1
0
mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-04 13:13:25 +03:00

0027383: Modeling - improve handling of regularity on edges

1. There has been implemented calculation of all possible types of continuity for shared edges:
  * G1 is set if tangential planes are the same for connected faces in each control points through the edge;
  * C1 is set in addition to G1 conditions if derivatives, orthogonal to the edge on each face, are equal vectors;
  * G2 is set in addition to G1 if the centers of principal curvatures are the same for connected faces in each control points through the edge;
  * C2 is set in addition to C1 and G2 if directions of principal curvatures are equal;
  * CN continuity is set only if both connected faces are based on elementary surfaces (the conditions for this case are similar to C2 continuity).

2. ShapeFix::EncodeRegularity() is merged into BRepLib::EncodeRegularity().
3. Implemented several test cases to check correct handling of regularity.
4. Fix incorrect usage of BRepLib::EncodeRegularity() in BRepBuilderAPI_Sewing.
5. Implement a method for calculation of regularity on the given list of edges.
6. Documentation updates
This commit is contained in:
azv
2016-11-15 12:17:45 +03:00
committed by apn
parent 4e1bc39a81
commit 712879c808
18 changed files with 39684 additions and 194 deletions

View File

@@ -2937,7 +2937,7 @@ The algorithm of shape triangulation is provided by the functionality of *BRepMe
~~~~~
const Standard_Real aRadius = 10.0;
const Standard_Real aHeight = 25.0;
BRepBuilderAPI_MakeCylinder aCylinder(aRadius, aHeight);
BRepPrimAPI_MakeCylinder aCylinder(aRadius, aHeight);
TopoDS_Shape aShape = aCylinder.Shape();
const Standard_Real aLinearDeflection = 0.01;
@@ -2968,4 +2968,4 @@ However, an application that imports models created in other applications may no
Meshing covers a shape with a triangular mesh. Other than hidden line removal, you can use meshing to transfer the shape to another tool: a manufacturing tool, a shading algorithm, a finite element algorithm, or a collision algorithm.
You can obtain information on the shape by first exploring it. To access triangulation of a face in the shape later, use *BRepTool::Triangulation*. To access a polygon, which is the approximation of an edge of the face, use *BRepTool::PolygonOnTriangulation*.
You can obtain information on the shape by first exploring it. To access triangulation of a face in the shape later, use *BRepTool::Triangulation*. To access a polygon, which is the approximation of an edge of the face, use *BRepTool::PolygonOnTriangulation*.