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#include <iostream>
#include <fstream>
#include <string>
#include <vector>
#include <cmath>
using namespace std;
const double PI = 4.0 * atan( 1.0 );
class STL;
//======================================================================
struct vec
{
double x, y, z;
};
//----------------------------
vec operator + ( const vec a, const vec b ){ return { a.x + b.x, a.y + b.y, a.z + b.z }; }
vec operator - ( const vec a, const vec b ){ return { a.x - b.x, a.y - b.y, a.z - b.z }; }
vec operator / ( const vec a, double d ){ return { a.x / d, a.y / d, a.z / d }; }
vec operator * ( double d , const vec a ){ return { d * a.x, d * a.y, d * a.z }; }
vec operator * ( const vec a, const vec b ){ return { a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x }; }
double normsq ( const vec a ){ return a.x * a.x + a.y * a.y + a.z * a.z; }
double len ( const vec a ){ return sqrt( normsq( a ) ); }
ostream & operator << ( ostream &out, const vec a ){ return out << a.x << " " << a.y << " " << a.z << " "; }
//======================================================================
struct Triangle
{
vec v1, v2, v3;
};
//======================================================================
class Shape
{
public:
virtual void addToPlot( STL &stl ) = 0;
};
//======================================================================
class STL
{
vector<Triangle> triangles;
public:
void add( Shape *S );
void addTriangle( vec v1, vec v2, vec v3 );
void addRectangle( vec v1, vec v2, vec v3, vec v4 );
void draw( const string &filename );
};
//----------------------------
void STL::add( Shape *S )
{
S->addToPlot( *this );
}
//----------------------------
void STL::addTriangle( vec v1, vec v2, vec v3 )
{
triangles.push_back( { v1, v2, v3 } );
}
//----------------------------
void STL::addRectangle( vec v1, vec v2, vec v3, vec v4 )
{
addTriangle( v1, v2, v3 );
addTriangle( v1, v3, v4 );
}
//----------------------------
void STL::draw( const string &filename )
{
ofstream out( filename );
out << "solid\n";
for ( Triangle tri : triangles )
{
vec n = ( tri.v2 - tri.v1 ) * ( tri.v3 - tri.v1 );
n = n / len( n ); // unit normal vector;
out << " facet normal " << n << '\n';
out << " outer loop\n";
out << " vertex " << tri.v1 << '\n';
out << " vertex " << tri.v2 << '\n';
out << " vertex " << tri.v3 << '\n';
out << " endloop\n";
out << " endfacet\n";
}
out << "endsolid\n";
}
//======================================================================
class Cube : public Shape
{
vec centre; // centre
double L; // side length
vec side1, side2, side3; // TO DO: needs general orientation
public:
Cube( vec centre, double L ) : centre( centre ), L( L ) // Specify centre and side length
{
side1 = vec{ L, 0, 0 };
side2 = vec{ 0, L, 0 };
side3 = vec{ 0, 0, L };
}
Cube( vec centre, vec side1, vec side2 ) : centre( centre ), side1( side1 ), side2( side2 )
{ // Specify centre and two side vectors
L = len( side1 );
side3 = side1 * side2 / L;
}
void addToPlot( STL &stl );
};
//----------------------------
void Cube::addToPlot( STL &stl )
{
vec v1 = centre - 0.5 * ( side1 + side2 + side3 );
vec v2 = v1 + side1;
vec v3 = v2 + side2;
vec v4 = v3 - side1;
vec v5 = v1 + side3, v6 = v2 + side3, v7 = v3 + side3, v8 = v4 + side3;
stl.addRectangle( v1, v2, v6, v5 );
stl.addRectangle( v2, v3, v7, v6 );
stl.addRectangle( v3, v4, v8, v7 );
stl.addRectangle( v4, v1, v5, v8 );
stl.addRectangle( v1, v4, v3, v2 );
stl.addRectangle( v5, v6, v7, v8 );
}
//======================================================================
class Cylinder : public Shape
{
vec centre; // centre (NOT base centre)
double r; // radius
double h; // height
int nface; // number of rectangular faces
vec side1, side2, side3; // vectors along radius, along radius perpendicular, along axis
public:
Cylinder( vec centre, double r, double h, int n = 30 ) : centre( centre ), r( r ), h( h ), nface( n )
{ // Specify centre, radius, height
side1 = vec{ r, 0, 0 };
side2 = vec{ 0, r, 0 };
side3 = vec{ 0, 0, h };
}
Cylinder( vec centre, vec side1, vec side3, int n = 30 ) : centre( centre ), side1( side1 ), side3( side3 ), nface(n)
{ // Specify vectors for centre, radius, height
r = len( side1 );
h = len( side3 );
side2 = side3 * side1 / h;
}
void addToPlot( STL &stl );
};
//----------------------------
void Cylinder::addToPlot( STL &stl )
{
vec bottom = centre - 0.5 * side3; // centre of base
vec top = bottom + side3; // centre of top
double dtheta = 2.0 * PI / nface;
vec v1, v2, v3, v4;
v2 = bottom + side1;
v3 = v2 + side3;
for ( int n = 1; n <= nface; n++ )
{
double theta = n * dtheta;
v1 = v2;
v4 = v3;
v2 = bottom + cos( theta ) * side1 + sin( theta ) * side2;
v3 = v2 + side3;
stl.addRectangle( v1, v2, v3, v4 ); // add sides as a series of rectangles
stl.addTriangle( v2, v1, bottom ); // add triangles for bottom
stl.addTriangle( v4, v3, top ); // add triangles for top
}
}
//======================================================================
int main()
{
Cube cube1( vec{ 0, 0, 0 }, 25 );
Cube cube2( vec{ 50, 0, 0 }, vec{ 20, 20, 0 }, vec{ 20, -20, 0 } );
Cylinder cylinder1( vec{ 0, 50, 0 }, 20, 30 );
Cylinder cylinder2( vec{ 50, 50, 0 }, vec{ 20, 20, 0 }, vec{ 20, -20, 0 } );
STL stl;
stl.add( &cube1 );
stl.add( &cube2 );
stl.add( &cylinder1 );
stl.add( &cylinder2 );
stl.draw( "stl.stl" );
}
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