0; i < samples; ++i) {
|
||||
for (int j = 0; j < pn-1; ++j) {
|
||||
int v00=profile_rings[i][j], v10=profile_rings[i+1][j];
|
||||
int v11=profile_rings[i+1][j+1], v01=profile_rings[i][j+1];
|
||||
int e1=result.add_edge(v00,v10), e2=result.add_edge(v10,v11);
|
||||
int e3=result.add_edge(v11,v01), e4=result.add_edge(v01,v00);
|
||||
int loop=result.add_loop({e1,e2,e3,e4}, true);
|
||||
Point3D p0=result.vertex(v00).point, p1=result.vertex(v10).point;
|
||||
Point3D p2=result.vertex(v11).point, p3=result.vertex(v01).point;
|
||||
int s=result.add_surface(make_plane_surface(p0,p1,p2,p3));
|
||||
all_faces.push_back(result.add_face(s, {loop}));
|
||||
}
|
||||
}
|
||||
|
||||
int shell=result.add_shell(all_faces, true);
|
||||
result.add_body({shell}, "sweep");
|
||||
return result;
|
||||
}
|
||||
|
||||
BrepModel loft(const std::vector<curves::NurbsCurve>& profiles) {
|
||||
if (profiles.size() < 2) return BrepModel();
|
||||
BrepModel result;
|
||||
|
||||
int pn = static_cast<int>(profiles[0].control_points().size());
|
||||
std::vector<std::vector<int>> rings;
|
||||
|
||||
for (const auto& profile : profiles) {
|
||||
std::vector<int> ring;
|
||||
for (const auto& cp : profile.control_points())
|
||||
ring.push_back(result.add_vertex(cp));
|
||||
rings.push_back(ring);
|
||||
}
|
||||
|
||||
std::vector<int> all_faces;
|
||||
for (size_t i = 0; i+1 < rings.size(); ++i) {
|
||||
for (int j = 0; j < pn; ++j) {
|
||||
int k = (j+1)%pn;
|
||||
int v00=rings[i][j], v10=rings[i+1][j];
|
||||
int v11=rings[i+1][k], v01=rings[i][k];
|
||||
int e1=result.add_edge(v00,v10), e2=result.add_edge(v10,v11);
|
||||
int e3=result.add_edge(v11,v01), e4=result.add_edge(v01,v00);
|
||||
int loop=result.add_loop({e1,e2,e3,e4}, true);
|
||||
Point3D p0=result.vertex(v00).point, p1=result.vertex(v10).point;
|
||||
Point3D p2=result.vertex(v11).point, p3=result.vertex(v01).point;
|
||||
int s=result.add_surface(make_plane_surface(p0,p1,p2,p3));
|
||||
all_faces.push_back(result.add_face(s, {loop}));
|
||||
}
|
||||
}
|
||||
|
||||
int shell=result.add_shell(all_faces, true);
|
||||
result.add_body({shell}, "loft");
|
||||
return result;
|
||||
}
|
||||
|
||||
BrepModel fillet(const BrepModel& body, int edge_id, double radius) {
|
||||
(void)edge_id; (void)radius;
|
||||
return body; // TODO: full fillet with rolling ball
|
||||
}
|
||||
|
||||
BrepModel chamfer(const BrepModel& body, int edge_id, double distance) {
|
||||
(void)edge_id; (void)distance;
|
||||
return body; // TODO: full chamfer
|
||||
}
|
||||
|
||||
BrepModel shell(const BrepModel& body, int face_id, double thickness) {
|
||||
BrepModel result = body;
|
||||
// TODO: offset all faces except face_id by thickness
|
||||
(void)face_id; (void)thickness;
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace vde::brep
|
||||
Reference in New Issue
Block a user