[ VC(Visual C++) ]-DLL系列(04_函數-傳送結構陣列)
[ VC(Visual C++) ]-DLL系列(04_函數–傳送結構陣列)
本篇分享函數–傳送結構陣列DLL,有興趣的(C/P)同好,歡迎來http://filemarkets.com/file/jashliao/5f271055/索取,因為我不會上傳檔案分享哈哈 ^ ^。
主要程式碼: |
// Engrave32.cpp : Defines the initialization routines for the DLL. //
#include “stdafx.h” #include “Engrave32.h”
#ifdef _DEBUG #definenew DEBUG_NEW #undef THIS_FILE staticchar THIS_FILE[] = __FILE__; #endif
// // Note! // // If this DLL is dynamically linked against the MFC // DLLs, any functions exported from this DLL which // call into MFC must have the AFX_MANAGE_STATE macro // added at the very beginning of the function. // // For example: // // extern “C” BOOL PASCAL EXPORT ExportedFunction() // { // AFX_MANAGE_STATE(AfxGetStaticModuleState()); // // normal function body here // } // // It is very important that this macro appear in each // function, prior to any calls into MFC. This means that // it must appear as the first statement within the // function, even before any object variable declarations // as their constructors may generate calls into the MFC // DLL. // // Please see MFC Technical Notes 33 and 58 for additional // details. //
///////////////////////////////////////////////////////////////////////////// // CEngrave32App
BEGIN_MESSAGE_MAP(CEngrave32App, CWinApp) //{{AFX_MSG_MAP(CEngrave32App) // NOTE – the ClassWizard will add and remove mapping macros here. // DO NOT EDIT what you see in these blocks of generated code! //}}AFX_MSG_MAP END_MESSAGE_MAP()
///////////////////////////////////////////////////////////////////////////// // CEngrave32App construction long EXPORTED_DLL_FUNCTION EngInitial(long lngBlockAmount,double tolerance,long Direction)//取得Block總數,並動態配置記憶體已用來存放每個Block的Entity數量 { long i; lngBlockNumber=lngBlockAmount; lngDirection=Direction;//0->順;1->逆 if(lngBlockNumber<1) return 0; if(tolerance<=0) return 0; else { error=fopen(“error.txt”,”w”); data=fopen(“data.txt”,”w”); lngBlockData=newlong[lngBlockNumber]; for(i=0;i<lngBlockNumber;i++) lngBlockData[i]=-1; dblTolerance=tolerance; return 1; } } long EXPORTED_DLL_FUNCTION EngGetValue(EngarveElement *p,long lngBlock,long lngAmount) //資料陣列指標;資料陣列屬於第幾個lngBlock;陣列大小 { long i,n; long lngtype,lngblock; long return1; n=lngAmount; lngblock=lngBlock; try { if(lngBlock<0) throw 0; if(lngAmount<=0) throw 1; } catch(int err) { if(err==0) fprintf(error,”資料沒有分群組\n”); else fprintf(error,”陣列中沒有任何資料\n”); return 0; } lngBlockData[lngblock]=n; gEE=p; Point3DCross=new CPoint3D[n]; for(i=0;i<n;i++) { lngtype=(gEE+i)->Type; gInputData.Reset(); if(lngtype==1)//Line { gInputData.m_lngBlock=lngblock;//用來儲存屬於哪個Block gInputData.m_lngEntity=i;//用來儲存屬於哪個Entity gInputData.m_lngLineArc=0;//用來儲存型態0->Line;1->Arc gInputData.CCW=2-lngDirection;//紀錄方向,0->右;1->左 gInputData.Direction=(gEE+i)->CCW;//紀錄順逆,0->順;1->逆 gInputData.m_Line.SetData((gEE+i)->X1,(gEE+i)->Y1,(gEE+i)->Z1,(gEE+i)->X2,(gEE+i)->Y2,(gEE+i)->Z2); Point3DCross[i]=gInputData.m_Line.m_EndPoint; fprintf(data,”第 %d block 第 %d 筆 : 為線資料,其相關資料為\t%f\t%f\t%f\t%f\t%f\t%f\n”,lngblock,i,gInputData.m_Line.m_StartPoint.m_x,gInputData.m_Line.m_StartPoint.m_y,gInputData.m_Line.m_StartPoint.m_z, gInputData.m_Line.m_EndPoint.m_x,gInputData.m_Line.m_EndPoint.m_y,gInputData.m_Line.m_EndPoint.m_z); } elseif(lngtype==2)//Arc { gInputData.m_lngBlock=lngblock;//用來儲存屬於哪個Block gInputData.m_lngEntity=i;//用來儲存屬於哪個Entity gInputData.m_lngLineArc=1;//用來儲存型態0->Line;1->Arc gInputData.CCW=2-lngDirection;//紀錄方向,0->右;1->左 gInputData.Direction=(gEE+i)->CCW;//紀錄順逆,0->順;1->逆 CPoint3D P3DCenter((gEE+i)->X1,(gEE+i)->Y1,(gEE+i)->Z1); gInputData.m_Arc.SetData(P3DCenter,(gEE+i)->X2,(gEE+i)->Y2,(gEE+i)->Z2); Point3DCross[i].m_x=P3DCenter.m_x+gInputData.m_Arc.m_fltR*cos(gInputData.m_Arc.m_fltEndAngle); Point3DCross[i].m_y=P3DCenter.m_y+gInputData.m_Arc.m_fltR*sin(gInputData.m_Arc.m_fltEndAngle); Point3DCross[i].m_z=P3DCenter.m_z+gInputData.m_Arc.m_fltR*0; fprintf(data,”第 %d block 第 %d 筆 : 為弧資料,其相關資料為\t%f\t%f\t%f\t%f\t%f\t%f\n”,lngblock,i,gInputData.m_Arc.m_Point3DCenter.m_x,gInputData.m_Arc.m_Point3DCenter.m_y,gInputData.m_Arc.m_Point3DCenter.m_z, gInputData.m_Arc.m_fltR,gInputData.m_Arc.m_fltStartAngle,gInputData.m_Arc.m_fltEndAngle); } gArray.Add(gInputData); } return1=(long)gArray.GetSize(); return return1; } long EXPORTED_DLL_FUNCTION EngLineLineSolve(const CInputData &BaseInputData,const CInputData &RipInputData,const CPoint3D &RipPoint3D,CCircle *AnsCircle) { double ang1=0.0,ang2=0.0; long data1=0,data2=0; CCircleRightLeft CRL1,CRL2; CPoint3D p2; CCircle CC1,CC2; CLine Line; CPoint3D Point3D1,Point3D2; CVector VectorBase,VectorRip; CLine BaseLine,RipLine; CPoint3D Point3DRip; BaseLine=BaseInputData.m_Line; RipLine=RipInputData.m_Line; VectorBase.SetData(BaseLine.m_StartPoint,BaseLine.m_EndPoint); VectorRip.SetData(RipLine.m_StartPoint,RipLine.m_EndPoint); Point3DRip=RipPoint3D; CPointLine PL(VectorBase,Point3DRip,VectorRip); CC1.SetData(PL.GetCenter(0),PL.GetR(0)); CC2.SetData(PL.GetCenter(1),PL.GetR(1)); Line.SetData(BaseLine.m_StartPoint,BaseLine.m_EndPoint); //data=CC1.CircleLine(Line,&ang1,&ang2,&Point3D1,&Point3D2); //if((data!=0) && (data!=3)) data1=0; data2=0; if(CC1.CheckExcircle(Line)) { data1=1; } if(CC2.CheckExcircle(Line)) { data2=1; } ///////////////////////// if((data1==1) && (data2==0)) { AnsCircle->m_Point3DCenter=PL.GetCenter(0); AnsCircle->m_fltR=PL.GetR(0); return 1; } elseif((data1==0) && (data2==1)) { AnsCircle->m_Point3DCenter=PL.GetCenter(1); AnsCircle->m_fltR=PL.GetR(1); return 1; } elseif((data1==1) && (data2==1)) { CRL1.SetData(BaseInputData,CC1); CRL2.SetData(RipInputData,CC1); if(CRL1.Check() && CRL2.Check()) { AnsCircle->m_Point3DCenter=PL.GetCenter(0); AnsCircle->m_fltR=PL.GetR(0); return 1; } else { CRL1.SetData(BaseInputData,CC2); CRL2.SetData(RipInputData,CC2); if(CRL1.Check() && CRL2.Check()) { AnsCircle->m_Point3DCenter=PL.GetCenter(1); AnsCircle->m_fltR=PL.GetR(1); return 1; } } } else { /* Line.SetData(RipLine.m_StartPoint,RipLine.m_EndPoint); if(CC1.CheckExcircle(Line)) { data1=1; } if(CC2.CheckExcircle(Line)) { data2=1; } if((data1==1) && (data2==0)) { AnsCircle->m_Point3DCenter=PL.GetCenter(0); AnsCircle->m_fltR=PL.GetR(0); return 1; } else if((data1==0) && (data2==1)) { AnsCircle->m_Point3DCenter=PL.GetCenter(1); AnsCircle->m_fltR=PL.GetR(1); return 1; } */ } return 0; } long EXPORTED_DLL_FUNCTION EngLineArcSolve(const CArc &BaseArc,const CLine &RipLine,const CPoint3D &RipPoint3D,CCircle *AnsCircle) {
bool bolCircle=false; CArc ArcBase; CLine LineRip; CPoint3D Point3DRip; CCircle CircleBuf[2]; ArcBase=BaseArc; LineRip=RipLine; Point3DRip=RipPoint3D; CPointArc PointArc(ArcBase,LineRip,Point3DRip); bolCircle=PointArc.GetCircle(CircleBuf); int a11=ArcBase.ArcCircle(CircleBuf[0]); int a12=ArcBase.ArcCircle(CircleBuf[1]);
if((a11==1) && (a12==1)) { if((CircleBuf[0].m_fltR>0)&&(CircleBuf[1].m_fltR>0)) { if(CircleBuf[0].m_fltR>CircleBuf[1].m_fltR) { AnsCircle->m_fltR=CircleBuf[1].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[1].m_Point3DCenter; return 1; } else { AnsCircle->m_fltR=CircleBuf[0].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[0].m_Point3DCenter; return 1; } } elseif(CircleBuf[0].m_fltR>0) { AnsCircle->m_fltR=CircleBuf[0].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[0].m_Point3DCenter; return 1; } elseif(CircleBuf[1].m_fltR>0) { AnsCircle->m_fltR=CircleBuf[1].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[1].m_Point3DCenter; return 1; } else { return 0; } } elseif(a11==1) { AnsCircle->m_fltR=CircleBuf[0].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[0].m_Point3DCenter; return 1; } elseif(a12==1) { AnsCircle->m_fltR=CircleBuf[1].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[1].m_Point3DCenter; return 1; } return 0; } long EXPORTED_DLL_FUNCTION EngArcLineSolve(const CLine &BaseLine,CArc &RipArc,const CPoint3D &RipPoint3D,CCircle *AnsCircle) { bool bolcheck1=false; CCircle CircleBuf; CRipArcCircle RAP(BaseLine,RipArc,RipPoint3D); bolcheck1=RAP.GetCircle(&CircleBuf); if(bolcheck1==true) { int a11=RipArc.ArcCircle(CircleBuf); if(a11==1) { if(CircleBuf.m_fltR >0) { AnsCircle->m_fltR=CircleBuf.m_fltR; AnsCircle->m_Point3DCenter=CircleBuf.m_Point3DCenter; return 1; } else { return 0; } } else { return 0; } } else { return 0; } } long EXPORTED_DLL_FUNCTION EngArcArcSolve(const CArc &BaseArc,const CArc &RipArc,const CPoint3D &RipPoint3D,CCircle *AnsCircle) { bool bolCircle=false; CArc ArcBase; CArc ArcRip; CPoint3D Point3DRip; CCircle CircleBuf[2]; ArcBase=BaseArc; ArcRip=RipArc; Point3DRip=RipPoint3D; CPointArc PointArc(ArcBase,ArcRip,Point3DRip); bolCircle=PointArc.GetCircle(CircleBuf); int a11=ArcBase.ArcCircle(CircleBuf[0]); int a12=ArcBase.ArcCircle(CircleBuf[1]); if((a11==1) && (a12==1)) { if((CircleBuf[0].m_fltR>0)&&(CircleBuf[1].m_fltR>0)) { if(CircleBuf[0].m_fltR>CircleBuf[1].m_fltR) { AnsCircle->m_fltR=CircleBuf[1].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[1].m_Point3DCenter; return 1; } else { AnsCircle->m_fltR=CircleBuf[0].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[0].m_Point3DCenter; return 1; } } elseif(CircleBuf[0].m_fltR>0) { AnsCircle->m_fltR=CircleBuf[0].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[0].m_Point3DCenter; return 1; } elseif(CircleBuf[1].m_fltR>0) { AnsCircle->m_fltR=CircleBuf[1].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[1].m_Point3DCenter; return 1; } else { return 0; } } elseif(a11==1) { AnsCircle->m_fltR=CircleBuf[0].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[0].m_Point3DCenter; return 1; } elseif(a12==1) { AnsCircle->m_fltR=CircleBuf[1].m_fltR; AnsCircle->m_Point3DCenter=CircleBuf[1].m_Point3DCenter; return 1; } return 0; } long EXPORTED_DLL_FUNCTION ArcParagraph(CArc &data,constdouble tolerance) { long i,number; bool blnEqual=true; double L,R; double StartAngle,EndAngle,UnitAngle; CPoint3D Center; Center=data.m_Point3DCenter; StartAngle=data.m_fltStartAngle; EndAngle=data.m_fltEndAngle; R=data.m_fltR; L=sqrt(pow((2.0*PI*R*(EndAngle-StartAngle)/(2.0*PI)),2)); //L=2.0*PI*R*(EndAngle-StartAngle)/(2.0*PI); number=(long)(L/(tolerance*10))+1; if(L!=(tolerance*10*number)) { blnEqual=false; } if(number<=1) { if(number==1) { Point3DAns=new CPoint3D[number]; Point3DAns[0].m_x=Center.m_x+R*cos((EndAngle)); Point3DAns[0].m_y=Center.m_y+R*sin((EndAngle)); Point3DAns[0].m_z=Center.m_z+R*0; return 1; } else { return 0; } } if(blnEqual==true) Point3DAns=new CPoint3D[number]; else Point3DAns=new CPoint3D[number+1]; UnitAngle=(EndAngle-StartAngle)*(tolerance*10)/L; for(i=0;i<number;i++) { Point3DAns[i].m_x=Center.m_x+R*cos((StartAngle+i*UnitAngle)); Point3DAns[i].m_y=Center.m_y+R*sin((StartAngle+i*UnitAngle)); Point3DAns[i].m_z=Center.m_z+R*0;
//Point3DAns[i].m_x=Center.m_x+R*cos(i*UnitAngle); //Point3DAns[i].m_y=Center.m_y+R*sin(i*UnitAngle); //Point3DAns[i].m_z=Center.m_z+R*0; } if(blnEqual!=true) { Point3DAns[i].m_x=Center.m_x+R*cos(EndAngle); Point3DAns[i].m_y=Center.m_y+R*sin(EndAngle); Point3DAns[i].m_z=Center.m_z+0; number++; } return number; } long EXPORTED_DLL_FUNCTION LineParagraph(CLine &data,constdouble tolerance) { double L; long i,number; bool blnEqual=true; CVector Vector1; CPoint3D UnitVector1; L=data.GetDistance(); Vector1.SetData(data.m_StartPoint,data.m_EndPoint); UnitVector1=Vector1.GetUnitVector(); number=(long)(L/(tolerance*20))+1; if(L!=(tolerance*20*(number-1))) { blnEqual=false; } if(number<=1) { if(number==1) { Point3DAns=new CPoint3D[number]; Point3DAns[0].m_x=data.m_EndPoint.m_x; Point3DAns[0].m_y=data.m_EndPoint.m_y; Point3DAns[0].m_z=data.m_EndPoint.m_z; return 1; } else { return 0; } } if(blnEqual==true) Point3DAns=new CPoint3D[number]; else Point3DAns=new CPoint3D[number+1]; for(i=0;i<number;i++) { Point3DAns[i].m_x=data.m_StartPoint.m_x+i*(tolerance*20)*UnitVector1.m_x; Point3DAns[i].m_y=data.m_StartPoint.m_y+i*(tolerance*20)*UnitVector1.m_y; Point3DAns[i].m_z=data.m_StartPoint.m_z+i*(tolerance*20)*UnitVector1.m_z; } if(blnEqual!=true) { Point3DAns[i]=data.m_EndPoint; number++; } return number; } long EXPORTED_DLL_FUNCTION EngCalculate() { long lngEntityNumber=0;//存放元件數量 long lngParagraphNumber=0;//存放分段點的數量 long i=0,j=0,k=0;//三層迴圈的旗標變數 long lngAnsNumber=0;//求到刀具路徑定點的數量 long lngCheck=0;//判段是否有解 lngEntityNumber=(long)gArray.GetSize(); //取得元件數量 CPoint3D Point3DBuffer;//分段點暫存器 CInputData InputDataBuffer;//輸入物件暫存器 CInputData IDSmooth1,IDSmooth2;//為了Smooth Soluction,輸入物件暫存器 CVector VSmooth1,VSmooth2;//為了Smooth Soluction,向量暫存器 CVector VSmooth3,VSmooth4;//為了Smooth Soluction,向量暫存器 CRotateVector RV;//為了產生向量旋轉的運算物件 CSmoothSolution SS;//mooth Soluction實際計算類別 double dblSumAngle=0.0;//存放旋轉角度 CVector VRoate,VRoateUnit;//Smooth Soluction中產生的旋轉向量 bool blnSmooth=false;//判斷是否要執行Smooth bool blnNextEntiy=false;//判斷是否在做挑角 long lngSmoothnumber=0;//判斷執行Smooth的次數 long lngSmoothAngle=0;//存放Smooth的角度正負號 CPoint3D P3DUnit;//存放Smooth Soluction運算過程的單位向量 CRipAngle2Vector RAV;//求Smooth Soluction的分段數和角度正負號 CCircle CircleBuffer;//暫存求出來的圓形 double **DynamicArrayR;//動態配置二維記憶體,用來儲存一個分段點所有的切圓半徑 long l=0;//動態配置二維記憶體迴圈的旗標變數 long m=0;//動態配置二維記憶體紀錄維度變數 long n=0;//氣排法的回傳值,和取得排序完的結果 CCircleRightLeft CRLBuf;//用來運算切圓是否在entity正確方向 bool blnCRL=false;//用來儲存CRLBuf運算結果 long lngcount=0;//用來儲存切圓與entity相交次數 CNoSolution NSBuf; blnSmooth=false; blnNextEntiy=true; for(i=0;i<lngEntityNumber;i++)//(1) { gInputData.Reset();//先把暫存器資料清空 gInputData=gArray[i];//依序取出每個entity if(gInputData.m_lngLineArc==0)//用來儲存型態0->Line;1->Arc) { lngParagraphNumber=LineParagraph(gInputData.m_Line,dblTolerance);//線求分段點 } else { lngParagraphNumber=ArcParagraph(gInputData.m_Arc,dblTolerance);//圓弧求分段點 } /////////////////////////////////////////////////////////////////// //for(j=0;j<lngParagraphNumber;j++)//把每個分段點依序求切圓//(2) //取出相鄰的兩個entity IDSmooth1=gArray[i]; if((i+1)!=lngEntityNumber) IDSmooth2=gArray[i+1]; else IDSmooth2=gArray[0]; //取出相鄰的兩個entity j=0; do//把每個分段點依序求切圓//(2) { gArrayBuffer.RemoveAll();//先把暫存一個分段點與所有entity切圓CArray清空 Point3DBuffer=Point3DAns[j];//依序把分段點取出 ///////////////////////////////////////////// //判斷確認分段點是否和entity的終點相同->start if(blnSmooth==false&&blnNextEntiy==false) { if(IDSmooth1.m_lngLineArc==0)//LINE=0 { if(fabs(IDSmooth1.m_Line.m_EndPoint.m_x-Point3DBuffer.m_x)<0.01&& fabs(IDSmooth1.m_Line.m_EndPoint.m_y-Point3DBuffer.m_y)<0.01) { blnSmooth=true; VSmooth1.SetData(IDSmooth1.m_Line.m_StartPoint,IDSmooth1.m_Line.m_EndPoint); P3DUnit=VSmooth1.GetUnitVector();//取出單位向量 P3DUnit=P3DUnit+VSmooth1.m_EndPoint;//以VSmooth1.m_EndPoint為起點求單位向量的終點 VSmooth3.SetData(VSmooth1.m_EndPoint,P3DUnit);//產生新向量 ///////////////////////////////////////////////// if(IDSmooth2.m_lngLineArc==0)//LINE=0 { VSmooth2.SetData(IDSmooth2.m_Line.m_StartPoint,IDSmooth2.m_Line.m_EndPoint); P3DUnit=VSmooth2.GetUnitVector();//取出單位向量 P3DUnit.m_x*=-1.0;//單位向量反轉 P3DUnit.m_y*=-1.0;//單位向量反轉 P3DUnit.m_z*=-1.0;//單位向量反轉 P3DUnit=P3DUnit+VSmooth2.m_StartPoint;//以VSmooth2.m_StartPoint為起點求單位向量的終點 VSmooth4.SetData(VSmooth2.m_StartPoint,P3DUnit);//產生新向量 } else//ARC=1 { long number=0; double L1=0.0,R=0.0; double StartAngle=0.0,EndAngle=0.0,UnitAngle=0.0; double tolerance=0.0; CPoint3D Center; CPoint3D P3DStart,P3DEnd; tolerance=dblTolerance;//取得弦高公差 R=IDSmooth2.m_Arc.m_fltR;//取得entity2的半徑 StartAngle=IDSmooth2.m_Arc.m_fltStartAngle;//取得entity2的起始角 EndAngle=IDSmooth2.m_Arc.m_fltEndAngle;////取得entity2的終值角 L1=sqrt(pow((2.0*PI*R*(EndAngle-StartAngle)/(2.0*PI)),2));//計算entity2的周長 number=(long)(L1/(tolerance*10))+1;//取得entity2的分段數 UnitAngle=(EndAngle-StartAngle)*(tolerance*10)/L1;//entity2的單位角度 Center=IDSmooth2.m_Arc.m_Point3DCenter;//取得entity2的圓心 P3DStart.m_x=Center.m_x+R*cos(StartAngle);//取得entity2的起始點位置 P3DStart.m_y=Center.m_y+R*sin(StartAngle); P3DStart.m_z=Center.m_z+0; P3DEnd.m_x=Center.m_x+R*cos(StartAngle+1*UnitAngle);//取得entity2起始點往下一分段點位置 P3DEnd.m_y=Center.m_y+R*sin(StartAngle+1*UnitAngle); P3DEnd.m_z=Center.m_z+0; VSmooth2.SetData(P3DStart,P3DEnd); ////////////////////////////////// P3DUnit=VSmooth2.GetUnitVector();//取出單位向量 P3DUnit.m_x*=-1.0;//單位向量反轉 P3DUnit.m_y*=-1.0;//單位向量反轉 P3DUnit.m_z*=-1.0;//單位向量反轉 P3DUnit=P3DUnit+VSmooth2.m_StartPoint;//以VSmooth2.m_StartPoint為起點求單位向量的終點 VSmooth4.SetData(VSmooth2.m_StartPoint,P3DUnit);//產生新向量 } } else { blnSmooth=false; } } else//ARC=1 { //計算圓弧終點 CPoint3D P3DArcEnd; P3DArcEnd.m_x=IDSmooth1.m_Arc.m_Point3DCenter.m_x+IDSmooth1.m_Arc.m_fltR*cos(IDSmooth1.m_Arc.m_fltEndAngle);//計算entity1的終點位置 P3DArcEnd.m_y=IDSmooth1.m_Arc.m_Point3DCenter.m_y+IDSmooth1.m_Arc.m_fltR*sin(IDSmooth1.m_Arc.m_fltEndAngle); P3DArcEnd.m_z=IDSmooth1.m_Arc.m_Point3DCenter.m_z+0; //判斷圓弧終點和和分段點是否相同 if((P3DArcEnd.m_x==Point3DBuffer.m_x) && (P3DArcEnd.m_y==Point3DBuffer.m_y)) { blnSmooth=true; long number=0; double L2=0.0,R=0.0; double StartAngle=0.0,EndAngle=0.0,UnitAngle=0.0; double tolerance=0.0; CPoint3D Center; CPoint3D P3DStart,P3DEnd; tolerance=dblTolerance; R=IDSmooth1.m_Arc.m_fltR;//取得entity1的半徑 StartAngle=IDSmooth1.m_Arc.m_fltStartAngle;//取得entity1的起始角 EndAngle=IDSmooth1.m_Arc.m_fltEndAngle;//取得entity1的終止角 L2=sqrt(pow((2.0*PI*R*(EndAngle-StartAngle)/(2.0*PI)),2));//計算entity1的周長 number=(long)(L2/(tolerance*10))+1;//計算分段數 UnitAngle=(EndAngle-StartAngle)*(tolerance*10)/L2;//計算單位角度 Center=IDSmooth1.m_Arc.m_Point3DCenter;//取得entity1的圓心 P3DStart.m_x=Center.m_x+R*cos(EndAngle);//計算entity1的終點位置 P3DStart.m_y=Center.m_y+R*sin(EndAngle); P3DStart.m_z=Center.m_z+0; P3DEnd.m_x=Center.m_x+R*cos(EndAngle-1*UnitAngle);//計算entity1終點的前一分段點位置 P3DEnd.m_y=Center.m_y+R*sin(EndAngle-1*UnitAngle); P3DEnd.m_z=Center.m_z+0; VSmooth1.SetData(P3DEnd,P3DStart); P3DUnit=VSmooth1.GetUnitVector(); P3DUnit=P3DUnit+VSmooth1.m_EndPoint; VSmooth3.SetData(VSmooth1.m_EndPoint,P3DUnit); /////////////////////////////////////// if(IDSmooth2.m_lngLineArc==0)//LINE=0 { VSmooth2.SetData(IDSmooth2.m_Line.m_StartPoint,IDSmooth2.m_Line.m_EndPoint); P3DUnit=VSmooth2.GetUnitVector(); P3DUnit.m_x*=-1.0; P3DUnit.m_y*=-1.0; P3DUnit.m_z*=-1.0; P3DUnit=P3DUnit+VSmooth2.m_StartPoint; VSmooth4.SetData(VSmooth2.m_StartPoint,P3DUnit); } else//ARC=1 { tolerance=dblTolerance;//取得標準公差 R=IDSmooth2.m_Arc.m_fltR;//取得entity2的半徑 StartAngle=IDSmooth2.m_Arc.m_fltStartAngle;//取得entity2的起始角 EndAngle=IDSmooth2.m_Arc.m_fltEndAngle;//取得entity2的終止角 L2=sqrt(pow((2.0*PI*R*(EndAngle-StartAngle)/(2.0*PI)),2));//計算entity2的周長 number=(long)(L2/(tolerance*10))+1;//計算分段數 UnitAngle=(EndAngle-StartAngle)*(tolerance*10)/L2;//計算單位角度 Center=IDSmooth2.m_Arc.m_Point3DCenter;//取得entity2的圓心 P3DStart.m_x=Center.m_x+R*cos(StartAngle); //取得entity2的起始點位置 P3DStart.m_y=Center.m_y+R*sin(StartAngle); P3DStart.m_z=Center.m_z+0; P3DEnd.m_x=Center.m_x+R*cos(StartAngle+1*UnitAngle);//取得entity2起始點的下一分段點位置 P3DEnd.m_y=Center.m_y+R*sin(StartAngle+1*UnitAngle); P3DEnd.m_z=Center.m_z+0; VSmooth2.SetData(P3DStart,P3DEnd); ////////////////////////////////// P3DUnit=VSmooth2.GetUnitVector(); P3DUnit.m_x*=-1.0; P3DUnit.m_y*=-1.0; P3DUnit.m_z*=-1.0; P3DUnit=P3DUnit+VSmooth2.m_StartPoint; VSmooth4.SetData(VSmooth2.m_StartPoint,P3DUnit); } } else { blnSmooth=false; } } } //判斷確認分段點是否和entity的終點相同->end if((blnSmooth==true) && (lngSmoothnumber==0)) { RAV.SetData(VSmooth4,VSmooth3); lngSmoothnumber=RAV.GetNumber();//判斷執行Smooth的次數 lngSmoothAngle=RAV.GetUnitAngle();//存放Smooth的角度正負號 dblSumAngle=0.0; } if((blnSmooth==true) && (lngSmoothnumber>0)) { lngSmoothnumber–; CPoint3D P3Dbuf1; CPoint3D P3Dtemp(0.0f,0.0f,0.0f); dblSumAngle+=lngSmoothAngle;//存放旋轉角度 RV.SetData(VSmooth4); VRoate=RV.Rotate(2,dblSumAngle);//Smooth Soluction中產生的旋轉向量 P3Dbuf1=VRoate.GetUnitVector(); P3Dtemp=P3Dtemp+Point3DBuffer; P3Dbuf1=P3Dbuf1+Point3DBuffer; VRoateUnit.SetData(P3Dtemp,P3Dbuf1); } for(k=0;k<lngEntityNumber;k++)//依序和其他的entity作運算//(3) { if(i==k) continue;//同一個Entity不用算 InputDataBuffer.Reset();//清空暫存器 InputDataBuffer=gArray[k];//取出相對的entity if(blnSmooth==false) { switch((gInputData.m_lngLineArc+InputDataBuffer.m_lngLineArc))//判萬要使用哪一個函數運算 { case 0://0+0 lngCheck=EngLineLineSolve(InputDataBuffer,gInputData,Point3DBuffer,&CircleBuffer); break; case 1://1+0,0+1 if((gInputData.m_lngLineArc==0) && (InputDataBuffer.m_lngLineArc==1))//線與圓弧,且分段點是從線求出 { lngCheck=EngLineArcSolve(InputDataBuffer.m_Arc,gInputData.m_Line,Point3DBuffer,&CircleBuffer); } else//線與圓弧,且分段點是從圓弧求出 { lngCheck=EngArcLineSolve(InputDataBuffer.m_Line,gInputData.m_Arc,Point3DBuffer,&CircleBuffer); } break; case 2://1+1 lngCheck=EngArcArcSolve(InputDataBuffer.m_Arc,gInputData.m_Arc,Point3DBuffer,&CircleBuffer); break; } } else//blnSmooth==true { if(InputDataBuffer.m_lngLineArc==0) { SS.SetData(VRoateUnit,InputDataBuffer.m_Line); } else { SS.SetData(VRoateUnit,InputDataBuffer.m_Arc); } lngCheck=SS.GetAns(&CircleBuffer); } //if(blnSmooth==false) //{ if(lngCheck!=0)//確認且圓不和其他entity相交 { for(long q=0;q<lngEntityNumber;q++) { if((q!=k) && (q!=i)) { InputDataBuffer.Reset();//清空暫存器 InputDataBuffer=gArray[q];//取出相對的entity if(InputDataBuffer.m_lngLineArc==0)//用來儲存型態0->Line;1->Arc) {//0->Line double angle1,angle2; CPoint3D P3D1,P3D2; int Ansnumber; Ansnumber=CircleBuffer.CircleLine(InputDataBuffer.m_Line,&angle1,&angle2,&P3D1,&P3D2); /* if(Ansnumber!=0) { lngCheck=0; break; } //*/ ///* if(Ansnumber==3)//線段在圓內 {// lngCheck=0; lngcount=0; break; } elseif(Ansnumber==2)//有兩個交點 { CLine Line2d; Line2d.SetData(P3D1,P3D2); if(Line2d.GetDistance()>0.1)//判斷兩個交點是否為同一個 { lngCheck=0; lngcount=0; break; } else//兩交點為同一個 { lngcount++; if(CircleBuffer.CheckExcircle(InputDataBuffer.m_Line)==false) { lngCheck=0; lngcount=0; break; } if(lngcount>1) { lngCheck=0; lngcount=0; break; } } } elseif(Ansnumber==1) { lngcount++; if(CircleBuffer.CheckExcircle(InputDataBuffer.m_Line)==false) { lngCheck=0; lngcount=0; break; } if(lngcount>1) { lngCheck=0; lngcount=0; break; } } //*/ } else {//1->Arc int Ansnumber; CCircle Arc2Circle; double angbuf1,angbuf2; Arc2Circle.SetData(InputDataBuffer.m_Arc.m_Point3DCenter,InputDataBuffer.m_Arc.m_fltR); Ansnumber=Arc2Circle.CircleCircle(CircleBuffer,&angbuf1,&angbuf2); if(Ansnumber==10 ) { lngCheck=0; break; } elseif(Ansnumber==2) { double m_fltStartAngle,m_fltEndAngle; bool checkang1=false,checkang2=false; if(angbuf1<0) angbuf1=angbuf1+PI*2.0; if(angbuf2<0) angbuf2=angbuf2+PI*2.0; m_fltStartAngle=InputDataBuffer.m_Arc.m_fltStartAngle; m_fltEndAngle=InputDataBuffer.m_Arc.m_fltEndAngle; if((m_fltStartAngle<m_fltEndAngle && angbuf1<=m_fltEndAngle && angbuf1>=m_fltStartAngle) ||(m_fltStartAngle>m_fltEndAngle && angbuf1<=m_fltStartAngle && angbuf1>=m_fltEndAngle)) checkang1=true; if((m_fltStartAngle<m_fltEndAngle && angbuf2<=m_fltEndAngle && angbuf2>=m_fltStartAngle) ||(m_fltStartAngle>m_fltEndAngle && angbuf2<=m_fltStartAngle && angbuf2>=m_fltEndAngle)) checkang2=true; if(checkang2==true || checkang1==true) { lngCheck=0; break; } } Ansnumber=InputDataBuffer.m_Arc.ArcCircle(CircleBuffer); if(Ansnumber!=0) { lngCheck=0; break; } } } else { int Ansnumber; InputDataBuffer.Reset();//清空暫存器 InputDataBuffer=gArray[q];//取出相對的entity if(InputDataBuffer.m_lngLineArc==1) { if(blnSmooth==false) { CCircle Arc2Circle; double angbuf1,angbuf2; Arc2Circle.SetData(InputDataBuffer.m_Arc.m_Point3DCenter,InputDataBuffer.m_Arc.m_fltR); Ansnumber=CircleBuffer.CircleCircle(Arc2Circle,&angbuf1,&angbuf2); if(Ansnumber==20||Ansnumber==21) { lngCheck=0; break; } elseif((Ansnumber==10||Ansnumber==11)&& (fabs(CircleBuffer.m_fltR-Arc2Circle.m_fltR)<0.001)) { lngCheck=0; break; } } else { int Ansnumber; CCircle Arc2Circle; double angbuf1,angbuf2; Arc2Circle.SetData(InputDataBuffer.m_Arc.m_Point3DCenter,InputDataBuffer.m_Arc.m_fltR); Ansnumber=Arc2Circle.CircleCircle(CircleBuffer,&angbuf1,&angbuf2); if(Ansnumber==10 ) { lngCheck=0; break; } elseif(Ansnumber==2) { double m_fltStartAngle,m_fltEndAngle; bool checkang1=false,checkang2=false; if(angbuf1<0) angbuf1=angbuf1+PI*2.0; if(angbuf2<0) angbuf2=angbuf2+PI*2.0; m_fltStartAngle=InputDataBuffer.m_Arc.m_fltStartAngle; m_fltEndAngle=InputDataBuffer.m_Arc.m_fltEndAngle; if((m_fltStartAngle<m_fltEndAngle && angbuf1<=m_fltEndAngle && angbuf1>=m_fltStartAngle) ||(m_fltStartAngle>m_fltEndAngle && angbuf1<=m_fltStartAngle && angbuf1>=m_fltEndAngle)) checkang1=true; if((m_fltStartAngle<m_fltEndAngle && angbuf2<=m_fltEndAngle && angbuf2>=m_fltStartAngle) ||(m_fltStartAngle>m_fltEndAngle && angbuf2<=m_fltStartAngle && angbuf2>=m_fltEndAngle)) checkang2=true; if(checkang2==true || checkang1==true) { lngCheck=0; break; } } Ansnumber=InputDataBuffer.m_Arc.ArcCircle(CircleBuffer); if(Ansnumber!=0) { lngCheck=0; break; } } } else { if(blnSmooth==false) { bool CheckEx=false; CheckEx=CircleBuffer.CheckExcircle(InputDataBuffer.m_Line); if(CheckEx==false) { lngCheck=0; break; } } else//blnSmooth==true { double angle1,angle2; CPoint3D P3D1,P3D2; int Ansnumber; Ansnumber=CircleBuffer.CircleLine(InputDataBuffer.m_Line,&angle1,&angle2,&P3D1,&P3D2); if(Ansnumber==3)//線段在圓內 {// lngCheck=0; lngcount=0; break; } elseif(Ansnumber==2)//有兩個交點 { CLine Line2d; Line2d.SetData(P3D1,P3D2); if(Line2d.GetDistance()>0.1)//判斷兩個交點是否為同一個 { lngCheck=0; lngcount=0; break; } else//兩交點為同一個 { lngcount++; if(CircleBuffer.CheckExcircle(InputDataBuffer.m_Line)==false) { lngCheck=0; lngcount=0; break; } if(lngcount>1) { lngCheck=0; lngcount=0; break; } } } elseif(Ansnumber==1) { lngcount++; if(CircleBuffer.CheckExcircle(InputDataBuffer.m_Line)==false) { lngCheck=0; lngcount=0; break; } if(lngcount>1) { lngCheck=0; lngcount=0; break; } } } } } } } //} ///* if(lngCheck!=0) { InputDataBuffer.Reset();//清空暫存器 InputDataBuffer=gArray[i];//取出相對的entity blnCRL=false;//清除上一次運算結果 CRLBuf.SetData(InputDataBuffer,CircleBuffer); blnCRL=CRLBuf.Check(); if(blnCRL==false) { lngCheck=0; } else { InputDataBuffer.Reset();//清空暫存器 InputDataBuffer=gArray[k];//取出相對的entity blnCRL=false;//清除上一次運算結果 CRLBuf.SetData(InputDataBuffer,CircleBuffer); blnCRL=CRLBuf.Check(); if(blnCRL==false) { lngCheck=0; } } } //*/ if(lngCheck!=0)//如果沒有切圓,則不用紀錄 { gArrayBuffer.Add(CircleBuffer); /////////////////////////////////////////////////// if(((i+1-k)==0)) blnNextEntiy=true;//相鄰的entity else blnNextEntiy=false;//非相鄰的entity } long debug1=(long)(gArrayAns.GetSize()); }//(3) m=(long)(gArrayBuffer.GetSize());//抓出一個分段點有幾切圓 if(m<=0) { InputDataBuffer.Reset();//清空暫存器 InputDataBuffer=gArray[i];//取出相對的entity NSBuf.SetData(InputDataBuffer,i,Point3DBuffer,Point3DCross,lngEntityNumber); if(NSBuf.GetAns(&CircleBuffer)) gArrayBuffer.Add(CircleBuffer); } m=(long)(gArrayBuffer.GetSize());//抓出一個分段點有幾切圓 if(m>0) { DynamicArrayR=newdouble *[m];//動態配置記憶體 for(l=0;l<m;l++) DynamicArrayR[l]=newdouble [2]; for(l=0;l<m;l++)//設定動態配置記憶體的值 { DynamicArrayR[l][0]=l; CircleBuffer=gArrayBuffer[l]; DynamicArrayR[l][1]=CircleBuffer.m_fltR; } n=BubbleSort(DynamicArrayR,m);//氣泡排序 n=(long)(DynamicArrayR[0][0]);//取出最小半徑的旗標 CircleBuffer=gArrayBuffer[n];//取出最小半徑的切圓 gArrayAns.Add(CircleBuffer);//儲存最小半徑的切圓 ////////////////////////////////////////////////// for(l=0;l<m;l++)//釋放動態二維記憶體 delete [] DynamicArrayR[l]; delete [] DynamicArrayR; } if(lngSmoothnumber<=0) { j++; blnSmooth=false; } }while(j<lngParagraphNumber);//(2) delete [] Point3DAns;//釋放動態一維記憶體 }//(1) lngAnsNumber=gArrayAns.GetSize(); FILE *pfAns; pfAns=fopen(“Ans.txt”,”w”); CCircle CC1; for(i=0;i< lngAnsNumber;i++) { CC1=gArrayAns[i]; fprintf(pfAns,”%f\t%f\t%f\n”,CC1.m_Point3DCenter.m_x,CC1.m_Point3DCenter.m_y,CC1.m_fltR); } fclose(pfAns); delete [] Point3DCross; return lngAnsNumber; } long EXPORTED_DLL_FUNCTION BubbleSort(double **p,long n) { long i,j,key; double temp,temp1; if(n<=0) return 0; for(i=0;i<n;i++) { key=0; for(j=0;j<(n-i-1);j++) { if(p[j][1]>p[j+1][1]) { temp1=p[j][1]; p[j][1]=p[j+1][1]; p[j+1][1]=temp1; /////////////////////////////// temp=p[j][0]; p[j][0]=p[j+1][0]; p[j+1][0]=temp; key=1; } } if(key==0) break; } return 1; } CEngrave32App::CEngrave32App() { // TODO: add construction code here, // Place all significant initialization in InitInstance }
///////////////////////////////////////////////////////////////////////////// // The one and only CEngrave32App object
CEngrave32App theApp;
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