【UG\NX二次开发】NXOpen 测量实体体积(measureBodyBuilder)、UF 获取实体的一些属性(UF_MODL_ask_mass_props_3d)

/**********测量实体体积(录制)*********************************************************
std::vector<tag_t> body;                                           //<I> 实体组
return                                                             //<0> 返回体积
*/
double ask_body_volume(std::vector<tag_t> body)
{
	Session *theSession = Session::GetSession();
	Part *workPart(theSession->Parts()->Work());
	NXObject *nullNXObject(NULL);
	MeasureBodyBuilder *measureBodyBuilder1;
	measureBodyBuilder1 = workPart->MeasureManager()->CreateMeasureBodyBuilder(nullNXObject);
	measureBodyBuilder1->SetAnnotationMode(MeasureBuilder::AnnotationTypeNone);
	std::vector<Body *> bodies1;
	std::vector<NXOpen::IBody *>  objects;
	for (int i = 0; i < body.size(); i++)
	{
		if (UF_ASSEM_is_occurrence(body[i]))
			body[i] = UF_ASSEM_ask_prototype_of_occ(body[i]);
		int type = 0, sub = 0;
		UF_OBJ_ask_type_and_subtype(body[i], &type, &sub);
		if (type == 70 && sub == UF_solid_body_subtype)//查询是否是实体
			bodies1.push_back((dynamic_cast<Body *>(NXObjectManager::Get(body[i]))));
	}
	if (bodies1.size()>0)
	{
		BodyDumbRule *bodyDumbRule1;
		bodyDumbRule1 = workPart->ScRuleFactory()->CreateRuleBodyDumb(bodies1);
		std::vector<SelectionIntentRule *> rules1(1);
		rules1[0] = bodyDumbRule1;
		measureBodyBuilder1->BodyCollector()->ReplaceRules(rules1, false);
		std::vector<Unit *> massUnits1(5);
		Unit *unit1(dynamic_cast<Unit *>(workPart->UnitCollection()->FindObject("SquareMilliMeter")));
		massUnits1[0] = unit1;
		Unit *unit2(dynamic_cast<Unit *>(workPart->UnitCollection()->FindObject("CubicMilliMeter")));
		massUnits1[1] = unit2;
		Unit *unit3(dynamic_cast<Unit *>(workPart->UnitCollection()->FindObject("Kilogram")));
		massUnits1[2] = unit3;
		Unit *unit4(dynamic_cast<Unit *>(workPart->UnitCollection()->FindObject("MilliMeter")));
		massUnits1[3] = unit4;
		Unit *unit5(dynamic_cast<Unit *>(workPart->UnitCollection()->FindObject("Newton")));
		massUnits1[4] = unit5;
		MeasureBodies *measureBodies1;
		measureBodies1 = workPart->MeasureManager()->NewMassProperties(massUnits1, 0.99, measureBodyBuilder1->BodyCollector());
		NXString temp;
		double body_volume = measureBodies1->CreateEmbeddedObject(MeasureBodies::ActiveValueVolume, &temp)->Value();

		measureBodyBuilder1->Destroy();
		return body_volume;
	}
	else
		return 0;
}

/*结构体:实体属性*/
struct body_mass
{
	double 体积;//mm^3
	double 表面积;//mm^2
	double 钢铁质量;//体积*0.00000785  kg
	double 重量;//钢铁质量*9.8 n
	double 质心[3];//mm
};

/**********测量实体一些属性(UF函数)*********************************************************
std::vector<tag_t> body;                                           //<I> 实体组
body_mass *body_mass1;                                             //<0> 返回一些属性组
*/
void ask_body_mass(std::vector<tag_t> body, body_mass *body_mass1)
{
	tag_t *body1 = new tag_t[body.size()];
	int k = 0;
	for (int i = 0; i < body.size(); i++)
	{
		int type = 0, sub = 0;
		UF_OBJ_ask_type_and_subtype(body[i], &type, &sub);
		if (type == 70 && sub == UF_solid_body_subtype)//查询是否是实体
		{
			body1[k] = body[i];
			k++;
		}
	}

	int  response = 2;
	int type = 1;
	int  unit = 3;
	int accuracy = 1;
	int  count = 0;
	double  acc_val[11] = { 0.99, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
	double  density = 1.0;
	double  massprop[47] = { 0 };
	double  massprop_stat[13];
	if (k > 0)
	{
		UF_CALL(UF_MODL_ask_mass_props_3d(body1, k, type, unit, density, accuracy, acc_val, massprop, massprop_stat));
	}
	(*body_mass1).表面积 = massprop[0] * 100;
	(*body_mass1).体积 = massprop[1] * 1000;
	(*body_mass1).钢铁质量 = body_mass1->体积* 0.00000785;
	(*body_mass1).重量 = body_mass1->钢铁质量*9.8;
	(*body_mass1).质心[0] = massprop[3] * 10;
	(*body_mass1).质心[1] = massprop[4] * 10;
	(*body_mass1).质心[2] = massprop[5] * 10;
}

  • 0
    点赞
  • 7
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 1
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

社恐猫

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值