方案一:三角剖分、重心的连接
// 获取TopoDS_Shape中所有三角形的重心并连接成中轴线
TopoDS_Shape GetTriangleCentroids(const TopoDS_Shape& shape)
{
std::vector<gp_Pnt> points;
TopExp_Explorer explorer(shape, TopAbs_FACE);
while (explorer.More())
{
const TopoDS_Face& face = TopoDS::Face(explorer.Current());
CalculateTriangleCentroid(points,face);
explorer.Next();
}
// 使用BRepBuilderAPI_MakePolygon类构造Polyline
BRepBuilderAPI_MakePolygon makePolygon;
TColgp_Array1OfPnt PointsArray(1, points.size());
int i = 0;
for (auto & onept:points)
{
makePolygon.Add(onept);
PointsArray.SetValue(++i, onept);
}
// 获取构造的Polyline对象
if (makePolygon.IsDone())
{
return makePolygon.Shape();
}
{
Standard_Integer Dmin = 3;
Standard_Integer Dmax = 8;
Standard_Real Tol3d = 1.e-3;
Handle(Geom_BSplineCurve) TheCurve;
GeomAPI_PointsToBSpline aPointToBSpline(PointsArray);
TheCurve = aPointToBSpline.Curve();
// 创建一个AIS_Shape对象
TopoDS_Shape TheCurveShape = BRepBuilderAPI_MakeEdge(TheCurve);
return TheCurveShape;
}
return makePolygon.Edge();
}
// 计算三角形的重心
void CalculateTriangleCentroid(std::vector<gp_Pnt> &points,const TopoDS_Face& face)
{
TopLoc_Location loc;
Handle(Poly_Triangulation) triangulation = BRep_Tool::Triangulation(face, loc);
const Poly_Array1OfTriangle& triangles = triangulation->Triangles();
for (size_t i = 1; i <= triangles.Size(); i++)
{
const Poly_Triangle& triangle = triangles(i); // 假设只有一个三角形
const gp_Pnt& p1 = triangulation->Node(triangle.Value(1));
const gp_Pnt& p2 = triangulation->Node(triangle.Value(2));
const gp_Pnt& p3 = triangulation->Node(triangle.Value(3));
// 计算三个顶点的坐标平均值
gp_Pnt centroid((p1.X() + p2.X() + p3.X()) / 3.0,
(p1.Y() + p2.Y() + p3.Y()) / 3.0,
(p1.Z() + p2.Z() + p3.Z()) / 3.0);
points.emplace_back(centroid);
}
}
方案二:曲线连续性
// 定义一个函数,用于提取曲线的中轴线
TopoDS_Shape ExtractCurveAxis(const Handle(Geom_Curve)& curve)
{
int numPoints = 3;
// 创建一个GeomLProp_CLProps对象,并将待提取中轴线的曲线作为参数传入
GeomLProp_CLProps props(curve,1,1e-6);
// 调用GeomLProp_CLProps类的SetParameter函数,设置参数,如精度等
props.SetParameter(1e-6);
// 调用GeomLProp_CLProps类的Curvature函数,获取曲线上每个点的曲率信息
std::vector<Standard_Real> curvatures;
for (Standard_Integer i = 1; i <= numPoints; i++)
{
Standard_Real u = curve->FirstParameter() + (i - 1) * (curve->LastParameter() - curve->FirstParameter()) / (numPoints - 1);
props.SetParameter(u);
Standard_Real curvature = props.Curvature();
curvatures.push_back(curvature);
}
// 调用GeomLProp_CLProps类的D1函数,获取曲线上每个点的一阶导数信息
std::vector<gp_Vec> derivatives;
for (Standard_Integer i = 1; i <= numPoints; i++)
{
Standard_Real u = curve->FirstParameter() + (i - 1) * (curve->LastParameter() - curve->FirstParameter()) / (numPoints - 1);
props.SetParameter(u);
gp_Vec derivative=props.D1();
derivatives.push_back(derivative);
}
// 根据曲率和一阶导数信息,计算中轴线的方向和位置
std::vector<gp_Pnt> axisPoints;
for (Standard_Integer i = 0; i < numPoints; i++)
{
Standard_Real u = curve->FirstParameter() + i * (curve->LastParameter() - curve->FirstParameter()) / (numPoints - 1);
gp_Pnt point = curve->Value(u);
gp_Vec derivative = derivatives[i];
Standard_Real curvature = curvatures[i];
gp_Vec axisDirection = derivative.Normalized().Crossed(gp_Vec(0, 0, 1));
gp_Pnt axisPoint = point.Translated(axisDirection.Multiplied(-curvature));
axisPoints.push_back(axisPoint);
}
// 使用BRepBuilderAPI_MakePolygon类构造Polyline
BRepBuilderAPI_MakePolygon makePolygon;
TColgp_Array1OfPnt PointsArray(1, axisPoints.size());
int i = 0;
for (auto& onept : axisPoints)
{
makePolygon.Add(onept);
PointsArray.SetValue(++i, onept);
}
// 获取构造的Polyline对象
if (makePolygon.IsDone())
{
//return makePolygon.Shape();
}
// 根据计算得到的中轴线信息,创建一个Handle(Geom_Curve)对象
// Handle(Geom_BSplineCurve) axisCurve = new Geom_BSplineCurve(axisPoints.data(), numPoints, degree, GeomAbs_C2, knots, multiplicities, weights);
// Make a BSpline curve from the points array.
TColgp_Array1OfPnt aPoles(1, axisPoints.size());
int nNo = 0;
for (auto& pt : axisPoints)
{
aPoles.SetValue(++nNo, pt);
}
Handle(Geom_BSplineCurve) aBSplineCurve = GeomAPI_PointsToBSpline(aPoles).Curve();
{
// 将Geom_BSplineCurve对象转换为可视化对象
TopoDS_Shape BSplineShape = BRepBuilderAPI_MakeEdge(aBSplineCurve);
return BSplineShape;
}
}