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Extract feature edges of mesh set with angle
Hi
I have attached code that implemented for extract feature edge vertex of mesh set with angle.
Basically, CAE program supports this feature. but seems does not implement in moab.
So I have written this code.
This is an image for highlight vertex of extracted edges with angle 30 from my opengl program.
Thank you.
Comments (9)
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reporter -
reporter - changed title to Extract feature edges of mesh set with angle
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reporter - edited description
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Thanks for the test program. I haven’t had a chance to play with it, but I think new enhancements and changes like this can be submitted directly as a pull-request (PR). It is much easier to review code changes and discuss/comment further in that interface, rather than from within the issues page.
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Or perhaps I misunderstood the issue you are raising. Is the question related to how features can be extracted along an angle, given a 3-d mesh ? The program you attached is not a standalone test. It will help if we can get a driver and a small mesh of interest to you in order to test the problem as well.
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reporter @Vijay M
I am sorry to late.
I just suggested a new feature in MOAB.
So attached code is not completed.
I did just provide an algorithm about how can it.
Do you provide an extract edge feature with an angle in MOAB?
If not, can I submit this completed code?
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we have a similar feature / algorithm already implemented in another library, cgm; moab can be built with cgm dependency;
There, we can use facet engine to create geometry and topology from mesh;If you need a feature like this, I suggest looking also at FBEngine methods in MOAB, and add the capability in that context; basically, a facet based surface and curve is formed from a mesh set of triangular faces / edges, in order; you should use that framework if you want to create “geometric” based entities from mesh;
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reporter @Iulian Grindeanu
Thanks for the information. Actually, I built the MOAB library without any option.
I will check now. You can close this issue.
I will be thinking regarding contribute to MOAB after cgm review. -
cgm is probably too complicated for you if you never used it; I would add your feature in MOAB directly, and make it part of the FB engine; in there, we use skinning to create the outer boundary of a shell; with your feature recognition, it can identify ridges/interior faces, and reconstruct in this way topology ; also look at cropvol_test , that shows how to construct a geometric volume based on mesh faces, and operations like cutting along a polygonal line
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