working on regular gear shape

This commit is contained in:
LarsBrubaker 2019-10-26 08:45:11 -07:00
parent 08b7617776
commit 4f0c248830

View file

@ -140,6 +140,70 @@ namespace MatterHackers.MatterControl.DesignTools
return rackFinal;
}
IVertexSource CreateRegularGearShape()
{
var tooth = this.CreateSingleTooth();
// we could now take the tooth cutout, rotate it tooth count times and union the various slices together into a complete gear.
// However, the union operations become more and more complex as the complete gear is built up.
// So instead we capture the outer path of the tooth and concatenate rotated versions of this path into a complete outer gear path.
// Concatenating paths is inexpensive resulting in significantly faster execution.
var outlinePaths = tooth;
var corners = outlinePaths as VertexStorage;
// first we need to find the corner that sits at the center
var centerCornerIndex = 0;
for (var i = 0; i < corners.Count; i++)
{
var corner = corners[i];
if (corner.position.LengthSquared < 0.0000001)
{
centerCornerIndex = i;
break;
}
}
var outerPoints = new VertexStorage();
var outerCorners = new VertexStorage();
var outterPointsCount = corners.Count - 2;
for (var i = 1; i < corners.Count - 1; i++)
{
var corner = corners[(i + centerCornerIndex) % corners.Count];
if (i == 0)
{
outerCorners.MoveTo(corner.position);
outerPoints.MoveTo(corner.position);
}
else
{
outerCorners.LineTo(corner.position);
outerPoints.LineTo(corner.position);
}
}
for (var i = 1; i < this.toothCount; i++)
{
var angle = i * this.angleToothToTooth;
var roatationMatrix = Affine.NewRotation(angle);
for (var j = 0; j < outerCorners.Count; j++)
{
var rotatedCorner = roatationMatrix.Transform(outerCorners[j].position);
outerPoints.MoveTo(rotatedCorner);
}
}
var gearShape = outerPoints;
if (this.centerHoleDiameter > 0)
{
var radius = this.centerHoleDiameter / 2;
var centerhole = new Ellipse(0, 0, radius, radius);
gearShape = gearShape.Subtract(centerhole) as VertexStorage;
}
return gearShape.rotateZ(-90);
}
private IVertexSource CreateRackTooth()
{
var toothWidth = this.CircularPitch / 2;
@ -186,7 +250,7 @@ namespace MatterHackers.MatterControl.DesignTools
var angleToothToTooth = 360 / this.toothCount;
var angleStepSize = this.angleToothToTooth / this.stepsPerToothAngle;
IVertexSource toothCutout = null;
IVertexSource toothCutout = new VertexStorage();
var toothCutterShape = this.CreateToothCutter();
var bounds = toothCutterShape.GetBounds();
@ -208,7 +272,7 @@ namespace MatterHackers.MatterControl.DesignTools
lowerLeftCornerDistance = movedLowerLeftCorner.Length;
if (movedLowerLeftCorner.Length > this.outerRadius)
{
{
// the cutter is now completely outside the gear and no longer influences the shape of the gear tooth
break;
}
@ -219,7 +283,7 @@ namespace MatterHackers.MatterControl.DesignTools
toothCutout = toothCutout.Union(movedToothCutterShape);
if (xTranslation[0] > 0)
{
{
movedToothCutterShape = toothCutterShape.Translate(new Vector2(-xTranslation[0], xTranslation[1]));
movedToothCutterShape = movedToothCutterShape.rotateZ(-angle);
toothCutout = toothCutout.Union(movedToothCutterShape);
@ -398,7 +462,8 @@ namespace MatterHackers.MatterControl.DesignTools
public override IEnumerable<VertexData> Vertices()
{
var temp = CreateRackShape();
//var temp = CreateRackShape();
var temp = CreateRegularGearShape();
return temp.Vertices();
}
}
@ -408,7 +473,7 @@ public static class Extensions
{
public static IVertexSource Subtract(this IVertexSource a, IVertexSource b)
{
return a.Plus(b);
return a.Minus(b);
}
public static IVertexSource Union(this IVertexSource a, IVertexSource b)
@ -548,52 +613,6 @@ public static class Extensions
return this.CreateRackShape();
}
}
Gear.prototype._createRegularGearShape = function() {
var tooth = this.CreateSingleTooth();
// we could now take the tooth cutout, rotate it tooth count times and union the various slices together into a complete gear.
// However, the union operations become more and more complex as the complete gear is built up.
// So instead we capture the outer path of the tooth and concatenate rotated versions of this path into a complete outer gear path.
// Concatenating paths is inexpensive resulting in significantly faster execution.
var outlinePaths = tooth.getOutlinePaths();
var corners = outlinePaths[0].points;
// first we need to find the corner that sits at the center
var centerCornerIndex;
for(var i = 0; i < corners.length; i++) {
var corner = corners[i];
if (corner.lengthSquared() < 0.0000001) {
centerCornerIndex = i;
break;
}
}
var outerPoints = [];
var outerCorners = [];
var outterPointsCount = corners.length - 2;
for(var i = 1; i < corners.length - 1; i++) {
var corner = corners[(i + centerCornerIndex) % corners.length];
outerCorners.push(corner);
outerPoints.push([corner.x, corner.y]);
}
for(var i = 1; i < this.toothCount; i++) {
var angle = i * this.angleToothToTooth;
var roatationMatrix = CSG.Matrix4x4.rotationZ(angle)
for (var j = 0; j < outerCorners.length; j++) {
var rotatedCorner = outerCorners[j].transform(roatationMatrix);
outerPoints.push([rotatedCorner.x, rotatedCorner.y]);
}
}
var gearShape = CAG.fromPointsNoCheck(outerPoints);
if (this.centerHoleDiameter > 0) {
var centerhole = CAG.circle({center: [-0, -0], radius: this.centerHoleDiameter / 2, resolution: this.qualitySettings.resolution});
gearShape = gearShape.subtract(centerhole);
}
return gearShape.rotateZ(-90);
}
Gear.prototype._createInternalGearShape = function() {
var singleTooth = this._createInternalToothProfile();
//return singleTooth;