civil 3d中要素線及放坡相關的.net api基本沒有開放,
com api也只有要素線有有限的一些功能,
有時需要要素線到曲面的投影線,
這把我卡了很長時間。
今天想到了曲面有獲取點到曲面投影的功能,
所以利用這個功能,
實現了求取直線到曲面投影的方法。
基本的思路是:
直線起點投影到曲面,
通過投影點獲取到相應的三角形,
之后直線投影到三角形所在的平面,
再求投影線與三角形的交點,
通過交線找到三角形的邊(有待優化),
通過三角形的邊找到下一個三角形,
循環操作,
找出每一交點,
連成三維多段線。
主要的代碼如下,
還不完善,
有需要的朋友可以借鑒一下,
拿去繼續優化。
/// <summary> /// 2020年10月31日17:00:18 /// 直線投影到三角網曲面 /// </summary> /// <param name="l">直線</param> /// <param name="sur">曲面</param> /// <param name="direction">投影方向</param> /// <returns>投影三維多段線</returns> public static Polyline3d ProjectToTinsurface(this Line l, TinSurface sur, Vector3d direction) { Point3dCollection pts = new Point3dCollection(); Point3d projectedPt01 = sur.GetIntersectionPoint(l.StartPoint, direction); Point3d projectedPt02 = sur.GetIntersectionPoint(l.EndPoint, direction); pts.Add(projectedPt01); var seedTriangle = sur.FindTriangleAtXY(projectedPt01.X, projectedPt01.Y); var projectedLine = l.GetProjectedCurve(seedTriangle.Plane(), direction) as Line; var intersectPts = projectedLine.GetIntersectPoints(seedTriangle); Point3d seedPt = new Point3d(); // 如果三角形很大,直線很短,兩個點投影后落到一個三角形內時, // 交點數為0,需要直接跳過 // 交點數大於0時,說明與三角形的邊有交點 if (intersectPts.Count > 0) { foreach (Point3d pt in intersectPts) { if (!pts.Contains(pt)) { seedPt = pt; pts.Add(pt); } } // 執行do while循環,依次選擇相鄰的三角形,依次查找交點 do { // 交點位置的邊 // 這個應該有優化的空間,在求交點是記錄邊, // 之后傳遞到這里,而不是再用點查找一遍 var edge = sur.FindEdgeAtXY(seedPt.X, seedPt.Y); // 選擇下一個三角形 if (edge.Triangle1.GetHashCode() != seedTriangle.GetHashCode()) { seedTriangle = edge.Triangle1; } else { seedTriangle = edge.Triangle2; } // 投影直線到三角形上 projectedLine = l.GetProjectedCurve(seedTriangle.Plane(), direction) as Line; // 獲取投影線與三角形的交點 intersectPts = projectedLine.GetIntersectPoints(seedTriangle); // 如果交點不在交點集合中,添加到集合 foreach (Point3d pt in intersectPts) { if (!pts.Contains(pt)) { seedPt = pt; pts.Add(pt); } } } while (intersectPts.Count > 1); } // 添加終點投影點到集合中 pts.Add(projectedPt02); // 生成三維多段線 return new Polyline3d(Poly3dType.SimplePoly, pts, false); } /// <summary> /// 2020年10月31日17:07:38 /// 三角形平面 /// 獲取曲面三角形所在的平面 /// </summary> /// <param name="triangle">三角形</param> /// <returns>平面</returns> public static Plane Plane(this TinSurfaceTriangle triangle) { Point3d point1 = triangle.Vertex1.Location; Point3d point2 = triangle.Vertex2.Location; Point3d point3 = triangle.Vertex3.Location; return new Plane( point1, point1.GetVectorTo(point2), point1.GetVectorTo(point3)); } /// <summary> /// 2020年10月31日17:08:49 /// 獲取直線與三角形的交點集 /// </summary> /// <param name="l"></param> /// <param name="triangle"></param> /// <returns></returns> public static Point3dCollection GetIntersectPoints(this Line l, TinSurfaceTriangle triangle) { Point3d point1 = triangle.Vertex1.Location; Point3d point2 = triangle.Vertex2.Location; Point3d point3 = triangle.Vertex3.Location; Point3dCollection result = new Point3dCollection(); l.IntersectWith(new Line(point1, point2), Intersect.OnBothOperands, result, new IntPtr(0), new IntPtr(0)); l.IntersectWith(new Line(point1, point3), Intersect.OnBothOperands, result, new IntPtr(0), new IntPtr(0)); l.IntersectWith(new Line(point3, point2), Intersect.OnBothOperands, result, new IntPtr(0), new IntPtr(0)); return result; }