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在三維空間中,將曲線向曲面投影通常涉及復雜的幾何計算。這個過程可以通過多種方法實現(xiàn),但最常見的是使用數(shù)學和幾何庫,如OpenCASCADE,來處理這些計算。
在OpenCASCADE中,投影曲線到曲面通常涉及以下步驟:
定義曲線(Curve)和曲面(Surface)。
使用適當?shù)乃惴ɑ蝾?#xff08;如BRepProj_Projection)來執(zhí)行投影。
獲取投影后的曲線。
下面是一個簡化的例子,展示了如何使用OpenCASCADE的API來將一條曲線投影到一個曲面上:
#include <Geom_BezierCurve.hxx>
#include <BRepBuilderAPI_MakeEdge.hxx>
#include <TopoDS_Edge.hxx>
#include <BRep_Tool.hxx>
#include <BRepLib.hxx>
#include <TopoDS_Face.hxx>
#include <BRepBuilderAPI_MakeFace.hxx>
#include <BRepBuilderAPI_Transform.hxx>
#include <gp_Ax3.hxx>
#include <gp_Cylinder.hxx>
#include <Geom_CylindricalSurface.hxx>
#include <BRepProj_Projection.hxx>
?
#include"Viewer.h"
?
int main(int argc, char* argv[])
{//Non Rational B-Spline
?gp_Pnt points1[8] = {gp_Pnt(0.0,-100.0,0.0),gp_Pnt(10.0,10.0,0.0),gp_Pnt(30.0,-100.0,0.0),gp_Pnt(100.0,0.0,0.0),gp_Pnt(150.0,50.0,0.0),gp_Pnt(200.0,0.0,0.0),gp_Pnt(400.0,200.0,0.0),gp_Pnt(450.0,0.0,0.0)};
?NCollection_Array1<gp_Pnt> points(points1[0], 1, 8);//Control pointsStandard_Real realsWeight[8] = { 1.0,1.0,1.0,1.0,1.0,1.0,10.0,1.0 };NCollection_Array1<Standard_Real> weight(realsWeight[0], 1, 8);//權(quán)系數(shù),倒數(shù)第二個點的權(quán)系數(shù)是其他的10倍。Geom_BezierCurve bezier(points); //Non-Rational
?Handle(Geom_BezierCurve) bezier1 = &bezier;TopoDS_Edge E = BRepBuilderAPI_MakeEdge(bezier1);
?Handle(Geom_CylindricalSurface) aCylinder = new Geom_CylindricalSurface(gp::YOZ(), 200);TopoDS_Shape Cylinder = BRepBuilderAPI_MakeFace(aCylinder->Cylinder(), 0, 2*M_PI, -200, 500);
?BRepProj_Projection prj(E, Cylinder, gp_Dir(0.0, 0.0, 1.0));//prj.Current();Viewer vout(50, 50, 500, 500);vout << E;vout << Cylinder;vout << prj.Current();vout.StartMessageLoop();return 0;
}